Neko Species in Matera | World Anvil
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Neko (Neck-o)

Feline like humanoids, the Neko are a diverse people, whose looks and cultures vary from realm to realm. Regardless of realm, the Neko are both spiritual and mischievous, having a knack for getting into trouble and an even greater knack for getting out of it.

Basic Information

Biological Traits

Nekos possess sharp claws, although many need special training to successfully use these claws in combat.

Genetics and Reproduction

Newborn and young cyko are known as kits, and must be kept under constant supervision due to their tendency to wander and cause trouble.

Growth Rate & Stages

Nekos reach adulthood at 15 years of age. Young nekos are much smaller then adult nekos, growing rapidly in their final years before adulthood.

Dietary Needs and Habits

The neko are mostly carnivorous, mostly hunting small rodents and fish. They are intensely affected by the plant known as catnip, causing euphoria and hyperactivity. Catnip addiction is a serious problem in catfolk society, with it being banned by most tribes.

Biological Cycle

A nekos fur grows thicker during the winter months. They shed this extra outer coat in during the spring so that they do not overheat in the summer.

Additional Information

Social Structure

Neko tribes are ruled over by their most competent elders, who are elected by popular vote. Neko are fiercely independent creatures, working separately but in tandem to advance the tribe. While immensely competitive with each other, especially when attempting to be elected into positions of power, the neko are quick to come to the defense of their tribesman when threatened by outside sources.

Facial characteristics

The neko have long, cat-like whiskers on their face. Such whiskers are a catfolks pride and joy, and cutting off their whiskers is akin to amputation.

Geographic Origin and Distribution

The neko are spread throughout the Nine Realms, with most Central Matera Neko living in various nomadic Tribes in the Kyoshi Tribelands.

Average Intelligence

Most neko are curious and inquisitive, but often lack self control and are impulsive. They are quite gregarious, loving to make new friends and experiences. With training, many neko can learn to ignore the effects of magic that would control their actions

Perception and Sensory Capabilities

The neko can see in low-light conditions, and have a slightly better sense of smell than humans.

Symbiotic and Parasitic organisms

Many catfolk keep housecats or other small felines as pets, with some tribes even keeping larger felines as protectors of the tribe.

Civilization and Culture

Beauty Ideals

Neko are often concerned with beauty, working hard to keep their fur clean and shiny. Many neko become overly obsessed with their looks, becoming extremely vain and self conscious.

Gender Ideals

Most female neko are in charge of rearing the kits, but otherwise male and female neko are treated relatively the same in neko society.

Courtship Ideals

Female nekos enter annual periods of heat that usually lasts about half a month. During this time, female nekos become extremely social with any males in the area, often becoming overly physical. Most female neko become embarrassed by their behavior during this period, despite the fact that most neko tribes eschew traditional marriages in exchange for open relationships.

Relationship Ideals

Neko are easily able to make friends, although many neko can become clingy and possessive of these friendships, often becoming jealous when their friends attempt to branch out to other people.

Average Technological Level

Most neko prefer simple technologies that aid in travel, but are often curious about new ideas and are excited to try new things.

Major Language Groups and Dialects

The neko speak their racial language of Neko and the Common dialect of their realm, but can also often be found speaking Alka, Aquan, Auran, Ignan, Tengu, Terran or Ursan.

Common Dress Code

Many neko wear light robes that are easy to travel in and allow them to remain cool with all of their fur.

Culture and Cultural Heritage

The neko are a nomadic people, traveling to and from from various sacred sites.

Common Taboos

A neko who betrays his tribe is likely to be banished, and many tribes are now heavily regulating the use of catnip due to its harmful long term effects.

Historical Figures

A member of the legendary adventuring party, the Band of the Sunlit Sword, was Zithe Roue, a juggler and entertainer.   A member of the Nenu-Lan guild The Court of Misfits was Luna Grey, an accomplished thief.

Common Myths and Legends

Most neko worship a member of the Nekon pantheon, with a majority of Central neko venerating the head of the pantheon, a gocdess known as Neko of which the race is named for.

Interspecies Relations and Assumptions

Central Neko have a penchant for being crafty but untrustworthy, and are thus treated warily by other races and are often blamed for misfortune. Cyko are treated with respect, as they are well suited to being guides to the cold wastes, and it is often considered bad luck to sail without one. Juko are prized as slaves to torment by gnolls, and thus the two never see eye to eye. Leko are quick to mistrust and test other races, especially fey-based one, but will become loyal companions once their trust is earned. Pako are secretive and try not to interact with other races, but will often come to the aid of those seeking refuge from various threats. Due to mistreatment at the hand of other races, many Puko are distrusting and confrontational, but have deep spiritual practices that they enjoy sharing with others. Tiko are hungry predators and loners, and are often feared for their reputation.

Racial Table: Neko Hit Dice: D8; Class Skills: Acrobatics, Climb, Perception, Profession, Survival; Skill Ranks Per Level: 2 + Intelligence modifier; Weapon Proficiency: Simple, plus claw blades; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +2 +0 Animal Minded, Cat's Luck, Natural Hunter, Sprinter
2nd +1 +0 +3 +0 Evasion, Feline Grace
3rd +2 +1 +3 +1 Cat's Grace, Unconcerned
4th +3 +1 +4 +1 Improved Evasion, +1 Dexterity, +1 Charisma
5th +3 +1 +4 +1 Nine Lives

Random Starting Age
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19) +1d6 years (16 - 21) +2d6 years (17 - 27)
1This category includes barbarians, bloodragers, imbuers, kineticists, leaches, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.     3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d8 in. (5 ft. - 6 ft. 2 in.) 120 lbs. +(2d8x5 lbs.) (130 - 200 lbs.)
Female 4 ft. 5 in. +2d8 in. (4 ft. 7 in. - 5 ft. 11 in.) 85 lbs. +(2d8x5 lbs.) (95 - 160 lbs.)

Neko Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
35 years 53 years 70 years 70 + 2d20 years (72 - 110 years)

Random Neko Homelands
% Rolled Homeland Trait Gained
01-60 Plains Savanna Child
61-80 Non-neko town or village Friend in Every Town
81-95 Non-neko city or metropolis Child of the Streets
96-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Neko Families
% Rolled Parental Status
01-45 Both of your parents are alive
46-65 Only Father is alive
66-85 Only Mother is alive
86-00 Both of your parents are dead
Random Neko Siblings
% Rolled # of Siblings
01-40 1d2 biological siblings
41-70 1d2 biological siblings and 1d2 adopted siblings
71-90 1d4 biological and/or adopted siblings
91-00 No siblings
Lifespan
72 - 110 years.
Average Height
4 ft. 7 in. - 5 ft. 6 in.
Average Weight
95 - 200 lbs.
Average Physique
The neko are quick and lean, and are able to sprint long distances relatively quickly. Many train themselves to be extremely acrobatic, able to dodge even magical attacks with ease.
Body Tint, Colouring and Marking
The catfolk vary wildly in coloration and markings, which are usually passed down hereditarily.
Related Organizations
Related Ethnicities

Neko

Type Humanoid (Neko)
Ability Score Modifier +2 Dexterity, +2 Charisma, -2 Wisdom. Neko are sociable and agile, but often lack common sense.
Size medium
Speed Nekos have a base speed of 30 feet.
Language A neko begins play speaking Common and Neko. A neko with a high intelligence score can choose from any of the following languages: Alka, Aquan, Auran, Ignan, Tengu, Terran or Ursan

  • Materil: Materan nekos can be tied to any of the Materils, although the racial variants are tied to the Materil of their realm. Materan nekos tend towards Shadowbringers or Windcallers.
  • Low-light Vision: A neko can see twice as far as a human in low light conditions.
  • Animal Minded: A neko gains a +2 racial bonus on Handle Animal and wild empathy checks towards cat-like creatures. This bonus increases by 1 for every two hit dice the Neko possesses beyond 1st.
  • Cat’s Luck: Once per day, when a neko makes a reflex saving throw, it can roll that save twice and take the better result. They must decide to use this ability before the saving throw is attempted.
  • Natural Hunter: Nekos receive a +2 racial bonus on Perception, Stealth, and Survival checks. This bonus increases by one for each two hit dice the neko possesses beyond 1st.
  • Sprinter: A neko gains a +10 racial bonus to their speed when using the charge, run, or withdraw actions.
  • Evasion: Starting at 2nd racial level, a neko can avoid even unusual and magical attacks. Whenever they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they take no damage instead. A helpless neko cannot benefit from evasion. If a neko already has Evasion from another source, they instead gain Improved Evasion.
  • Feline Grace: At 2nd racial level, a neko gains Feline Grace as a bonus feat.
  • Cat’s Grace (Sp): Starting at 3rd racial level, 1/day, a neko can cast cat's grace on itself as a spell-like ability, using its total hit dice as its caster level. At 5th racial level, they can affect other creatures with this ability, acting as if it where mass cat's grace, targeting a number of creatures equal to 1/2 their hit dice.
  • Unconcerned: Starting at 3rd racial level, 1/day as an immediate action, a neko can ignore the effects of a harmful mind-affecting effect for a number of rounds equal to ½ their total hit dice.
  • Improved Evasion: Starting at 4th racial level, a neko can dodge even the most deadly attacks. This functions as the evasion ability, save that a neko takes no damage on a successful saving throw throw, and half damage on a failed throw. If a neko already had Improved Evasion, they can now use their Cat’s Luck racial ability a number of times per day equal to their Dexterity modifier.
  • Nine Lives (Sp): Starting at 5th racial level, if neko gains the ability to avoid death up to nine times. If a neko fails the final check to stabilize before dying, the neko doesn't die, and instead one of its eight whiskers falls off. This causes the neko to remain at a negative score equal to its Constitution score instead of dying. This effect does not stabilize the neko, and unless healing is applied, the neko will have to make another check next turn to avoid dying. Similarly, if a neko would be affected by a death effect, that effect does nothing to the neko and another whisker falls off. When the final whisker falls off, the neko immediately dies, as if dying of old age (immunity to aging does not prevent a neko from dying this way).


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