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Tyrhin (Tear-in)

Ape-like humanoids that dwell in the jungles of Ixuil, they tyrhin live complicated lives. Surrounded by more bestial monkey-folk, they struggle to find their true place in the world.

Basic Information

Biological Traits

The tyrhin have short, prehensile tails, often referred to as their "third arm." They utilize this tail both while climbing and while performing daily tasks. With enough training, a tyrhin can easily hang from a tree solely on its tail, allowing it to attack more effectively from above.

Growth Rate & Stages

A tyrhin reaches adulthood at 14 years of age. The first year of a tyrhins' life is spent clinging to its mothers back or belly.

Ecology and Habitats

The tyrhin dwell in the canopy layers Ixuil's heavy jungles, and some tyrhin live their whole life without ever touching the ground.

Dietary Needs and Habits

The tyrhin have a wide dietary range, consisting of various fruits, plants, insects, eggs, and small animals. While some more savage tribes are known to actively hunt and kill humanoids, such tribes are less frequent and often avoided by other tyrhins

Additional Information

Social Structure

Tyrhin tribes are divided and are often ruled over by other, stronger ape-kin, such as the Derhii or the Charau-ka, which heavily impacts the tribes way of life. With most of these ape-kin being more savage and brutal, many tyrhin leave to go on spiritual journeys to find their own place in the world.

Average Intelligence

The tyrhin are very perceptive, but often struggle with empathy. They love to play pranks and partake in rowdiness, and such mischief can easily go too far.

Perception and Sensory Capabilities

Tyrhin can see in low-light conditions.

Civilization and Culture

Beauty Ideals

The tyrhin love to dye their fur or craft art in able to express themselves.

Gender Ideals

Tyrhin gender ideals vary by tribe, with tribes dominated by larger ape-kin often having a more male centric, power-based society, while tyrhin tribes filled with more smaller ape-kin often run as matriarchal councils.

Courtship Ideals

While courtship differs from tribe to tribe, it often starts with the male tyrhin crafting or finding an object of value to present to a partner. The two often spend much time afterwards together, and will often test each other in elaborate games of pranks, both on each other and on other tribe members. It is quite common for close friendships from childhood to grow into romantic parings.

Relationship Ideals

Most tyrhin villages are communal in the way youths are raised, and thus most tribes are heavily interconnected and friendly with each other. Pranks, jokes, and mischief are a daily occurrence, and the tyrhin rarely take things personally.

Average Technological Level

Most tyhrin have little in the way of technological advancement, as most serve under the watch of their more savage ape-kin.

Major Language Groups and Dialects

Most tyrhin speak Tyrhin and Ixiwian Common, but can sometimes be found speaking Astyr, Bura, Goblin, Ignan, Ratosk, Sylvan, or Terran.

Common Etiquette Rules

The tyrhin groom each other extensively, picking out bugs, twigs, and other debris out of each others hair.

Common Dress Code

Tyrhin tribes hold great value in the worth of self-expression, and members are encouraged to dye their fur or create exotic clothes or jewelry to adorn themselves in. They often adorn large sashes that can easily wrap items in so that their goods don't fall while they run from treetop to treetop.

Common Customs, Traditions and Rituals

It is common for a tyrhin to go a journey of self-discovery and learning, in the hopes of finding greater purpose. Many return home with a newfound respect for the simple village life after experiencing the dangers that the greater world can bring.

Common Taboos

Going against the ideals of whatever ape-kin is prominent in a villages territory usually will end in the death or banishment of the tyrhin.

Historical Figures

A member of the legendary band of heroes, the Band of the Sunlit Sword, was a tyhrin named Vakki Rava.

Common Myths and Legends

Most tyrhin worship their Primal Beastman, Wuko, the Wanderer. He left on a journey to see every corner of the world long ago, and the tyrhin patiently await his return.

Interspecies Relations and Assumptions

Tyrhins have mixed relations with other races, as other ape-kin tend to be less friendly towards other races, and the tyrhin themselves have a knack for getting into trouble. They get along well with both the Neko and the Ratosk, as all have a penchant for tomfoolery, but struggle with relating to more serious races such as Dwarves or Elves.

Racial Table - Tyrhin: Hit Dice: D8; Class Skills: Acrobatics, Handle Animal, Profession, Stealth, Survival; Skill Ranks Per Level: 2 + Intelligence modifier per level; Weapon Proficiency: Simple, plus any one monk weapon; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +2 +0 Animal Minded, Prehensile Tail, Nimble
2nd +1 +0 +3 +0 Tree Hanger, Troublemaker
3rd +2 +1 +3 +1 Expeditious Retreat, Throw Anything
4th +3 +1 +4 +1 Distracting, +1 Dexterity, +1 Wisdom
5th +3 +1 +4 +1 Master of Mischief

Random Starting Ages
Adulthood Intuitive Self-Taught Trained
14 years +1d4 years (15 - 18) +1d6 years (15 - 20) +2d6 years (16 - 26)
1This category includes armigers, 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. 8 in. +2d8 in. (4 ft. 10 in. - 6 ft. 2 in.) 105 lbs. +(2d8x5 lbs.) (115 - 185 lbs.)
Female 4 ft. 2 in. +2d8 in. (4 ft. 4 in. - 5 ft. 6 in.) 90 lbs. +(2d8x5 lbs.) (100 - 170 lbs.)

Tyrhin 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 ti Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
30 years 45 years 60 years 60 + 2d10 years (62 - 80 years)

Random Tyrhin Homelands
% Rolled Homeland Trait Gained
01-60 Jungle Acrobat
61-90 Non-tyrhin Settlement Fruit Merchant
91-00 Unusual Homeland (Roll on Unusual Homeland table)

Random Tyrhin Families
% Rolled Parental Status
01-40 Both of your parents are alive
41-60 Both of your parents are dead
61-80 Only Mother is alive
81-00 Only Father is alive
Random Tyrhin Siblings
% Rolled # of Siblings
01-60 1d2 Siblings
61-00 No siblings
Lifespan
62 - 80 years
Average Height
4 ft. 4 in. - 6 ft. 2 in.
Average Weight
100 - 185 lbs
Average Physique
The tyrhin are nimble and limber, able to easily climb through the treetops.
Body Tint, Colouring and Marking
The tyrhin vary greatly in coloring by tribe and breed, but range from golden furred to black furred.
Geographic Distribution

Tyrhin

Type Humanoid (Tyrhin)
Ability Score Modifier +2 Dexterity, +2 Wisdom, -2 Charisma. Tyrhins are nimble and perceptive, but are mischievous.
Size medium
Speed Tyrhins have a base speed of 30 feet and a climb speed of 20 feet, and gain the +8 bonus on Climb checks that have a climb speed normally grants.
Language A tyrhin begins play speaking Common (Ixiwian) and Tyrhin. A tyrhin with a high intelligence score can pick from any of the following languages: Astyr, Bura, Goblin, Ignan, Ratosk, Sylvan or Terran.

  • Materil: Tyrhins are tied to both the Fire and the Air Materil, allowing them to become Firedancers or Windcallers.
  • Low-light Vision: Tyrhins can see twice as far as humans in low-light conditions.
  • Animal Minded: A tyrhin gains a +2 racial bonus on Handle Animal and wild empathy checks relating to ape-like creatures. This bonus increases by 1 for every two hit dice beyond the 1st the tyrhin possesses.
  • Nimble: Tyrhins gain a +2 racial bonus on Acrobatics and Stealth checks. This bonus increases by 1 for every two hit dice beyond the 1st the tyrhin possesses.
  • Prehensile Tail: A tyrhin had a long, flexible tail that they can use to carry objects. They cannot wield weapons with their tail, but the tail allows them to retrieve a small stowed object carried on their person as a swift action.
  • Tree Hanger: Starting at 2nd racial level, the tyrhin gains Tree Hanger as a bonus feat.
  • Troublemaker: Starting at 2nd racial level, for each skill that they have ranks in, 1/day the tyrhin can choose to roll twice and take the better result, unless either roll is a natural 1 or natural 20, in which case, the skill check automatically fails or succeeds as long as the action is within achievable reason. Either way, if that happens, the tyrhin can’t utilize this ability again for any skill for 24 hours.
  • Cautious Retreat (Sp): Starting at 3rd racial level, a number of times per day equal to their Wisdom modifier, a tyrhin can cast expeditious retreat on itself as a spell-like ability, using their total hit dice as their caster level, save that the increase in speed also affects their Climb speed.
  • Throw Anything: At 3rd racial level, a tyrhin gains Throw Anything as a bonus feat.
  • Distracting (Ex): Starting at 4th racial level, a tyrhin becomes an expert at distracting enemy spellcasters. As a swift action, the tyrhin can enter a distracting state. Any non-tyrhin creature that is within 30 feet of the tyrhin and can see and hear it must make a concentration check to cast spells (or do any other activities that require concentration). The DC for this check is equal to 10 + ½ the tyrhins hit dice + the tyrhin’s Wisdom modifier. Ending the distracting state is an immediate action.
  • Master of Mischief: At 5th racial level, a tyrhin rolls twice and takes the better result on any skill check that would inconvenience or hinder a creature, and no longer takes attacks of opportunities when performing combat maneuvers.

Alternate Racial Traits
  • Hulking: Some tyrhin more resemble larger monkeys such as gorillas or orangutans. These tyrhin gain a +2 Strength, a +2 Wisdom, and a -2 Dexterity, and gains Great Fortitude as a bonus feat at 1st racial level. This trait replaces the Prehensile Tail trait and alters the tyrhins starting ability scores.
  • Wanderer: Some tyrhin wander the world instead of being raised in the safety of their treetop villages. These tyrhin treat all Knowledge skills as class skills, but lack a Climb speed (although they still treat Climb as a class skill). This trait alters the tyrhins speed.
  • Whitecape: Some tyrhin more resemble baboons or other savanna monkeys than traditional tree-dwellers. This build grants them a +4 racial bonus to their CMD when resisting a bull rush or trip attempts. This trait replaces the Prehensile Tail trait.


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