Naratosk

Known to some as the rodent-folk, and the Nyarro to the Elves, the Naratosk are a race of rodent-like humanoids. They have varied forms corresponding to many different kinds of rodents. Before the Nightmare War they were a scattered people, looked on as little better than scavengers. Since the War they have established the city state of Karraskariak, built out of the ruins of Imsnor.  

Industrious Survivors

While the other races fled Easlath, the Naratosk instead hid as the Nightmare Elves swept over the continent. As with most other races, the Goredhel did not see the Naratosk as a real threat, and for the most part ignored small populations. After the War ended, the Naratosk banded together and drove the Nightmare Elves out of the ruins of Imsnor. There they quickly rebuilt the city to their own likes and carved out territory around the city to establish their own lands. When the Survivors of Yllnor returned to Easlath, the Naratosk worked to aid them in resettling the lands of Yllnor. In return the Elves did not seek to reestablish their control over Imsnor.  

Noble Traders

Far from their reputation as scavengers, the Naratosk of Karraskariak have established a reputation as honorable and honest traders who, while still looking for the most advantageous deal, will uphold their word. Early in the establishment of Elandor the Naratosk worked with the Elves to obtain the resources necessary as they began to rebuild the tattered remains of Yllnor. Due to this reputation, Naratosk are generally welcome in most towns and cities. Many now roam the continents as travelling merchants.  

A Varied People

Naratosk are in fact a collection of races instead of a single race, as the six kinds cannot interbred. While each of the six types tend to fill specific roles within Naratosk society, there is no formal structure that forces any one Naratosk to accept a specific role. A Murita could as easily become a builder or a priest as they could an envoy. Though Naratosk have disagreements, they know that they are stronger in numbers, and as such that is an important part of their culture. The Naratosk claim they are a creation of Shessen, who they call Nin-Kilim, the goddess of luck. They claim it is she who taught them that working together is the best way for all to thrive.   When playing a naratosk, you need to pick one of the six races.  

Ataterus

The Ataterus are porcupine like humanoids with sharp quills covering their backs. The Ataterus tend to be considered wise and introspective. They are often clerics of Nin-Kilim, but some chose other paths. Ataterus are often sought as advisors by those in positions of power.  

Kastator

The Kastator are the largest of the Naratosk, and have two subraces, the waterwoods who resemble beavers and the deepdiggers who resemble gophers. Both subraces are famous for their building prowess, the waterwoods with wood, and the deepdiggers with stone and clay. As they are the largest and strongest of the naratosk, they often make up the bulk of the naratosk army.  

Murita

The Murita are the smallest of the Naratosk, clearing connected to mice. Though small, they often have big personalities and are the most charismatic of the naratosk. Murita envoys are common in any trade delegation that the naratosk send out. Murita bards are renown for their storytelling.  

Ratatosk

The Ratatosk resemble squirrels and chipmunks and despite their size, are the hardiest of the naratosk. They often fill out the naratosk military along with the Kastator, though they tend more toward leadership roles than the Kastator. While many Ratatosk enjoy tricks and pranks, as a whole they have done more to establish the naratosk reputation for honor than any other naratosk race.  

Rodikari

The Rodikari are the largest Naratosk after the Kastator, resembling humanoid rats. The Rodikari are the smartest of the naratosk and often end up delving into magic. They are also natural tinkers and have an affinity to the clockwork creations of the gnomes.  

Zakara

Only slightly larger than the Murita, the Zakara have much more powerful hind legs and are capable of incredible leaps. They are the most dexterous of the naratosk. Their speed enable them to make great couriers, scouts, and spies.   Naratosk Names. Naratosk have two names, a personal name and a family name. Male Names: Adalder, Daridaro, Ermetet, Lamatato, Niko, Romattus, Teododor Female Names: Aneteta, Berdina, Febe, Isota, Marika, Rekeka, Sabinata, Vita Family Names: Blackear, Brownback, Cottonback, Duskyfur, Shortail, Tawnypelt, Wollyback, Yellownose  

Ataterus Traits

Ability Score Increase.

Your Charisma score increases by 2, and your Wisdom score increases by 1.

Age.

Ataterus take longer to mature than most other Nyarro races, reaching adulthood around 20 years. They also live for a long time, with many reaching 100 years or more.

Alignment.

Ataterus are compassionate, empathetic, and diplomatic, tending towards good alignments. They also favor neutral alignments, as ataterus have a great respect for the balance of nature.

Size.

Ataterus have short, rounded body shapes, standing between 3 and 4 feet in height, and weighing between 40 and 70 pounds. Your size is Small.

Speed.

Your base walking speed is 25 feet.

Arboreal Climbers.

You have a climbing speed of 15 feet. You are capable of climbing most vertical surfaces, though smooth walls offer a challenge.

Spiny Quills.

The backs of Ataterus are covered with spiny quills, which makes it impossible for hedges to wear armor. These quills provide exceptional protection, therefore you have a base armor class of 14 + your Dexterity modifier. Even though you can’t wear armor, you can still benefit from the armor class bonus provided by shields so long as you are proficient with them.

Curl Up.

You can use your action to curl up, exposing attackers to a wall of your toughened quills. While curled up you cannot move, attack, or cast spells with somatic components, and your base armor class becomes 19. You cannot benefit from any Dexterity bonus to armor class while curled up, but you can still use shields. Any creature that misses you with a melee attack while you are curled up takes 2d4 points of piercing damage from your sharp quills. If a creature hits you while you are curled up, you are knocked prone in your space at the end of the turn. You may uncurl yourself at any point during your turn. Take Heart. You have advantage on Strength saving throws and saving throws against being frightened as long as you are within 5 feet of an ally who isn’t frightened or incapacitated that you can both see and hear.

Languages.

You can speak, read, and write Common and Nyarro.  

Kastator Racial Traits

Ability Score Increase.

Your Constitution score increases by 2.

Age.

Kastator mature at 8 years, and live up to 50 years.

Alignment.

Most kastator are Chaotic Good, looking to help whenever they personally believe something is wrong. They can get caught up in the adrenaline when things are exciting and sometimes cause more harm than good, but they are quick to correct whatever fault they have caused

Alignment

: Kastator are hard working and industrious, so they tend more toward lawful alignments. They are good natured and friendly and so are often good.

Size.

Kastator stand between 5 and 6 feet tall and average about 200 pounds. Your size is Medium.

Speed.

You have a walking speed of 30 feet.

Take Heart.

You have advantage on Strength saving throws and saving throws against being frightened as long as you are within 5 feet of an ally who isn’t frightened or incapacitated that you can both see and hear.

Subrace:

There are two subraces of the kastator, the Waterwoods and the Deepdiggers. Pick one.  

Waterwood

Ability Score Increase:

Your Wisdom score increases by 1

Riverside dwellers.

You have a swim speed of 25 and can hold your breath for up to 15 minutes at a time. Tail. Your broad, scaly tail is a natural weapon with which you can make unarmed strikes, dealing 1d6 bludgeoning damage. You can also slap your tail on a liquid surface and produce a sound that is audible up to 200 feet away.

Woodworker.

You are proficient with woodworker’s tools and carpenter’s tools, and your hardy front teeth can be used for simple woodworking tasks, such as chipping, shaping. Many cha’pa take pride in working with no proper tools at all, preferring the intimacy (and nutrition) of crafting their works using nothing more than their own teeth. For example, if you have a length of wood, you can sharpen a stick to a deadly point and create a simple wooden spear during a short rest.

Wood Ken.

Whenever you make an Intelligence (Nature) check related to woodwork or architecture, you are considered proficient in the Nature skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. For example, you might identify the type of wood used, identify rotted wood or other structural inefficiencies in a wooden structure.  

Deepdigger

Ability Score Increase:

Your Charisma score increases by 1.

Burrow dwellers:

You have a burrowing speed of 15.

Claws:

Your large claws make burrowing possible and can be used as a natural weapon with which you can make unarmed strikes dealing 1d6 slashing damage.

Earthworkers:

You are proficient with mason’s tools and potter’s tools. Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus  

Murita Traits

Ability Score Increase:

Your Dexterity score increses by 2

Age

Mureta become adults at 5 years, and can live to be about 40.

Alignment

Being small and facing many threats in the world, mureta are sensitive to the feelings of others, and tend towards good alignments. They also lean more towards lawful alignments due to their co-operative nature.

Size

Mureta are the smallest of the naratosk, standing between 2 and 2.5 feet tall. They weigh between 20 and 30 pounds. Your size is small.

Speed:

Your base walking speed is 25 feet.

Keen senses:

You are proficient in perception.

Nimble dodge:

You can use reaction to impose disadvantage when attacked by attack of opportunity.

Pack Tactics:

You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Brave:

You have advantage on saves from frightened

Squirm:

You can move through spaces as if tiny sized  

Ratatosk Traits

Ability Score Increase.

Your Dexterity score increases by 2 and your Charisma by 1.

Age.

Ratatosk become adults at the age of 8 and live to the ripe old age of 55, though some have lived to the age of 80.

Alignment.

Ratatosk tend to naturally lean towards the Lawful and Neutral alignments, though exceptions are always common

Size.

You stand between 3 and 3.5 feet tall, your size is small.

Speed.

Your base walking speed is 30 feet. You also have a climbing speed of 30 feet.

Darkvision.

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Alert.

You have proficiency in the Perception skill.

Rodent Bite.

You can make a type of unarmed strike, a bite, without using your hands. On a hit, this bite deals piercing damage equal to 1d4 + your Strength modifier.

Balanced.

Your tail makes it harder to fall over. You have advantage on Dexterity (Acrobatics) checks and Dexterity saves made to balance and avoid falling over.

Deft Feet.

Your movement is not slowed by nonmagical difficult terrain.

Pack Tactics:

You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated. Languages. You can speak, read, and write Common and Nyarro.  

Rodikari Traits

Ability Score Increase.

Your Dexterity score increases by 2 and your Intelligence score increases by 1, but your Strength score reduces by 2.

Age.

Rodikari have shorter lifespans than humans, reaching adulthood at around age 12. They live up to 60 years.

Alignment.

Rodin care more about their close-knit families and acquiring material goods than any lofty ideals. Most tend to be neutral in alignment.

Size.

Second only to the Kastator, Rodikari are larger than most Nyarro. Rodikari stand between 4 and 5 feet tall and weigh around 80 pounds. Your size is Medium.

Speed.

Your base walking speed is 30 feet.

Swim.

Rodikari are capable, if slow, swimmers. You have a swimming speed of 10 feet.

Darkvision.

Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light as if it were bright light and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Pack Tactics.

You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Scroungecraft.

You are proficient with tinker’s tools. Additionally, you have the ability to construct crude but functional versions of common items using materials present in your surroundings. You may spend 10 minutes to craft these materials into any tool or piece of adventuring gear worth 30 gold pieces or less. The item will be completely functional, even capable of passing for a disguise (if you crafted an article of clothing). Tools, along with any other item that would logically break on its first use (caltrops, arrows), will become useless afterward. Scroungecrafted items will otherwise last 1 hour before falling apart.   Depending on the materials available, a Game Master (GM) may rule that you cannot craft an item in this way. For example, a vial of acid might be easy to make if you happen to be near a nest of acidic beetle larvae, or bark can be bound into a makeshift flask, but it would be difficult to create a passable facsimile of silken robes from a pile of leaves. Should you have access to the proper materials, you can spend 8 hours converting an item you have scroungecrafted in this way into a permanent version, so long as you start this process before the item falls apart. Items crafted in such a way will function exactly as a normal version of the item, and if you have proficiency in the tools used to craft them, they can even look professionally-crafted. Otherwise, they retain a rather rough, cobbled-together appearance. You can also use scroungecraft to repair broken equipment, provided you have the materials on hand. Though, how long your repairs hold together is up to the GM. Languages. You can speak, read, and write Common and Nyarro.  

Zakara Traits

Ability Score Increase.

Your Dexterity increases by 2, and your Charisma score increases by 1.

Age.

Zakara grow quickly, reaching maturity around 5 years. They are the shortest lived of all the Nyarro races, living just about 40 years.

Alignment.

Being small and facing many threats in the world, zakara are sensitive to the feelings of others, and tend towards good alignments. They also lean more towards lawful alignments due to their co-operative nature.

Size.

Zakara have incredibly small and light bodies, standing between 2 and 3 feet tall, and weighing between 20 and 40 pounds. Your size is Small.

Speed.

Your base walking speed is 30 feet.

Standing Leap.

Your base long jump is 30 feet, and your base high jump is 15 feet, with or without a running start.

Nimbleness.

You can move through the space of any creature that is of a size larger than yours.

Take Heart.

You have advantage on Strength saving throws and saving throws against being frightened as long as you are within 5 feet of an ally who isn’t frightened or incapacitated that you can both see and hear.

Team Tactics.

You can use the Help action as a bonus action.

Languages.

You can speak, read, and write Common and Nyarro.

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