Quarrin (3.5e Race)
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Quarrin
Quarrin (singular: quarrel) are a race of monstrous humanoids who generally keep to the mountains and are distinct for their ability to grow spines from their skin.
Personality
Quarrin
Physical Description
The average male quarrin is about 70 inches (5' 11") tall and weighs 165 pounds. The average female quarrin is about 64 inches (5' 5") tall and weighs 140 pounds. Quarrin are rather humanoid in shape and size but there are distinct differences that makes any comparisons to typical humanoids frivolous once the quirran can be more clearly discerned. Quarrin are typically a deep purple mottled with speckles of maroon and more vibrant pinks on occasion. It is not their color, however, that makes quarrin distinct. Quarrin have the ability to spontaneous generate spikes from their skin and at any given point are typically ridged with various quills and spines, although a quarrel's ability to manipulate these spines is dependent on a number of factors, including genotype and emotional disposition. Quarrin
Relations
Quarrin are not antisocial, but their preferred abodes on remote mountain ranges limit much of the interaction they have with other sentient races.
Alignment
As a society quarrin tend towards lawful neutral, although an individual quarrel may be of any alignmnet. Quarrin tend to have a very rigid tribal structure descending from the alpha male, who is the strongest quarrel in a region. A male's place in this hierarchy is determined by his combat ability, while females are typically valued according to their immediate male family members. Although this is the standard model for most quarrin, particularly wise or intelligent quarrin are often noted for those gifts and have a certain fixed status, which is above most but below the elite warriors of quarrin society.
Lands
Quarrin are notably deviant in their appearance from traditional civilized races, and as such tend to live on the edges of civilized lands or in remote, isolated areas. The ostracism is both a natural byproduct of their appearance and a choice that the quarrin consciously make to protect their society. Because the their aptitudes, many quarrin tribes live in mountain ranges within moderate distances of other structured societys, which allows potential for interaction but only if either side is particularly willing to sacrifice the time required to maintain or establish communication. Because of their climbing ability, mountains also place the quarrin at an advantage in said situations, which is to their preference.
Religion
Language
Quarrin speak Common and Quarrin, which is characterized by its relative simplicity with emphasis on body language to communicate the finer details and overall intent of the message.
Names
Quarrin are named upon their hatching (they are monotremes), usually as a collaborative effort between the two parents.
Traditional quarrin names typically (although not always) have at least one hard consonant throughout their structures, which are often (but again, not universally) monosyllabic.
As quarrin have mingled with other cultures they have absorbed other names into their own culture, so any name that may be found among another culture may be a potential name among the quarrin. Due to the frequency of their interaction, dwarven names are most common, followed by human names.
Racial Traits
- +2 physical attribute, −2 mental attribute (up to three times, minimum zero): Quarrin are adapted for surviving the harsh mountainous terrain they typically call home, and as a result are physically more capable than many races. They are, however, known to be alternatively a bit dull, rigid, or off-putting, depending on the quarrel in question. For every +2 a quarrel takes on a physical attribute of its choice (Strength, Dexterity, or Constitution), it must take a −2 on a mental attribute (Intelligence, Wisdom, or Charisma) of its choice. A quarrel may not add more than +2 to or subtract more than −2 from any one attribute in this manner.
- Monstrous Humanoid (Human): Quarrin are considered monstrous humanoids, but because they have the humanoid subtype they are vulnerable to spells that affect humanoids that monstrous humanoids would otherwise be immune to, such charm person.
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Quarrin base land speed is 30 feet. Quarrin also have a base climb speed of 10 feet.
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- Automatic Languages: Common, Quarrin. Bonus Languages: Dwarven, Undercommon,
- Favored Class: Monk, .
Vital Statistics
Adulthood | Simple | Moderate | Complex |
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years | + | + | + |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
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years | years | years | + years | |
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Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | ' " | + | lb. | × () lb. |
Female | ' " | + | lb. | × () lb. |
Author | Jota II + |
Identifier | 3.5e Race + |
Rating | Undiscussed + |
Title | Quarrin + |