Woodlanders are a diverse lot by nature, an unsurprising fact given their fey lineage. Woodlanders all share a common ancestry to the arcane forests of Synan, as well as distinctive animal-like features. Though generally good-natured with a mischievous streak a mile wide, little else can be said about woodlanders as a whole. The average woodlander is more defined by his or her tribe than anything else, of which four are known: the cat-like Maneki, the bird-like Kenku, the wolf-like Wulvers, and the shapeshifting Tanuki.
Maneki are small, cat-like humanoids that can be found occasionally throughout Zend. They have cat like tails, legs, and ears, and tend to be covered in golden or calico fur. Their eyes are large and reflective like a cat's, but can be nearly any color imaginable. Maneki tend to dress extravagantly, adorning themselves in the finest silks and jewelry possible. Though they hate being burdened or restricted by clothing, many enjoy the constant jingling of golden chains and earrings.
Most maneki stand between 3 and 3 1/2 feet tall, with males generally on the taller end and females on the shorter end. Men weight about 40 pounds and females weigh about 35 pounds. Maneki traditions on adulthood vary greatly, but they reach maturity at 15 years and typically live to around 150 years, but some rare outliers live centuries past that.
Out of all woodlanders, maneki tend to be the best recieved by outsiders, and as such they can be found nearly anywhere in Zend. They are seen as omens of good fortune in many parts of the world, sometimes being afforded an almost religious reverence. Though they tend to be too reckless and short-sighted to begin stable ventures of their own, maneki are often seen as business partners to successful merchants or as acolytes in respected shrines. In the rare occasions where maneki band together, they tend to form nomadic communities of performers, pilgrims, or hunter-gatherers.
Maneki gain a +1 racial bonus on all saving throws. Additionally, if a maneki rolls a natural 1 on a saving throw, she may reroll it and must take the new result (even if it is a 1).
Maneki have two claw attacks that deal 1d4 damage.
A maneki can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Maneki gain a +4 racial bonus on climb, jump, and move silently checks.
Kenku are feathered, crow-like humanoids. They are covered in dark feathers that tend to be brown, black, or deep red, and they have black beaks and scaly legs. The feathers on their arms can appear somewhat wing-like, but they taper out to slender and clawed hands. Kenku usually dress monochromatically, either in dark colors to enable stealth or in light colors to be better seen. Either way, they tend to dress plainly and avoid jewelry so as to avoid attention.
Kenku generally stand around 5 feet tall and weigh around 110 pounds. Females tend to be around the same size as males, but with slightly more colorful plumage. Kenku reach adulthood at around 15 years of age and can live to around 70 years old.
While kenku are native to Synan, most migrated to Lyder around 300 years ago after teleportation gates were constructed to link the continents. Most did this to escape the constant influence of the drow, who have long subjugated the kenku and given them a foul reputation across Synan. Though well enough accepted in parts of Lyder, kenku are mistrusted by the dwarves who find their appearances unnerving and despise their perceived relation to the drow. As such, kenku tend to stick to their small settlements near halfling, merfolk, or xeph communities - though many live in drow-dominated Gestalt to make lives as thieves or mercenaries. Needless to say, this troubled history has resulted in kenku being skittish, distrustful, and fiercely individualistic.
Kenku may choose one of Point Blank Shot, Quick Draw, or Weapon Finesse as a bonus feat at 1st level.
Kenku gain a +2 racial bonus to disable device, escape artist, forgery, hide, move silently, and sleight of hand checks.
A kenku can expertly mimic any sound he has heard. A listener may attempt a listen check (DC = 10 + 1/2 the kenku's level + the kenku's Charisma modifier) to determine that the sound is a mimicry.
Additionally, the kenku gains a +4 racial bonus on disguise checks made to mimic a voice.
Finally, if a kenku rolls a natural 1 on a truespeak check, he may reroll it and take the new result (even if it is a 1).
Wulvers are tall, wolf-like humanoids. They have dog-like snouts and legs with expressive tails and thick fur that typically ranges from light grey to a faded brown. Their reflective eyes are often blue, but yellows, purples, and occasional reds are possible. Wulvers dress very simply, with the exception of any iconography they may wear. Wulvers in knightly orders, religious institutions, national militaries, or established families take great pride in any symbols or seals they are associated with and will often wear them in garishly bright colors on tabards or sashes.
Wulver men tend to stand around 7 feet tall, and women are not much shorter. Men weigh around 250 pounds and women weigh around 220, but this can vary greatly. Wulvers reach adulthood at 15 years of age and live for around 80 years.
Out of all woodlanders, wulvers are the most obviously tribal. Most live in Synan on their ancestral lands, typically near wood elven communities. Wulver history is filled with betrayal at the hands of the drow, the fey, and the kenku, all of whom have exploited their impressive stature and warlike culture. This has driven most wulver societies to staunch pacifism, and lands near wulver tribes tend to come to them as mediators and guardians. For those few wulvers beyond their homelands, this is much the same. They tend to stubbornly devote themselves to whatever just cause they can find, relying on others to provide the wisdom and logistical skills that they often lack the patience for.
Wulvers can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
Wulvers can detect the presence of creatures within 30 feet. If the creature is upwind or downwind, this range changes to 60 or 15 feet respectively. Overpowering scents can be detected from double or even triple this distance.
The presence of a creature within this range can be immediately detected, but not its exact location. Determining the direction of a scent is a move action. Sources within 5 feet can be pinpointed without an action.
If the wulver has the Track feat, she may follow tracks by smell. This grants a +4 bonus on the survival check to track.
Wulvers gain a +1 natural armor bonus.
A wulver can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Tanukis are something of an anomaly among woodlanders and exhibit fey-like traits more clearly than their kin. They are shapeshifters and tricksters, making any generalizations of appearance difficult. Most are racoon-like or dog-like naturally, but a tanuki's true form can resemble nearly any small fluffy animal. Few are seen consistently in any one form, and many enjoy taking on a range of real and illusory forms throughout the day.
Tanukis are incredibly small, standing only a little over 2 feet tall on average and weighing rarely more than 30 pounds. Tanukis are rumored to be immortal, but not enough is known about them to confirm or deny this. Even most tanukis tend to lose track of their own ages.
Tanukis primarily live in Synan amongst the fey, but they have no true homeland to speak of. Tanukis do not have family units or even a cohesive culture, rather integrating themselves into whatever cultures surround them. In the rare places where they do not constantly hide, some tanukis are afforded tremendous respect as symbols of wisdom and good luck. Others, however, as seen as evil spirits who bring plague and misfortune. This typically depends on how the locals react to a tanuki's strange blending of practical jokes and obscure moral parables.
Tanukis gain a +1 luck bonus on all attack rolls, skill checks, ability checks, and saving throws.
A tanuki can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
1/day: alter self (can also transform into an animal or object).
3/day: ghost sound, guidance.
At will: disguise self Caster level 1st; save DC 10 + tanuki’s Wis modifier + spell level.
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