Saturday, March 11, 2017

The Sankarjin (Furry Race)

The Sankarjin

(San-kar-zhen)

(Beastfolk/Furry Race/Khajit)

The Sankarjin (roughly translated means "mixed people." The word is singular and plural) are a roaming, gypsy-like, merchant race. Sankarjin groups range between 5-25 family units before feeling compelled to split. Caravans are made up of vardos, carriages, and wagons. These traveling groups are like mobile villages.

The Sankarjin are a very diverse race. Unlike most "beastfolk" or "Furry" races, the sub-type races do not come from specific race breeds. For example, two wolves will  not automatically have wolf cubs. A wolf may lay down with a sheep and have a reptilian and/or rabbit offspring. Unlike other Tarkazian races (or other standard races in D&D) Sankarjins pride themselves in their diversity and celebrate it. They feel that they are better than other races because of the lack of racism or species-ism.  Unfortunately, Sankarjin are subject to frequent racism from other races on and off Tarkazia. (The labels "beastfolk" or "furry" are derogatory terms on Tarkazia.)

Sankarjin are a people who consistently show interest in the well fare of animals. All though they place themselves at a higher consciousness of animals, they also feel a deep kinship to the environmental fauna of their world. A Sankarjin will never mistreat or abuse animals. It is also common for Sankarjin to take in wounded creatures, heal them, and let them go. Heal Animal is a unique ability that only Sankarjin possess. It is very similar to Veterinarians. It is common for other races to approach a Sankarjin for help with  pets, familiars, and livestock.

Sankarjin life is the adventuring life. They live their entire lives traveling. Sankarjin usually do not leave their respective groups. When a Sankarjin leaves their group or family unit it is generally because they have found a mate, found another viable route and/or split the collective. It will be up to the Dm and the player to decide why a Sankarjin has left their group for a life of an adventurer because most Sankarjin believe they already are adventurers.

Life on the inside is very flexible. There are many different positions available to chose as a purpose. Sankarjin function very similar to Gypsy life/war followers. Trading, translators, warriors, artisans, blacksmiths, and many other various activities that are required for life on the road exist for the Sankarjin. As a child grows, it may show interest or a talent in a particular position. An elder will take on that child and teach the knowledge. "School" doesn't exist for Sankarjin children. Children learn and do just as adults do.

Race

There are six main types of Sankarjin: Avian, Aquatics, Amphibians, Mammals, Reptiles, and Insectoids. Physical attributes and Modifiers will depend on one of the six types chosen. Wolves may get additional mods for search with a bonus mod  to smell. A Rabbit might get a bonus mod to listen or movement. As with any other character, these unique characters also get weaknesses. A slug cannot go near salt or salt water. A rabbit will be sensitive to loud noises or explosions. When creating a Sankarjin character, the player must work with their DM to work out any abilities, skills, or other details that are unique to the character.

Traits, abilities, and skills that are common throughout the race is the ability to detect magic. This ability expresses itself by having a color. The Sankarjin can see these colors and are attracted to them. Elder Sankarjins can smell the colors, especially purple. Sankarjin are not born with an innate ability to use magic, that must be taught or discovered like any other skill or class. They can identify if an object or person is magic but not anything else about it.

Sankarjin are a unique race in that because of their living conditions they are also a Class and  Profession. If a player has decided to have a Sankarjin character, who is specifically Sankarjin, its Race and Class is Sankarjin, with skill ranks in a specific Profession like: merchant, warrior, blacksmith, artisan, performer, couriers, healer, and other various necessary positions.

Appraise                                                 Listen
Bluff                                                       Profession
Diplomacy                                              Ride
Gather Information                                 Sense Motive
Handle Animal                                        Slight of Hand
Intimidate                                                Knowledge (if applicable)
Survival                                                   Spot
Heal Animal (other)

Language

Each Sankarjin is born with the ability to speak the language of their respective species: Squeak-Squeakers (rabbit, squirrel, ect) Bark-bow-wow (canine, fox, ect), Tweet-chirp (Avian), Glug-burble (Aquatic)  or whatever the DM has decided to call it. As a Sankarjin infant, IF the parents happen to be of the same species as the child, the parents will understand what the infant is demanding as it grows into toddler. If the parents are not the same species type, the infant cries comes out  a lot like a human infant (whaa-whaa) and the parents have to decipher what the infant needs. (IN that way not much unlike any other parent of any other race)

Sankarjin have a group language. It is an extremely diverse language with a mix of borrowed words and Ebonics (A lot like American English but with more eastern words).  Their written language is Text Talk/Emoji speak. For example, R U :D?  This language cannot be learned unless a character spends time with Sankarjins. There is no other way to learn it. Sankarjin also speak the Common language. This language is necessary for Commerce since the Sankarjin are a traveling merchant race. Any other language, like Elven or Gnomish, is picked up through exposure by trade. Sankarjin who have a regular route between particular cities might need to pick up specific languages. For example, Sankarjin who trade frequently with Dwarfs will pick up Dwarfen. It is highly recommended that a player discuss the characters background in reference to any additional languages for the character.

Sankarjin as standard adventurers

A Sankarjin can decide to leave the collective. That usually happens when a Sankarjin is banished or, perhaps has decided his purpose is outside the caravan life. If the character has not been banished, the character may return any time he/she chooses. That character may also trade and socialize normally with other Sankarjin caravans with additional bonus of better rates. It is also common for Sankarjin to be dual classed. In addition, a Sankarjin may opt to continue to gain Skill ranks in Skills that he has being a Sankarjin without penalty of his chosen adventuring class. For example, if the character is a Sankarjin monk, the character can continue to use and increase his slight of hand skill without having the two points to one rank ratio. This is only applicable to skills learned while living in the Caravan.

This is when a Sankarjin must break away from his professional career to focus on his adventuring class. Some careers do not need a switch. Fighters, bards, and rangers have an easier time adjusting. Those who chose a life of rogue, assassins, (most) magic users, clerics,  or any other class that requires formal training in some manner have a more difficult time adjusting. Sankarjin are not acclimated for "classroom training". They have spent their childhood outdoors, watching and learning at the knee of an elder. In addition, the close knit communal ties is difficult for a Sankarjin to overcome. It is common for a Sankarjin to become homesick and abandon their formal training for caravan life.

Banishment

Sankarjin take banishment extremely seriously. Complete banishment is used by the elders only when the crime has been extraordinarily detrimental to the safety or well fare to the caravan. Murder, theft, and other serious crimes by a Sankarjin upon other Sankarjin or Sankarkin is judged as inconceivably bad. Crimes against Non-Sankarjin isn't as bad, but still wrong. Crimes in this category may get a banishment period depending on the crime itself; ranging from one to 20 years. The idea of punishment by death or imprisonment is not an option for Sankarjin people.

Characters who have been banished from Sankarjin caravans have been banished from all caravans. Word of banishment travels swiftly because of the rarity of it. Because Sankarjin can see magic it is difficult to disguise your identity through magical means. Sankarjin are suspicious of outsiders as it is, but a magically disguised outsider would raise a red flag. There is a 99% chance that the Sakarjin will simply ignore an individual like this.

Outsiders

Sankarjin are suspicious of outsiders. They will not be outwardly racist or species-ist unless provoked or angered. They will often employ other races to fill needed positions within the caravan if necessary. But these individuals will be held at arms length until they prove themselves to be trusted. Only then, can those who are interested become SankarKin. These individuals can learn the Sankarjin language. Sankarkin will have an easier time socializing between caravans. It is common for roving adventures to have the title Sankarkin. It is also beneficial to adventures to have Sankarkin status for trade purposes. Sankarkin get better rates than Non-Sankarjin.

When faced with obstinate racism, Sankarjin respond with their own derogatory labels for other races. The most common being: Smoothskin, Pinkies, Greenies, Pluggers, Bee-suckers, For-neers, and Keeblers.  These labels are ancient and non one is exactly sure where or how they orginated.
But for the most part, Sankarjin will not start a fight. They prefer the "turn the other cheek" ideologically and try very hard to uphold that through example. As every person knows, that is easier said than done. Sometimes, it doesn't go as planned and fights break out. Sankarjin will side with other Sankarjin, even if that Sankarjin is in the wrong. As a group, they will fight until it is done. Later, if it turns out that the Sankarjin that started the fight was in the wrong, that Sankarjin will be punished by his peers for his transgression. This type of social pressure keeps fighting down to a minimum.

Religion

Sankarjin have their own religion with two chief divines. The main Divine is centered less around a diety and more like "hero worship." This divine spirit is Atamarue (translated means Many-Headed Hero). It is not a god, and not a hero who ascended to godhood. Atamarue is a spiritual Divine singularity that all heroes descend and ascend too. Each incarnation of the hero is a new aspect of the whole. Each Epic Hero has a Myth story associated with it. The stories are an example of behavior to follow. Clerics of this religion aren't clerics, but instead bards and skalds who learn and pass down the myths as the generations pass. The wise skalds may speak in riddles that non-Sankarjin or Sankarkin do not understand unless they know the stories. For example, "Heroine Letta faces the Green Dragon." This is to communicate the feelings and behavior of the heroine in peril to teach a lesson that words may not get across. The full story is not necessary. It also saves time.

The second Divine is the one who is traditionally worshiped in the sense of religion. She is a creation goddess called, Notnalli. Notnalli is the mother goddess of the Sankarjin race and holds the power to release and recall aspects of Atamarue.  She is depicted with many arms out stretched, sitting cross-legged, crowned with flowers, fruit, and wheat.

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