WAYFARER: Foxkin Revisted

 
 

The scrolls, parchments and scribblings below record the observations of the famed historian Stygtep Tehoth on the foxkin people. You will find details regarding all aspects of foxkin life and stats for playing a foxkin in either a Pasts, Personas & Prophecies or Dungeons & Dragons Fifth Edition game.

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+ Scroll Concerning A brief Foxkin History . . .

The foxkin have lost nearly everything of their former lives to the extermination policies of their ancestral homeland. Although many generations have passed since the foxkin's exodus from Ogiama, the memories of genocide still haunt the elders of their community.

The foxkin fled one danger just to find themselves in even greater peril outside Ogiama. Stranded on a world-shard known as the Withering Glade, the foxkin people were victims to a mysterious affliction until chance had it that they were discovered by a roving Argonaut shard-craft. Aboard their lone shard-craft, the Argonauts could not carry the whole foxkin people. Many were forced to leave behind their loved ones to the unseen force slowly draining them of life.

Having fled from one home to another, the Foxkin, now on Asora, have grown tired of running. The eldest among them have not forgotten the cherry blossoms of their homeland and have vowed to never again retreat in the face of adversity nor the bigotry of humankind.

+ Scroll Concerning Foxkin Physiology . . .

Life Span: 40
The Foxkin are a race of humanoid beasts that resemble foxes. They stand at least a head lower than the average human due to their smaller frames and the arch of their bent posture. Their fur coats range anywhere from an orange, white, tan or grey hue while their reflective canine eyes are always of a blue, green or brown color.

The most distinct feature differentiating a foxkin's appearance from true foxes is that they possess not one, but three tails. This trio sprouts from a shared base attached at the base of their backs.

Because male and female Foxkin bear a similar appearance and physique, their attire is the most distinguishing feature to determine their gender. All Foxkin women wear some form of jewelry and a sash at their stomachs to denote their sex from their male counterparts.

+ Scroll concerning the Foxkin Personality . . .

Clever, Curious, Nosey, Investigative, Humble Shy, Warm, Friendly

+ Scroll concerning Foxkin Lands . . .

Tragically, the foxkin have no true home to call their own since fleeing a genocide on Ogiama. The historical records carried by the foxkin report that after the humans of Ogiama eradicated the Oni, the evil spirits that terrorized their lands, humanity turned their swords on the foxkin without provocation.

Today, the small foxkin community has coalesced in a ward of Argon known as the Enclave. To the majority of the foxkin, the Enclave is a temporary urban refuge from which they can recover after facing near-extinction. Some foxkin hold onto the hope of returning to Ogiama with aid from their newfound allies on Asora. For this reason, the foxkin community tends to their relationships with persistent care. Until then however, the Foxkin hold little political sway and until they do the Enclave is the closest thing they have to a true home.

+ Scroll concerning Foxkin Religous Practices . . .

Because their culture did not develop on the world-shard of Asora, the foxkin never adopted the Archangels as their deities. On Ogiama, the foxkin worshiped a divine animal spirit by the name of Seisune. This same spirit is said to have been their creator.

The foxkin dedicate each of their academic accomplishments and philosophies to Seisune. They pray for her guidance so that they may live a life devoid of ignorance and one of adaptability in the face of new challenges.

+ Scroll concerning Foxkin relations . . .

As new inhabitants, the foxkin see Asora as a clean slate with which to begin anew. They perceive Asora's people and their traditions a as new scholastic adventure to undertake. Because of their curious nature, many solitary foxkin have left Argon to travel this world-shard and establish new ties across its exotic lands.

Politically speaking the foxkin are tied to Argon and are mostly tolerated there despite the fact that still lack full citizenship rights while retaining metic status. Outside of the island city-state, the other human regions of the Jeweled North, especially Galia, find the foxkin's foreign god, Seisune, unsettling.

Even outside the religious sphere, foxkin are met with distrust mainly due to Asorian stigmas against xenostates not being native to Asora. If foxkin can break the barrier apprehension that surrounds them, they are soon well received due to their grateful and courteous nature toward hosts, a cultural trait which predates their status as refugees.

+ Scroll concerning Foxkin linguistic practices . . .

On Ogiama, the foxkin spoke in an exotic tongue by the name of iame. Legend claims that they were first among the races of Ogiama to develop this language and its accompanying written form. The foxkin then shared this language with the humans of their homeland, influencing the rise of their entire civilization.

But with Ogiama a distant memory, only the elders openly still speak iame while the younger generations have adopted norstari to better conform to the humans of the Jeweled North.

+ Scroll concerning Foxkin Naming Conventions . . .

To represent the free and intellectual spirit of the foxkin, children are given the choice of naming themselves once they are old enough to study the stories of the past. As younglings Foxkin learn the poetic pros and legends surrounding their people's long dead heroes. When their teacher's decree that they as students are ready to name themselves, younglings are allowed to incorporate syllables representing objects and people that best symbolize their aspirations. These syllables are then combined into one word which becomes their name.

COMMON NAME PREFIXES:
Ki-, Koi-, Shi-, Oka-, Aso-, Ji-

COMMON NAME SUFFIXES:
-tai, -doka, -bure, -ma, -nune

+ Pasts, Personas & Prophecies Player Race . . .

Inquisitive Mind: +1 Brain.

Small Stature: -1 Tough and -1 Muscle.

Soft Paws: +1 Stealth

Canine Senses: +3 Survival when tracking a creature or +3 Perception when detecing something by smell.

+ Dungeons & Dragons Fifth Edition Player Race . . .

Ability Score Increase: A foxkin's Intelligence score increases by 2, and their Dexterity score increases by 1.

Age: Foxkin mature much faster than humans, reaching maturity by seven years of age. Because of their rapid growth and short life spans, almost all foxking cherish all forms of life.

Alignment: Most foxkin respect the honor code of their people, tending toward lawful alignments. While most attempt to live a life of goodwill and respect as taught by their leader the Prophet Naru, other foxkin maintain a neutral perspective, willing to do whatever it takes to secure the survival of their people after having faced near-extinction.

Size: Foxkin stand between 4'6 and 5'6 feet tall and average about 120 pounds. Their size is Medium.

Speed: A foxkin's base walking speed is 30 feet.

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

Canine Senses: Foxkin are proficient with the Perception skill.

Light Paws: Foxkin receive advantage on all Stealth checks.

Slim Build: Foxkin count as one size smaller when determining their carrying capacity and the weight they can push, drag, or lift.

Languages: Foxkin can speak, read, and write iame and norstari. Only among the small foxking caravans and the boundaries of the Enclave is iame ever spoken, rarely ever being taight to outsiders.