Quarrin (3.5e Race)
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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.
Quarrin are often hot-headed. They are known for their brash actions and tendency to ignore the conventional in favor of what seems appropriate at any given time. Despite their often brazen nature, quarrin interactions with other quarrin are governed by extensive traditional customs based on the hierarchies of their tribes. Due to the inherent affect shared by most quarrin and the regulations imposed upon them by their societies, the aggressive species spend much of its time butting heads, almost as much literally as figuratively. The notion of status of the constant reaffirming and challenging of said status takes up most of the time for most quarrin, whether male or female. If a particularly strong alpha male comes to the fore, the society might see progress, but otherwise the quarrin tend to be nomadic and spend most of their time simply surviving and fighting one another. This has caused them to be seen as barbaric by many self-proclaimed more civilized races, but the reality of the situation is the quarrin simply have a different set of core values than other races. Were these to be changed there is no reason the quarrin could not be the equal of humans, elves, or dwarves, but the quarrin are happy with their situation and conversely tend to look down on the backhanded political squabbling that other races engage in.
When quarrin fight they do so honorably and ritualistically. Once an area has been designated as the site of a conflict, the two quarrin fight to remove the other from the area, which can be of any size, although the quarrin are typically limited by their mountainous homes. Such combats are rarely ever lethal, though death is not out of the realm of possibility. Combatants are limited to natural weapons only, which means that non-quarrin, although technically not barred from participation, are significantly more likely to get killed in the process.
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 quarrin 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 time are typically ridged with various quills and spines. A quarrel's ability to manipulate these spines is dependent on a number of factors, including genotype and emotional disposition. Quarrin eyes are typically amber or green, although some that dip into the spectrum of orange or brown have been known to exist.
Quarrin are not antisocial per se, but their preferred abodes on remote mountain ranges limit much of the interaction they have with other sentient races. Dwarves are the race that quarrin interact with most, although to call such exchanges regular would be a falsehood. Avariel (winged elves) are also somewhat more frequent visitors of the quarrin to due to their shared environ. Deep gnomes are not out of the realm of possibility, either. On the opposite end of the alignment spectrum, quarrin may interact with monstrous races such as gnolls, hobgoblins, orcs, and the like who are forced up into the mountains or subterranean races, such as drow and duergar. Quarrin are typically willing to talk with anyone regardless of alignment, but they tend not to trade much as they are mostly self-sufficient, and their dealings with other races are usually based on the initial actions of those other races. This means evil races are more likely to end up the wrong side of the quarrin than races which are generally considered good.
As a society quarrin tend towards lawful neutral, although an individual quarrel may be of any alignment. 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.
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 societies, 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.
Quarrin tend to venerate their ancestry more than any deities. While they do not disdain religion, it simply does not factor into the daily considerations of most quarrin. Those that do worship tend to do so irregularly and pray to deities of battle, strength, or conflict, without regard to good or evil.
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.
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.
- +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.
- +2 racial bonus on Fortitude save against poisons: Quarrin metabolize a protein throughout their musculature that renders them resistant to poisons.
- +4 racial bonus on Balance: Due to selectional pressures, quarrin are notably sure-footed.
- +2 racial bonus on Intimidate checks made against non-quarrin: The menacing appearance of a quarrel can be unsettling for those they interact with.
- +2 racial bonus on Sense Motive checks: Because of the intricacies of the quarrin language and its emphasis on body language, quarrin are more adept at employing kinesics to interpret the behaviors of other species.
- Monstrous Humanoid
- Medium: As medium-sized creatures, quarrin 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.
- Damage Reduction (Ex): A quarrel ignores five points of non-lethal damage dealt to it from any source of non-lethal damage.
- Spines (Ex): A quarrel can launch a spike as attack action. A spike requires a ranged attack roll to hit and does 1d4+1 damage, with a range increment of 10 feet.
- Reflexive Extension (Ex): Unlike most monstrous humanoids, quarrin can wear traditional armor for creatures of their size, but there is a caveat. When a quarrel takes damage from a physical (non-energy) source it must make a Will save against the damage dealt or reflexively extend its spines, dealing 10 damage to whatever armor or clothing it is wearing. This damage bypasses armor's hardness.
- The Trappings of Tradition: A quarrel may ignore alignment restrictions for its favored class. A quarrel whose favored class is monk may freely multiclass between monk and any other class and still be able to advance as a monk.
- Automatic Languages: Common, Quarrin.
- Bonus Languages: Dwarven, Elven, Giant, Gnome, Undercommon, Terran.
- Favored Class: Barbarian or Monk. A multiclass quarrel’s barbarian or monk class levels do not count when determining whether it takes an experience point penalty for multiclassing.
- Level Adjustment: +0
- Effective Character Level: 1
|Middle Age1||Old2||Venerable3||Maximum Age|
|58 years||88 years||118 years||+3d12 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||5' 0"||+2d10||105 lb.||× (2d4) lb.|
|Female||4' 8"||+2d8||95 lb.||× (2d4) lb.|
|Effective Character Level||1 +|
|Favored Class||Barbarian + and Monk +|
|Identifier||3.5e Race +|
|Level Adjustment||0 +|
|Racial Ability Adjustments||Variable +|
|Summary||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. +|
|Type||Monstrous Humanoid +|