Skinwalkers
Skinwalkers are descendants of humans and natural lycanthropes. They are lithe, agile folk who look basically human, but with long, shaggy hair, sideburns (in both sexes), pointed ears, large eyes, heavy eyebrows, and wide, flat noses. Their forearms and lower legs are densely muscled, and they grow hair so thick that it is sometimes mistaken for fur. Skinwalkers frequently adopt a hunched posture, preferring to crouch or perch on a tree limb, ledge, or piece of furniture rather than standing or sitting.
Sometimes called "the weretouched," Skinwalkers inherit from their lycanthrope ancestors a limited ability to transform into a semi-bestial state. Shifting is a natural ability rather than a curse or a disease, and it cannot be cured or otherwise removed. Neither can it be passed to a non-Skinwalker through biting, claw attacks, or any other method.
When she is shifting, a Skinwalker's features take on an even more bestial appearance, although she does not actually assume a fully animal form. Her eyes have a feral glint, she snarls and growls when angered, and she is able to tap into her lycanthropic nature to access extraordinary physical abilities. These changes and the abilities gained are related to the kind of lycanthrope the Skinwalker descends from. Some Skinwalkers display features distinctly reminiscent of one kind of animal, while others exhibit a mixture of influences.
The act of shifting makes some Skinwalkers stronger or tougher. Others find themselves able to move faster, climb near-vertical surfaces, or fly. The most dangerous Skinwalkers become so lost in their transformation that they begin to fight like animals, biting and clawing in a brutish rage.
Most Skinwalkers have a bloodline too muddled to express one lycanthropic “theme”. However after generations of bloodlines commingling, some display one of the following bloodlines: Bloodmarked, Coldborn, Seascarred, Scaleheart, Witchwolf, Ragebred, Nightskulk, Fanglord.
Like any other race, Skinwalkers cannot be said to share a single personality type or a universal preference for one lifestyle over another. However, due to their lycanthropic ancestry, many Skinwalkers do have quick tempers. Members of other races consider them rude and even boorish, and it is true that Skinwalkers have little patience for being treated like animals or idiots and don't hesitate to set aside social conventions when they feel the situation warrants it. Skinwalkers with a common trait also tend to share patterns of behavior as well—Bloodmarked Skinwalkers are often shy and introverted, for example, while Ragebred are the opposite.
Skinwalkers do not have a homeland, since their hybrid lineage developed where humans and natural lycanthropes shared the same lands. Lycanthropes were brought to near extinction in Khorvaire more than a century ago, so the only places left for Skinwalkers were in human lands. They have always been victims of prejudice and distrust, though, and are often unable to find acceptance even in the lands of their birth.
Because they are so regularly made to feel like outcasts, Skinwalkers gather in communities of their own. They have a fiercely independent streak, and use their feral abilities to hunt for food and scrounge for shelter rather than give money to the very people whose ill-formed opinions force them to live this way. Raised in these communities, Skinwalkers come to view their lives in terms of hunting and a constant fight for survival.
Other Skinwalkers decide to give up on civilization and its prejudices entirely. The Eldeen Reaches is the most popular destination for Skinwalkers who want to live as close to the land as possible. There, they become trappers, hunters, or sometimes guides—and visiting city-dwellers pay a substantial fee to reap the benefits of the Skinwalkers' natural abilities.
Basic Information
Anatomy
Biological Traits
Bloodmarked
Those skinwalkers known as bloodmarked are a hungry lot— their predilection for blood is matched only by their flock mentality and adherence to strict hierarchy.Coldborn
Coldborn are remarkable among skinwalkers for their awareness and their potential for discipline, as well as for their hidden rage.Ragebred
Ragebred, even more so than other skinwalkers, find both their greatest strength and direst weakness in their choleric emotions— from unstoppable rage to tempestuous affection to reckless spite.Scaleheart
Scalehearts are of an exceptionally cold aspect—few others can so easily toss aside inhibitions in the name of their ultimate goals.Nightskulk
Nightskulks combine the versatile aspect of the skinwalker with the ambition and necessary ingenuity of the wererat to become some of the most creative and surprising of their kind.Seascarred
The seascarred draw on the majesty of the shark and the society of skinwalkers to produce shamans and pirates with the ability to impose their will on anyone or anything that gets in their way.Fanglord
Fanglords are skinwalkers of a most regal lineage, well aware that they carry the blood of kings and tyrants—and just as confident and imposing as their forebears.Witchwolf
Witchwolves are skinwalkers of the open field and quiet forest, almost human in their ingenuity and free spirits, yet carrying a seed of those most terrible and brutal monsters—the werewolves.
Genetics and Reproduction
Additional Information
Geographic Origin and Distribution
Sarlonan Skinwalkers
As the secrets of Sarlona have revealed themselves to the Khorvarian scholars over the last few years, one of the most startling revelations was the discovery of a vast skinwalker population in northern Tashana. It has become apparent that, like humans and ogres, the skinwalker race actually originated in Sarlona.
The three Tashana skinwalker groups, each consisting of hundreds if not thousands of individual, semi-nomadic tribes, are not nations in the typical nation-state sense. Rather, they are people bound together by common tradition and loose territorial boundaries.
While the three nations have known great wars in the past, they have maintained a relative peace for many generations. Tashanan skinwalkers place much more importance on the community than do their self-reliant brethren in Khorvaire. The seminomadic tribes of the Qiku and Saartuk, in particular, have evolved a kind of parallel civilization to the urbane nations of the world—one that values natural simplicity over technological sophistication, mobility over entrenchment, and spirituality over materialism.
The tribes of the Qiku nation roam all inland regions west of the Tiiki river and south to the border of Riedra. Several Qiku villages, while designed to be movable on short notice, have persisted for decades now and are essentially permanent. Most of these villages are built in, on top of, and around the sprawling boulder mounds of the central Tundra, and feature tents, tunnels and semi-permanent structures of earth and stone. The Qiku currently share much of the far southern lands and resources with the refugee Akiak dwarves of the Paqaa Mountains.
The Saartuk tribes occupy the entire western coastline from the Eska Mountains to the Riedran border. The Saartuk harvest virtually all of their resources from the sea, and individual tribes move up and down the coastline and among various inland waterways. The Saartuk maintain the permanent coastal village of Whitetooth and coexist peacefully with maenad colonists in the settlement of Winterstead.
The Chuniigi are the most nomadic of the three nations, and they roam the largest area of the Tundra—all inland territories west of the Tiiki river and north to the Eska Mountains. But the Chuniigi populace is sparse relative to their territories, and they share the wild northern lands with many human and Neanderthal tribes. In recent years, the northern Tashana has been ravaged by the terrible Kalaak barbarians, and these incursions have reduced the Chuniigi's numbers further still.
Previous to the rise of the Inspired in Riedra, a branch of the Qiku nation roamed far south into the lands that are now the Dor Maleer region. As the Inspired came to power, they enslaved these southern tribes, who have since evolved into an elite warrior caste serving in Riedra's Savage Legion. Some individual skinwalkers and small packs have also made homes in the wilds of Syrkarn.
Perception and Sensory Capabilities
Civilization and Culture
Naming Traditions
Beauty Ideals
Although shifters have little use for permanent or stationary art, they have perfected two art forms that accentuate their admiration for self-reliance and individuality.
Totem Braids: Shifters often have intricate and unusual braids. The braids are mostly used just for expression or looks, but sometimes a shifter associates a certain braid with an oath, a task, or a run of good luck. In these cases, the shifter keeps the braid for the duration of the task or until the oath is fulfilled, then cuts the braid off cleanly.
Shifter Tattoos: Shifters often use tattoos to symbolize important experiences or ties to other individuals or groups. Shifter tattoos are intricate affairs that differ greatly, but there are two broad categories of tattoos that all shifters recognize: morphic tattoos and static tattoos. A morphic tattoo is rendered in such a way that its pattern and appearance change to a new, different image when a shifter uses his shifting ability. These tattoos are used to note individual accomplishments, especially great mental or physical trials that the shifter has endured. A static tattoo is crafted to retain its look and design even when the shifter uses his shifting ability. These tattoos are typically used to represent a bond with another individual or a binding association with a particular group.
Average Technological Level
Common Etiquette Rules
Culture and Cultural Heritage
Spread over many nations and nearly always a minority population, Skinwalkers struggle to maintain a sense of racial unity and a cohesive view of their society and culture. Despite the efforts of community leaders and others who work to preserve a uniform vision of Skinwalker society, two distinct types of Skinwalker communities have become prominent. The first, and by far the most numerous, is a small enclave of Skinwalkers within a larger community of some other race, most often humans.
These enclaves are welcomed by some Skinwalkers, since they give members of the oft-shunned race a sense of community and belonging much greater than what they receive from the larger populace. Others view these enclaves as subtle traps, preserving the rift between Skinwalkers and the other races. While these individuals see the virtues of encouraging the natural Skinwalker inclination to associate with others of their kind, they also worry that the enclaves encourage other races to view the Skinwalkers as apart from the rest of society. In light of the unpleasant effects of the Church of the Silver Flame’s crusade against lycanthropes on the Skinwalker populace, such concerns are well founded.
Although Skinwalker parents are as dedicated to raising their children as members of any race, the family group is not the core of Skinwalker society as it is among many other civilized races. Instead, Skinwalkers form their strongest bonds with a group of friends near their own age. These groups, although usually made up of Skinwalkers from many families, are often the strongest personal bonds that a Skinwalker forms. When compared to the social interactions of other races, these peer groups are loose, disorganized affairs that emphasize the Skinwalker’s self-reliance and personal space more than the cohesiveness of the group. In the individualized and reticent society of the Skinwalkers, however, they stand out as a vital and important social norm.
The second type of Skinwalker community exists apart from the Five Nations, usually sheltered deep within the forests of the Eldeen Reaches. Whether driven by the inquisition of the Church of the Silver Flame, the repercussions of the Last War, their own traditions, or the simple desire to live free of the nations governed by other races, many Skinwalkers have gathered into barbaric tribes and scattered communities across the wild lands of the Eldeen Reaches. These communities reinforce the Skinwalker’s preference for bonding with fellow Skinwalkers rather than members of other races, and the Skinwalker enclaves in the cities of other races resemble these Skinwalker-only communities more than they resemble the surrounding cities. While Skinwalkers are not isolationists, they greatly prefer the company of fellow Skinwalkers, for few members of other races understand that the Skinwalker's reticence and personal distance are respectful in their own way, and members of other races often seek out frequent social interactions—interactions that feel in many ways invasive to the Skinwalker’s sense of privacy and self-reliant attitude.
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