The Yandiri or Neru Do Bün (People of the Storms) are a race of beast folk with an appearance similar to hairy Oni or ogres, possessing long, black horns, tusk-like teeth, and tufted tails, with a layer of loose hair that seems to streak with lightning. Male Yandiri are often tall and bulky, often reaching heights of 7-8 ft and weigh up to 450 lbs. Female Yandiri are more lithe, but still maintain heights of 6-61/2 ft. Additioanlly, male Yandiri have an even number of horns while female Yandiri have an odd number of horns.
Preferring areas with large amounts of storms, the Yandiri live primarily in their homeland of Yandaijar, though they prefer the name of Neru Do Benso or the Storm Lands. They are powerful and intelligent, often being Spellblades, Battlemasters, and Shamans. They live by a code of honor, and often find many friends among the folk of all shapes and sizes, but dislike the Empirials.
Like the Sondiri and Jondiri, the Yandiri were originally mistaken to be a form of elf, as they possess pointed ears that are generally perceived as the hallmark of a fae-descended race. However, it is now believed that the Yandiri along with their other kin are actually troll-folk, as their bestial blood makes them more aligned with the Whale-trolls seen across Eveynjar, and those also possess thick hair, tusks, and pointed ears.
Also seeming to possess the Whale-troll's aggressive nature, a single Yandai is said to turn the tide of a battle, outperforming any human or elf in sheer strength. This is only furthered by their use of lightning magic, which they use with deadly precision.
Like their comrades the Jondiri and Sondiri, the Yandiri have lived in Eveynjar since the Fall of Valoreum some 5000 years ago. Despite this, the Yandiri seldom leave their homeland, though several populations have cropped up in other parts of Eveynjar and many mercenary companies come and go.
It seems that the Yandiri as a whole feel out of place when not in areas with frequent storms, and feel uneasy when they don't hear the crack of lightning. It seems that the Yandiri share a special connection to storms, and are able to store static electricity within their hair. It is believed that, to see a fully electrified Yandiri Warrior, is to see death.
In ages past, the Yandiri have defended incursions into Southern Eveynjar, using the mountains surrounding their home as a natural barrier against advancing armies. Their most recent defense of their homeland was against the Empyrian Empire who cut a bloody swath into Hallojar and Urrudea. However, when confronted with crossing the Raydosa Mtns to the south, the Empyrian Army was halted with the combined forces of the Yandiri and the peoples of the Kalth. However, it wasn't until the Ende Rii invasion some 100 years ago that the Empyrians were routed and the war over. To this day, many Yandiri still resent Empyrials and other Empyrian peoples.
Most Yandiri take names from their language, Gülxö, and don't possess traditional surnames. Instead, they often gain epithets and claim their towns or cities as their place of origin. To most Yandiri, all of the Storm-Peoples are considered of the same family, so the concept of family names often confuses them.
Example: Daehuna Storm-Eyes of Tariaga
Male Names: Jegu, Kokochu, Togosemur, Dobun, Olar, Ganbataar, Boal, Eguden Yeke, Bayar, Aruktai
Female Names: Daehuna, Altani, Sokhatai, Alagh Yid, Oyuun, Ebegei, Maral, Ghoa, Ibakha, Gurbesu
A sub-lineage within the Lineage of Eldyr, the Beast Folk are a collection of races descended from Diiv, with most originating after the notorious Fall of Valoreum, some 5000 years before the present. Believed to be descended from Diiv who had used their blessing for evil, many zealous religions believe them to be cursed or fallen, though you will never find a warmer people to be around, as race seldom impacts the ideals and beliefs of a Beast folk, though most go by their racial names and consider the term Beast Folk to be derogatory or demeaning.
What separates the Beast Folk from their human and elven counterparts is their bodies. Each race is primed and ready to survive in the primeval world of Ethenrea, which is why Beast Folk are the most common races to see in Ethenrea, as Elves and Humans lack the necessary adaptations to thrive.
Each Beast Folk race has a knack for a specific elemental magic, often associated with the Vol Nah Ku'uh. See on the table below for what each race gains. Any spell gained from this ability can be used once per Long Rest without using MP.
Race | Elemental Type | Gained Magic Proficiency | 1 Novice Spell (1st level choice) | 1 Apprentice Spell (6th level choice) | 1 Journeyman Spell (12th level choice) |
---|---|---|---|---|---|
Amphibanne | Shadow | Chronurgic Primal Magic | - Ghostwalk - Minor Illusion - Sleep | - Illusory Flames - Lesser Invisibility - Shadow Blade | - Hallucinatory Terrain - False Creation - Seeming |
Crockorus | Water | Chaotic Primal Magic | -Shape Water -Aqua Bolt -Fog Cloud | - Create or Destroy Water -Spray of Rapids -Water Walk | - Control Water -Triaki's Scalding Geyser -Watery Sphere |
Jondai | Ice | Orderic Primal Magic | -Ice Shard -Frostbite -Armor of Arctyx | -Spray of Frost -Rime's Binding Ice -Ice Spike | - Freezing Fog - Cone of Cold - Glacial Spear |
Mustelfolk | Creation | Physical Primal Magic | -Prestidigitation -Mending -Chaos Bolt | -Continual Flame -Create Food and Water -Spray of Chaos | -Fabricate -Animate Objects -Creation |
Naagaea | Life | Physical Primal Magic | -Thorn Whip -Ensnaring Strike -Cure Wounds | -Barkskin -Spike Growth -Summon Beast | -Giant Insect -Grasping Vine -Guardian of Nature |
Octestus | Void | Chronurgic Primal Magic | -Eldritch Blast -Toll the Dead -Hex | -Ray of Enfeeblement -Summon Voidspawn -Hunger of Gaiyuu | -Blight -Shadow of Moil -Elethyrill's Black Tentacle |
Scorpaeus | Metal | Orderic Primal Magic | -Resistance -Mending -Catapult | -Heat Metal -Shape Metal -Magnetization Wave | -Spray of Tetanus -Fabricate -Magentokinesis |
Panthranis | Fire | Chaotic Primal Magic | -Create Bonfire -Searing Smite -Produce Flames | -Stream of Flames -Flame Blade -Flaming Rebuke | -Wall of Flames -Flame Strike -Immolation |
Raptoran | Wind | Chaotic Primal Magic | -Zephyr Bolt -Gust -Zephyr Strike | -Dust Devil -Gust of Wind -Warding Wind | -Wall of Winds -Control Winds -Freedom of the Winds |
Saurian | Stone | Orderic Primal Magic | -Magic Stone -Catapult -Modify Gravity | -Immovable Object -Warding Bond -Meld into Stone | -Wall of Stone -Stone Skin -Gravity Well |
Sondai | Earth | Orderic Primal Magic | -Mold Earth -Earth Tremor -Gravel Shot | -Terrus' Earthen Grasp -Ash Shell -Earth Bind | -Stalagmite -Wall of Soil -Freedom of the Earth |
Synapsan | Dark or Sound | Chronurgic or Physical Primal Magic | -Vicious Mockery -Thunderwave -Mind Sliver | -Mind Spike -Shatter -Blade of Darkness | -Psychic Lance -Synaptic Static -Psychic Scream |
Testoidean | Time | Chronurgic Physical Primal Magic | -Guidance -Mending -True Strike | -Silvery Barbs -Fortune's Favor -Immovable Object | -Death Ward -Resilient sphere -Wall of Time |
Ursu | Spatial | Physical Primal Magic | -Mage Hand -True Strike -Blade Ward | -Magic Missile -Shield -Floating Disk | - Hand of Force -Steel Wind Strike -Resilient Sphere |
Wolvengarde | Light | Chronurgic Primal Magic | -Candlelight -Dancing Lights -Color Spray | -Guiding Bolt -Branding Smite -Pyrotechnics | -Dawn -Sickening Radiance -Wall of Light |
Yandai | Lightning | Chaotic Primal Magic | -Lightning Lure -Witch Bolt -Shocking Touch | -Rift Bolt -Call Lightning -Lightning Bolt | -Storm Sphere -Lightning Hazard -Freedom of Storms |
You count as one size larger when determining your carry capacity and the weight you can push, drag, or lift.
Due to your people's inhabitation of the Yandiri Steppe and the frequent storms from the Dividing Ocean and Sea of Storms and Steam, your people have moderate resistance to lightning damage and don't suffer any disadvantages from inclement weather.
You have the ability to communicate in a limited manner with anything native to the grassland or similar to creatures you have regularly experienced. They can understand the meaning of your words and gestures, though you have no special ability to understand them in return. You have advantage on all Personality checks you make to influence them.
You take half the time to operate siege equipment and set up traps.
When you are fighting while in inclement weather or when struck by lightning damage, you gain a lightning cloak until the weather ends or the end of your next turn. While the cloak is up, any target that moves or ends their turn within 10 ft of you must make a Fortitude saving throw (DC = 8 + your Fortitude modifier. On a fail the target takes 1d12 lightning damage and is stunned until the end of your next turn.
Due to your people's height and weight, you are considered large. Your hit dice are d10s instead of d8s, and you gain a 8 hit points per level increase.