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Zerk

Zerk Traits

  Ability Score Increase Your constitution is increased by 2 and your intelligence is increased by 1.   Totem Spirit All Zerk haave a totem spirit, generally it is the spirit of their clan, and the spirit that named them, however some are named by spirits of other clans, or roaming spirits that are not affiliated. Once per day you may call on your totem spirit to guide you in your quest. When you call your spirit, on a critical success your spirit will physically manifest for a short time, up to 5 minutes.

Basic Information

Anatomy

Zerk are slightly shorter than humans, on average around 4 feet 8 inches tall, they can be as short as 4 feet and as tall as 5 and a half feet. While shorter, Zerk are stocky and dense and weigh an average of 150 pounds. Your size is Medium.

Biological Traits

The Zerk are a generally short, stocky people. They have broad foreheads and wide set eyes. Their hair is thick and generally dark of color. Often Zerk Hunters and warriors will have short cropped hair, while shaman often wear their hair and facial hair in braids and thick locks.   There are two distinct subspecies of Zerk, the White Zerk of the north and the Black Zerk of the south. The White Zerk live in the tundras and snowy mountains of the far north. Their stark white skin blends in with the snow of their home, and they use this to their advantage in hunting and warfare. As a consequence, they wear very little clothing and armor. It is said that this skin was a gift from the spirits of the land, to help the Zerk thrive and grow.   The Black Zerk, as their name suggests, have deep black skin. The Black Zerk are the original subspecies of Zerk, the White Zerk diverged from their ancestors centuries before the Elph arrived in the West. It assumed the Zerk that would become the White Zerk were fleeing Black Blood slavers, though the timetable is unclear, and the only written records of their journey are in the forms of songs and poems.

Civilization and Culture

Naming Traditions

All newborn Zerk are named by the Singers of the clan in a ceremony known simply as a Naming. A baby is brought to a sacred place where the Singer consults the spirits of the clan and sings the name that the Spirits give to them.   These naming traditions are still observed in White Zerk clans, and are still held in Black Zerk families, however Black Zerk are often without Singers. In slavery below the wall, Singers are few and far between, but when possible children born in the south without any local Singers are still named in the old ways. In the absence of a Singer, the eldest in the family, will step in for the Singer and try to reach out to the spirits.   As a result of the process of Naming, Zerk names have a singsong tone and can sometimes be difficult for outsiders to say. Unlike the Urkaise, the Zerk rarely take common names, but are generally understanding, and accept shortenings of their names from outsiders.   Zerk language, and their songs, have different sounds in the north and south, this is believed to be a result of the different voices of the spirits that inhabit these lands. As a result of this, White and Black Zerk names are distinct. White Zerk language tends to rely heavily on “K” and “C” sounds, long “E” and “I” sounds, but otherwise short vowels. Black Zerk language heavily relies on “L” sounds, as well as long “O” and “U” sounds.   Examples of White Zerk names: Keenar, Akui, Giikijo   Examples of Black Zerk Names: Ublala, Unaroo, Lablaro

Common Myths and Legends

Aniaml Spirits

  Traditional Zerk beliefs hold animal spirits in high regard, and that their voices can be heard in the wind. As such many rituals are built around these spirits, such as naming. Not all Zerk worship these spirits in the same way, especially in The Free Cities, some see them as antiquated traditions, however they usually still observe rituals like naming out of tradition.   The hierarchy of spirits differs in the north and south, songs are directed at different spirits.   Northern Spirits The major animal spirits of the northern tribes are the Wolf, the Bear, the Hunting Whale, the Moose, and the Leopard. Most northern clans will be aligned to one of these five spirits, however some minor, more isolated clans or family groups may be aligned to minor spirits like the Raven, the Wolverine, the Fox or the Weasel. White Zerk players may chose any animal that can reasonably be found in cold northern climates as their totem spirit.   Southern Spirits The major animal spirits of the southern tribes are the Great Ape, the Jaguar, the Swordbill, the Tiger and the Crocodile. Most southern clans will be aligned to one of these five spirits, however some smaller, more isolated clans or family groups are aligned to minor spirits like the Spider, the Squirrel, the Snake or the Bat. Black Zerk players may chose any animal that can reasonably be found in a temperate jungle or forest as their totem spirits.
Lifespan
80
Average Height
1.4 meters
Average Weight
55 - 80 kg
Geographic Distribution

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