Nerrid Species in Tarien | World Anvil

Nerrid

A Card Game

Olaf Samsonsonsonsonsonsonsonson leaned back against his chair and smiled. The game was going just as he had planned it. He was losing just enough to keep the two humans interested, and the drinks he was buying kept the Soulmeliti silk trader talking about just the right things.
 
“I’ll raise you two gold, and call,” said the Human (who’s name was ‘Phil’, and had quite a temper…not to mention his odor). He smiled, and the lantern light gleamed off his nose ring.
 
“Sure, noproblem. Youwanttocall? Goahead.” Olaf replied. He casually shifted his spare ace into his hand, and the extra five down his sleeve. He’d learned enough here, it was time to move on and follow up on that ‘big shipment’ that the trader had been talking about.
 
Phil laid down his cards—Full House. Olaf concentrated, and, with a simple illusion, changed the two of clubs in his hand to and ace of swords. He smiled, just sheepishly enough to appear the simple moneylender that he pretended to be, and laid down his cards.
 
“I’ve got four aces, friend…SorrybutIwin.” Olaf reached for the gold on the table, and stood. “Ireally oughttobe goingnow. Muchtodo, muchtodo. Seeyouboyslatertonight, right? Drinksareonme, friends.”
 
Olaf made his way for the door before the fact that he’d just won back twice as much as he’d lost set in with the two Humans. That, and the fact that he’d cut the traders purse as he’d gotten up, pushed him that much more. After ducking out the door of the bar, he sprinted to the shadows, and ducked into the nearest alley. After making himself comfortable, he pulled out his quill and paper, and started to write down his most recent find…
 

Personality

There are two distinct sides to the Nerrid race, what they are, and what they portray to others. To the other races, a Nerrid is a happy go lucky fellow, often found at the local pub, and usually willing to buy you a drink. Several seem to go into commercial, or financial ventures, and they make shrewd traders. They often can tell you the going price of an item cities away, and can probably find one cheaper, too. Nerrid often take up scholarly pursuits, and meeting a Nerrid illusionist, or scholar of some sort, while not a common thing, is hardly worth taking special notice of. In fact, most Nerrid are hardly worth taking a second glance at…which is exactly how they like it.
 
What a Nerrid really is, is the ultimate con man. Any Nerrid seen outside of his homeland has most likely been trained from near birth to just blend in. While some are almost what they seem, most are more. Nerrid have a fascination, bordering on mania, to know. To know everything. Towards this end, they inundate the other societies with their ‘agents’, Nerrid with a special knack for listening, remembering, and theorizing exactly what will happen next. Most Nerrid will spend at least fifty years of their life in some sort of ‘field work’ capacity, whether it is leaving home and journeying for information, staying home and organizing the info as it comes in, or directing the search towards a specific end.
 
Needless to say, Nerrid is rife with libraries.
 
Nerrid are the most far reaching of the races. Their natural curiosity and lust for knowledge drives them across the civilized lands. Nerrid may ally themselves with adventuring parties out of opportunity, or circumstance, but many Nerrid adventure simply to hope to be where the action is. Nerrid notice everything, and many keep detailed notes on a daily basis. It is not uncommon for a Nerrid to sit back next to the campfire with his diary and a nice pipe and catalogue the events of the previous day.
 
The only thing that Nerrid may thirst after more than knowledge is comfort. Nerrid are constantly inventing new ways to be lazy, yet productive. High-ranking Nerrid may get just as much done in a day as younger Nerrid, but they feel much better doing it. Nerrid often insist on the poshest room at the inn, or the most expensive wine at the tavern. Many Nerrid will spend their reward for a successful adventure in just a few days by living it up back in town, requiring them to get back to work after the vacation is done. Nerrid also have a reputation as spies, thieves, and troublemakers. While this may-or may not-be true, trouble often finds them (and when it does, they are rarely ready for it).
 

Physical Description

Nerrid are a diminutive people, ranging in height from three to almost four feet, and weighing somewhere between 30 and 50 pounds. To make up for their small stature, the deity Intrix chose to give them the largest noses of all of the other races. A Nerrid nose can reach several inches in length, and is a sort of status symbol amongst them. Nerrid have stubby little arms and legs, large feet, and small hands with long graceful fingers. Upon reaching their middle years most Nerrid develop a potbelly. Despite their rather comical appearance, Nerrid are among one of the most dexterous races on Tarien. Nerrid also have excellent darkvision. A typical Nerrid lives for up to 500 years. When asked why their deity made them so small, most Nerrid will respond ‘to keep us out of harms way’, while anyone else you ask will tell you ‘because they’re closer to our pockets that way.’
 
Nerrid dress in all styles of clothing, mostly mimicking whatever race they happen to be around at the time. A Nerrid in the Empire of Eldoria will wear the latest in petticoats and lace, while one in the Soulmeliti Forests will don flowing robes. Because of this, the Nerrid race as a whole is regarded mostly as terrible dandies, but this is far from true. While a Nerrid in the field may take a liking to the clothes he brings home, the fashion native to the Nerrid homeland is severe to the extreme. At home Nerrid will wear mostly grays and blacks, with some browns and lighter shades thrown in. Their clothing consists of surprisingly modern trousers, shirts, and jackets, with plenty of pockets. Short boots or shoes, are also the norm. A Nerrid at home dresses for function, not fashion.
 

Relations

Most races find the Nerrid amusing, tiring, yet tolerable. Humans, in particular, appreciate the curiosity of the Nerrid. Dharja, Flind, and Khadra find them troublesome, and prefer not to associate with Nerrid if possible. Elynthi find them disturbing, and typical will act hostilely toward the small “spies”.
 

Alignment

While Nerrid life seems to be one of chaos, it also contains the rigors of study and hyper-organization. As a result, most Nerrid tend toward the balance of neutrality. Good and evil are relative terms to a Nerrid, and most do not concern themselves with these troubling morals.
 

Nerrid Lands

The land of the Nerrid is located in northwestern Tarien, far from most other civilized lands. By design, the Nerrid keep their homelands free of outside influence, preferring instead, to be influential in the lands of others. Everything in Nerridia is, however, Nerrid sized, making other races often uncomfortable there.
 

Religion

Nerrid worship Intrix, the son of Jez'bali'dahn and Tiras. Rumors of strange magical occurrences during the birth of Nerrida are claimed to account for his short stature, however, these rumors have yet to be theologically proven. In general, Nerrid are reverent of their patron deity, yet not particularly religious.
 

Language

The Nerrid language (Nerrid) is quite difficult to learn, due to the fact that it contains no punctuation, and is entirely context based. Most words have several meanings depending on the situation they are used in. For example, the word ‘Nerrid’ means the race itself, one Nerrid (singular), several Nerrid (plural), the Nerrid homeland is called Nerrid, as well as its principal city, and many other cities as well. Nerrid is also a verb; it can mean ‘to act in a Nerrid like fashion’ (which is another ball of wax itself). It is also a common name. So, for example (loosely translated), “Nerrid, the Nerrid, (who’s really nerrid), went to Nerrid to visit Nerrid, and some other Nerrid at Nerrid’s and maybe catch a game of nerrid” (Nerrid is also a game of strategy similar, yet more complicated than, chess). Would be grammatically correct in every way.
 
Spoken Nerrid is nothing but gibberish to most, seeing as the Nerrid speak it impossibly fast, blurring the beginning and ending of words together to form one, huge word. Most Nerrid speak other languages at a similar pace, making most languages difficult to understand when spoken by a Nerrid not used to communicating with the other ‘slower’ races.
 
Due to this fact, any non-Nerrid who wishes to learn to speak Nerrid will need to spend twice as much time.
 

Names

Nerrid often have simple given names, and long surnames. This is due to the tendency to describe each generation in their linage with their surname. A Nerrid with seven “son’s” in his surname, therefore, can trace his given name back seven generations. Second born sons, obviously do not have this challenge as there are not named after their fathers. Some sample Nerrid given names are Olaf, Gustav, Franklin, and Hans.
 

Adventuring

Nerrid often adventure for many reasons – curiosity, treasure, knowledge, espionage, trade – the reasons go on. It takes little prodding to send a Nerrid out in the world for any reason.
By some power that I do not yet understand, likely a force leftover from the The Age of Sun, everything always travels toward the earth at the same speed. Over this short work I will detail my research and calculations regarding this force.
 
A Nerrid Observatory Outside of Furnof
Related Myths
  • Nerrid Racial Traits
  • Ability Scores: +2 to Intelligence, -2 to Wisdom. Nerrid their Intelligence have a vast thirst for knowledge, but their search often leads them blindly into danger.
  • Size: Small.
  • Speed: Nerrid base speed is 25 feet.
  • Darkvision: A Nerrid can see up to 60 feet in dim light as if it were brightlight and in darkness as if it were dim light.
  • Arcane Cunnings: Nerrid have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Artificer's Lore: Whenever Nerrid make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, they can add twice your proficiency bonus, instead of any proficiency bonus they normally apply.
  • Natural Illusionist: Nerrid know the minor illusion cantrip. Intelligence is their spellcasting ability for it.
  • Natural Linguist: Nerrid is a complicated language. All Nerrid learn to both read and write it. This training makes learning additional languages simple. Whenever a Nerrid learns a new language they can do s in half the time. Should they gain a language form a Feat or class ability, they gain two, instead. Nerrid also automatically learn to read and write any language that they learn.
  • Tinker: You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
    A Nerrid can, of course, improve upon these elements as they grow in knoledge.
  • Automatic Languages:Nerridian
  • Bonus Languages: Any three. A Nerrid’s thirst for knowledge knows no bounds. One would gladly learn to speak Infernal just to ask a Pit Fiend how hot it really is down there.

Artwork: "Mansion" by Ferenc Haraszti