The Rasz’ii

                Gregarious and unassuming, the rasz’ii are a species of small humanoid cats who specialize in commerce and crafting.  The rasz’ii have proud roots in ancient Arnan culture, however unlike their isolationist brethren, the rasz’ii committed to a great diaspora during the Tenebrous Age and were a potent force during the reconstruction of the countries that would rise from the ashes of Antravarcia.  Though they lack a distinct country of their own, they find themselves welcome in most societies for the quality of their craftsmanship and their disarming, eager-to-serve nature.

Physical Description: The largest of rasz’ii never grows larger than 3 ½ feet tall, though the females of the species tend to be, on average, a little taller and slightly heavier.  The rasz’ii are a species of anthropomorphized catfolks with largely feline features.  Their bodies are covered in fur which ranges from silky and smooth to course and rough and comes in all variety of patterns and colors.  Their faces are largely feline though some are able to grow a mane of hair in addition to their fur.  As consummate craftsmen, many rasz’ii will adorn their bodies with custom jewelry made by themselves, or by a close community member if their own innate talents lie elsewhere.  Aside from subtle differences in the shapes of their faces, shoulders, and hips, the rasz’ii have no other obvious sex characteristics.

Government:  The rasz’ii have no country of their own but the next best thing to a governing body would be the board of the Rasz’ii Merchant Consortium, an alliance of wealthy merchants that operate out of Sadij in Al-Hasier.  Not all rasz’ii pay homage to the Consortium, but all are wary of crossing them and will typically follow their requests even if they are not official members.  Communities of rasz’ii inevitably crop up in most cities once their economy becomes large enough, each one typically deferring to the wealthiest or most skilled member of their commune to represent themselves in local government.

Economy: Rasz’ii goods are highly desired across the world, making the Consortium an economic powerhouse rivaling (and surpassing) many governments.  They specialize wholly in crafted and manufactured goods, however, and have no particular ability for subsistence farming or professional trades such as the practice of law.  Many crafters with even a modicum of magical talent will weave minor cantrips into their crafts for the sake of minor convenience or a unique personal flair. 

                The Consortium always strives to abide by the local laws of whatever country they operate in, however there is little doubt that they have their hands in many black markets as well.  Recently the issue of the Arnan slave trade has split the Consortium’s leadership with some advocating for intervention on ethical grounds and others arguing to maintain their neutrality.  Even in countries where slave trade is legal, the issue is controversial throughout the Consortium.

Religion/Spirituality: Rasz’ii who remember their spiritual words worship the Arnan spirit of Tarakhim the Maker, who is also the patron spirit of the Merchant Consortium.  Otherwise the rasz’ii will typically assimilate the religious leanings of the society they embed themselves in.  Few rasz’ii are called to lead a particularly spiritual life, however those chosen by Tarakhim often bear a brand or symbol (in the form of an open hand) in their fur and go on to become great merchants and leaders in their communities. 

Lifestyle: Rasz’ii families are large but loosely knit, with twins and triplets being exceedingly common.  Indeed a single birth is often seen as an auspicious event in rasz’ii culture.  In rasz’ii communes, many families openly intersperse with one another, pooling resources and talents to maximize comfort and profit for their people. 

Diplomacy: There are few who openly detest the rasz’ii but many local merchants and nobles often chafe when the Consortium moves into their community.  Most are placated once they see the tax revenue brought in, though.  Some cultures, particularly more rural and insular societies, see the rasz’ii as untrustworthy and are quick to run them out if their silvered words fail.  Though slavery of the rasz’ii is highly rare, some particularly wealthy or powerful individuals also keep rasz’ii as personal servants in a form of indentured servitude.

                If the Consortium has any powerful rivals or enemies it would be the Far Island Trading Company; a conglomerate of merchants and interests from across the sea who have recently established a foothold in Avalon, Mortannia, and Al’Hasier. 

Military/Defense: The rasz’ii themselves are not particularly well suited to forming armies or raising fortifications.  The boundless coffers of the Consortium, however, ensure that a standing army of highly paid mercenaries are available to advance the interests of the Consortium, and by extension all rasz’ii, should the need arise.  The Consortium also has access to the only fleet of serviceable airships known to Zenith, though not particularly well suited for war, they are able to ferry troops across the continent quickly.  An individual rasz’ii will typically defend themselves with a light blade, crafted alchemical items, or magic. 

Adventurers: A rasz’ii is well suited to a life of travel and their talents make them excellent spies, thieves, and wizards.  Despite this they often fall into the adventuring lifestyle, as few are called to acts of raw heroism.  Those with the right skills can find an excellent career in espionage, caravan security, or arcane research.  Those who do strike on their own often forge tight bonds with their selected group of people, bonding to them as they would with their own family.

Names: Rasz’ii naming conventions are a compound of two mono or dual syllabic words, one given at birth to indicate lineage and the other chosen by the rasz’ii when they reach adulthood that indicates their chosen skill or profession.  Natively the rasz’ii have no surnames, however families that remain for more than a few generations in a single society will often adapt one appropriate to the local culture.  Rasz’ii names are not gendered.

                Example Names: Fah’Jra, Iz’Roh, Asam’Ka, Irin’Ulkai, Tal’Am

Variants/Rules:

  • The rasz’ii are a custom race available to players.

Racial Features:

  • -2 strength, +2 dexterity, +2 intelligence.  Rasz’ii are weak, but have impressive reflexes and a keen intellect.
  • Small size
  • Darkvision 60 ft.
  • Raszii base land speed is 30 feet.
  • Craftsman – Rasz’ii receive a +2 racial bonus on all craft skills. 
  • Silver Tongued – Rasz’ii receive a +2 racial bonus on Diplomacy and Bluff checks.  In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps rather than just two.
  • Keen Senses – Rasz’ii receive a +2 racial bonus on Perception checks.
  • Arcane Affinity – Rasz’ii spellcasters receive a +2 racial bonus on caster level checks to overcome SR and a +2 bonus on all dispel checks
  • Languages – Rasz’ii receive Rasz’ii and Common as starting languages.  Rasz’ii with high intelligence scores may choose any language as a bonus language (except for secret languages)