Harakin
A grim race of Sub-men who view life as a constant struggle for survival.
Personality: Harakin are a grim race. They care nothing for the ways of civilized people, which they consider useless. Raised in the hostile environment of Harak, they are able to endure great hardships. All Harakin are warriors and survivalists. Life is precious to them and they feel that only the strong have a right to survive.
Physical Description: Harakin stand 6 to 6 ½ feet tall and wiegh 160 to 220 pounds. They have gray skin, hard features, and lean and rugged builds. They wear rough fur or leather garments, tight-fitting cowls, fur cloaks, high boots, and thick gauntlets of reptile hide. They paint their eyesockets with black pigment to give themselves a skull-like appearance.
Relations: Harakin see everyone and everything (including each other) as prey and a potential food source. Naturally, this does not make them terribly popular.
Alignment: Chaotic Neutral
Harakin Lands: Harakin live in the northern realm of Harak. Small bands sometimes travel as far south as the Volcanic Hills and eastern Wilderlands when food is particularly scarce.
Religion: None.
Language: Sign, Low Talislan
Adventurers: Harakin rarely leave home, but it can happen. A rare few might realize that survival is easier in a softer land, or perhaps one might be fleeing a feud or vendetta.
Roleplaying Notes: you are a warrior, trained to fight and survive in your desolate, relentless homeland. Skills not necessary to survival are useless, and you despite those who pursue them. The concept of money – strange trinkets of metal – is meaningless to you. If an item cannot be eaten or used in combat, it is not worth the energy needed to carry it around.
Your first and foremost consideration is always your own survival. All living things prey on each other, and only the strongest survive. There are no gods, and no one to fear but a stronger enemy. There is no time to relax, as only a fool lowers his guard. An individualist, you always do what you think best for yourself.
Traveling with others is for your own safety – never jeopardize your life to help another. You make a poor follower because you refuse to trust your life to anyone else. You are a poor leader because you insist on making decisions unilaterally, acting swiftly and by instinct without wasting time talking matters over. The opinions of others have no value, and friendship is a weakness to be avoided.
You must always concern yourself with supplies, making sure that you know where your next water source is, and keeping an eye out for edibles as you travel. If you are strong enough to take something, it is yours by right. The dead should be eaten, never wasted.
Bonded to a dractyl steed, you hold it to you both by force of will and by commanding its respect. Thre is no affection – the animal is only a means of survival.
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