Nation of Legends
Garsh are a proud and stormy people, they seek always to push themselves further and feel the limits of their mortality and borders of the world around them, fast to anger and to forgive, there is no challenge they will find too great. Independence and personal freedom are at the core of Garsh beliefs, everyone is born free to make their own destiny and it can never be bought or sold. This ambition makes them excellent explorers and they seek to strive in any climate or region they could call home.
Physical Description: Between 6-7 feet tall and thickly built Garsh are imposing figures with mottled tan and black skin. Their thick skulls are home to narrow black eyes and long, somewhat limp, ears. Most distinct perhaps, are the long tails which are as much part of a Garsh as their hands or feet. Often in battle a Garsh will strap various weapons to tip their tails making them even more fearsome opponents.
Society: Clan structures gather around the greatest warriors and most charismatic leaders. This results in a waxing and waning of a clans strength and population. Many citizens will abandon a weak leader or be subsumed by a stronger or more cunning clan. Garsh ambition is limitless, creating an often mercurial social order.
Relations: The ambitious nature of the Garsh has led them into conflict with their neighbors during bouts of expansion. These tend to be short lived however, as they are just as quick to forge an alliance if they believe it will provide them wealth or an advantage over their rivals. These too can be short lived given the alacrity of power shifts within a clan.
Alignment and Religion: Garsh are chaotic but not typically evil as cruelty is often a pointless and petty pursuit. They hold little value in tradition seeking to make their own distinct mark upon the world to be remembered by. There is no lack of hero worship and adopting surnames of past champions is quite common as are honorary titles. Strength, exploration, and martial prowess are also highly valued and each mother prays that her child may rise to fame and fortune. Garsh are typically fighters and barbarians, some adventurers may train as rangers. Few every have the discipline or desire to study arcane craft so sorcerers are quite rare though some Witch cabals are known to exist.
Adventurers: Garsh adventurers are amongst the most common in the known world. Any individual may rise to power and many seek fortune and fame outside their homeland hoping to return with a host at their back and crown on their head.
Names Names amongst the Garsh are varied but naming conventions are found within clans. Names always tend towards the practical or descriptive. Thunderwind, ElbowSmash, Brawn
Monstrous Humanoid (3 RP) Monstrous humanoids have the darkvision 60 feet racial trait.
Standard (0 RP): +2 Str +2 Wis -2 Int
Slapping Tail (3 RP): Prerequisites: None; Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the user’s Strength modifier.
Prehensile Tail (2 RP): Prerequisites: None; Benefit: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects. Special: This bonus stacks with the bonus granted by the lucky (greater or lesser) racial trait.
Jumper (2 RP): Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.
Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.