Grar-Arzani. (Mountain Arzani) | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Grar-Arzani. (Mountain Arzani)

To learn more Visit the Grar-Arzani. Page below are just the basic features and personality typical of a Grar-Arzani as well as basic Culture.   Origins: The Origins of the Grar-arzani are as mysterious as rest of the arzani species, while the Khurzick claim to be the inheritors of the Tilgratzi the Grar-arzani claim to be originally be from an area of the elemental plane of air, known as the Wuthering Library where their God and Creator resides, the Myth claims that they were Air sprites came to Aurelia and got cursed by gods of the outerplanes for trespassing and became the first grar-arzani, the problem with this story is that every single Grar-arzani tribe has a different origin story, with villains, heroes and gods, though the common feature they share is that they originate from the elemental plain, though most races and even the more sceptical arzani consider this just a false story.     History: Like most Arzani species the Grar-arzani are not a unified people with many many scattered tribes littering the Mountains and high places all over Aurelia, for most of early recorded history, the Grar-arzani never really wanted to hold power despite having the numbers and elemental powers that overshadowed the other mortal races apart from their Tutol cousins, They preferred to stay in their caves and monasteries pondering about the elemental plain and what it means to be a grar-arzani in changing world full of choas from both mortal and extra-planar deities, However there are two events that marked the Grar-arzani as far more civilised and more intelligent than even their kurzick cousins.   The Dreid of the Flame and Stone: a moment of history where Kurzick and Stone elfiry species met the mountains later to be named the Baramph Mountains, this meeting ended in violence given the extreme pride of both species and believing themselves to be heirs of the Tilgratzi legacy and the small scale forces fought for supremacy in the areas that were inhabited by the Grar-arzani, The Grar-arzani seeing thier mountains soon to be bathed with elfiry and kurzick blood, knowing full well they were in the middle realised that in order to end what could be a devastating Dreid, they would have to wipe out both forces in one go, as well as make sure they would not return, In short they were able to lure both sides into a mountain top and cause a stop that wiped them all out, while also riling up the calgren to draw the kurzick back home and cause several house uprisings that caused the stone elfiry to return home.   The Speaker for the High tree: The Grar-arzani although have caused massive devastation for the species that seek to impose dominance across the land have also helped sewn peace between the mortal races and the being of the elemental planes, a perfect example is when the Wood elfiry after shortly building the capital of High-Branch (Kishmell) they were attacked constantly by Storm Djinn, that attacked with a fury, not even the Oaken knew how to banish or even how to communicate with these strange beings, that is until the Grar-arzani sensing the fury of these powerful elementals came to help solve the problem, while meditating and communing, they found that the Great Tree at center of the city had grown in such magical power that it began existing in mutiple planes, the roots forming in the elemental plane of Nature, while the Top was being projected in the elemental Plane of Air, which distruped the Storm Djinn who saw it as a invasion, The Grar-arzani was able to broker peace between the elfiry and the Storm Djinn earning the respect as master of handling beings of the elemental planes, while however earning the ire of the Oaken elfiry for what they saw as showing them up in terms of magical and knowledge of lore.   Each Tribe holds many fables and stories of thier specfic tribes history, though like all historians and storytellers over time these tales and recollection get muddled in myth and legend, but one thing always holds true, the core foundation of the story holds some real world weight.   Tribal Clans: The Life of the Clans is pretty modest in comparison to most other species, they typically dwell in caverns and mountain top, farming mushrooms and animals for clothing and food, using rudimentary weapons with stone or iron, clan members spend much of their time, recalling stories, myths, communing with the plane of air, and scouting the mountains for ancient ruins, they don't have any kind of gender conformity due to their belief of the soul which you can read below, due to this the clans roles can be performed by anyone, even outsiders if they seem to hold the value of the grar-arzani to a extremely high regard and earn the clans trust, if a group of clans live closely together they ally with themselves, as grar-arzani that live in these clans naturally don't inherit any large degree of ambition or delusions of power, as they know they have many enemies in the world, one being the akatha that ambush and attack the grar-arzani constantly, due to all these factors the Grar-arzani feel a compulsion to help each other and others like them, even feeling sympathy for other races cast out, yet still be cautious due to the treatment they get from them.     Our Souls, Our Breathe: The Grar-arzani have a strong belief that their breathe is the true manifestation of their soul and who they are, and the bodies they are born into are a blessing/curse (depending on what clan you ask) this mentality results in several traditions of how to interpret this belief in a practical application, as sadly the clans that dedicated entirely to this ideal died out due to forsaking reproduction leading to lack of numbers and aggressive expansion, however some say the souls of these grar-arzani clans sing in harmony in the mountains for eternity and free,but the keep this ideal close to heart but remain practical in terms of biological needs for their species to survive, as such the Grar-arzani have no gender roles or oppose any kind of sexual relation as long as its consensual as well as dismiss structured identity of oneself, while many stone elfiry, akrett and even their kurzick cousins laugh and act spitefully of these social taboos,however despite this many species come to grar-arzani clans sensing familiarity and kinship, the Grar-arzani consider these "Arzath" or "returned kin" believing these outsiders house the souls of Grar-arzani that reincarnated as other species, while sometimes wary of these outsiders if they proof they truly know familiarity of thier former clan they are welcomed and a great party is thrown for the return of their kin.     Scholars of the mountain: The Grar-arzani profoundly and almost religiously record their history, stories, myth, legends in as many ways as they can, the clans are extremely creative on how they record their history, being able to sing of their histories in guttural throat singing, in such a way they have been able to magically influence the air currents of the area near their tribe that at certain points in the year the winds copy the singing that was projected ages past, still recalling the history in song to this day, Other ways include glyph's and art in the style of pictogram that animate and replay the history on the walls of their caves, while Grar-arzani use their own fur to record the personal history of that lineage or personal life of the grar-arzani, no matter what the Grar-arzani do thier best to find ways to preserve the history and stories of thier people through whatever medium is available to them.     "Civilised Savages": Despite the grar-arzani intelligence and peaceful nature of the Grar-arzani many races on Aurelia consider them as savage and stupid as the Ungol-arzani due to this, there is heavy bias against grar-arzani in most cities of the world, par for a few who treat them as useful tools rather than actual people, even wood elfiry look down on them for the most part, the only few races they garner respect from, are the soltari, akrett and ashen elfiry, even then its mostly out of pity and condescension over being suck a "weak race".     Culture: The Grar-Arzani are a Isolationist tribalistic culture they are extremely tight knit groups that are wary almost hostile to other races but will always try and help other Arzani they raise their children in caves till they reach maturity for safety, they are a curious people though mostly about magic and the reality of the world they live in, making them natural philosophers and historians, instead of writing they have runes, to which they draw on the inside of the caves they raise their children in a child must be able to recite the entire history of the tribe before they leave the cave, given that this is could almost 1000 years of knowledge Grar-Arzani typically have perfect memory.     Alignment: The Grar-Arzani lean towards being a neutral alignment due to the deposition of wanting to be left alone and given the treatment arzani have as a whole by other races, however they also prefer benevolent actions than outright hostility, but its also likely said hostility may rear its ugly head if a tribe is constantly raided and abused by outside species.
ability score increase: +1 Int. +1 Dex. -2 Str.
age: maturity of 10 Lifespan of 60.
alignment: Typically Neutral, sometimes good.
Size: Small
speed: 30
Languages: Common, Primordial, Grar-arzani Dialect.
sub races:







race features:
The Grar-Arzani are some of the more magically inclined beings on Aurelia, this alongside their curious nature and their strengths in dealing with hidden threats make them a valuable asset, yet also vulnerable for profiteers and seen as barely less savage than other arzani, looked down upon by even their Khurzick brethren.   "Mountain Savages":Due to the viewpoint of some cultures the grar-arzani are seen as less than most other "civilised species" and suffer a -2 penalty to all rolls persuasive, bartering or intimidation rolls when in these cultures (Dms Discretion) An example would be inside the Khurzick empire or the Grand city of Sharllion.   Children of Fagadra: Being the offspring of the Arzani God of wind and Knowledge it is only natural the Grar-arzani are blessed by powers akin to their father. From the start the Grar-arzani can choose to be proficient in either arcana, religion or History. if they become proficient this bonus becomes expertise, if it becomes expertise then the bonus is +2.   Level 3: The magic of the arzani starts to course more fluently, allowing the Grar-arzani to be more attuned with the elemental plain of air, They gain the ability "Fagadra Breath" Which they can use twice every long rest, its is a massive gust of wind that pushes enemies and allies away 30 feet, in a cone from where the Grar-arzani breathes, Anything caught must make a Acrobatics or Athletics check of 14 or be knocked back. ((this takes one full action to do))       Level 6: The Fagadra Breath Check is raised to 16, Including this out of the starting Three choices of religion, history or Arcana select a second.       lvl 12: The Grar-arzani is now so attuned to the Wuthering Library, that the Grar-arzani is able for brief seconds step to and through to teleport in a new location nearby ((This Acts as the Spell Misty step and is considered a bonus action with 2 uses every long rest.       Level 15: Gain the final three skill bonus from the original arcana, religion or History, gain an extra use of "Fagadra Breath" and become resistant to either thunder or lighting damage.     18: Cloak of Fagadra Whenever the Grar-arzani now becomes immune to damage it chose at lvl 15 and becomes resistant to the one not chosen,   "the Grar-arzani warriors watched as the Uldren began to climb up the mountain blades and axes in hand, yet to the uldrens surprise the grar-arzani were not armed, wrapped in thier cloaks, easy pickings for these raiders...that was until a storm came from nowhere and the grar-arzani chanted and dance....this is when the raiders realised their mistakes, Threatening the children of Fagadra atop their sacred mountains brought the gods own wrath upon them, sadly not a single one would survive..to pass on this warning"     Chieftains of the Mountains: Having generations and generation of arzani growing in caves and on mountain tops has given the species a natural advantage of trans versing the cave system and the steeps landscapes of their homelands, Gaining dark vision of 60 feet naturally.     Level 4: Living in caves and the mountaintops the Grar-arzani are ables to pick one of two bonuses, Gain proficiency in survival while underground or gain proficiency in acrobatics when moving in high altitudes. (if The grar-arzani have proficiency gain +2 to rolls))     level 8: Depending on the choice from the previous lvl4. The Grar-arzani gain +3 on initiative when fighting in the climate that was chosen     lvl 13: The grar-arzani adapts to full environments around them, from the level 4 options gain the bonuses from the ones you didn't pick as well as lvl 8 bonus on top of that, finally gain 1d10+con temporary HP, whenever you short rest in climates of High altitude or deep underground
Size: Average is 4 feet tall but the tallest can reach 5 feet, and tend to weigh about 90 pounds.   Lifespan-age: The Mountain Arzani have a quicker growth rate but shorter lifespan than some of their cousins reaching full maturity by the age of 10 and living as long as 60.   The Grar-Arzani otherwise known as the mountain Arzani are small fox like creatures roughly 4 feet tall and are akin to bipedal foxes than anything else, they fur comes in mostly darker greys and blues, with patterns depending on the family/tribe they hail from, they have tails similar to cats, pawed feet and two sets of ears ((one on side of head and a pair on top)) allowing them to switch should one pair get damaged or removed. The Eyes of a Grar-Arzani determine the potential it has for magic, the darker shade of blue the eye is the more magic it could possess however this acts as a double edged sword as alchemists hunt the Grar-arzani specifically for their eyes, Grar-Arzani Tend to tattoo or shave their furs on their personality or deeds they have performed for their tribe something they picked up from their close sisters species the Agariels-Arzani (The Thunder Arzani)   Cloths wise: They wear fabric and leather garments in a traditional Scottish and pictish style of the early roman era, with some primitive metal working.

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