Beastfolk - The Quetzerri Foxfolk
Amongst all the beastfolk, few races are as ill-received but as tolerated as the Quetzerri. This race of fox-like men and women are distantly related to gnolls, which is a great offense to them. Quetzerri wander the world with the only seeming goal to cause trouble, their curiosity taking them away from the Shattered Islands to the point that they no longer consider them home.
Player Character Information
Quetzerri characters have the following characteristics:
Personality: Quetzerri never lose the opportunity to find out something or to poke their nose where they are not called. Their insatiable curiosity tends to get them into a whole lot of trouble, but this does not worry them, as new problems mean new experiences. Along their natural intromission there is an irresistible compulsion to cause mayhem and pull pranks.
Physical Description: All of a Quetzerri’s body is covered by fine and lustrous fur that can range from reddish to brown, depending on the individual. Their bodies are exactly the same as a human’s but leaner, more flexible and shorter. Their heads are vulpine, long and fine with crispy manes, expressive eyes and ever-twitching pointy ears. When they are amongst other races, they prefer long robes and cloaks that hide their bushy tails but do not hinder their movement. They like earrings and rings, and it is a fact that no Quetzerri lacks some adornment for ears or fingers. Next to the difference in fur color and pattern, jewelry is another pointer that helps to tell individuals apart. Their life expectancy is 90 years.
Relations: Gnomes and halfings are the preferred company of the Quetzerri, given their mutual pastime of pulling pranks and casting illusions. These canids love to be amongst humans, elves and dwarves given the endless opportunities to tear secrets from their hiding places and pulling pranks. They consider half-orcs and most other beastfolk to be too serious or too dense and not at all fun.
Alignment: Chaotic to the letter, Quetzerri live to ignore rules, although it is not that rare to find law-abiding individuals. They do not have bad intentions most of the times, though some can cross the line and be definitely malicious.
Quetzerri Lands: There are none. The foxfolk practically forgot the fine art of settling and prefer to roam the world. The eldest tend to settle down in other races’ communities and welcome any and all travelers from their species. Rumors tell that there are spots that only a Quetzerri can find where some of them build encampments with a rotational population, where any of the foxfolk can find safe haven.
Religion: This race is too fickle and irresponsible to hold a stable religion. Each individual is free to worship his or her favorite god, although they have a special fondness to the Power Xarmagar, Mistress of Magic.
Language: Quetzi is a language of overwrought phrases combined with barks and whimpers, plus the untranslatable element of ear movements. They have some words and expressions in common with Gnoll, so any who speaks the latter can roll an Intelligence check (DC 15) to understand a Quetzerri. The written form uses Elvish, curiously enough.
Names: Quetzerri have two names: the one they use among themselves and the one they use with the rest of the races. They obtain their secret name when they are born and live with it for the rest of their lives. Their public name comes from whatever source calls the Quetzerri’s attention in his first trip away from his parents, and that is how everyone calls him. It is not rare to find one of the foxfolk to have a name of orcish origin if his sense of humor is rather twisted. When a Quetzerri discloses his secret name to someone of another race, it is a symbol of ultimate trust and means that the fox will give his life to protect the person to whom he revealed it. It is also a sign that the Quetzerri will never lie no pull a prank (or at least a serious one). The following are examples of secret names:
Male names: Brikde, Cacrara, Ferro'wi, Griffak, Heh'kra, Mof'weh, Riftarru, Wara, Xirruf, Yu'wuf.
Female names: Fre'hai, Gerrua, Hanara, Hsu'fwa, Korrishi, Rafili, Riannxu, Shen'fu, Wohiri, Xira.
Adventurers: Each and every one of them abandoned their parents out of nosiness and keep traveling for more or less the same reason. They can be found in any party pursuing a rumor or looking to discover something, either hired for their abilities or simply tagging along.
Art and story © 2002-2008 Alejandro Melchor.
Nahast Campaign Setting and Product Identity © 2002-2008 Proyecto Nahast
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