Minilarks

Smaller than your average person, Minilarks only stand about a meter or so tall. This species tends to be more reclusive, building mostly underground using tunnels and caves, doing their best not to destroy what nature has already created. They will find areas far from larger civilizations, as the hustle and bustle of a big city can cause unwelcomed vibration underground. The pigmentation of a Minilarks' skin will vary depending on their region. Those from colder areas will have light blue skin, while those from forested areas will have light green skin, and those from warmer climates will have light brown skin. They have long pointed ears and sharp claws used for digging. A healthy Minilark can live for around 200 years, reaching maturity at approximately age 40, and will weigh around 30-40 kilograms. Most Minilarks would prefer to avoid conflict if possible, sneaking around a problem instead of confronting it head-on, showcasing their natural agility and resourcefulness in evading trouble.

Lets talk about game mechanics.

  • Minilarks are considered as small entities, and do not gain a bonus to their base Movement Stat.

  • Being small an evasive provides them with a +4 modifier to their Stealth skill, and efficiency with small, light weapons.

  • Taking advantage of their long, sharp claws gives them a dig speed equal to 1/4th of their normal Movement.

  • They can see in natural darkness for up to 20 meters.

  • They can choose to deal slashing damage instead of impact damage while using their Unarmed Fighting skill. If an entity takes at least 1 point of slashing damage from a Minilarks Unarmed Fighting skill, that entity must make a “Bleed Resistance Check” or gain 1 instance of mild bleeding. The RR for this Bleed Resistance check will be equal to your RTH result for the attack.

  • Minilarks are small, meaning that they are typically not very strong. While distributing starting values for your characters Feature’s, you cannot assign a value to a Minilarks Athleticism Feature that is greater than 12. Doing so will instead reduce its value to 12.

  • They can learn any 2 other languages in addition to already knowing their native language, which is Larrian.

    Minilarks synergize best with the Assassin and Scout Adventurer Classes. Assassins gain bonus skill points in their Stealth and Sneak Attack skills, which will compound with the modifier you get from being a Minilark, giving you a starting bonus of +9 in Stealth. You are extremely sneaky, which will make it easier to get that delicious Sneak Attack. Assassins also have a starting Movement Stat of 14 meters, which will make up for a Minilarks lack of Movement.
    Scouts specialize in ranged combat and espionage. Being able to see in the dark and dig underground can support that method of game play. Focusing on ranged combat means that your Athleticism Feature is not relevant to your combat prowess. Since Minilarks aren’t very strong, this works out perfectly. Scouts also have a starting Movement Stat of 14.

The Meta Game

Most Minilarks live in the Hinterstead, under the rule of the Ludrake Empire. A large population of them is concentrated in the city of Comile. This great city houses a Minilark named Rock Wondervale, who owns 49% of the Sky Ship enterprise. Due to this, one of the largest and nicest Sky Ship docks in all of Turriel is also located here. Comile is home to the Forest Wake Academy of Magic, led by Lynne Dimpleflash, a shy yet extremely intelligent Minilark proficient in Radiant Magic. Despite her power, Lynne remains a stranger to Ancient Magic, intrigued by its study but wary of the dangers it entails. Upon arriving in this city, you may unknowingly find yourself within its limits before realizing you are in a settlement. Reflecting true Minilark culture, most of Comile’s structures are underground, blending almost seamlessly into the forest surroundings. Minilarks have resided in this city since before the Empyrean War, steadfast even through the Aviatrine’s dominance. The community's decision to dwell underground provided a measure of protection during the war and obscurity during Treylucion's reign. Following the war, some Minilarks sought refuge outside the Hinterstead, scattering across the Mortal Realm. Beyond their homeland, they often face marginalization, leading many to take on risky and clandestine occupations like bounty hunting and espionage to make a living discreetly and circumvent discrimination. Despite harboring hopes of returning to the Hinterstead, societal prejudices have rendered such aspirations merely a distant fantasy for many displaced Minilark families.

World Knowledge