"We are Kakeran!"
Occupying the long sprawl of plains, prairies, and savannas that stretch all the way to the Keening Wastes, the tribal nations of the Meerk face an internal struggle as the modernization of the southern world encroaches on their ancient rites and traditions. While some few tribes embrace such change (and still yet others were brought into the new age fitted with Makhoran shackles), many bitterly resent the threat presented to their way of life, eagerly spilling the blood of any perceived invaders in order to honor the old ways.
Meerk are diminutive creatures with elongated torsos, short limbs, and slight faces. In essence, they are walking tubes of fur. They typically stand around 3 feet tall, and seldom weigh more than 50 pounds. While upright, they walk with a pronounced slouch, though they are equally adept at going on all fours—a useful quality to possess for a species that frequently makes use of elaborate, tunneled burrows as a means of shelter. Meerks are covered in coats of coarse fur that vary between three distinct Meerk nations, which is typically a shade of brown, grey, or white.
Coming from a shamanistic background, Meerk accoutrements tend to consist of hides, furs, feathers, and other various objects harvested from nature's bounties. Many wear a combination of personalized body or face paint combined with tribal markings. Even fewer tribes undergo a process of ritual scarring—marks on the flesh invoking the blessings of guardian spirits to help further thwart the encroachment of outsiders from southern lands. There are those, however, and usually those living further abroad or nearer to the borders of their southern territories, that have adapted to living akin to "advanced" cultures. These Meerks have forsworn burrows and bonfires for houses and inns; spears and hides for swords and steel; furs and feathers for tailored garments and jewelry.
In spite of the horrors history has inflicted on their tribes, the Meerk peoples have a zest for life and an immutable, adventurous spirit. They are adept at forming lasting friendships and are fiercely loyal to those with whom such bonds are forged. Their approach to the marvels of the south sometimes border on childlike wonderment, or perhaps country bumpkins drinking in the sights and curiosities so deeply they might drown in them. Nevertheless, no matter how affectionate or adorable their countenance, the Meerk are not naive, blindly trusting fools—their encounter with the Makhor was a lesson learned at a steep price. Now, those seeking to take advantage of Meerks soon learn a valuable lesson themselves.
Where the Makhor are concerned, history has not been kind to the Meerk. When the Nine Prides descended from the mountains and forests to the south, the Meerk were wary but welcoming to their much larger southern neighbors. Any illusions of peace between the two were shattered quickly, however, as where the Makhoran armies went, chains and shackles soon followed. Many tribes were put to the torch and sent back to the empire as slaves. By the time the tribes of the Meerk were able to rally, it was already too late. They would return time and time again throughout the centuries, and while the Meerk were more unified in their resistance, they were ultimately no match for the overwhelming superiority of the Makhoran legions. Eventually, they learned that hiding was far preferable to the alternatives of death and enslavement.
In current times, the Makhor practice of slavery has ground down to a relative halt. This has done little to alleviate the resentment and hatred of the Meerk tribal nations, but thanks to the canny diplomacy and increasing influence of humans on the global stage, there is finally a tentative peace in place. Many Meerk tribes are eager to turn the page on their grim history with the Makhor, and have opened their doors—or tent flaps—to trade and diplomacy. Others have adapted to the violent way of life that was foisted on them by the southern empire, and now pose a threat to any who trespass in their territory.
All of the tribal nations of the Meerk hold a great reverence for nature itself, whether it be the gentler aspects of rebirth and renewal, or the savage nature of beast and natural disaster. In particular, tribes revere a guardian spirit—enormous beasts that hold sway over the land itself. These protective spirits are often called upon in times of great need, though many of them too fell before the onslaught of the Makhoran Nine Prides. Whether these entities existed before or because of the investiture of faith by the collective members of a tribe is not known, though it is certainly true that those beasts slain can be replaced by a new guardian spirit.
Most of the language spoken by Meerks consists of a chittering speech. Their names are constructed similarly, though almost all follow a formula of adjective-noun (like Native Americans). As a Meerk ages and accrues more titles or accomplishments in life, so too does their name grow, typically by way of short prefixes. So, if "Screaming Eagle" were rendered Ek'thrch, "Chief Warrior Screaming Eagle" might be rendered Tk-ch-Ek'thrch.
Male Names:
Female Names:
Your Dexterity score increases by 2.
Meerks reach maturity by 12 and can live to be around 50 years old.
By and large, Meerks revere the land and come from humble origins, so they tend strongly towards neutral good or true neutral alignments. Those tribes referred to as Prairiestalkers are a noted exception, whose descent into wanton violence against outsiders over the centuries has pushed them towards evil alignments.
A Meerk, when standing fully upright, rises to 3 feet tall. Your size is Small.
Whether bobbing awkwardly while upright or bounding like a slinky on all fours, Meerks are slow-going on land. They are capable diggers with their bare hands, however. Your base walking speed is 25 feet. You have a burrowing speed of 5 ft.
You have superior vision in dark or dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray
Meerk possess a deep affinity for the natural world. You have proficiency in the Nature and Survival skills.
Despite the misfortune of their past, most flips of the coin tend to land in a Meerk's favor. When you roll a 1 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.
You can speak, read, and write Common and Plainstongue.
Comprising the bulk of the Meerk race, and constituting the southernmost tribal nations, Prairiewalkers are those most often encountered by the rest of the world. While they have not completely forgiven the Makhor for past atrocities, they are willing to find a path forward that ends the bloodshed that marked their past.
Your Charisma score increases by 1.
Against creatures who are at least one size larger than you, you may initiate a special type of Grapple (called Cling) in place of an attack. Make a Strength (Athletics) or Dexterity (Acrobatics) contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use). If you succeed, the target gains the Clung condition. While affected by the Clung condition, the target has disadvantage on all attacks against you, it's movement speed is halved, and you gain half cover (+2 to AC and Dex saving throws) against any attacks made by targets other than the creature with the Clung condition. The target may escape this condition on a successful contested Strength (Athletics) or Dexterity (Acrobatics) check. You can release the target whenever you choose (no action required).
Keeping to the wilder reaches of their homelands, the prairiestalkers have grown fully accustomed to a savage way of life. While this usually extends solely to outsiders, it is not unheard of—in fact, it seems to become more common with each passing year—for their violent predilections to be unleashed on other Meerk tribes. Whereas others might hold to some measure of honor or etiquette on the field of battle, these tribes have no such compunction. They will defend their homes at any cost, and use any tool necessary to secure their way of life.
Your Constitution score increases by 1.
Covered in ritualistic scars and tattoos, your presence is terrifying despite your small stature. You are proficient in the Intimidation skill. You have advantage on saving throws against being frightened.
Once per turn, you may make an attack roll against a creature with advantage if at least one of your allies are within 5 ft. of the creature and are not incapacitated.
Though largely insulated from the Makhoran invasions of old by being the outermost tribe and nearest to the Keening Wastes, the Ghostwalker tribes simply retreated further underground when the threat of death or enslavement came knocking at their door. Despite their timid qualities, members of these tribes tend to harbor a profound curiosity of that which they do not understand. It is what has enabled them to form a growing bond, community, and relationship with those exiled Xeidoran Heretics that emerge from the wastes on occasion.
Your Intelligence score increases by 1.
You know the mold earth cantrip. When you reach 3rd level, you can cast the earth tremor spell as a 2nd-level spell once per long rest. When you reach 5th level, you can cast the maximilian's earthen grasp spell once per long rest.
Ghostwalkers are able to partially enter the spirit world as a bonus action. You gain the Incorporeal trait for 1 minute. While incorporeal, you can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object. You have damage resistance against bludgeoning, piercing, and slashing attacks from non-magical weapons. Furthermore, you can see 60 feet into the ethereal plane while incorporeal. You can end this ability at any time as a bonus action. After using this ability, it cannot be used again until finishing a long rest.