a gnome sigil

Beast races

Kin to river, wind and claw

Overview

The beast races of Skazka represent some of the realm's most enigmatic inhabitants—beings whose forms blend humanoid and bestial characteristics in ways that speak to origins beyond normal reality. These peoples, including Centaurs, Kenku, Owlkin, Aarakocra, Harengon, and Yuan-ti, stand apart from other major races whose origins can be traced through conventional means. They are living bridges between Skazka and distant realms, carrying within their very forms memories of worlds that may no longer exist.

At the heart of every Gnome lies an insatiable curiosity and an unshakable desire to solve problems. To them, the world is not something to be endured, but a puzzle waiting for solutions. Their smiths design weapons and tools that adapt to conditions, their alchemists brew concoctions that make life safer and easier, and their engineers devise mechanisms that save lives in mines or make simple tasks more efficient. Gnomes are not driven by conquest, wealth, or glory—though these may come as side effects—but by the joy of discovery and the satisfaction of creating something that improves the lives of others. They embody the belief that progress need not come from sacrifice, but from dedication, creativity, and the clever application of knowledge.

Integration varies significantly among beast race individuals and communities. Some choose open integration, living visibly among other peoples and serving as ambassadors for their kind, despite facing prejudice and suspicion. Others prefer concealment, using magic or careful presentation to hide their true nature during interactions with predominantly humanoid settlements. Most settlements resection deliberately small to avoid unwanted attention, specializing in activities that utilize their unique capabilities. The floating city of Vitsenholm represents their greatest success in integration, serving as both a refuge and a center where beast races achieve actual representation in governance and leadership, proving they can not only participate in civilization but lead it.

Vitsenholm

Floating 300 feet above ancient desert ruins, Vitsenholm stands as the most remarkable achievement of beast race civilization in Skazka. Founded in 921 when archaeologists accidentally activated a mysterious artifact called the Great Engine, this aerial metropolis represents both a magical research center and the only place where beast races achieve significant population concentrations. While inhabitants from all races can be found within its floating districts, there exists a natural demographic skew that favors beast races, particularly those with innate magical abilities. Aarakocra and Thri-Kreen form the dominant populations, alongside substantial communities of Leonin, Loxodon, Tabaxi, and Owlkin. For beast races across the realm, Vitsenholm offers more than mere acceptance—it provides actual representation in governance, leadership in magical research, and a society where their unique perspectives are essential rather than merely tolerated.

Owlkin

Night-eyed and whisper-winged, owlkin move like a hush across rafters and boughs; their feathers drink moonlight, their pupils cut the dark to silver threads. They see twice as far in gloom as most and fly on broad, silent wings, often training as scouts and lore-runners. Many keep the habits of stealth as a craft, treating footfalls, breath, and cloth as tools to tune.

Leonines

Sun-proud and straight-spined, leonin stride with a courtly ferocity. Claws and speed give them the initiative, but it’s their battle voice—a thunderous roar that unmans foes once between rests—that turns skirmishes. They prize plain dealing, duel-speeches, and the clean hunt; prides mark territory with brass and bright cloth rather than skulls.

Tabaxi

All spring and stare, tabaxi pad light until the moment breaks—then unleash a burst of impossible speed that eats the field in heartbeats before settling back to a watchful prowl. Keen eyes and clever hands serve climbers, couriers, and story-thieves; claws and curiosity open as many doors as they scratch.

Minotaur

Broad as gateposts and horn-crowned, minotaurs make corridors of their own. When the blood calls they lower their heads and drive with the horns, goring on impact or hammering foes back to make space for the herd. Their maps live in memory; many can retrace a path by scent, weight, and wall-echo long after torches die.

Tortle

Salt-wise and even-tempered, tortles wear their shell as living armor, shrugging off blows that would fold others; when danger swells they can turtle down, trading motion for near-impenetrable defense. Patient lungs and steady hands suit navigators, divers, herbalists—folk who measure life by tides and take the long way home.