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Background
At the time of the Second Age of Serin, new races were created to fill its
lands. One such race was made by Zafrin, and known as slith. It looked
much like the lizards that made their home in the muddy swamps of
northeast Serin, not far from the homelands of early giants.
The sliths made their small homes in the same place, but left them not long
after to adventure. A sentient race of humanoid lizardmen, lacking the
brute strength of their giant neighbours but agile on their feet, the
foundations of a provisional slith society followed much later, though
little interaction was ever made between these self-sufficient reptilian
creatures. Their tribes divided, sliths found their ways to every part
of Serin but remaining without a guarded settlement of their own.
Roleplaying with other races
Present day sliths are often found adventuring by themselves, selling
their talents to others that can afford their services. They rarely travel
with others, even of their own race, a trait passed down from their cold-blooded
ancestors. Sliths are natural wanderers, bringing them into contact with every
guild in Serin, and their love for exploration has given them an edge in combat
in the form of their tail, which they may use to fight with, as well as traits such as
swallowing corpses and shedding their skin to make a getaway. However, their
lack of want for association with other races throughout history has caused them
to be lacking in spiritual and magical potential where others are not. It is for
this reason that sliths restrict themselves to joining only the warrior guild.
Racial Legacies
Noteable Slith
Tips
- Use a sliths ability to shed his skin to escape dangerous situations or
surprise an enemy into making mistakes.
Play the Game
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