Mustel

== Physical Description ==
Mustels are humanoid creatures with features strongly resembling those of otters, weasels, and similar mustelids. They possess sleek fur, ranging in colors from deep browns to shiny blacks, and have expressive eyes and agile bodies. Their hands and feet are adapted for both land and aquatic environments, making them excellent swimmers. The Mustel people's resilience and adaptability have allowed them to endure and begin rebuilding their society amidst the ruins of their once-great kingdom, turning their tragedy into a testament to their enduring spirit and communal strength.
* Equip Load: The starting Equip Load stat for a Mustel is 35lbs
* Item Burden: The starting Item Burden stat for a Mustel is 75lbs
== Culture ==
The Mustel people of Indura, often referred to simply as Mustels, are a unique race descended from the ancient and now fragmented kingdom of Indura. Their civilization is intricately connected to the natural and magical elements of their world, a link that has shaped their culture, abilities, and history.
Mustel society is highly communal and structured around family clans known as "Rafts." These clans often live together in large communal dwellings built along the rivers and coastlines of Indura. Their society values agility, cleverness, and community bonds, with storytelling and music playing significant roles in their cultural expressions. Each raft is a part of a "Greater Raft," which are the now fractured isles of Indura. Each with a distinct sub-culture.
Since the cataclysm of the Citadel of Light, the Mustels have struggled to regain their former glory. They face threats from other races and creatures that aim to take advantage of their fractured lands. Piracy and resource scarcity are common, pushing the Mustels to become cunning and resourceful survivors.
== Traits ==
The Mustels have a unique form of magic that is closely tied to water and the natural world. They are adept at water-based spells and have the ability to communicate with aquatic creatures. Their technology is organic, mostly made from materials that are readily available in their environment like wood, stone, and bone, which are crafted to harmonize with the natural world rather than dominate it.
* Aquatic Mage: Mustels gain +2 to their Hydromancy stats when creating a character.
** Resistant to Flame: Mustels gain -10% DMG from Pyromancy attacks.
* Organic Engineer: Mustels gain +2 to their Design and Crafting bonus when crafting or designing Organic or Non-Metal items and objects.
** Key to Perfection: Critical Designs and Crafts add two bonuses instead of one (Bonuses up to the discretion of the Game Master and Crafter/Designer)
== Origin Options ==
=== 1. Seafarer ===
Seafarer Mustel hail from the coastal regions of Indura, where they build their homes on stilted platforms above the water. Known for their exceptional skills in fishing, navigation, and sea lore, they are often seen as the bridge between the land-bound Mustel and the mysteries of the ocean. They believe themselves to be children of both the sea and the shore, guardians of ancient maritime secrets.
* Proficiencies: Hydromancy, Swimming, Sailing, Navigation-related rolls, Sea-related history rolls, Water-related survival rolls
* Languages: Common + Induran
* Equipment: A set of Natural Armor (10 AC + Nature Bonus), Harpoon (Does 1d40 + Hydromancy; 10MP; Hydromancy Roll), 50 Aelic.
=== 2. Shadow Master ===
Shadow Masters are the spies and scouts of the Mustel, trained from a young age in the arts of stealth and subterfuge. Originating from the darkest woods of Indura, they serve as the eyes and ears of their people, gathering information and protecting their communities from unseen threats. They are said to be blessed by the night, able to vanish into thin air.
* Proficiencies: Stealth, Thievery, Trickery, Shadow Magic Specialization
* Languages: Common + Induran
* Equipment: A set of Shadow Cloak Armor (11 AC + Trickery Bonus), Mark of Silence (Once per game, you can automatically succeed in a stealth check), 150 Aelic.
=== 3. Cursed by Cataclysm ===
Cursed by the Cataclysm Mustel are descendants of those who lived through the great magical disaster that once devastated Indura. Marked by the event, they carry with them a deep understanding and caution of magic. They are both feared and respected for their knowledge of the arcane energies that still pulse through the ruins of their world.
* Proficiencies: Arcana, Survival, +1 of your choice
* Languages: Common + Induran
* Equipment: A set of Sage Armor (11 AC + Intelligence Bonus), Cataclysm Shard (+10 Temporary MP to start each session), Ward of Protection (Protective amulet that shields from residual magical disturbances), 350 Aelic.
=== 4. Burrower ===
Burrower Mustel have adapted to life underground, building extensive networks of tunnels beneath the forests of Indura. Known for their engineering prowess, they are able to detect the slightest vibrations through the earth. They are considered the protectors of the under-roots and are revered for their ability to foresee and thwart subterranean threats.
* Proficiencies: Strength, Nature, Geomancy
* Languages: Common + Induran
* Equipment: A set of Earthstone Armor (11 AC + Geomancy Bonus), Stone Ward Necklace (+1 to Geomancy Stat), 550 Aelic.