Erfman

The Erfmen are highland-dwelling, and mammalian.

## Appearance

Elfmen are a rare kind of humanoid creatures that bear a remarkable resemblance to llamas and other similar animals, other than the fact that they go around on their hind legs. They typically are lean in build, with short muzzles and hands with three short, somewhat stiff fingers. They are digitigrade, and have small, three toed hooves in place of normal humanoid feet. They come in at about the height of the average human. Normally their fur is tan, white, brown, or more rarely, black. Covered in the soft warm fur of their animal cousins, they are comfortable in the cold, their backwards facing knees give them an almost uncanny speed and balance.

## Society

Native to Chondalwood and its surrounding mountains, erfmen make extensive usage of their habitat and are far more industrious than their centaur and faun cousins. These preservationists use the rocks, boulders, and dry shrubs in the construction of tools, roads, and buildings. They graze primarily on mountain grasses and plant life, but some more adventurous individuals have been experimenting with a more omnivorous diet than their ancestors. In recent years, it is not uncommon to see a Erfmen fishing party attempting to snare the bounty of fish species migrating upstream during the summer months.

Erfmen have an deep connection to the nature of their environment, and are known to spend copious amounts of time meditating in the open grasslands or along cliffsides. Sticking their high heads into the mountain winds and using their keen sense of smell, they can judge the prospects of next year's grasses and bushes before they germinate.

The Erfmen tend to dwell in steep crags, harsh mountaintops and rocky hills.  Many are adept at jumping about the otherwise dangerous surfaces.  As such, they value dexterity and maneuverability as important skills within their society.  Ironically, their strange hoof-like fingers make them less likely to train in ranged weapons.  For those who aren’t disposed towards weapons, sorcery is not unknown among the erfmen.  This is likely the result of their distant fey heritage.  However, magic users are seen as eccentric and strange within much of erfmen culture.  Many see it as an unnecessary oddity, especially when physical prowess is held in such high regards.  Some even see it as cheating one’s way to power or improving themselves artificially.

Erfmen are the only sapient race on Nikerymath to build proper settlements and to train and domesticate animals. They often use the powerful domesticated mountain cats as guardians or mounts. The fierce warcats can grow to intimidating sizes.

The plumes of smoke that originate from erfmen camps are a regular sight among mountain paths. Long thought to be reclusive, meditative, and docile, the erfmen have become increasingly more confrontational with travellers in the mountains. The exploding population of the erfmen have led to skirmishes becoming a more common sight.

They build in towns that protrude from the sides of steep rocky cliffs. These towns are almost inaccessible to outsiders without special climbing talents or equipment. The most hidden away of their settlements: Rucien-Xan, is a legendary valley of steep cliffs, harsh edges, and close quarters. No outsider has infiltrated or even located this most secretive of abodes, but the heavily-guarded cracks in the hillside labyrinth are thought to lead there. Erfmen tend to be very reclusive only emerging from their cities to fight or trade, however, they are not hostile to outsiders, and every now and again an erfman may deem this life boring and travel away from their cliff based home.

## Names

Elfmen are content with a first name. These names are based on a combination of both of the parents names as a way of denoting lineage and relations, though this is not a rule. For example, a child of Monit and Bleater might be named Blenit. A Woorent and Dalite might make a Darent.

## Traits

* **Ability Score Increase.** Your Wisdom score increases by 2, and your Dexterity score increases by 1. **+12**
* **Age.** Erfmen mature a little faster than humans, reaching adulthood around age 14. They rarely live longer than 75 years.
* **Alignment.** Erfmen tend toward good and neutral alignments, almost never being evil. Those that do turn towards darker alignments almost never become more than small time crooks, following strict codes on who it's alright to steal from and who should be spared. (Lawful evil)
* **Size.** 5’ - 7’. Your size is Medium.
* **Speed.** Your base walking speed is 30 feet.
* **Sure-footed.** You have advantage on Dexterity checks involving balance and climbing. You have advantage on any saving throw against being forcibly moved or knocked Prone. **+4**
* **Healing Arts.** You have proficiency in Medicine. When you use a Healer’s Kit to stabilize a dying creature, that creature also regains 1 hit point. **+2**
* **Patience.** You have proficiency in Animal Handling, and have advantage on all Constitution save rolls. **+8**
* **Languages.** You can speak, read, and write Common and another language of your choice. **+1**
* ***Score Total: 27***

## Notable Erfmen

Toriel, gladiatorRònan, skirmisherDalite, hunterAsgore, scoutBleater, mageWoorent, scholarEadan, healerEimhir, scoutAilde, fighterEllette, outcast