The leonin guard the shining lands of the Sun's pillar in the valley of the sun, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond the valleys border mountains and jungles, seeking to test themselves in a wider world.
Noble and Fierce
Leonin tend to be tall compared to humans and move with a boldness that suggest their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking roars, gives most leonin an air that readily shifts between regal and fearsome.
Leonin often act with confidence, which can come off as imperiousness. While this can reassure their allies, it can also suggest defiance in the face of what they perceive as imposed authority or unworthy experts.
Quick to quarrel
Other peoples often perceive leonin as quick to take offense, intolerant of criticism, or belligerent. The truth is that many leonin simply enjoy fighting, whether verbal or physical. They take pleasure in argument, wrestling, sparring, and even battle, enjoying the opportunity to exercise their minds and bodies.
It follows, too, that leonin aren't inclined to carry grudges. A warrior might react with sudden violence to an insult, but when the fight is over (and the leonin's superiority proven), the insult is forgotten - along with the vanquished foe.
Pride and Self-Reliance
Pride and self reliance
Few leonin devote themselves to the service of the gods. Centuries ago, the leonin worshiped the same gods that humans do, but after many of their prides suffered depravities at the hands of the tyrant gods, most leonin rejected the gods. It's not that they deny the existence of deities; they merely see the gods as mercurial and ultimately unworthy of adoration. The Leonin and the Gods table suggests the range of attitudes that leonin might adopt toward the gods.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt
Roll a d6 to determine outlook
1 | I'm amused by the antics of the gods and their earnest but ultimately deluded, mortal champions, and I feel smugly superior in my detachment. |
2 | The meddling of the gods in mortal affairs makes me angry and bitter. I wish they would just leave us all alone! |
3 | I view the gods as worthy adversaries-incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games. |
4 | I'm certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to get on with my life. |
5 | I wish that I could be as naïve as humans and other mortals who actually think the gods are looking out of them. I miss that kind of innocence. |
6 | I don't talk about it among other leonin, but I actually revere the gods and try to please them by my actions. |
The land of Oreskos
"Our world stands on three feet: Pride, Dignity, and independence. When voices claim we've lost these virtues, do not listen. Those are the words of thieves, convincing you you've already lost what they aim to steal." -Liala, Matron of the Sun Guides.
A vast valley of dry grasslands nestled between the lands owned by Aspida and the mountains. Oreskos is the home of the leonin. Here roam vast herds of knot-horned gazelle, flocks of small pterodactyls, prides of lean lions, and a menagerie of other beasts. Predatory griffins and manticores regularly range over the region's grassy seas.
Leonin of Oreskos
Close-Knit prides of several dozen to a few hundred leonin make their homes throughout Oreskso. These communities treat every member as family, with all taking equal roles in hunting, cooking, family care, and other daily responsibilities. Status in the tribe typically comes with age and by forming relationships with other members of the community, whether through childrearing, friendships, romances, teaching, or otherwise. Leonin women tend to remain part of their mothers' prides, while males often leave to join new prides when they find partners. Councils of matriarchs make decisions for most prides, these leaders rising from among the oldest or best-respected women of the pride.
Generally, leonin communities avoid outsiders, particularly armed groups of soldiers and champions of the gods. Many leonin suffered under the rule of the archons and at the whim of fickle gods, a grim history that taught them well-remembered lessons about trusting strangers or relying on deities. Most leonin understand that people aren't thier culture, though, and individuals who prove themselves trustworthy might find gradual acceptance among the prides. Even so, leonin prides accept centaurs, minotaurs, and satyrs more readily then unpredictable humans and alien tritons.
Leonin Communities
Leonin prides typically occupy dens or mobile tent cities, or possibly both at different times of the year. Their dens commonly lie amid the foothills at the edge of oreskso, particularly along the Oraniads to the east. Dens are usually comprised of small, interconnected networks of underground chambers. Large, shared spaces in these dens are typically decorated with rich woven textiles, bone crafts, and rich clay and crystal pottery. The dens are cool in the summers, but leonin are a sun-loving people and prefer to be outside-even sleeping outdoors-whenever weather permits.
Numerous beasts migrate across oreskos during the spring and fall. During this time, hunters from nearly every leonin pride participate in extended expeditions. In some cases, the entire pride takes part, emptying their dens to journey across the plains. While on the hunt, prides dwell in lavish tent-cities, largely comprised of tents capable of housing whole families. These temporary homes surround brightly colored pavilions, where craftspeople turn game into meals, clothing, and materials, honoring their animal neighbors by wasting nothing. While these encampments are obvious and well supplied, they are also heavily guarded by wary leonin. As a result, strangers who approach such camps tend to receive cold receptions.
Abate the gods and Fight for glory
Leonin who leave the prides are often out to see the world and conquer it. They want to go to new lands and defeat its enemies, monsters, and beasts. They also adventure out and change fate as if to spit in the face of the plans of the gods. Leonin who go out typically are fighters, barbarians, rangers, rogues, and in some cases druids. Typical motivations don't usually stem from heartbreak or adversity, often born from a spark of curiousity and to prove themselves.
Leonin Names
Leonin identify themselves with their name and pride. Names tend to be abstract but snappy, while prides tend to be the traditional, two-words-put-together names – similar to Dwarves, but more catlike.
Female Names: Aletha, Atagone, Demne, Doxia, Ecate, Eriz, Gragonde, ladma, Koila, Oramne, Seza, Ziore
Male Names: Apto, Athoz, Baragon, Bryguz, Eremoz, Gorioz, Grexes, Oriz, Pyxathor, Teoz, Xemnon, Xior
Pride Names: Embereye, Flintclaw, Goldenfield, Ironmane, Starfeller, Sunguides
Leonin Traits
- Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
- Age. Leonin mature and age at about the same rate as humans.
- Alignment. Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.
- Size. Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.
- Speed. Your base walking speed is 35 feet.
- Darkvision. 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.
- Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d4 + your Strength modifier.
- Hunter's Instincts. You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.
- Daunting Roar. As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
- Languages. You can speak, read, and write Common and Leonin.