Trynnie (4e Race)
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Small, rodent-like humanoids who live in the forest, the Trynnies have a city in a series of giant trees, and are known for being excellent hunters and alchemists. They are known for their penchant for petty theft as well as their fascination for bright, shiny objects. Led by a chief and guided by a great shaman, the Trynnies await the day in which nature will destroy evil and leave them to inherit the world.
|Average Height: 4'0" - 4'5"|
|Average Weight: 65 - 80 lbs|
|Ability Scores: +2 Dexterity, +2 Wisdom|
|Speed: 5 squares|
|Skill Bonuses: +2 Nature, +2 Thievery|
|Group Naturalism: You grant Non-Trynnie allies within 5 squares of you +1 racial bonus to Nature checks.|
|Retreating Recovery: When you take a second wind action you can shift 3 squares.|
|Chosen Ones: At 1st level, you choose a 1st level at-will attack power with the Primal keyword, from a class different to yours. You can use that power as an encounter power.|
The Trynnie race has existed in a great forest since time beyond memory. Long content to be hunters and to live in relative peace and worship nature deities without interference from the outside world, the encroachment of outside races has shattered the old ways of life. While most Trynnies still live in the woods, they now live in perpetual fear of invasion from the outside, and have constructed a city, Trynton, in the great trees
Play a Trynnie if you want...
- To have extra agility.
- To be part of a race that worships nature.
- To be a member of a race that favors the ranger, rogue or shaman classes.
 Physical Qualities
Trynnies are bipedal, white-furred rodents with large eyes and good balance. They have three toes per foot and four fingers per hand. While they have weak muscles and little durability, the Trynnie race has an excellent sense of smell.
 Playing a Trynnie
Trynnies are an unusual sort of race. On one hand, they are sneaky little creatures with a penchant for thievery and skill at hunting, and on the other, they are generally considered to be good creatures who value life and will generally only fight in self-defense. While they are considered to be chaotic, they are usually good at heart. While the Trynnies lack a sizable set of moral principles or respect for private property, they do have a belief in kind of goodness which is often difficult for outsiders to grasp.
The center of the Trynnies' world is nature. As they have worshiped nature spirits from the very beginning of their sentient history, the Trynnie have a quiet belief in being the "chosen ones"; that is, the ones who will inherit the Earth when nature finally wipes out fully civilized, sentient races in a flood, destroys all unnatural creations, and restores the world to a pristine shape. At that time, all will be set right, the dead will be returned to life, and all that the Trynnie have lost will be returned to them. This belief results in a sort of strange respect for the natural law, but still leaves the Trynnie as chaotic due to the fact that it is very vague, open, permissible law which makes few moral judgments outside of basic actions with respect to nature, life, and biological behaviors.
As a consequence, the Trynnie beleive that human-created positive law is really not worth following if one can escape from the consequences of breaking it. While certain behaviors such as murder or torture are unnatural and thus immoral in the eyes of the Trynnie, acts like petty theft and trespassing are not considered wrong; the idea is that all land and matter inevitably belongs to nature and thus, should be held in common. The Trynnie do have some very limited property rights, but these rights only extend in as far as one is currently using an item; a Trynnie may want to keep his spear while in the service, but when he no longer needs to use it, he won't complain if it is taken.
The city of Trynton is a fairly large place, and exists in three dimensions, as one has to go up and down as much as one has to go back and forth or left or right. In Trynton, one will encounter wooden structures everywhere, including temples and other religious edifices, various shops, many houses, and narrow bridges. The city has seven boughs; six physical, and one where only one's mind can travel.
Trynnie Characteristics: Sneaky, crafty, natural, agile.
Male Names: Madras, Gari, Das, Burz, Fuzzfas, Caro, Shantillo.
Female Names: Sparkle, Thorn,
 Trynnie Adventurers
Madras: A Trynnie alchemist and weaponsmith, Madras is perhaps the most "humanized" of all Trynnies. While he still has a Trynnie's mindset, he uses Trynnie and human technology and magic to advance the ends of his people. So far, this has worked out wonderfully, as combining human sophistication with the Trynnies' penchant for nature magic has enabled Madras to make many valuable potions, weapons, and tools.
Sparkle: A Trynnie scout sent by the chief to find help when a hostile invasion threatened the most holy part of Trynton, this female has been hired to provide recon services by a powerful military in exchange for the possibility of help for her people.
Amit: A Trynnie shaman gone bad, Amit was caught trying to bind dark spirits to his command so that he could overthrow the chief and great shaman. His intent was to bring about the predicted deluge which would flood out all unnatural races and civilizations, and to restore the land to its pristine shape. His means, however, were far too dark, radical, and violent to be tolerated, and he was kicked out of Trynton. Amit has currently bound a dark nature spirit into the body of a gigantic rock golem, and is considered to be a major threat to all he encounters.