Ringtails
The Rakkari, known in common speech as Ringtails, are a small, nimble race of raccoon-like humanoids known for their cleverness, adaptability, and deep reverence for memory. Originally hailing from the sacred wilds of Shahoya, they did not arrive in the world with a divine purpose or ancient empire — they emerged through curiosity, through survival, and through the Trickster’s last laugh.
Rakkari thrive in forgotten corners and overlooked spaces: tangled forests, cluttered rooftops, ruined keeps, and narrow crawlways where dust and stories gather. They value clever hands, quick wits, and the art of turning the discarded into something meaningful. Every trinket holds a tale. Every scratch on stone is a note in their unending song of memory.
They do not boast great cities or bloodlines. They carry something quieter — the instinct to remember, and the joy of being just clever enough to stay unseen.
Identity and Culture
Rakkari society is shaped by a belief that the world itself holds memory — in roots, rust, bone, and song — and that their role is to notice what others forget. Whether scampering through city alleys or curling into moss-wrapped dens, they treat objects as sacred, not for their value, but for their story.
Two primary cultural threads exist:
Rootwise Rakkari remain close to the groves of Shahoya, or to sacred places like them. They are contemplative, spiritual, and guided by a reverence for the land. They speak in echoes of lullaby and fable, decorate their dens in circles of bone and thread, and consult with Tavaska shamans as kin. To them, the world is a living story and they are its gentle editors.
Scuttlers are their urban cousins, adapted to life in frontier towns, port cities, and cluttered rooftops. They speak in rhyme, slang, or riddles, move fast, and vanish faster. Their dens are hidden above taverns or inside forgotten chimneys, packed with shiny objects, scrawled maps, and half-finished ideas. Where Rootwise ask permission, Scuttlers apologize after; if they remember.
All Rakkari share a reverence for memory as material. They pass down stories through carved stones, woven threads, and whispered rites. Each den has a root, a core of sacred tokens that hold the lineage of the home and those who came before. Some speak of a tree in Shahoya where Feonar’s mask still hangs, forgotten and found again, always just around the next bend.
Legacy in Eldareth
Rakkari first emerged in Shahoya, not through divine mandate or sorcerous creation, but as an unexpected echo of Feonar’s wandering whimsy — a race born of unnoticed brilliance and quiet mischief. In time, their den-trails spread across Eldareth: through Vel’Nathar’s alley-nests, Célaine’s cluttered lofts, and the rain-drenched rafters of Calvessa’s ports.
They are rarely seen in numbers, but their influence is persistent. When something lost is found with a note pinned to it, when a whisper reaches the right ear at the right time, or when a relic appears on a doorstep wrapped in old ribbon and story — it was likely a Ringtail who left it.
They do not shape history through power. They shape it through memory, mischief, and a very particular kind of kindness.
They are not the heroes of legend.
They are the ones who made sure the legend wasn’t forgotten.
Ringtail Traits
Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.
Creature Type. You are a Humanoid.
Size. You are Small.
Speed. Your walking speed is 30 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 discern colors in that darkness only as shades of gray.
Rend and Scamper. Your claws are natural weapons, which you're proficient with. They deal 1d4 slashing damage on a hit, and you can use either Strength or Dexterity for the attack and damage rolls. These claws count as light and finesse weapons. When you take the Attack action on your turn and make an attack with your claws, you can make one additional attack with your claws as part of that action.
Twist and Tumble. You have advantage on Dexterity (Acrobatics) checks made to escape grapples, bindings, or restraints. You do not move at half speed when squeezing through a space one size smaller than you.
Denborn Instincts. You gain proficiency in two of the following skills: Perception, Nature, Stealth, Survival, or Medicine.
Scavenger’s Edge. You can double your proficiency bonus on Wisdom (Survival) checks to locate food, salvage, or useful materials in urban, ruined, or civilized environments.—such as alleyways, refuse piles, cellars, or sewers.
Nose for Trouble. You can use a bonus action to heighten your senses. Until the start of your next turn, you are aware of any hidden or invisible creatures within 10 feet of you, though you do not learn their exact location. You can use this ability a number of times equal to your proficiency bonus per long rest.
Last-Chance Twist. When you make a Dexterity saving throw or Dexterity (Acrobatics) check to avoid a trap, hazard, or environmental effect, you can use your reaction to roll a d4 and add it to the result.
You can use this reaction a number of times equal to your proficiency bonus per long rest.
Whimcrafted Trinket. You can spend 10 minutes assembling discarded odds and ends into a minor improvised item (such as a lockpick, whistle, toy, or snare). The item functions as expected for 1 hour before falling apart.
Once you use this feature, you can't use it again until you finish a short or long rest. The DM has final say on what can be crafted this way.
Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.