The Zuril are reptilian folk with thin, lizard like snouts, tails, and lean bodies. They are covered in tight scales, which can appear in almost any color, but typically they are tan, red, brown, black, yellow, orange, or green, at different levels of brightness. The scales on their chest, abdomen, and the extremes of their arms and legs are sometimes a paler color. Zuril take their scales very seriously; Brighter, patterned scales are attractive in Zuril society, and rarer colors and patterns are valued, sometimes seen as a sign of luck, or even prophecy. Zuril have fanned ear flaps that droop down, sometimes as far down as their shoulder level, which they often decorate with jewelry or other embellishment. Some Zuril boast tufts of lightly colored down on their chest, head and ears, which match their paler scales. Male Zuril have a sharply pointed snout, and female Zuril have a more rounded snout. All Zuril have short claws on both their fingers and toes. Their heels are held high, as they comfortably stand only on the fronts of their feet.
They are infamously fast on their feet, and natural survivors when resources are scarce. They prefer the warm climates, as they are more susceptible to the effects of dangerous freezing temperatures. Many Zuril leave their homes in search of greater prospects, as Zuril society highly values wealth, gold, and power. If they cannot find their success among their own, they will find it elsewhere in the world.
Racial Traits
Age & Lifespan - Zuril reach maturity in their middle teenage years, and may live up to 100 years.
Height & Weight - Zuril are rather lightweight, considering their size. They range from 5 to 7 feet tall, and may weigh 75 to 200 pounds.
Size - Zuril are Medium creatures.
Movement - Zuril have 35 feet of Movement.
Languages - Zuril speak Theric and Zelaran.
Zuril are physically impressive, and gain a +1 to their Strength, Dexterity, and Constitution Attributes.
Zuril are very capable of picking apart and reading a situation, and as such gain a +1 bonus in Insight.
Zuril have trouble in dangerously freezing environments, and have disadvantage on Endurance checks related to such.
Zuril are well adjusted to not having much to eat or drink in their sandy homelands. As such, they require half as much food and water per day, compared to other humanoid races.
Additionally, they have advantage on any Endurance skill checks made due to the threat of dangerously hot, dry or desert environments.
Zuril can easily see the value in any object or item, and have a knack for spotting blemishes, faults, or counterfeits. When you make a skill check to appraise an item or determine it’s value, you have advantage. You automatically know the approximate value of items you are allowed to inspect that you are familiar with.
Additionally, people are more likely to believe the values you attribute to items. If you must make a skill check to Deceive or Persuade another into believing a value you have attributed to an item, you have Advantage on the check.