Some say it was a Fey wish that coursed through the veins of the world. Others believe Kyn formed by the first backlash of Ritual Magic. The origin of Kyn and the source of their adaptive powers are wrapped in one of the oldest mysteries of the REALMS OF REFUGE.
Kyn are seen throughout the Realms. From a simple Foxkyn baker, to a ferocious Bearkyn who lives in the wilds. Their culture is as diverse as the subspecies that make up Kyn. Some live remotely in the wilds while others grow up in massive cities. A Wolfkyn may feel they want to howl at a full moon. In the wilds this may happen, but a city dwelling Wolfkyn Mage may take a moment to gaze out the window on their busy day rather than howl.
Societies often reflect their animal roots. Many Dolphinkyn travel in packs and work together to complete their goals. A lounge of Lizardkyn may spend their time in the warm months outdoors soaking up the heat from the sun while going about daily tasks, or even basking on a rock for a quick break.
Having animal roots means it takes a little more focus to become Educated. This does not mean they are incapable of magic or bookkeeping. Many have become accomplished healers or High Magic wielders. Some are greatly Skilled in the Trades, like fishing, carpentry, and baking. A more gregarious Kyn may work as a tavern keeper, painter, or a performing artist - or positions where they can be among a constant flow of other individuals.
All Kyn have natural instincts that they choose to embrace or control. A Turtlekyn might not run very fast while a Rabbitkyn can’t stop twitching. Each subspecies is unique. One Catkyn might hiss when they get angry while another is prone to take long cat naps.
Many Kyn are nomadic, always seeking safe shelter. To this end, they are likely to show interest in new lands they travel through. This makes them great at fitting in, making quick friends and improving safety through alliances and resources. Kyn can be pragmatists and quick to embrace change partly out of a strong sense of self-preservation.
Species Specific Skills: Claws 8XP, Any 2 Species abilities with an XP Cost, Scenting ability. Double cost for Read Magic.
Prosthetics and Makeup Requirements: All Kyn are based on a real-world animal. No fictional creatures such as gryphons or dragons are allowed as Kyn. There are also no cross breeds unless it happens in nature such as a Ligerkyn.
What type of Kyn subspecies you are playing must be declared at character creation. Kyn must represent the subspecies they are (goat, tiger, beetle) in their costuming. This can be done with makeup, prosthetics, or a mask. All exposed skin must be painted to match the subspecies. Wearing a thin colored long sleeve shirt also works to represent this. Have fun when picking your subspecies. There are lots of different options for you to choose from and get creative with.