The Marat tend to be taller then average, and considerable more athletic then those races that dwell in the city, although it is not known if this is merely a product of their upbringing or if there is something about the race that inherently superior at physical activity. They also tend to pick up attributes from bonded animal in their appearance, although the effect is subtle.

Racial Traits
Marat gain +2 Str, +2 Dex, +2 Con, +4 Wis, and -2 Cha.
Type: Marat are humanoids.
Size: Marat are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Marat have a base speed of 30 feet.
Languages: Marat begin play speaking Common.
Defensive Training: Marat have a +2 dodge bonus to Armor Class.
Healthy: Marat have a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
Lifebound: Marat have a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Bonus Feat Marat receive Toughness as a bonus feat.
Scent: Members of this race gain the scent ability.


Marat is the collective term for a great number of tribes that follow more or less the same principles, the various tribes associate with a particularly tribal animal it is worth noting however that tribal membership is not hereditary, the son of a member of the fox tribe may bond with a horse and join the horse tribe for the remainder of his adult life. This leads to a rather large array of different tribes coexisting and warring amongst themselves rarely associating with outsiders. In times of strife they will band together against outside influence however.


Bonding generally occurs around the onset of puberty(13 summers oldish), although there have been some as old as 20 summers before bonding. Before bonding the Marat have dark eyes, after their eyes change to match the colour of that creature which they bonded with. It is also worth noting that the individual Marat has little choice in what they bond with, stress seems to be a key in instigating the bonding process.



Immortal Chronicle salnexia TheMightyBill