Anpur

Anpur are a peculiar race, feared by those who look upon their jackal-like visage and don’t understand their fascination with death. Some of the anpur engage human society, trying to learn and evolve their understandings, while others keep to themselves and perform their sacred duties in solitude.

The anpur are relatively quick to anger and draw their weapons, but not the bloodthirsty fiends that their gnoll cousins can be. Even half-humans are taken aback by the shift of an anpur’s behavior. This is due not to a love of carnage, but rather that they have no fear of death. Anpur believe that death in battle is far more honorable than being allowed to be taken as a slave or prisoner, and only allow themselves to be captured if it is part of a larger plan to take down their foes from the inside.

Despite their predatory instincts and reserved warlike nature, anpur are prominently a disciplined and religious people. Anpur always act with honor, though their code of ethics is often misunderstood by outsiders. They are honest to a fault with fellow anpur and anyone they consider worthy of respect, but have no misgivings with those who are neither, especially gnolls.

Physical Description: Anpur are tall humanoids with the head of jackals. Averaging 7 feet, they tower over most races. Their hands are fully formed, complete with opposable thumbs, but their feet fall somewhere between humanoid feet and canine paws. Unlike gnolls who have shaggy, coarse fur, anpur tend to have short smooth fur coats. The color of the fur ranges from black or a very dark shade of brown, to gray or blue, covering their entire bodies. Their eyes appear jade-like and tend toward a watery black or dark brown. Anpur prefer to dress in light flowing clothes made of linen, and many wear kilts or loincloths. Anpur warriors often wear leather armor and use a leather harness to carry their weapons.

Society: Anpur acknowledge few societal distinctions between genders. Both male and females are to focus on their religious duties, perform martial training, and perform in battle. Anpur only allow differential treatment when a female anpur is expecting. After a pup is born and no longer nursing, the entire anpur community shares child rearing duties equally, raising the children as a single litter. The primary food source of anpur communities are various domesticated flightless birds called chukk [dodo], krakka [emu] and kochok [megafauna moa] which roam the cities and camps freely, feeding on cultivated desert plant plots. This allows the anpur to engage in mild hunting activity for their food, and they flavor their food with the herbs and seeds of the desert plants.

An anpur’s day is filled with various religious rites and rituals, particularly with funerary rights. An anpur who survives battle may be found saying prayers over the bodies of his fallen brethren. To anpur, an improper burial, and a soul denied a fair chance at the afterlife, is an abomination.

Relations: The anpur race prefer to be left alone, rarely interacting with the other races. Anpur offer their respect to all who perform respectful burial rites for their people. Outright hatred is reserved for those who treat the anpur like base and servile dogs, or deny a soul the chance to depart to the afterlife or create undead. Anpur have no love for their more vicious gnoll cousins and the two mistrust one another, believing the other is responsible for their hardships in life. The anpur nation had a peace treaty with the Zendik Order of old, and were strictly neutral during the NewGods War- though the stories are many of violations of this treaty and punishments thereof. Present-day zendiqi dislike anpur intensely, but in a cold manner that would prefer not to address them if they are present. Border crossings and smuggling are usually negotiated through a third party.

Religion: As a race, the deist anpur worship Shankhil. They acknowledge the existence of the other gods, and even offer occasional prayers to them alongside their patron, but the Gatekeeper is their primary lord. An anpur who converts to worship of another god, or becomes a priest of another deity that does not have Death or Repose as part of the divine portfolio, may be shunned in even the most tolerant of anpur communities. An important part of anpur worship and society is the creation of funerary monuments such as mastabas, free-standing tombs, and the classic pyramid that hearkens to an earlier, mystical area. Every anpur citizen owes a social debt towards monument-building, a mandatory work-debt which does not translate well into the language-social concepts of other races.

Adventurers: Those of the anpur race dwelling among the desert tribes often explore to find natural resources and supplies for their people. Anpur looking to associate with other races are drawn to either religious or martial callings. Some anpur travel vast distances to ensure communities are properly conducting their burial rites. Those who do not are then aided and taught how to properly lay to rest anyone who’s passed, and putting down any undead that result.

Names: Anpur parents name their children in hopes of influencing Fate. Thus, most anpur have grand or important names. Anpur also use a lot of job-descriptive titles, like “First Tomb Guardian”, “Collector of Antiquities”, or “Hunts the Desert” and dispense with a personal name, to show their dedication. In this case, no one else may use the descriptive name as a title, so it is a big honor. Neophyte anpur adventures sometimes try this, to the amusement of established anpur citizens.

Male: Akbark, Haroroon, Al-Ruf, Borrak Karif/Karuf
Female: Arrisha, Barshira, Rabbi, Karima, Nawarr
Child nickname: Yip, Ruf, Ark, Kiyi
Last names: Yabbar, Barak, Hyin, Chufuk, Kufu


Anpur Racial Characteristics
Anpur player characters are defined by class levels—they do not possess racial hit dice. All anpur player characters possess the following racial characteristics.

  • +2 Strength, +2 Wisdom: Anpur are powerful, observant, and ordered in their thinking. They are quick to act and have strong predatory instincts.
  • Humanoid: Anpur are humanoids of the gnoll subtype.
  • Medium: Anpur are Medium humanoids with no penalty or bonus due to size.
  • Speed: Anpur have a basic speed of 30 ft.
  • Darkvision: Anpur can see in the dark up to 60 ft.
  • Lessons From Our Ancestors: Anpur revere their ancestors about all others. They gain a +2 racial bonus to Knowledge (history) and Knowledge (local) checks.
  • Desert Runner: Anpur gain a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
  • Fearless: Anpur gain a +2 racial bonus on all saving throws against the fear descriptor.
  • Flail Specialist: Due to their extensive training, anpur treat two-handed flails as one-handed, and one-handed flails as light weapons. Additionally, when selecting feats that require you to pick a weapon, you may select the flails weapon group instead.
  • Weapon Familiarity: Anpur are proficient with khopeshes, longbows, shortbows, temple swords, and all flails.
  • Standard Languages: Anpur characters begin play speaking Common and Gnoll. Anpur with high intelligence scores can choose from Aquan, Auran, Ignan, Old Porphyran, Sphinx and Terran.
OPEN GAME LICENSE Version 1.0a - All text is Open Game Content.