Foxkin

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Race Rules
Official Races Unofficial Races

Foxkin

Homeland: None, they roam here and there, going where they please.


Average Height: 4’5” - 5'6" Depending on the tribe.
Average Weight: 75 - 115 Pounds
Average Lifespan: 1800 years
Preferred Classes: Ranger, Thief, Illusionist, Assassin
Classes this race can be: Ranger, Thief, Illusionist, Assassin, Mage, Spell Blade, Bard, Necromancer
Alignment: Any Chaotic. Though usually neutral, they tend to have a pleasant disposition.
Aggression Level: Low to moderate.
Intelligence Level: Superb Intellect
Magic Rating: High
Strength Rating: Below average
Weak Against: Physical, Fire, Sound
Strong Against: Most Magic, Mind Control and Illusion
Related Races: None.
Allied Races: None, it's a person by person basis.
Enemy Races: None, it's a person by person basis.


Foxkin Physiology



Having the ears, tails, scent, hearing, and reflexes of a fox, those that are foxkin are naturally rare, yet extraordinarily gifted indeed. They're fast upon their feet, next to silent while they walk and run, making it near impossible to tell when one is sneaking up on you. Their frames are lithe, agile, and quick, yet they lack any kind of superior muscle structure, relying upon brains and speed to bring foes down rather than a powerful strike.

As they grow older or more powerful, tails begin to sprout, usually coming out once every hundred years in life, so at one hundred they'd have two, two hundred, three, and onwards until at eight hundred they have all nine. As they grow in tails, so do their powers. When they begin, basic illusion magic, small fire spewing, and basic shape changing between the form of fox and human is all they can manage. However, as they grow older, things begin to change. By the time they reach five tails, they're open to more advanced illusion magic, beyond those of mere sight, able to alter others' sense of smell as well, along with hearing. Those that have attained eight tales are truly gifted, capable of weaving illusions so elaborate, that even the subconscious mind can't differentiate them from reality. Whilst uncommon, individuals have died from encounters with foxkin applying these abilities in a malicious manner.

When they reach seven tails, their innate capacity to take on a human guise is improved to such a point that they can take on one, or even two additional humanoid forms. It's even rumored that those who attain nine tails can don greater forms than this, which may explain the rumors of horse sized foxes running amok deep in the hearts of a forest.

Their ability to manipulate fire also changes as they grow in tails. However, they also change simply from one foxkin to the other. This capability can manifest itself into fire balls, streams of fire, cones, and occasionally wreaths. Rare occasions have had foxkin able to ignite themselves upon fire, using their body as the conduit rather than actually breathing it from their mouth. As their tails increase in number, so does the power and duration of these varying powers.

A final note to the foxkin state of being is that, being of a shape shifting animal type, they are immune to the curse of lycanthropy. Oddly enough, they also cannot become infected with the curse of vampirism, either.

Foxkin Psychology



The psychology of a foxkin is a mysterious one, to say the least. Given that they are inherently mischievous, they tend to prefer a solitary lifestyle once they come of age, and go out into the wide world. Many of them simply enjoy pulling pranks, finding themselves to be on the fringes of society, as they're constantly seeking an amount of fun greater than the last, whether it is through a surge of mayhem, pranks, or something else, sometimes growing far more violent than many. However, they usually prefer to commit to things like theft, pranks, and other 'innocent' crimes that they attempt to pull off without ever being seen, caught, or found out. Almost always, they will come back to the scene of the crime to see the aftermath of what they've done.

Just about everything the Foxkin does is to serve a purpose to themselves, though whether or not it'd make sense to anyone else, is of little concern. They might steal something from a shop window along the road they take to work because it blinds them every morning. Their thoughts are often scattered and chaotic, along with their nature, so to attempt to understand their motivations is a pointless endeavor.

Though typically an infrequent occurrence for a foxkin, conflict does tend to arise due to their mischievous nature. Their foremost priority in such an event is to assess the situation, gauging as to whether or not they believe they have the capacity to win in a direct altercation. If they do not believe themselves capable, or find it highly unlikely, they are often quite quick to flee. If unable to flee, they simply remain out of sight until such a time as the threat is no longer present.

When they believe they can win a fight, their attitude changes entirely, varying on how well they think they can beat their opponent. When victory is certain, they will toy with their foe, constantly attempting to humiliate and offend them throughout the fight. However, if a fight becomes more hard pressed they will take things more seriously and use their powers to their fullest. This smug, and rather cocky approach to fighting has ended more than a few foxkin as they believed their foe weaker than they actually were.

Foxkin Society



Foxkin society is a quiet and mysterious sort. Several breeds of foxkin only travel with their parents and littermates until they come of age and go out on their own to see the world. Other breeds live in small, tribal sort of villages where several family units travel together and work as a single unit to survive off the land. Usually, the former are the larger types of foxkin, with the latter being the smallest.

Foxkin Religion



They have a basic religion, usually just faithful to Cire however there are a few other gods to note that occasionally they believe in. Daedria, for their sense of theatrical to approach, Delisha for most that follow the more wicked way of life and finally, Lauria for those that are a more goody two shoe style of foxkin. However, both good and evil foxkin are still very rare and most, believe in Cire.

Foxkin History



Little is known of their history, as there is little to go on since they lack a traditional government or book source to track back what has happened in their past. Most of their history is simply told in myth, folklore, and legend without any actual proof of what is fact or fiction.


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