The Charr

Charr
The charr race was forged in the merciless crucible of war. It is all they know. War defines them, and their quest for dominion drives them ever onward. The weakling and the fool have no place among the charr. Victory is all that matters, and it must be achieved by any means and at any cost.
The charr are a race of large, savage, feline creatures that occupy much of eastern Tyria. They have renounced all gods as false and instead view all of life, from magic to combat, with a hard, cynical eye. Their culture has developed into a military state where they are raised as warriors from birth.


Physiology
The charr are carnivorous feline-like humanoids. They stand on their hind legs and are taller than a human by half of an average human's height, but do not have the massive bulk of the norn. They prefer a hunched pose when standing, but will on occasion stand tall and straight. When they are moving, and their paws are unoccupied, the charr favor running on all four limbs with a loping gait. While the males are described as being generally stronger and the females more lithe and quick.
They have a short fur from head to toe in a variety of colors and patterns, many of which are similar to those of lions, cheetahs and tigers. Their fur patterns are also like that of leopards, snow leopards, and even some fur types of common housecats. Many charr have a longer mane of fur between the shoulders and on the back of the head and neck.
The charr muzzle is elongated and the mouth filled with prominent sharp teeth suited for their carnivorous diet. The head has four horns, those from the top of the head are more prominent than those between the two sets of ears. The top pair of ears hears high frequencies or ultrasound such as a dog might, while the bottom pair hear low frequencies or infrasound similar to an elephant. However, they have difficulty hearing mid-frequency sounds such as those used in human speech. Like cats, charr have six flat mammary glands hidden under their fur.
The charr have a set of sharp claws which can be used as knives for general tasks but it appears the charr tend to favour weapons when fighting.
Culture
The charr are a military culture and their society, technology and relationships are very much focused on supporting war. Society is built around military units which charr become a part of from childhood.
Non-military tasks, such as farming and trade, can be left to the young, retired, and injured. But no matter a charr's vocation they are always viewed as a soldier and view life like a soldier. Weakness and foolishness from individuals is viewed with particular contempt, some of such acts can result in a charr becoming a gladium, or in a worse case, the charr's name being stricken from the race's history.


The charr are highly industrious, their forging superior to even the dwarves, and are renowned and feared for their military technology – weapon development, war machines and mass production, having pioneered the creation of airships and submarines. Their rifles and pistols are particularly finely made. However, not all of their advancements involve weapons – they also make some of the finest clockwork and spring-driven devices in Tyria. While the average charr is willing to embrace technology, many view the use of magic as a sign of weakness and will distrust magic-users as a whole.


Due to their history many charr shun religion. They do not accept any god's authority and quickly anger on topics of charr worship or manipulation by god-like beings. Charr acknowledge other races' gods as beings of power but do not see them as something worthy of worship. In the case of the Human Gods, the charr view the deities as beings to fight and strive to kill. At best, their reverence and respect is limited only to great heroes and their deeds in their history


Names
Charr first names often have names based off of their culture (e.g., Pyre, Ember, Forge). Along with this male names are also sharp sounding with the consonants (e.g., using D, R, T, G, K, etc. used in names like Rytlock, Gron, Dinky) whereas female names are smoother (e.g., using C, L, S, Z, etc. such as names like Bathea, Kalla, Elexus); both genders often start with a sharp consonant though, but this is just generally and exceptions to this do exist. Some charr use Roman or Greek (inspired) names as well.
Charr surnames consist of two words put together, one of which (either suffix or prefix) denoting the warband of the individual (e.g., Rytlock Brimstone is of the Stone warband and Scylla Rustcloud of the Rust warband). Charr individuals generally get to pick variations of their surnames within the forming of their first warband which express their personality, ideals or history, though some limitations may apply.
Traits and Talents:


+2 Strength



Natural Engineers: Charrs have immense knowledge about war engineering. They start with 1 graduation on the use and disable devices talent.

Super Senses: Due to Charrs sense of smell and hearing, they can detect enemies from up to 15m and also detect stealthed enemies. (Enemies like ghosts and such do not make noise or have any scent, therefore they are not detectable by this talent.) (For the detection to take place, the player must score higher than the master on a d20 roll)