The Ultimate Adventurer’s Guide, which is the sole World of Synnibarr accessory, not only goes into more details about the classes and races (including nasty details required for role-playing, which Raven doesn’t really like), it also adds a few more of them, including…
So here’s what you need to know about talking raccoons.
They were artificially created during the Dark Ages and originally were little more than bipedal animals. Eventually “the Plague awakened their feral minds” and now they are highly intelligent and civilized.
They can be found throughout Synnibarr and many are gifted geniuses. They excel at electronic design, and are also doctors and lawyers.
In a region of the Dark Continent there is a group of talking raccoons that specialize in collecting honey from the largest armored bee colony in the world.
They have a predilection for being organized, punctual(!), and “extremely cleanly”. They prefer peace and quiet, but if they’re angered they will often seek revenge by secretly blowing up the offender in as loud and messy a way as possible.
Their hands are very dexterous and sensitive, and their written language is a sort of braille (I have to give credit where I can, this is a very nice detail on Raven’s part.) This also allows them to excel at watchmaking and lockpicking. Unfortunately, they can easily become kleptomaniacs, and many have ended up being “behanded” as a result.
They hate Tree Demons, Chiro Heska, Biogladites, Pardus Cattars, Arackmen, and Plague Clans.
They may be of any religion.
Talking Raccoons are “stubborn, intelligent, cleanly, kind, organized, brave, honest, and have a phobia towards drakes.” (They can’t even look at a drake until they are level 15.)
They are especially fond of large hats with feathers.
This post is not intended to foster any belief in the occult.