Order of the Roll - Dungeons and Dragons Perroh - Order of the Roll

Perroh

Dnd Perroh Race

Per­rohs are a strik­ing and quirky race resem­bling a cross between a goose and a duck. They have a stur­dy beak, two wings that allow them to fly (though not far or for long), and a plumage that varies wide­ly. Some are glossy white with a bright orange beak, while oth­ers sport deep green feath­ers with a gray beak. These phys­i­cal dif­fer­ences say lit­tle about their char­ac­ter Per­rohs are at least as diverse in behav­ior as they are in appear­ance.

Reproduction

They live in tight-knit com­mu­ni­ties and repro­duce like birds: by lay­ing eggs in well-hid­den nests. Young Per­rohs grow quick­ly and are raised by the entire group, which strength­ens their sense of com­mu­ni­ty. Despite their some­times com­i­cal appear­ance, they are intel­li­gent, social, and always alert for oppor­tu­ni­ties to cause mis­chief.

Ecosystem Management

Per­rohs play var­i­ous roles in the world, both eco­log­i­cal and eco­nom­ic. In nature, they help man­age ecosys­tems: spread­ing seeds, con­trol­ling insect pop­u­la­tions, and keep­ing water habi­tats healthy.

Behavior

In more pop­u­lat­ed areas, they pro­vide eggs and meat, though keep­ing Per­rohs is no easy task. They are curi­ous, mis­chie­vous, eas­i­ly offend­ed, and known for prank­ing farm­ers and trav­el­ers rather than obey­ing them.

Although rarely mali­cious, Per­rohs are famous for their unpre­dictable nature. They some­times attack oth­er races, but more often, they pull elab­o­rate, well-pre­pared pranks pure­ly for amuse­ment. From illu­sions to swapped lug­gage to enchant­ed sounds at incon­ve­nient times any­one encoun­ter­ing a Per­roh nev­er knows what to expect.

Migration

Per­rohs are spread across dif­fer­ent regions but pre­fer watery envi­ron­ments such as lakes,
rivers, flood­plains, and marsh­es. Dur­ing the day, they graze in open fields like farm­land and grass­lands. In win­ter, they migrate in large groups to warmer areas, where they set up tem­po­rary camps. These camps are live­ly, full of noise, activ­i­ties, and, of course, pranks.

The Honkgraaf

Each camp is led by a spe­cial type of leader: the Honkgraaf. This title is not award­ed to the strongest or the smartest, but to the one who, over the past five years, has per­formed the most impres­sive, fun­ny, and suc­cess­ful feats involv­ing mem­bers of oth­er races. Lead­er­ship is based on humor, orig­i­nal­i­ty, and audac­i­ty. The Per­roh who shocks or enter­tains the most is crowned Honkgraaf. They receive a sym­bol­ic sash, some­times a staff with a bell, and the duty to lead the group—or at the very least, keep them amused.

Stats

Lan­guages: Your char­ac­ter can speak, read, and write. Com­mon, goose and one oth­er lan­guage that you want.

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