Difference between revisions of "Lucht Siuil"
Line 30: | Line 30: | ||
==Physical Description== |
==Physical Description== |
||
− | + | Among the shortest in stature among the enlightened races of the world, Lucht body styles vary widely. This might be seen as Ceinara's blessing by some; by others as a mark of the race's natural tendency for wandering and taletelling--they simply diversified along the way. Among their shared traits are their hair and skin tones: their hair is often curly and follows a similar trend towards earthen tones, though true to their race's quixotic nature, some lighter colors do exist. Their skin tends towards shades of olives and earth-tones. [[image:Lucht.jpg|right]] |
|
− | + | Their body styles vary widely, though all possess elongated skulls and pointed ears, which suggest a far-away fae ancestry. Some are thin and some are round, and some may grow a robust beard, and others barely a scraggle. Their ears are pointed and their feet naturally calloused and toughened, with their bottoms being just as durable as boots and just as, if not more capable, of protecting them as they walk; therefore, they prefer to go barefooted, a trait leaving no few bootsellers frustrated after leaving Lucht Siuil lands. Indeed, it is said the lucht have over thirty-four words for feet, steps, and travel, and only one for shoes or boots. |
|
− | As lucht honor travel, so do they honor the devices which get them there. Some of their bloodlines possess hair upon their feet and legs, and others do not--it's often a roll of the dice as to which way it may fall, and the result is left up to the player's preference. |
+ | As lucht honor travel, so do they honor the devices which get them there. Some of their bloodlines possess hair upon their feet and legs not unlike a clydesdale's, and others do not--it's often a roll of the dice as to which way it may fall, and the result is left up to the player's preference. The "clydesdale style" appearance is often more popular among the northern reaches and warrior societies, while others shave bare. Some tribes are rumored to bare a child's shins with silk and place an ever-growing series of copper rings upon them to emulate height. Other tribes have taken to tattooing the soles with elaborate designs that are added to with each new road taken and story gained. Some of them imbue the inks with minor magics for greater visual effect. All in all, their society is as varied as their kin-stories and as noted wanderers, lucht have been known to celebrate the devices which carry them in different ways, not unlike gobbers have their ears or egalrin their feathers. |
==Society and Lands== |
==Society and Lands== |
||
− | [[image:lucht2.jpg|thumb|left]]Lucht Siuil are found in nearly all corners of Arcania, excluding the distant and frozen north lands. The Travelers, as a race, prefer comfortable living as merchants, explorers and performers. They range everywhere from the Vast to the Kingdom of the Lion, either as wanderers or as part of a |
+ | [[image:lucht2.jpg|thumb|left]]Lucht Siuil are found in nearly all corners of Arcania, excluding the distant and frozen north lands. The Travelers, as a race, prefer comfortable living as merchants, explorers and performers. They range everywhere from the Vast to the Kingdom of the Lion, either as wanderers or as part of a familial structure. No few turn their trade as bards, turning the Lucht Siuil tradition of storytelling into a work of art praised across Ea. Lucht prefer a life of freedom, tranquility and isolation from the trials and strife of the world and tend to build their farming communities in out of the way places. |
− | The Traveler wanderlust appears almost ingrained, though their cultural legends give it a near spiritual significance. In their past, as the tales go, a curse befell the Lucht tribes. What the curse was or who invoked it no one knows, but every Lucht Siuil knows that to set down roots for too long invokes bad luck. Gatherings of families often speculate--but thus far, no one has found the source. |
+ | The Traveler wanderlust appears almost ingrained, though their cultural legends give it a near spiritual significance. In their past, as the tales go, a curse befell the Lucht tribes. What the curse was or who invoked it no one knows, but every Lucht Siuil knows that to set down roots for too long invokes bad luck. Gatherings of families often speculate around the hearthside why this is so--but thus far, no one has found the source and no one is willing to chance what the curse might mean to not just themselves but their kin and kin's kin. |
− | Different |
+ | Different families and familial-groups have various ways of dealing with this curse. Some wander continually, while farming communities believe they may avoid it by regularly turning over their land. This practice, somewhat ironically, makes them some of the world's greater farmers. Even the land beneath their houses must be similarly turned--thus, a home must be built on stilts. |
− | The largest Lucht Siuil community is known as the Five Shires, which exists in the heart of the Vast in central Arcania. Their rangers protect this rolling and pleasant community of merchants, wine makers, and hard-working citizens while also maintaining strong relationships with the Phurai Dae tribes who roam |
+ | The largest Lucht Siuil community is known as the Five Shires, which exists in the heart of the Vast in central Arcania. Their rangers protect this rolling and pleasant community of merchants, wine makers, and hard-working citizens while also maintaining strong relationships with the Phurai Dae tribes who roam the Vast. From here are produced notable wines and fine, home-made goods. |
− | Not all Lucht Siuil are contributors to society in this manner, however. Members of the roving band of thieves, performers and gypsies known as the Faring Folk solidify themselves as some most famous acrobats, rogues and daredevils in the Western world. |
+ | Not all Lucht Siuil are contributors to society in this manner, however. Members of the roving band of thieves, performers and gypsies known as the Faring Folk solidify themselves as some most famous acrobats, rogues and daredevils in the Western world. The Desolation is home to no few rugged lucht who make their fortunes at the expense of others. |
+ | |||
⚫ | The River Folk of the great river of Myrddion dwell as merchants and traders who run great barges up and down the main trade throughway of the northwest. Lucht Siuil from here often dress with loose pants and bright garish vests marked with the trader seal of their families. With their barges, goods, troops and many more are ferried up and down the mightiest of the rivers of the western world and the friendship of the ruling houses of Myrddion is maintained. |
||
⚫ | The River Folk of the great river of Myrddion dwell as merchants and traders who run great barges up and down the main trade throughway of the northwest. Lucht Siuil from here often dress with loose pants and bright garish vests marked with the trader seal of their |
||
==Other Races== |
==Other Races== |
||
− | They get along the most with humans and |
+ | They get along the most with humans and the sildanyari, seeming to carry the traits of both races and lending some to believe that their origins are tied to some ancient variation of half-sil in the most distant of histories. Many consider them to be a race of children (indeed, some Lucht consider the term "halfling" an insult) although in doing so they often make the mistake of under-estimating them. At times to their advantage, they are often irreverently dismissed by much larger races. Yet, it is a mistake to cross the Lucht or treat them as lesser beings. Their tendency towards practical jokes is somewhat short of legendary. A wayward oruch may find himself, for example, immortalized in the tale-telling of generations. |
+ | |||
==Alignment and Religion== |
==Alignment and Religion== |
||
− | As a group, Lucht Siuils favor Ceinara the |
+ | As a group, Lucht Siuils favor Ceinara the Taleteller and Tarien the Trickster. Of the latter, they are said to share patronage of with the gnomes. Tarien is said to have had something to do with their creation, but this belief and legend is mixed oft with other tales and is said to get more wild in the telling. With the focus on hearth and family, Althea also finds a place among central holdings. |
+ | |||
⚫ | It might be surprising then, that given their reputation for their lighthearted ways that Lucht Siuil tend towards neutral and even lawful alignments, though chaos is certainly not unknown. Their skew towards family and rich tradition is a large part of this tendency. Where there is one Lucht Siuil, there are often ten more, and pranks orchestrated by entire families are the stuff of legend. |
||
⚫ | It might be surprising then, that given their reputation for their lighthearted ways that Lucht Siuil tend towards neutral and even lawful alignments. Their skew towards family and rich tradition is a large part of this tendency. Where there is one Lucht Siuil, there are often ten more, and pranks orchestrated by entire |
||
==Adventurers== |
==Adventurers== |
||
Line 62: | Line 65: | ||
==Lucht Siuil in the Pathfinder Campaign== |
==Lucht Siuil in the Pathfinder Campaign== |
||
− | The Faring Folk suffered greatly during the movement of the world as the wars in the planes sent shockwaves rippling through the material world that greatly impacted The Vast. Entire communities, including the Five Shires, found themselves briefly hurtled off plane or encountering hostile denizens of grave power with growing frequency. |
+ | The Faring Folk suffered greatly during the movement of the world as the wars in the planes sent shockwaves rippling through the material world that greatly impacted The Vast. Entire communities, including the Five Shires, found themselves briefly hurtled off plane or encountering hostile denizens of grave power with growing frequency. Their nomadic routes disrupted, the sudden loss of entire sections of family prompted the Traveler of The Vast to take a much more aggressive stance on the protection of their home and holdings in order to survive. |
+ | |||
==Lucht Siuil Racial Traits== |
==Lucht Siuil Racial Traits== |
Revision as of 19:55, 17 April 2014
|
The true origin of the Lucht Siuil (known by the Trade tongue as the Traveling Folk) remains unknown even among the most aged of scholars, and instead becomes the stuff of legend and adventuresome tale-telling. Some stories speculate they possess a distant relation to the elves, though others believe they have a lot in common with humans, too. A third angle recalls their shared devotion with the gnomes for Tarien the Bard King and the great Coyote. Others suggest Tarien had something to do with their creation, that He laughed too loudly one day and the Lucht were spat upon the earth in that way.
The lucht are best described as a people content both at home and hearth and wandering abroad. They venerate Tarien the Bard King and Trickster, though also Ceinara the Taleteller and Althea the Hearth Guardian. In general, a Lucht may get along with most anyone, though they're most at home within their own, great families, whose numbers might be jokingly said to be "without measure." A typical Lucht might be described as optimistic, driven by wanderlust, excitable and filled with bravado. The Traveling Folk more then make up for their short stature by a seemingly larger then life presence that challenges even the giantborn's naturally thundering voices.
Lucht are by and large family and tribe-oriented which may lend them a lawful bent despite their seemingly chaotic natures. Familial ties that reach back generations are important to them, and name-reciting ceremonies that detail the lives and names of kinfolk past are a favorite past time, often combined with copious meals, parties, and long evenings of storytelling. These ceremonies can drift from days to weeks, depending on the size of the family and intent of the celebration. It also, by extension, makes even a single Lucht a dangerous foe: where there is one Traveler, there are sure to be twenty more and clan ties, besides.
Physical Description
Among the shortest in stature among the enlightened races of the world, Lucht body styles vary widely. This might be seen as Ceinara's blessing by some; by others as a mark of the race's natural tendency for wandering and taletelling--they simply diversified along the way. Among their shared traits are their hair and skin tones: their hair is often curly and follows a similar trend towards earthen tones, though true to their race's quixotic nature, some lighter colors do exist. Their skin tends towards shades of olives and earth-tones.
Their body styles vary widely, though all possess elongated skulls and pointed ears, which suggest a far-away fae ancestry. Some are thin and some are round, and some may grow a robust beard, and others barely a scraggle. Their ears are pointed and their feet naturally calloused and toughened, with their bottoms being just as durable as boots and just as, if not more capable, of protecting them as they walk; therefore, they prefer to go barefooted, a trait leaving no few bootsellers frustrated after leaving Lucht Siuil lands. Indeed, it is said the lucht have over thirty-four words for feet, steps, and travel, and only one for shoes or boots.
As lucht honor travel, so do they honor the devices which get them there. Some of their bloodlines possess hair upon their feet and legs not unlike a clydesdale's, and others do not--it's often a roll of the dice as to which way it may fall, and the result is left up to the player's preference. The "clydesdale style" appearance is often more popular among the northern reaches and warrior societies, while others shave bare. Some tribes are rumored to bare a child's shins with silk and place an ever-growing series of copper rings upon them to emulate height. Other tribes have taken to tattooing the soles with elaborate designs that are added to with each new road taken and story gained. Some of them imbue the inks with minor magics for greater visual effect. All in all, their society is as varied as their kin-stories and as noted wanderers, lucht have been known to celebrate the devices which carry them in different ways, not unlike gobbers have their ears or egalrin their feathers.
Society and Lands
Lucht Siuil are found in nearly all corners of Arcania, excluding the distant and frozen north lands. The Travelers, as a race, prefer comfortable living as merchants, explorers and performers. They range everywhere from the Vast to the Kingdom of the Lion, either as wanderers or as part of a familial structure. No few turn their trade as bards, turning the Lucht Siuil tradition of storytelling into a work of art praised across Ea. Lucht prefer a life of freedom, tranquility and isolation from the trials and strife of the world and tend to build their farming communities in out of the way places.
The Traveler wanderlust appears almost ingrained, though their cultural legends give it a near spiritual significance. In their past, as the tales go, a curse befell the Lucht tribes. What the curse was or who invoked it no one knows, but every Lucht Siuil knows that to set down roots for too long invokes bad luck. Gatherings of families often speculate around the hearthside why this is so--but thus far, no one has found the source and no one is willing to chance what the curse might mean to not just themselves but their kin and kin's kin.
Different families and familial-groups have various ways of dealing with this curse. Some wander continually, while farming communities believe they may avoid it by regularly turning over their land. This practice, somewhat ironically, makes them some of the world's greater farmers. Even the land beneath their houses must be similarly turned--thus, a home must be built on stilts.
The largest Lucht Siuil community is known as the Five Shires, which exists in the heart of the Vast in central Arcania. Their rangers protect this rolling and pleasant community of merchants, wine makers, and hard-working citizens while also maintaining strong relationships with the Phurai Dae tribes who roam the Vast. From here are produced notable wines and fine, home-made goods.
Not all Lucht Siuil are contributors to society in this manner, however. Members of the roving band of thieves, performers and gypsies known as the Faring Folk solidify themselves as some most famous acrobats, rogues and daredevils in the Western world. The Desolation is home to no few rugged lucht who make their fortunes at the expense of others.
The River Folk of the great river of Myrddion dwell as merchants and traders who run great barges up and down the main trade throughway of the northwest. Lucht Siuil from here often dress with loose pants and bright garish vests marked with the trader seal of their families. With their barges, goods, troops and many more are ferried up and down the mightiest of the rivers of the western world and the friendship of the ruling houses of Myrddion is maintained.
Other Races
They get along the most with humans and the sildanyari, seeming to carry the traits of both races and lending some to believe that their origins are tied to some ancient variation of half-sil in the most distant of histories. Many consider them to be a race of children (indeed, some Lucht consider the term "halfling" an insult) although in doing so they often make the mistake of under-estimating them. At times to their advantage, they are often irreverently dismissed by much larger races. Yet, it is a mistake to cross the Lucht or treat them as lesser beings. Their tendency towards practical jokes is somewhat short of legendary. A wayward oruch may find himself, for example, immortalized in the tale-telling of generations.
Alignment and Religion
As a group, Lucht Siuils favor Ceinara the Taleteller and Tarien the Trickster. Of the latter, they are said to share patronage of with the gnomes. Tarien is said to have had something to do with their creation, but this belief and legend is mixed oft with other tales and is said to get more wild in the telling. With the focus on hearth and family, Althea also finds a place among central holdings.
It might be surprising then, that given their reputation for their lighthearted ways that Lucht Siuil tend towards neutral and even lawful alignments, though chaos is certainly not unknown. Their skew towards family and rich tradition is a large part of this tendency. Where there is one Lucht Siuil, there are often ten more, and pranks orchestrated by entire families are the stuff of legend.
Adventurers
The Travelers journey for all manner of reason, be it on business for one of their families, exploring the wilds as a member of The Faring Folk or simply enjoying life itself. In cities where Lucht communities have sprung up, they often find themselves cast into varying roles for different organizations or banding together for mutual well being and survival. Lucht Siuils take very well to orders and societies that take advantage of their racial strengths and attributes. Lucht Siuil who follow the path of the Rogue and even the Bard are not impossible and there are some schools of unique fighting techniques and ordered living that have produced orders of Lucht Siuil monks.
Lucht Siuil in the Pathfinder Campaign
The Faring Folk suffered greatly during the movement of the world as the wars in the planes sent shockwaves rippling through the material world that greatly impacted The Vast. Entire communities, including the Five Shires, found themselves briefly hurtled off plane or encountering hostile denizens of grave power with growing frequency. Their nomadic routes disrupted, the sudden loss of entire sections of family prompted the Traveler of The Vast to take a much more aggressive stance on the protection of their home and holdings in order to survive.
Lucht Siuil Racial Traits
Lucht Siuils live somewhat longer than humans. Most live to be around 150, though some may reach 200.
The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9.
Lucht Siuil Average Height and Weight | ||||
Name | Base Height | Base Weight | Modifier | Weight Multiplier |
Lucht Siuil, male | 2ft 8in | 35 lbs | +2d4 | x1 lbs |
Lucht Siuil, female | 2ft 6in | 30 lbs | +2d4 | x1 lbs |
Lucht Siuil Starting Age | |||
Adulthood | Barbarian, Rogue, Sorcerer | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard |
20 years | +2d4 | +3d6 | +4d6 |
- Classification: humanoid (Lucht Siuil)
- +2 Dexterity, +2 Charisma, –2 Strength: Lucht Siuils are nimble and strong-willed, but their small stature makes them weaker than other races.
- Small: Lucht Siuils are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
- Slow Speed: Lucht Siuils have a base speed of 20 feet.
- Faring Folk: +2 racial bonus on Bluff and Sleight of Hand checks. Lucht Siuils know how to work a crowd.
- Fearless: Lucht Siuils receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Lucht Siuil luck.
- Lucht Siuil Luck: Lucht Siuils receive a +1 racial bonus on all saving throws.
- Keen Senses: Lucht Siuils receive a +2 racial bonus on Perception skill checks.
- Sure-Footed: Lucht Siuils receive a +2 racial bonus on Acrobatics and Climb skill checks.
- Weapon Familiarity: Lucht Siuils are proficient with slings and treat any weapon with the word “Lucht Siuil” in its name as a martial weapon.
- Languages: Lucht Siuils begin play speaking Common and halfling (this will take time to replace in code). Lucht Siuils with high Intelligence scores can choose from the following: Gnoll, Gnomish, Sildanyari.
Lucht Siuil Racial Feats
The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. You must meet the pre-reqs for any racial feat you select.
- Lucky Halfling, Well-Prepared, Go Unnoticed, Cautious Fighter, Desperate Swing, Blundering Defense, Taleteller's Kin (house), Far Traveler (house), Traveler's Step (house), Traveler's Burden (house), Tiny Pest (house)