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| SovietCanuck11-02-07, 12:47 AM | The kith are a race I have homebrewed for The Project (http://forums.gleemax.com/showthread.php?t=831458), a collaborative world building project several homebrewers, including myself, are engaging in over in the Campaign Workshop board. (Also, see the wiki we've set up here: Dwenty Wiki (http://dwenty.pbwiki.com/)) However, as I have done a massive amount of work on the kith here, I felt it best they get their own thread. Also, I wanted to get some more experianced race-builder's opinions on the race here.I'm still not 100% happy with the kith at the moment, but eh...I feel it's best to get them up and get some critique now, since their essentially done. I've present this in a setting neutral voice, so anyone can go and plunk these guys down in their campaign worlds. If you choose to use them, I'd like to hear about it. Also, any and all comments, criticism, et al are greatly appreciated! But I digress...so, here's my current pet project: The Kith! PART THE FIRST: DESCRIPTION, PSYCHOLOGY, LIFE Description http://farm3.static.flickr.com/2310/2188668794_46bee7d5b0.jpg Personality: The kith are a freewheeling and opportunistic people, interested in profit and the bottom line. They were once a species on the verge of extinction, chased from the world of their birth by beings beyond mortal ken. Even through their population has recovered somewhat in the time since they reached their new world, they still view life as a constant struggle, and will take any means necessary to ensure their survival. This belief tinges every kith's world view, as they do not see things as right or wrong, rather they see things as what is best for their family, friends and selves (though not necessarily in that order). Because of this, kith have been accused of being greedy, manipulative and cowardly, all of which they will take as compliments. It has been said that the only things a kith respects are his clan, his own self, and the man currently paying for his drink... and indeed, that's not far from the truth. Appearance: Kith have the general appearance of a draconic humanoid, possessing a superficial resemblance to kobolds. A kith normally stands just over four feet tall, and they have lithe, muscular frames. Their most striking trait is the pair of large, leathery wings that spread 8 to 10 feet when fully extended. They have a long, semi-prehensile tail that is normally around three quarters their height in length. A kith’s body is covered in fine fur, normally dull blue-grey in color, but ranging anywhere from pale blue to dark green. The fur along their back, starting at the brow and ending at thei tip of their tail, grows much faster than the rest of their fur, and therefor is not normally died, instead being braided or woven with beads and feathers. Kith of both sexes possess pouches much like that of a marsupial used to carry the eggs of their young, as well as their recently hatched offspring. All kith possess an intricate series of tattoo-like markings, which tell the story of the Kith's clan and forefathers. This series of markings is an indicator of adulthood among the kith, and is essentially an elaborate family tree. Anyone skilled at reading these markings can tell a kith's clan, parents, grand parents, and famous ancestors with little difficulty. The inks these tattoos are inscribed in are made with the root-fluid of a tree native to the kith's homeland combined with crushed crystals, creating a strong bond between the kith and the magic innate to those crystals. Kith age extremely well, and can live to be nearly 200 years of age. Kith tend to wear comfortable clothing, designed for travel, but customized to fit a their distinct forms. Kith value well-made clothing that can withstand the rigors of constant travel, and often will buy the highest quality they can afford at the time. They often decorate their hair, clothing and weapons with feathers, beads and other jewelry, ranging from modest to ostentatious depending on the specific kith's tastes. An apparel common to most kith is a prayer scarf, which they continually wear around their neck, inscribed with various prayers form the kith religion. Relations: Kith are very friendly with the other races, how else would a species of nomadic merchants survive? In some communities, the only time they really have a chance to restock supplies and sell their goods is when the kith come rolling through. Nobody ever completely trusts a kith, but so long as they're conscientious about what they let slip in front of them, there is little need to worry. An individual kith is more likely to view another not by their race, religion, or beliefs, but by what they can do for the kith at this point in time. Alignment: Though kiths of all alignments do exist, the vast majority combine a carefree and fickle nature, with a drive to survive that leaves no room for laws and morals. Therefor, most kith are chaotic neutral. Kith Lands: A kith's homelands are the roads and streets of other people's nations. Their caravans can be found where there exists a chance for a profit, and they roll off again when these opportunities have run out. Kith rarely choose to own any land, much preferring the freedom their nomadic lives grant them. However, kith still prefer the comforts of civilization, and so their caravans will venture into the wilderness only when they feel the potential rewards far outweigh the risks. Some stories tell of the kith's lost homeland, sunk beneath the waves as punishment for deifying the gods, their magical and technological wonders cast to the bottom of the seas. Reality isn't too far from the truth in this case. The kiths' homeland is still very much above sea level, residing beyond a dense bank of mist and fog which even gods cannot pierce. Only vessels with a kith on board can pass through the veil, and arrive at the cold, blue island which is the last remanent of their lost homeworld. The island holds many ruins that attest to the fact that kith were once far more advanced then they are now, with towering edifices of metal and glass now lying abandoned and uncared for. There are a few permanent settlements on the island, most of them religious in nature, and manned by the few kith permitted to reside on the isle. The largest kith settlement on the island is home to the only temple of The Traveler, the holiest of hollies for kith, though the Traveler is not often at his temple, preferring to wander with his children then lord over the ruins of their homeworld. Religion: Kith worship a mysterious entity known as The Traveler. They claim that he was their creator and father, though whether he is actually a full fledged deity, or just a powerful outsider has yet to be proven. Even his true name is hidden, as the kith only refer to him through titles such as The Traveler, The Wanderer, or Grandfather. The Traveler appears to be the only god the kith have, they claim the others have all died or been forgotten. The domains normally associated with The Traveler are Chaos, Good, Protection, Travel, and Trickery though his clerics may pick any domain they feel fits their interpretation of him. The traveler's symbols are many, though the most common is a sunburst with 15 points, representing the fifteen progenitor kith, who formed the first clans millenia ago. His favored weapon is a quarterstaff. Language: Kith have their own language, which uses a script more suited to art than actual writing There are dozens of letters in their language, each representing a separate syllables, and there are hundreds of ways to modify these syllables. This, combined with the fact that most kith don't speak their mother tongue when in the company of non-kith, have made learning the language next to impossible. Indeed, the only examples of kith language readily available are their ever-present prayer scarves and the occasional kith folksong transcribed into Common. However, the reverse is not true, and kith have become quite the polyglots in adapting to their chosen lifestyle Names: Though a kith is granted a name upon hatching, they are unable to use it until they reach the age of 21 years, when they can travel to their mist-shrouded homeland and undergo the coming of age right. Before then, a kith is commonly referred to as the son or daughter of their mother (il' or dal'). In the case of multiple siblings, they are distinguished by being the eldest, second, third, and so forth. A kith who does not travel to the Temple of the Traveler, the only place where the coming of age ceremony can take place, does not receive the tattoos, and therefor is not considered to have a name amongst other kith. These name is quite long, and is normally a short prayer or saying reflecting the day of their hatching or other significant event. However, the first syllable is used to identify kith to non-kith, as kith understand that others must give spoken names to individuals. There is no distinction between male and female names, because the syllables are gender neutral. A kith also holds a clan name, and this name functions much like a humans' family name, as well as appearing in their inscribed name. First Syllables: Arn, Cil, Del, Hist, Irj, Jin, Kal, Nil, Ost, Qul, Rist, Tev. Vir, Wul, Zieh Clan Names: Alan-Yiir, Doroh-Makh-Khem, Hirest-Yor, Jhen-Zat, Natan-Borenat, Qand-Makh, Reyat-Diir, Temak-Yiir, Vanth-Temak, Zat-Alan-Diir Adventurers: Kith adventure for two primary reasons: to experience life outside of the caravans, and to make a name for themselves. Kith adventurers are normally looking for a way to put their skills to use and do something really noteworthy. If it makes them some coin in the process, excellent, but their main goal is to do something worth remembering. For these kith, adventuring presents to opportunity to get out there, do something worth remembering, and maybe change the world to be just a little bit more in line with their world view. Kith Racial Traits ---2 Con, -2 Str, +2 Dex: Kith have a tendency to avoid physical problems, or solve them with wits and careful thinking. They are weaker then larger races, and cannot take much of a beating. However, they are lithe and agile, and tend to be skilled with fine motor skills. --Small size:As a Small creature, a kith gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. --Kith have a base land speed of 30 feet --Low-Light Vision: A kith can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. --+1 Natural Armor. A kith's furred hide is slightly tougher than the skin of other humanoids --+2 racial bonus on Bluff, Diplomacy, and Sense Motive checks: Kith are skilled at haggling and negotiating. --Polyglots: Kith are exposed to a huge variety of languages during their childhood, and most tend to have a knack them. A kith knows one additional language at first level, and speak language is always a class skill for kith --Wing-Aided movement: Kith can use their wings to help with movement even if they cannot fly. The extra lift from his wings gives a kith a +10 racial bonus on jump checks. --Wings: A kith can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of decent. Kith glide at a speed of 40 feet (poor maneuverability). Even if a kith's maneuverability improves, she can't hover while gliding. A kith can't glide while carrying a medium or heavy load. --Flight (Ex): When a kith reaches 7 HD, she becomes able to fly at a speed of 40 feet (poor maneuverability). A kith cannot fly while carrying a medium or heavy load, or while fatigued or exhausted. Kith can fly for a maximum number of rounds equal to their constitution modifier (minimum 1 round). They can exert themselves to fly twice as long, but then they are fatigued at the end of that flight. A kith is likewise exhausted after spending 10 minutes per day flying. Because kith can glide before, after, and between rounds of actual flight, they can remain aloft for an extended period of time. (even if they can only use flight for one round before becoming fatigued) A kith while in flight can use the run action while flying, provided she flies in a strait line. --Illuminated Sigils(Su): A kith's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. A kith can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, she cannot use the spell-like abilities originating from them. Restoring the flow of energy to the sigils is a free action --Arcane Sigils(Sp): A kith possess a number of sigils on their body, telling the story of their family and clan. The most important sigil, however, is the one marked across the right eye of kith, their clan sigil. While no real power comes from the lesser runes, the clan sigil grants the kith benefits that have graced their clan for millenia. Even though the great clans of old are fractured, their legacies live on the runes marked upon the eye of the kith. At first level, the kith picks a clan sigil from below. This sigil grants the kith the ability to cast a spell-like ability 1/day. At 5th level, and every five levels thereafter, the kith may use this spell one additional time per day. A kith's caster level is equal to half their level, and the duration of this spell is equal to one minute per caster level. Activating their rune is a standard action, and a kith's rune can only affect themselves. ~Aran-Myr: The kith's senses are heightened, granting them the benefit of the darkvision spell, as well as a +3 enhancement bonus on all reflex saves for the duration. ~Cean-Avae: The kith becomes more agile and lithe, gaining a +3 enhancement bonus to dexterity. ~Haer-Jaessa: The kith is surrounded by a field of warmth, granting them a resistance of 10 against cold and fire. ~Jhen-Mihal: The kith's movements become quicker, granting them an enhancement bonus to speed of +10 feet. If the kith possess flight, they gain a +20 feet enhancement bonus to their flight speed ~Noen-Elan: The air around the kith calms, granting them a +2 competence bonus on attack and damage rolls made with ranged weapons. ~Saul-Aryim: A protective shield springs up around the kith, granting them a +3 deflection bonus to AC. ~Yehr-Aysa: The kith's body toughens, granting them a +4 bonus against all poisons and diseases, as well as doubling the effect of all healing spells cast upon them while this rune is active. Automatic Languages: Common and Kith; Bonus Languages: Any nonsecret Favored Class: Bard Vital Statistics Adult: 21 years old Middle Aged: 75 Old: 125 Venerable: 160 Max Age: +2d20 years Base Height (M): 3'4” +2d6 Base Height (F): 3'2” +2d6 Base Weight (M): 60 lb. x1d4 lb. Base Weight (F): 50 lb. X1d4 lb. Kith Psychology http://farm3.static.flickr.com/2368/2215390895_6768bfb937.jpg Kith combine burning ambition and bountiful energy with a complete lack of normal morals and a drive to survive. A kith, more than anything, wants to learn, wants to do, wants to adapt to changing situations. To adapt is to grow stronger, to grow stronger is to survive, to survive is to pass on your strengths to your children, ensuring the survival of the species, and one's own immortality in the sigils inked into the skin of one's decedents. If a kith survives to the end of the day, they consider the day decent...if they made their lives better or easier that day, it was excellent. Survival of the Fittest Unlike the standard views on moralities held by most other races, kith judge right as wrong as what is best for themselves. Kith believe in a form of Social Darwinism: that one needs to adapt constantly to survive, and that conflict drives growth and change. Even a lawful good kith will not hesitate to steel something left out in the open...doing so benefits both the kith, making their lives easier, and the person they're stealing from, teaching them an important lesion. This break from normal morals bring the kith into common conflict with normal authorizes. Of course, running foul of the law means the kith made the mistake of getting caught, and must face the consequences. This does not mean that kith are innately treacherous. Leaving oneself without friends and allies is foolish, and a good way to get oneself killed. A friendly contact or acquaintance is more often then not worth their weight in gold. With this in mind, kith are often extremely gregarious and outgoing, trying to get on everybody's good side. Of course, when push comes to shove, a kith is ultimately loyal to themselves only, and facing a life or death siltation, they will not hesitate to betray their comrades. Saying someone is like a kith means they greet everyone with a smile and open arms...with a dagger hidden in the palm. Kith are notorious hagglers, bartering down to the last copper penny for the best deals they can get. They will gladly rip off any fool they can lure in, and treat the savvy ones with respect and relative honesty. Therefor, those they have scammed will have to pit their words against those they have treated fairly, allowing enough time for the kith to pack up and slip away. However, this is not to say a kith will steal everything not bolted down. That would only increase their victim's desire to catch them and bring them to justice. Instead, a kith will normally consider what they need, and take a fraction more than that, just in case. As kith are not motivated by greed in most instances, they feel no need to take more than they see themselves making use of. Wealth to a kith is not the goal, simply a means to the end. And to most, that end is survival. Bloodline Apparently contrary to these self centered ideals is a kith's respect for their clan. However, most kith see their clans as an extension of themselves...they grow up immersed in stories of their great ancestors, and are taught to take pride their their forefathers achievements. The average kith can recite their family trees back several generations, and can talk one's ear off about the lives of the most legendary. To a kith, one's ancestors and the strength of one's bloodline reflect as strongly on an individual as their own words and actions. An individual kith may not care much about their own personal honor or reputation, but the memories of their ancestors are almost as important as their own lives. When one tarnishes the legacy of a forefather, one ruins the view of that bloodline in the eyes of the kith, makes it less likely that that ancestor's runes will still be inscribed on the bodies of young kith, and may very well banish them from the heaven they justly earned. It is understandable then when the normally cautious kith become inflamed at even an implied insult for their ancestors. If they do not stand up for their ancestors in this life, who's to say their decedents will defend their own honor after they've moved on. Thus the histories and tales of one's ancestors are held close, preserved in meticulous detail, as to ensure that their receive the afterlife they justly deserve. This respect for their history also leads to respect for their kin, those that share the same bloodline as them. They share the same blood, the same ancestors, and this to kith makes their clan equals, worthy of honor and full respect. This is only reinforced in a kith's childhood, growing up in the wandering caravans, where survival meant relying on every member playing their part. If even one kith dissented, the rest of the caravan would suffer for it. One disagreement would decrease every member's chance of survival. This also influences how a kith views non-kith. Those who're of noble decent or have inherited wealth or land due to a hard working ancestor are more likely to be viewed in a more favorable light then someone who is of common background. Kith caravans will often form special agreements with nobles, and not just because they have the money to pay for it, but because their ancestors have earned the rights for them. This can lead to conflicts even within adventuring parties, between kith who support the decadent nobles, and members of other races were raised up knowing the injustices those nobles promote Cold Reason and Fiery Passion Despite, and indeed the reason for, a kith's often cold and collected facade is their wild emotions. Kith are literally emotional time bombs, their minds a constant battlefield between fiery tempers and cool logic. This excitability is the cause of many of the feuds between kith clans, as a single misplaced word can spark off all out brawls. Kith reluctantly admit this flaw in their nature, but try as they might to overcome this weakness, there always remains a wild voice in the back of their head. To compensate for their emotional extremes, kith try to maintain a happy medium. Young kith are expected to practice emotional self control at all times, and it is considered a sign of adulthood when one can take repeated insults to clan and bloodline without anything more than a flinch of the jaw or a bat of the ear, maintaining the cool, arrogant attitude the kith are so known for. This cool demeanor is necessary for the kith's continued existence not only as a mercantile race, but as a species at all. Their ancient past is filled with innumerable war stories started over the most trivial things, and if they are to climb back from near-extinction, that is a luxury the kith can no longer afford. Suspicion and Stereotype All kith, no matter how and where they were raised, are viewed with suspicion by non-kith. It didn't matter how hard they tried to fit into the prevailing culture, they were always outsiders, not normal. The acts of many other kith, who scammed and cheated their way through life, has branded the entire race with the blanket suspicion of thieves and scoundrels. Thus, the only people a young kith could expect to treat them fairly, without prejudice, were their fellow kith. Adult kith have come to expect this suspicion, and take it in stride. They know that they will be blamed if anything is stolen, so why not steal? This has made it hard for them to form trust, and friendships, with non-kith. The closest most get is friendly business dealings...both parties want similar outcomes, so there is no need for either party to lie or cheat against the other. Kith who join up with non-kith in adventuring parties view their relationship with their fellows much in the same way: they have the same, or similar, goals, and so it makes sense for them to work together to achieve it. The Long Run... A kith is constantly looking forwards, considering what tomorrow would bring, what effects today might have on tomorrow. A kith never wants to make a decision that might significantly limit themselves in the future. Instead, they would rather think it though now, and prepare themselves for any possible complications. This has lead many kith to become obsessive planners, so that they can minimize the variables and limit the adapting that needs to be done on their part. This forward thinking viewpoint translates not only into planning, but into the rest of their daily lives. A kith realizes that if she gets herself chased from a town, she limits herself and potentially her clan mates. This is why kith avoid no-win situations like the plague: no matter the outcome, they will have closed potential doors, and have made their own lives more difficult. A kith makes decisions based not on current events, but possible events...what outcome would prove to be the most fruitful. The Kith Life http://farm2.static.flickr.com/1256/981146921_6e8a08c045.jpg Every kith clan has their own traditions and interpretations on the proper way of doing things. However, thanks to the frequent intermingling and cross-tribal marriages, their culture is homogeneous enough to draw stereotypes from. Leisure Kith don't view leisure as a time to relax, but instead as a time to test themselves. Leisure for a kith is reading an epic in a language they don't know, or writing a thesis on rationalizing the soul. And for a kith, this is fun: it is a test of their limits, the extent of their knowledge. And once you know that limit, you can try to expand it, build upon it and improve oneself. There are many different means of testing oneself,weather mental, physical, or spiritual, but for a kith they all have the same desired outcome...self-improvement Debating: The only thing a kith likes better than silent musings is not so silent musings. Debate is the bloodsport of the kith, and they have elevated the battle of words to an art form. A kith can find potential for debate in anything, weather it is taxes, the weather, or that evening's meal...if there are two sides to it, a kith will argue it. It's not that kith are innately argumentative, indeed, most kith take sides that oppose their personal views just for the challenge. Instead, kith argue because they enjoy the matching of wits: to them, debate tests everything a good kith should be: intelligent, adaptive, deceptive, thoughtful, and quick thinking. There are few common rules to their debates, but the most commonly accepted are no physical contact, no intimidation or treats, and no grudges afterwards. Most kith take debates with such informality, that in the end the completion is not who's right, but who can make the other laugh the longest. Many debates actually end up with both parties howling with laughter, barely able to speak. That is to a kith how a debate is supposed to be played out: both sides win, both sides advance and learn and have bettered themselves. Story Telling: Story telling is another favorite pursuit of the kith. Whether it is a tale about a revered ancestor, or an amusing anecdote they think up on the spot, most kith are ready with a story to tell. Some caravans even have weekly oratory competitions, with every adult member able to chip in tell a story they concocted over the past week. However, when the art of fable weaving really comes in handy is when caravans meet. It is then that the real competition takes place, as individuals compete in games of friendly oneupmanship, attempting to prove their own skill, and thus the skill of their ancestors and their clan, to their rivals. A kith's admiration of a good story goes both ways: as much as they like to be the ones telling the story, to be the ones in control of the imaginations of others, they also enjoy listening to a good tale. Whenever a caravan parks itself in a larger city for a few weeks, many younger kith slip away to go and watch street performers and plays...the stranger the better. Nothing is too out there for a kith, whether the crude and pun-filled plays of the lower class, the epic ballads preformed in nobles' districts, or the legends and myths of foreigners, it can all be added to the caravan's bank of stories, and then onto the rest of kith culture. Indeed, after many generations, the kith may have modified a human or dwarven legend to the extent that neither party recognizes the tales as once being the same. Arts and Crafts Most kith jump at the chance to lay their hands on a bauble or figurine, even it they are of poor quality and make. To them, these knickknacks are stories are little pieces of cultures and stories preserved in time, items to be respected and honored. Most kith works of art are items like this, small items easily carried around in a pouch or in pockets, being but representations of a greater story. Calligraphy and embroidery are lauded traditions amongst the kith, and though their liturgical script has not changed over the millenia, their common script has evolved to the point of being a separate language, each clan bearing it's own distinctive style thanks to the creativity of their calligraphists and embroiders. To kith, the purpose of art is to preserve a story in physical form. Therefor most art created by the kith are just that, stories given physical form. Very rarely do kith use pictures or symbology in their art, most of it is text-based. Tapestries are just large, illuminated transcripts that are hung on walls, while a broach would hold a small parable. Visuals besides geometric designs and calligrams are seen to be detrimental to the intended purpose of art, to tell, not show, a story. Aside from calligraphers and embroiderers, other artistic professions amongst the caravans are few and far between. Most clans have at least one jeweler, carpet weaver, weaponsmith, instrument crafter and woodcarver, however a young kith who wishes to peruse these trades will often have to leave their caravan and join with the crafter's to apprentice themselves to the craft. Beyond the few art pieces put out by these artistic trades, there is little art produced in kith caravans. Most kith instead focus on trades needed to keep the caravan rolling. Blacksmiths, wheelwrights, herdsmen, cooks, weavers, wainwrights, alchemists, tinkers, leather workers and magewrights are all common trades. Young kith typically pick up their trades from their parent, though there are those who show aptitude in another trade and are permitted to apprentice themselves into other crafts. Despite whatever craft a kith apprentices himself to, however, their primary trade is that of the merchant. All kith are expected to know the basics of business, and it remains the passion of most throughout their entire lives. Contrary to the lack of visual arts amongst the caravans, the kith have a strong tradition of preforming arts. Story telling is an honored tradition among the kith, and oral performances are an extremely common occurrence. With a huge selection of stories to choose from, and the willingness to adopt and adapt the tales of others, there is no limit to the numbers of stories that can be told within the wagon circle. Music is often used as an accompaniment to the oral performance, though on rare occasions music alone is used to tell the story. When two kith caravans meet, they eagerly swap tales and stories they have recently picked up, ensuring new stories are constantly entering the oral traditions of the kith. Besides story telling, music is another common artistic endeavor for kith. Choral songs are extremely rare amongst the kith, and even songs requiring wind interments are uncommon. The majority of kith music is entirely percussion: bells, chimes, tambourines, and a variety of drums and metallophones. The songs are relatively simple, involving many repeated phrases, but allow for a great amount of innovation on the percussionist's part. Those kith not skilled or not interested in playing instruments often join in dance, though this far more common amongst younger kith. When multiple caravans have met up for an evening of song, however, older kith will often join in the dancing. Kith music in general tends to be up beat, if rather heavy, perfect after a long day's journey. Technology and Magic Being a people that highly respect adaptability and change, kith take to both magic and tinkering with a gusto. Kith have a knack for innovation, seeing things in different ways than other races. Building and growing on the foundations of the past, the kith expand and enhance the functionality of an item in unorthodox directions. Each new invention leads to new discoveries about how and why things work, and these understandings can help develop newer and even more outlandish technology. Technology is also a widely respected trade amongst the kith, from alchemical potions to wind-powered pumps, anything that helps with the jobs needed to keep a caravan up and running is seen as a benefit. A caravan can typically find a use for anything if they put their minds to it. Kith technology is usually small, easily transportable, and, most importantly, reproducible. Heavy, complex machines have their uses, but if two smaller, simpler machines can preform the same task, the kith will take the second option any day. Alchemy is a popular trade amongst the kith: a spellcaster cannot be on hand at all times, so a potion must often fill the roll of a cleric or mage. Most kith spellcasters spend most of their days sequestered away in their wagons, where they work surrounded by the pungent herbs and preserved animal parts to create their elixirs for use amongst the caravan, or sale at a later date. Magic is seen as an integral part of kith culture. To the kith, magic is part of their birthright, the foundation for their way of life. A cleric facilitates the lives of every member of a caravan to a greater extent than any other profession. Magewrights conjure up countless magic items for use around the wagons, or for sale to the many towns willing to buy up minor wondrous items. And one never knows when having a wizard on hand would come in handy. Kith spellcasters are a valued lot within a caravan, and they can always find welcome amongst the caravans of their clanmates. Kith spellcasters devote a significant portion of their time to the research of new spells. New spells can be sold for high prices, and generally can be used to the benefit of the caravan. Kith spellcasters normally specialize in the enchantment, transmutation and abjuration schools, spells that will see use nearly everyday. It is for this reason that the kith favor wizards over sorcerers: a wizard can prepare for the challenges a day may pose, while a sorcerer has no choice in the matter. Kith who display a natural inclination for magic are normally apprenticed to wizards as soon as possible, or forced out of the caravan upon reaching adulthood, so they do cannot spread their perceived mutation any farther. Love To a kith, the concept of love as expressed by other races is foolish and trivial. The idea of devoting oneself to another for the rest of one's life causes most kith to cringe or shake their heads. Weakness and sorrow are the only fruits of these relationships. Kith don't have courtship rituals per say. If two kith find themselves mutually attracted to each other, something that occurs over several years and meetings, they appeal to the matriarchs of their desired partner's clan. The matriarch then judges the applicant based on the strength of his ancestry, how well the prospective partnership will benefit the blood of matriarch's clan, and the blood of the kith people as a whole. If a couple is judged acceptable by both clans, they are wed in a private ceremony, and are then allowed to procreate. The newly weds do not switch clans, or even live together. They may only see each other, and thus their children, once every few years, when their caravans happen to run into each other. Kith are far from monogamous, and an individual, whether male of female, is usually bonded in three or four such relationships. This is considered the ideal arrangement, as strong genes are spread thought the clans, bonds between allied clans are strengthened, and clan loyalty is ensured. The relationship between a wed couple is one of respect and admiration, but rarely romantic love. A kith would view his or her mate as the parent of their children, the ones who will help strengthen their blood for the next generation. Ultimately, a partner is just a means to the end: that of a child. Rearing a child is the most important event in a kith's life. A kith will devote a large amount of their time and resources to their young, and encourage them in every way possible. Kith go out of their way to teach the values of their clan and the stories of their ancestors and the tales of the Sytenvand to their children, ensuring these traditions will not die out. Reproduction Kith of both genders are notoriously infertile, resulting in maybe three to four children form any of their partners over their entire lives. A kith is fertile for a period of nearly 80 years, reaching from their twenty-first year to their hundredth. Kith do not know when they are fertile, so couplings failing to result in offspring are exceedingly common. If a child is conceived, gestation occurs. taking from ten days to two weeks. At the end of that period, the female lays an egg, which is then carried for another ten to twelve months in the pouch of either parent, at which point the young kith breaks out of it's shell. After hatching, a young kith, known as a pouchling, is carried in the pouch until they can walk for themselves, usually about two years after hatching. A female kith knows instinctively the sex of her child, and therefor the clan, within about a week of conception. Kith inherit the traits of their clan from the parent of the opposite sex, so a male kith inherited his clan from his mother, while a female kith inherited her clan from her father. Kith are raised in the most part by the parent they inherited their clan from, but traditionally they spend two to three years living with their other parent and learning the traditions of the other half of their blood. Kith at War Kith hate fighting, but they love a good war. A nation involved in a war cannot normally maintain it's peace-time economy, and that is where the kith come in. They choose to remain neutral in conflicts, crossing boarders closed to the merchants of other nations, and provide the flow of goods and resources needed to keep the engines of war going. By staying out of the actual fighting, and often supplying both sides, the caravans can enrich themselves without risking actually getting drawn into the fighting. Kith see no real reason to personally declare war. Very rarely does the potential rewards outweigh the risk of loosing. Kith don't desire land, property, or any great wealth. They may fight to ensure their freedom or neutrality, but they are far more likely just to leave and not return. That's not to say an individual kith will not fight when the need arises. It's just another challenge that needs to be overcome. Kith learn to fight at a young age, in scuffles with their peers. As they age, their skill becomes more and more refined, until most are reasonably competent in martial combat. Kith favor dual weapons or polearms for the variety of options these weapons present. When fighting, a kith will feint often, and often try for underhanded tactics like tripping or disarming. It doesn't matter to a kith how they win, it's that they win. However, it is rare that a kith let's themselves be caught in mêlée combat. A kith would much prefer to keep their opponent at range, using ranged weapons and cover in tandem, negating the need for hand-to-hand combat, and therefor any risk to themselves. Kith spellcasters think much like their non-spellcasting brethren. It's not how you win, it's that you win that matters. Therefor, kith wizards will use spells like grease, sleep and hypnotism to take care of larger groups of opponents. Kith spellcasters enjoy manipulating a battlefield to the advantage of themselves and their allies. In a kith's eyes, a simple charm spell can turn the battle to a greater effect than a fireball could. A kith caravan often has a few portable ballistae and catapults that can be attached to the roofs of wagons, used the deter potential attacks on the wagons. Death If there is one thing kith fear, it is death. Kith struggle against it's dark shadow for most of their lives, attempting to stave off the inevitable for another week or month. Death is something to be feared, respected, and avoided. Once a kith dies, they can no longer contribute to society, they can't make any more choices, they no longer have any influence. Elder kith, those beyond child-bearing age, are revered amongst kith as the keepers of ancestral knowledge, and the traditions of the clan. After spending most of their lives fighting against death, elder kith are often willing to finally admit defeat to an enemy they have learned to respect. There is no shame in loosing to a superior foe, and that is how the elders view death. Kith clans honor their dead with a vigil, where the corpse is lain on a pyre and the clan gathers and repeats the life story of the deceased. After no more individuals offer to speak, the pyre is lit, and the soul of the dead is allowed to join with the ancestors. After that, the eldest child of the deceased present will retire and write down the tale of their parent's life, and add it to their clan's Book of the Dead, to ensure their parent's passage into the afterlife. Kith believe that the spirits of their ancestors live on as guardians spirits for their clan, aiding the Traveler as he asks of them. These spirits continue to exist only as long as they are remembered, and therefor a common retelling of their life and legacy is vital to ensure they are never forgotten. |
| SovietCanuck11-02-07, 12:47 AM | PART THE SECOND: SOCIETY, RELATIONS, RELIGION, LEGENDS Kith Society and Culture http://farm2.static.flickr.com/1335/1431011797_0cf21e7fb1.jpg For the kith, their lands are the open roads, their towns the caravans and their homes the wagons. Kith survive not by growing crops nor crafting goods, but by trading, buying and selling. They rely on good relations and keen business sense to maintain this style of life, forging strong bonds between villages they make a point to visit. While kith tend to be a rather individualistic people, they will work together to archive common goals, and a kith caravan often has individuals putting aside their personal wants and desires for the prosperity of the entire group. Kith do not form permanent communities of their own, though on occasion, a few kith will feel the desire to settle down and form small enclaves within larger humanoid cities. These kith, usually the elderly or newly weds with a young child, form a central hub from which allied clans operate from, the settled kith creating a strong rapport with their human neighbors, and providing a valuable storage and wintering space. The following sections seeks to lay out the framework of kith society, and the tediums of daily life amongst the wagons. Kith Clans According to legend, the first clans formed when the children of the first kith had their first disagreement, that eventually lead to the race dividing into the seven primordial clans. Over the ages, these clans have split, fragmented, and reunited, forming the dozens of clans existing today. These clans are the backbone of kith society...it is by clans that they divide themselves, and it is by clans that they define themselves. A kith can trace their clan lineage back a number of generations, from father to daughter, and from mother to son. A clan defines the ancestors and legends a kith grows up hearing about, and the traditions they are expected to learn and honor. A kith is raised by their clan, their closest friends are their cousins and younger uncles and aunts, their first heroes are their forefathers. A kith is expected to know the strength of his or her own bloodline, and their connection to the other members of both their clan, and that of their other parent, at a young age. The importance a kith places on their clan lineage means that banishment from their clan is one of the worst punishments that can be exacted upon an individual kith. To be left without a clan is to forfeit the chance of children, to cast doubt on the strength of your ancestors, and to bar admittance into the Book of the Dead, and therefor the afterlife. Most clanless kith end up dead within a year, whether by their own hands, or a failed attempt to atone for their deeds, they often decide that life without their clan is meaningless. A clan is headed by a high matriarch and a clan chief. These positions fall to the eldest willing female clan member, and an elected male clan member, respectively. The position of clan chief is chosen by caravan chiefs, who are in turn hold their position by acclamation of their caravans. The position of clan chief comes under review of the caravan chiefs about once every eight to ten years, depending on the individual clan. The duties of the clan chieftain and his caravan chiefs are primarily economic in nature. They meet at least once a year, either in person or via magic, to determine caravan routes, prices on common trade goods, and to discuss current events that may benefit or prove detrimental to the clan. Compared to the temporal dealings of the chiefs, the matriarchs of the clan and caravans are concerned primarily with the spiritual wellbeing of the clan. It is the matriarch who approves marriages, records the progress of the clan, and heads the teaching of the youth. Both a caravan's cleric and chief are usually subordinate to a clan's matriarch in most matters, and even the position of matriarch of a caravan is enough to garner respect even from rival clans. The Caravan http://farm3.static.flickr.com/2044/2082224033_2bc1a792b3.jpg As the population of an individual clan normally numbers in the hundreds, a clan is divided up into several caravans. If a clan is a kith's extended family, a caravan is their immediate family. A caravan normally consists of between fifty and eighty souls of all ages, and around fifteen to twenty wagons. A caravan is headed by both a caravan chief and a matriarch, as detailed in the last section. Typically a caravan is composed entirely of members of one clan, though the farther afield a particular caravan ranges, the larger and more likely to be composed of several clans it tends to be. Individuals are allowed to leave a caravan at any time, and move over to a different one, or even start their own if the situation merits it. Specific caravans rarely last for longer than a few decades before splintering or merging with one another. Life within a caravan is highly regimented, each individual being assigned a role or duty by the caravan chief. Even young kith have something to do, whether it is caring for the oxen, draft horses, or bardak'nur that pull the wagons, cleaning out the insides, or gathering water. Each kith knows his or her place in the machinery of the caravan, and preforms that duty to the best of their ability. Wagons Kith wagons can literally be called houses on wheels. They normally range between 20 and 35 feet long, and 15 to 20 feet wide. The smaller wagons serve as labs, work areas, and storage for members of the caravan, while larger wagons are reserved for sleeping and domestic duties, such as cooking and bathing. On average, 6-10 kith can sleep in one wagon, though kith with young children are often allowed their own sequestered area, or even their own wagon. Kith wagons are constructed of hard, but lightweight, wood, treated to resist rot, rain, and fire. Roofs are often arched and shingled. Caravans typically travel for six to eight hours a day, whether permitting. Authority Figures Kith caravans normally contain numerous specialists and craftsmen. The following individuals are common fixtures among the wagons. Matriarch:The de facto head of a kith caravan, a matriarch is the eldest female kith within a caravan willing to take up the mantle. It is her duty to preserve the clan's traditions, and ensure the strength of the clan's blood. This later duty means judging potential mates for members of their clan, and if need be, preventing week individuals from procreating and allowing their defects to spread. A matriarch is also responsible for judging applicants for admission into the clan's Book of the Dead, and to teaching the children the tales of their ancestors and their genealogy. This position is one of the most highly respected within kith society, and most kith will head the advice of a matriarch. Caravan Chief: A caravan head is the head of the day-to-day business of a caravan. It is he who decides where a caravan travels, what goods they will carry that year, and maintains the work, wagon maintenance, and animal care schedules. The caravan head serves as the public face of the caravan whenever dealing with other races, forming trade deals and carrying out larger sales. He acts as mediator and lawmaker for the clan, though kith, being the individualists they are, have a tendency to ignore his judgments. The caravan chief is chosen from the adult males of a caravan by acclimation and is expected to step down when he no longer holds the support of the caravan. Chief Herdsman: The chief herdsman is the kith in charge of any livestock that the kith may be transporting, as well as for the beasts of burden that pull along their wagons. It is her job to ensure all animals receive enough rest, food and water, and keeps a constant watch on their health, being trained to treat many forms of injury and illness that can afflict the beasts of burden. The chief herdsman often ends up butting heads with the caravan chief, putting the welfare of the animals before any deadlines or schedules the chief may have. Outriders: Scouts and wayfinders for a caravan, it is the outriders' job to keep the caravan chief informed of any potential hazards or points of interest. The safety of the caravan is rest first on the shoulders of it's outriders, and a caravan often employs a small number to cover all flanks. Blacksmith: Making extensive use of mageforges, the blacksmith seeks to ensure the upkeep of many aspects of the caravan, whether wagon rivets and nails, dishes and tubs, horseshoes and weapons. A blacksmith is nothing if not flexible. The blacksmith's opinions are highly valued within a caravan, as he often knows exactly how far one can push the wagons without risking damage. Wheelwright: Often called the true heads of the caravans, the wheelwrights are what keep the wagons rolling. It's her job to monitor the condition of the wheels, preform maintenance on the weakest of them, and be prepared to replace them in the case of an emergency. Though not considered a glorious trade by outsiders, the wheelwrights are often considered the most important person in the caravan. Often, a wheelwright has several apprentices and wainwrights reporting to her. Magewright: Maintaining the continual flames that light the wagons, ensuring communication between other caravans and the clan, and creating minor magical items to help out around the caravan. These are the responsibilities of the caravan's magewright. They help out where they can with their skill in magic, and are often called in to help with problems other professions cannot handle on their own. Elders: Elder kith, besides the matriarch, maintain their professions even after a younger kith comes and takes over their roll of primary craftsman. However, as they shed responsibility for their craft, they take on the mantle of lorekeeper and storyteller. Elders are the caretakers of young kith, and the educators of the clan. They are often sought out by younger kith for advice and the wisdom that comes with age. Cleric: Most caravans have a cleric, and in those few that don't, the matriarch or another elder will take over the roll. The cleric's roll is not to enforce the traditions of the clan, but to maintain the common beliefs and values of all kith, teach the lessons of the Sytenvand, and to foster a sense of brotherhood between the fractious clans. The cleric blesses hatchings, marriages, and deaths, and presides over organized worship. She also acts as a councilor, and helps out around a caravan by brining the blessings of The Traveler and the ancestors where needed. Laws and Traditions Kith are a fractious lot, even within clans and caravans, and conflicts can flare up over seemingly trivial matters. Laws are therefor put in place, and enforced by light vigilantism, to ensure a caravan runs smoothly. This method of law enforcement works extremely well amongst kith, for they know if they bend the rules to extract revenge on someone, they will bend to rules right back. Traditions are also enforced, like organized worship, the wearing of prayer scarf, and telling of certain tales, to ensure a sense of community amongst a caravan. The more a clan does together, less likely they are to try and take advantage of one another, or so goes the belief. Settled Kith Very, very few kith settle in one place permanently. As stated earlier, the most likely kith to put their feet up for any significant period of time are the elderly and newlywed parents who wish to raise their children together. However, arrangements like this rarely last a decade, if that, and both kith eventually return to their caravans with their children. Kith settlements are usually just small enclaves in a larger human, dwarf or halfling city. Rarely does to population of kith living within an enclave exceed two hundred, and most only have a few dozen long-term residents. Though still maintaining a reverence for their ancestors, these kith try to fit in as closely as possible to the surrounding cultures, trying to draw as little attention upon themselves as possible. A kith enclave is set up much like a caravan, with a mayor taking the place of a caravan chief, clerics and elders forming the government. As an enclave normally has members from several different clans, in the event a matriarch is needed, members will normally seek out the closest matriarch of their clan. Kith in cities pick up even more varied professions than their nomadic brethren, mostly thanks to the virtue of not having to pack up and move everything. Weapon and armorcrafters, glassblowers, brewers, potters, weavers, and other assorted craftspeople can be found in enclaves in additions to that that are normally present in caravans. The primary role of these professions are to create goods to be sold by the caravans, though they normally have a storefront of their own as well. Two other common shops found in kith enclaves are banks and pawnshops, though it is easy to get the two confused some times when kith are involved. As kith favor settling in larger towns and cities, it is very rare that one will be found working in primary industries, like farming, herding, tanning, or animal breeding. Typically kith enclaves have a permanent chapel to The Traveler, and it functions as a library, schoolhouse, hospice and hospital depending on the needs of the community. Any weary traveler, whether or not they are kith, can normally find cheep lodging at one of these humble churches...if one could put up with the infamous kith cooking, of course. Kith and Other Races http://farm3.static.flickr.com/2330/2325150941_6d9b7c118c.jpg Kith, being a race of nomadic merchants and tradesmen, always try to put their best foot forwards whenever meeting someone new, it's never known when a friend will come in handy. They try their best to remain on good terms with local folk, offering good deals for their goods, and brining in news and stories from abroad. They try to find commonalities between other races, and build upon what the two races have alike, not what differentiates them. Kith have a very 'live and let live' attitude to other peoples: their customs may be strange and foreign, but they too are following the traditions and customs of their forefathers. Dwarves: To kith, dwarves have the right idea, they're just going about it the wrong way. They admire the dwarves' skill in crafts, their dedication to their ancestors, and their clan ties. However, the dwarves are too caught up in the past, change is necessary for the strength of one's people, and stagnation leads only to weakness and, eventually, ruin. Also, dwarves care too much about the group, and too little about the self, a dwarf defines himself by his family, his own actions being unimportant. Elves: Elves are both admired and hated amongst the kith. An ancient race, still tied to their traditions, yet capable of adapting to the changing world around them. Elves have a respect for their ancestors, a strong tradition in magic, and beautiful craftsmanship. And yet elves are perfectly happy with their lot in life, they are almost the complete opposite of the scheming kith in that manner, and that annoys kith to no end. The elves rarely trade with the kith, and indeed often seek to circumvent a clan's control of trade in an area. Kith are also rubbed the wrong way by elven arrogance and superiority, and this sometimes leads to intense rivalries, or even trade wars, between an elven community and a kith clan. Gnomes: Gnomes are treasured friends to the kith caravans, they are great trading partners, competent wizards, and amazing storytellers. However, gnomes never seem to take anything seriously...to them everything's a joke. Kith quickly become annoyed with gnomish puns and pranks, and much prefer to spend as short a time as possible with gnomes, to minimize the chance at embarrassment. Despite this one glaring flaw however, the gnomes are worthy allies, and a kith caravan may even be persuaded to help out a gnome community with construction and the such for a few days. Halflings: The small folk are bitter rivals of the kith. These nomads are more interested in the journey than the destination, and they seem to be more focused on the here and now than in tomorrow. Though kith and halflings don't exactly compete, kith being buyers and traders, while halfings are laborers and craftsmen, they view themselves as competitors. Though halflings view the rivalry as a royal jest, kith take it much more seriously, and are far less likely to be friendly towards their fellow nomads. Half-elves: Kith dislike the very idea of half-breeds, which they believe weaken the blood of both races. It no surprise then, that most kith are cold towards half-elves at best, and openly bigoted at worst. And the half-elves' honeyed words and diplomatic attitudes instinctively put the kith on guard. It is rare that a half-elf will gain the admiration of a kith caravan, though with their skill at diplomacy and ties to human and elf communities do make those few trusted half-elves valued allies. Half-orcs: Though crossbreeding is disgusting in the kiths' eyes, they can see why humans and elves would consider it. However, the act of producing a half-orc not only weakens, but taints both bloodlines. Their offspring are less intelligent and more prone to emotional outbursts than humans, and weaker and less hardy than pure orcs. The only use a kith has for a half-orc is as another stupid smuck they can scam a few gold from...though with half-orcs, the money isn't normally worth the effort. Humans: Endlessly adaptable, generally intelligent, placing emphasis on the individual and on one's past, humans are the closest thing a non-kith gets to being a kith. Not only that, but humans are always open to making a profit, and kith are all too happy to lend a hand in that endeavor. Human diversity in all it's forms is exciting to kith, and their cultures are rich and dynamic, changing with the wind. If it weren't for the humans supporting the first kith, the kith would've died out long ago, and because of that, the kith hold great respect for the human peoples Indeed, it is this reason that many kith choose to settle in human communities when they feel weary of the road and constant travel. Kith always try to put their best foot forwards when dealing with humans...and besides, making an enemy of humans is generally a very, very bad idea. Religion Kith are a highly religious people, paying careful attention to their prayers and supplications. The kith worship a complex pantheon of ancestor spirits, headed by their last true god, The Traveler. The chief holy text of the kith is the Sytenvand, a collection books thousands of years old, written by the ancient kith to instruct their decedents. The three most important parts are d'Tohm d'Avhan-ifdehn, d'Tohm Hiral-ifdhen and d'Tohm d'Syten't-ifdhen, or the Books of The Grandfather/Traveler, Idreal and the Prophets. A kith is raised hearing tales from the Sytenvand along with the stories of their ancestors, and belief in the teachings of the book is a unifying factor amongst the fractious people. Within a caravan, the chapel or shine is the most important wagon. Regular religious services occur at least once a week, more often if the occasion calls for it, where the members of a caravan gather outside the chapel-wagon and participate in communal worship. Besides weekly prayers, a kith may visit the shrine on their own accord for private worship or prayer, and may bring offerings of individual tributes to their god and ancestors. Religion plays a major role during the important points of a kith's life. At the moment of their hatching, a cleric intones blessings of strength and guile, and wards off malicious spirits from harming the hatching. On adulthood, a kith has their ancestral runes painstakingly inked onto their bodies within the Temple of The Traveler, to proclaim their heritage and maturity to the world. Upon marriage, a couple is united by the trading of beaded bands that symbolize the jewels that The Traveler and Idreal shared upon their union. And at death, a cleric presides over their body, and their lives are recited by friends and family, and set in the Book of the Dead to ensure they are never forgotten, and that their spirits will be welcomed into the pantheon of honored ancestors. The most important sign of a kith's faith are the prayer scarves worn by almost every kith. These scarves, bearing a passage out of the Sytenvand, are richly embroidered, with geometric patterns surrounding and highlighting the central text that runs the length of the cloth. Most kith only have one scarf, created by their parents and gifted on the ascension to adulthood, which is held to be a more important symbol of status than one's own tattoos. It is a sign of disrespect to one's ancestors and one's god to be seen in public without a scarf, and those kith seen without one are normally ignored or rebuked by their fellows. The Traveler Lesser Deity (Neutral Good) http://farm3.static.flickr.com/2127/1821637402_d8b3e5bbb4.jpg The Wandering One appears as an elderly, silver-furred kith, dressed in a long, patched-up old robe that seems to shift between all the colors of fall. He is often seen with a gnarled, old oaken staff in one hand and the Sytenvand in the other. The Traveler wanders the roads of the world, either as a guest of a caravan, or with only the wind as his companion. He may appear out of the blue and offer a helping hand to travelers and adventurers, even to non-kith, as long as they are good hearted souls, and will disappear a short while later, the only sign of his passing a rustling of dried leaves and a crisp wind that smalls of fall. Portfolio: Kith, travelers, adventuring, trickery, lore, fall Domains: Good, Travel, Luck, Trickery, Knowledge Cleric Training: Clerics of The Traveler begin their apprenticeships by leaving the caravan of their birth and joining another caravan, be it a caravan of their own clan or another. The cleric then learns the stories of that caravan, before moving on to another. A prospective cleric does this for an entire year before being gifted with a new prayer scarf by the High Cleric of their clan, and the position of priest. Quests: Preservation of the kith is the foremost concern of The Wandering One, and to do so he commands his followers to seal rifts between the clans. Followers of The Traveler often formulate waymeets and festivals that bring divergent groups of kith together, in hopes of reconciling differences. Prayers: Prayers to The Traveler are often long winded and needlessly descriptive, and many are slight variations of those written down in the Sytenvand. Even so, these prayers are often deeply personal, as if talking to an old friend rather than one's god. Shrines: Often, one wagon in a caravan is set apart to be a shrine to the traveler, and also as a makeshift hospital and library. The shrines themselves are rather simple affairs, typically having the Sytenvand and a copy of the clan's Book of the Dead sitting beside each other on a small alcove. Symbols of the fall, such as painted leaves, bare branches, and the harvest moon, are common motifs within a shrine. Rites: The most common rights preformed by a priest of The Traveler are those of hatching, marriage, and death, emphasizing the ebb and flow of life. The holiest days for followers of the Wandering One are those of the harvest moon, which for the kith is the end of one year's journey, and the beginning of the next's. Herald and Allies: The traveler has no herald...he appears in person when such an event is called for. His allies are medium, large, and huge fire or earth elementals. Favored Weapon: Qualterstaff Symbol: A worn oak staff or the harvest moon ( a kith may treat their prayer scarf as a holy symbol) History and Folklore http://farm3.static.flickr.com/2033/2092971150_6967fc06f7.jpg The kith have a storied history that stretches back thousands of years. It speaks of great civilizations, epic wars and legendary heroes. That's all gone now, lost in the assault against the foe that claimed their world and drove the kith nearly to extinction, if not for the sacrifice of their gods that allowed a small portion of their homeworld to be flung across the multiverse, away from the war and the horrendous foe. Still, the kith treat their past with reverence, and still repeat legends handed down from parent to child long after the physical records of these tails have turned to dust. Though the true origins of the kith have been lost to time, war and devastation, but their myths and legends have remained largely unchanged, acting as a window into the history of the kith and the beginnings of their society. The most important of these is the Sytenvand, specifically the Book of Idreal, which speaks about the creation of the world and of the kith. Mythic Origins When universe was young, and the stars shone brighter than they do now, there was a war between the gods. It is unknown who started it, the reason behind the fighting, and the final outcome, all that is known is that divine blood was spilled. One of the casualties of this was a spirit of curiosity and knowledge. This being was banished, bloodied and broken, from the divine realms into creation, and chained on the cold and barren world of Cirundi. There he lay for a thousand years, encased in a block of ice harder than diamond, unable to heal or even move. Locked within his own mind, the spirit was slowly driven insane. Finally, when the ice melted and he was freed, he was no longer an innocent spirit of curiosity, but a mad being that hungered for control. The mad being set out to craft the barren world into the divine realms he could no longer visit, and over a period of fourteen years he succeeded in creating a pale imitation of the heavens, and was able to bring forth life from the dead stones and ice of the planet, from the tiny flowers of the tundra to the gargantuan bamankore that roamed the equatorial taiga. However, his attempts at creating intelligent creatures to mimic the spirits of the divine were repeatedly hampered by his insanity...his madness was simply to great to successfully imitate the divine. His actions eventually drew the attention of the gods, and they chose one of their own to investigate the new world, and to put a stop to the mad spirit's actions if it was determined he was trying to return to the divine realms. The goddess wandered the new world, and was struck by the beauty of it. Though the spirit was completely insane, he could still create not only beauty, but a functioning world as well. However, when she reported this to her superiors, they decided that the spirit's insanity would be detrimental to the world he created, and he was to be destroyed for it's protection. With a heavy heart, the demigod return to carry out the will of divine realms. However, when she saw the pathetic spirit, muttering away, futilely attempting to create intelligence, she took pity on him, and violating her orders, hid him away in a cave in the frozen northlands of the world. She then reported the success of her mission to her fellows, and they began dividing Cirundi between them. The goddess claimed the arctic wastes to the bemusement of her peers, and spent her years apparently in solitude. Through the long years the goddess kept the mad spirit company, slowly nursing him back to health and sanity. She was devoted to retuning the spirit to a stable state of mind, convinced at his inner brilliance and beauty: his creations, and the very world itself, spoke of it. Though it took nearly a century, where she had to destroy hundreds of the spirit's creations lest the other deities from discovering her deception, she slowly succeeded in healing the spirit. The spirit was grateful for what she had done, and pledged his undying service to her, to which she responded “just create”. And so he did. He drew up a band of precious jewels from the stones and wove them together to form a pair of delicate bracelets, shining with their own inner light. The goddess was amazed, and she accepted only one, asking the spirit to wear the other. Thus they were united as equals and bound together by admiration and love. The spirit then set out to successfully finish his project: to create a species that could question, learn and reason, a creature to care for and watch over the world he had created. While his wife was meeting with her brethren, the spirit crafted a creature out of snow, rock, wind and flame. The creature was small, but it combined the best traits of his previous creations: the wings of the great domtael, the tail of the swift matanman, the horns of the wily umbrador, and the hide of the rugged moros, and something more...he had modeled her after his wife, and imbued his love for her into it. This final addition made all the difference: his creation looked upon the world with bright eyes and boundless curiosity. He knew he had achieved his goal, and when the goddess returned, he presented it to her. She was overjoyed, and named the creature verel'syth, meaning 'beautiful soul' in the tongue of the gods. They set out to teach his creation of the secrets of the world. However, the verel'syth soon grew lonely,and the spirit realized it's folly. Just as he longed for his wife, she too longed for a mate. So the spirit went and crafted another verel'syth, but this time he modeled it after himself, to serve as companions for his first creation. For a dozen years, the first verel'syth continued to live in the tunnels and caverns under the arctic ice learning the secrets of magic and lore from their creators. They were forbidden to leave the caves and see the surface world, but were never told why. Eventually, the two young verel'syth snuck out into the daylight, and unwittingly caught the attention of another spirit. He realized the deception their sister had pulled on them, and returned to his fellows in rage. He convinced them to lead an assault on their treacherous sister and the creator spirit. The attack was swift and brutal,and in the end, the spirits and their creation were destroyed. However, the spirit was the creator of the life on Cirundi, and was tied to lifeblood of the world. As he lay dying beside wife, the world drew upon it's own magic to heal him. Since it could not differentiate between to powers of the spirit and his wife, it restored both of them to life with a blend of both their powers. The spirit became divine, and the goddess became tied to the fundamental nature of Cirundi. The gods fled, confused at the occurrence, while the two new deities mourned their dead children. In a rage, the new god brought down waves of ice and snow upon the interloper spirits. Their creations died, and their changes were buried under great glaciers. However, he trapped the spirits, and prevented them from leaving. Finally, they submitted to the raging deity, and he bound them to Cirundi and her elements. He forced the divine spirits into a new, mortal form, one that resembled the verel'syth, and cast them out into the wild. His wife then came him, and in her weeping eyes he saw the error of his way. He relented, and took the new mortals in as his children. Eventually, they would regain their divinity, but they would remain tied to Cirundi, and their children, the kith. The fourteen spirits were Aran and Myr, Cean and Avae, Haer and Jaessa, Jhen and Mihal, Noen and Elan, Saul and Aryim, and Yehr and Aysa. The goddess took on the name of Idreal, and whatever name her husband took was lost to time. However, early texts call him either The Creator, Cirundi, or, when written by the kith, Grandfather. Legends The kith have countless stories and legends...every kith attempts do something worth remembering, and most succeed. Most caravans tell only a small fraction of these stories, tending to repeat the ones that involve ancestors of the clan. Stories are told both as entertainment, and to preserve the culture and traditions of the clans. These stories are told throughout the day, whether during the long hours on the roads, during the evening when the clan gathers around the campfires after a hard day's travel, or during the festivities that occur when caravans encounter each other. Young kith are expected to have memorized many of the legends and parables by the time of the coming-of-age, and many youth wish to join their favorite heroes in legend. Every kith worth his runes knows the stories of their greatest ancestors, and can recite them by heart. Though kith favor logic and reason in every day life, their tales are often filled with wonders of magic and technology far beyond the ken of mortal races today. The more fantastic a tale, the better, is a kith's view. These stories are preserved as fact among the kith, and though they may seem no more than fanciful fables, the kith insist the words of the ancestors do not lie. The following are examples of some of the most popular kith legends ever told. To kith, these are the tales of this past, their histories. Gar and the Eagle Gar was one of the first kith, son of Aryim and Saul. He was renounced for his curiosity even amongst his fellows, always poking his snout into every crack, hole or bush. As the years past, Gar explored further and further afield. Eventually, he reached a chasm that he could not cross. Gar spent weeks and weeks looking for a way around the gorge, but in none of his journeys had he found a way to cross it onto whatever lay beyond. He tried climbing, he tried felling trees to build a bridge, he even tried gliding, all to no avail. It was on one of these attempts that an eagle saw Gar. As the kith angrily scrambled back up to his side of the bank, the eagle landed on a branch jutting out of the cliff “Why don't you fly?” it asked him. Gar snorted. “Fly? Kith can't fly! A kith is not a bird, our wings are made for gliding not flying.” The eagle shrugged “A wing is a wing. I can glide with mine, and you can fly with yours” Gar waved his arms “Shoo, stupid eagle. A kith is not a bird, and you are not a kith!” The eagle shook his head and flew off, letting the foolish young kith continue his struggle One week latter, the eagle returned, to see Gar try to cross again. This time, however, Gar tried flapping his wings, which only lead to him falling to the chasm's floor even quicker. He howled in rage, and when he saw the eagle, he shook his fist at it “See, you stupid eagle. A kith cannot fly!” The eagle dropped the wing of a bat at Gar's feet “Are your wings not like that of a bat? Cannot a bat fly?” Gar waved the eagle away once again “A kith is not a bat! And a bat is not a kith!” Once again the eagle flew off, and once again it returned a week later. Gar continued to try and fly across, and though his wings were growing stronger, he still fell far short of crossing the gorge. When he saw the eagle return, he called up to it “Come to tease me again, eagle?” “Why are you so eager to cross this crevice, young kith?” The eagle asked in return “No kith has ever seen the far side, and I want to be the first to do so!” Gar replied boldly “I can tell you, for I have been over there many times” The eagle offered Gar shook his head “That would mean lying...if I claim to do it when I did not, then the first kith who actually does it will not get the credit he deserves” The eagle nods “You are a smart kith. A little foolish, but still a smart kith. I wish you good luck.” The eagle then flew off for another week, and when he returned, he saw that Gar had reached the other side. The eagle landed on the branches above him “I see you did it, young kith” Gar laughed and smiled “That I did! I learned to fly!” To prove this, Gar spread his wings, and flew up to same branch as the eagle. “A kith may not be a bird, nor is a kith a bat, but a wing is a wing,” the eagle spoke with pride “Now go and teach this to your brothers and sisters.” “I will, good eagle.” Replied Gar “And thank you for your help” “It was not I who taught you fly. You did that yourself” And as the eagle took off, Gar saw for the first time, it's feathers were all the colors of the leaves of fall...and Gar knew that the eagle would be waiting for him back home. Thus did Gar spread his wings, and learn to fly. Bel the Merchant Two hundred years after the flight from Cirundi, the kith had devolved into a savage, brutal people. They had forgotten their old ways. They had forgotten how to use the technologies of old, and the language of their forefathers. In age lived Bel, a young kith, scarcely into adulthood, born into the clan of Bakan. She lived as all kith did, from one meal to the next, stealing when she could, killing when she couldn't. Then one day, a great storm blew up out of nowhere. Bel had been near the seashore at the time, trying to catch some fish, when a giant wave swept up and pulled her out to sea. Bel didn't know how to swim, and though she struggled, eventually she was pulled under, and she lost consciousness. When she woke up again, she was on a strange shore. The beach was sand, fine and smooth, not filled with jagged rocks and hard stone, and the sky was clearer than she had ever seen before in her life. Bel got up and began to look around. This land was strange to her...the trees were a shade of green, not the dark teal of she was used to, and the animals that she saw were strange and frightening to her. As she traveled along the seashore, she saw several creatures approaching. She quickly hid in some bushes, and peered out at the strange beings. They looked almost like a kith, but they were much taller, and they only had fur on the top of their heads! She thought them to be beasts, save for the fact that they were wearing cloths. As she moved to get a better of these curious creatures, she tripped and fell through the bushes. The creatures shouted out in alarm, and they immediately rushed over and seized her. They shouted at her in their foreign language, and waved long knives in her face. Bel had never been more afraid in her life, and collapsed into tears. The shouting stopped, and one of the creatures came forward. He was taller than the rest, dressed in a long robe, and his head-fur, which covered most of his face, was a dark grey. He knelt down, picked her and carried her over to his beast of burden, where to Bel's amazement, he provided her with food and water. Bel scarfed down the food with such eagerness that it made the strange robed man break out into laughter, which in turn made Bel grin sheepishly and slow down. This creature was a human duke named Barbary, who took Bel into his household and taught her his language and the story of his people. In return he wanted to know all he could about her, like what race she was, where she came from, what were her peoples like. It took Bel many months to master the human language, but she was an intelligent kith, and did eventually learn to speak like them. Barbary and Bel spent many long days discussing all manner of things, from magic to stories to history. One day, as Bel was watching some of Barbary's soldiers struggling to hit targets with their crossbows bows, an idea struck her. She went into the little workshop Barbary had lent her, and broke apart her magnifying lens. She worked for several days without rest, and when she came out, she was holding a long tube. “Attack this to your crossbows” She told the soldier, holding out her invention The men laughed “What do you know about crossbows? We have never seen you wield a single weapon since you came here!” But Bel insisted that her device be given a chance, and finally one of the men gave her his own crossbow “Here...let's have you show us how your invention works!” Bel slipped on the metal tube, and lifted the large crossbow as she had seen the soldiers do many times. She looked down the metal tube, and lined up the target with her sight. And then she fired, and hit the target right in the center. The men were amazed, and they all clamored to try out her invention on their own bows. Bel returned to her workshop, and worked on making more sights for Barbary's soldiers. In return, the soldiers payed her with gold and silver. After one year at Barbary's castle, she became restless, and decided to head out and see the rest of the world. With Barbary's blessings, and the gift of a small wagon and mule, as well as her small bag of coins, Bel set out down the roads. Bel used her quick wits and intelligence to keep herself well fed, and her wagon in good repair. She learned the art of buying and selling, and soon her wagon filled with various goods she would trade among the towns of the region. She would pick up a barrel of beer from the farmlands, and sell it to the lumberjacks of the forest, and take the metal items crafted near the mines to the towns where the customers were willing to pay top dollar. Bel's wagon became well known, and her arrival in a town was greeted with friendly smiles and the cheers of children. But eventually Bel grew lonely. She missed the company of her fellow kith. So, nearly ten years after she was swept from the shores of Nohn, she sold her wagon, and bought a small boat. She set out to sea, and trusted the waves that brought her to the shores of the human lands back home. She sailed long and far, and when she began to loose hope, she sailed into a great bank of fog. She became lost, and when nothing she tried brought her out of the fog, she prayed to the Traveler to guide her. Suddenly, the glow of the harvest moon broke through the mists, and Bel followed it's golden glow. She quickly broke through the fog, and saw the blue trees on Nohn. Bel beached her boat in a small cove, and went out to find her clan. It didn't take her long to find Clan Bakan, and when she did they cried out in joy. They had thought she dead, killed by rivals, but here she was, alive! Bel explained to them that she had been drawn out to sea, to the land of humans, and in that foreign land was plenty enough for even the kith to survive. This news spread through the clans like wildfire, from ally to ally, and soon, all fighting between clans stopped. Kith came from all over Nohn to see Bel, and hear her stories. Finally, a great debate was called, and in the ruins of Alsten, kith from all clans gathered. Many clans wanted to travel to the human lands, where they would not have to kill each other to survive. However, some protested, saying that what Bel was proposing was not the kith way, that they would be abandoning their past if they left their homelands. They scoffed at her claims of bountiful fields and great cities of strange beings, saying it was all just fanciful fairytale, made to send the clans out to sea, so that other clans could take their lands. After many days of arguing, the clans failed to reach an agreement. So those clans who desired to leave began to construct ships and barges to ferry themselves away from Nohn. Though the other clans warned against it, they did nothing to stop their kin from building these vessels. Finally, the fleet was assembled outside of Alsten, Bel was surprised to see that many more kith had decided to come with her than stay behind, and that the colors of every clan were present aboard the ships. With a smile on her face, Bel lead them out in her small, human-made boat, to their new lives in the human lands. Thus did a new age dawn upon the kith: the age of wagons. |
| SovietCanuck11-02-07, 12:48 AM | PART THE THIRD: LANGUAGE, SAMPLE CARAVAN, AND CHARACTERS Language http://farm2.static.flickr.com/1329/1431016739_5ca1014cf8.jpg The kith once had dozens of languages, and numerous local dialects. However, most of those are either extinct, or exist only in text form. Now, the primary language used for communication amongst the kith is an old form of 'kith common', known as Sythghemen, of Kithspeak Kithspeak is a complex yet simple language at the same time. It's vocabulary is rather limited, so most nouns are actually long chains of adjectives added on a a general base. For example, a castle might be 'large-stone-square-protect-lands-clanhome-throne'. Therefor, while the kith language is relatively easy to pick up in concept, the speed at which they jabber off nouns astounds many non-native speakers, and makes the oral kithspeak extremely difficult to understand. Kith Phrasebook As the kith language has a rich oral tradition, and young kith are taught many small maxims and parables as part of their education in their history and culture. The following are some of the more common, and their English translations for use when playing your character. Mah tal't-ji'rath'tae thoem Gar. “Like Gar spreading his wings” Refers to legend of Gar and the Eagle, this is normally used as a congratulation when someone solves a problem or makes a discovery. Gapan d'Avhan- ifdehn!“Traveler's moon!” General purpose curse, often shortened to just Gapan! Used as a quick prayer of luck, protection, revenge, and the like. am'Trieth't-gem aum d'fau do'undal'ae-vandri am'trieth aum d'fah avi am'lae-bask. “A hundred birds in the air does not equal to a bird in the hands to a starving man” One can only survive on what one has, not what one sees. Used as justification for steeling, scamming, and other illegal activities that a kith may engage in. Yee reth d'gapan-kae, do'undal maurem d'vaeden-cauth. “If you have the moon, do not long after the sun.” Do not let one's successes blind oneself, be content with what you have earned. Often used as a counter to the previous maxim, or against kith who have let their previous victories go to their head. Pomae bel d'dakt velle-kiir'ae “Carve while the wood is fresh” The the initiative, don't procrastinate. Putting things off only makes them more difficult. do'Undal d'pendom-hard'no byj-wum zell'no-reth “Do not cut the branch on which you sit.” Don't cut off yourself from your clan, as doing so will only lead you to fall. Reminds one to keep their connections within their clan. Var d'jeer-bolir'i gaele-ifdhen-rethem “To spill the blood of your sibling” To commit a great evil, or a sin against nature. A kith may twist this into one of the harshest insults of their language. Reth d'jeer-qi'bolir'i vall gaele-ifdhen-rethem, “You would spill the blood of your sibling” Jare jare-kiir'ae “Gold is gold” No matter how much you embellish, distort, or falsify something, it is what it is. Gold is still gold, it doesn't matter where it came from, food is still food, and am'Syth am'syth-kiir'ae (A kith is a kith) Vohm ry'deam't da'deam-mah-kal'ae't, yonzahel-behen'kiir'no-tazen'ae “When two minds think as one, twice as many accidents happen” Individual thought is a virtue, as it helps point out flaws and problems in a plan or idea. Always question, never follow blindly. Qanam't qanam't-past'ae't “Fools trust fools” Be careful with who you confide in, as only a fool would trust just anyone. d'Regan't d'gule't-vaken-lleal'ae't “The goal makes the acts right” The ends justify the means. Kith Runes Kith have two forms of writing, an elaborate form that has remained essentially unchanged over millenia known as Old Kith, the natural form of the language that appears as discolorations on a young kith's fur that are later inked in to form the runes of adulthood, which are also used in art and religious text, and Low Kith, a quick, sharp form of writing used in communication and everyday writing. Both alphabets have 22 consonants, each which can be modified by the nine vowels in the kith language to form complete syllables. In Low Kith, the modifications to each letter are identical for each vowel, while in Old Kith, each syllable has it's own unique rune, which is only vaguely related to the base rune of the consonant. Naming The kith claim they receive their name upon hatching, and the dull runes scattered around their bodies usually pick up the name of a kith's parents and pass it on to their child. However, a kith's own individual name is chosen by their parent on their day of hatching, though a kith may not use their own name until they come of age. A typical kith name is actually a phrase or description, normally a descriptor of the time of their hatching, such as Reflections of a Golden Dawn, Last Shadow of Warm Rain, Herald of the Harvest Moon, or Misted Pines of the Vale. Though these names are often used amongst other kith, when speaking in common, for the sake of convenience, only the first syllable of their name is the used. This shortened first name, plus their clan name, and sometimes the first syllable of their father's or mother's given name, are their identifiers amongst non-kith. No meaning is given for the first syllable, and you are encouraged to come up with the specific meaning for your own character. 1-15: Roll Once on Table 2 16-50: Roll Once on Table 2 and twice on Table 3 51-80: Roll Once on Table 2 and three time on Table 3 81-00: Roll Once on Table 2, add the prefix il'(m) or dal'(f), then roll again on this table 01-02: Ael 51-52: Jieh 03-04: Aet 53-54: Joz 05-06: Aez 55-56: Jur 07-08: Aij 57-58: Khul 09-10: Ath 59-60: Kor 11-12: Caem 61-62: Maer 13-14: Cif 63-64: Maez 15-16: Ciim 65-66: Nak 17-18: Ciir 67-68: Nist 19-20: Crae 69-70: Nuul 21-22: Daeth 71-72: Nyn 23-24: Daq 23-74: Oeth 25-26: Diiv 75-76: Pah 27-28: Eah 77-78: Qaem 29-30: Eth 79-80: Qel 31-32: Faer 81-82: Qer 33-34: Gher 83-84: Raeth 35-36: Gyr 85-86: Ruuth 37-38: Grel 87-88: Rym 39-40: Haem 89-90: Tael 41-42: Hist 91-92: Than 43-44: Hyr 93-94: Tul 45-46: Ist 95-96: Vaen 47-48: Ist 97-98: Yhen 49-50: Jah 99-00: Ziir 01-04: Atesh 21-24: Diir 41-44: Khem 61-64: Qand 81-84: Temak 05-08: Alan 25-28: Haed 45-48: Makh 65-68: Qavain 85-88: Vanth 09-12: Borenat 29-32: Hirsest 49-52: Medaen 69-72: Reyat 89-92: Yheth 13-16: Caim 33-36: Jhen 53-56: Natan 73-76: Rhenem 93-96: Yiir 17-20: Doroh 37-40: Jothae 57-60: Orone 77-80: Tanan 97-00: Zat Kith Caravans Kith spend their lives wandering from place to place, town to town, not stopping for more than a few weeks, no longer than needed to buy, sell, trade and repair. Kith caravans are on the move for about one third of the day, the other two thirds spent on upkeep and rest. Whenever possible, kith stop outside of villages or settlements for the night, preferring to pull off at least some trading every day. The wagons typically set themselves up in a ring just outside a city or town, though when out in the wilderness they keep much the same formation. Kith Economy Within a caravan, all goods are shared equally, each kith provides the services needed to keep the caravan in good repair, and expects their kin to do the same. A kith who slacks off on their duties may very well find themselves shuffled off to another caravan, or even kicked out of them altogether, though rarely would such delinquents be removed from a clan, instead they are expected to fend for themselves until they learn their lesions, after which they would be allowed to return. Though kith regularly deal in money when trading with outsiders, they prefer to barter. Money is of less use to a caravan, or to an individual kith, than the goods it can buy, so they much prefer to cut out money entirely and trade for what they need. Also, a coin's value changes much more than the value of a good shirt, lumber, or a basket of produce. Kith caravans keep their money communally, under the key of the Caravan Chief. Any member of the caravan caught embezzling funds from the stores will likely find themselves without a clan at all, as this is one of the few crimes punishable by exile by most clans. Kith do not mint their own currency, though they accept most coins from other peoples. Most Caravan Chiefs track the proper value of a given currency, and many have become experts at determining counterfeit or altered coins. Sample Caravan: Brae Aeyr-Umbadir's Caravan http://farm3.static.flickr.com/2030/1821886540_9b69f84621.jpg The caravan of Brae Aeyr-Umbadir represents your typical kith caravan. His caravan, noted for it's distinctive pale-blue and dark orange roofings, makes a regular two year circuit around the lowlands of a human country, providing a steady flow of trade between the larger cities and towns, and smaller hamlets along his path. Though the exact date of their arrival in a specific village may vary from year to year, Brae's caravan keeps a mostly regular schedule in their travels. They travel through fairly remote regions for at least part of the year, increasing the risk of attack, from bandits to wandering monsters. However, to members of this caravan, the risk is well worth the rewards. Brae's caravan typically has a population of around 80 kith, depending on the time of year and the whim's of it's members. Around 10 are pouchlings and youth, and the rest busy their time crafting goods, caring for their small herd, or preforming upkeep on their wagons. The average age is fifty-two, the eldest member is Elder Bol, at 157. Important Caravan Members The following members represent figures of authority within Brae's caravan. Caravan Chief Brae Brae spent most of his adulthood as a rogue on the streets of human cities, trying to make a name for himself that way. However, as he approached middle age, he decided to return to caravan life, and quickly rose to positions of authority. Brae's mother was one of the clan's most respected matriarchs, while his father was a caravan chief of clan Zaedel-Natan, so to his fellows, his blood was naturally inclined to leadership. Brae has been caravan head for nearly a decade now, having proven himself a shrewed merchant and reliable leader to the members of clan Aeyr-Umbadir. Brae has two wives, Aed Odel-Aedem and Ver Caim-Sakiim, and two children, though neither of them daughters. However, he still sets time aside to spend with his sons whenever their caravans happen to cross, and his eldest son, Tae Caim-Sakiim, is expected to join the caravan sometime next year in preparation for his coming of age rights. Under Brae's leadership, his caravan has prospered, making risky gambles but always seeming to come out ahead. This does cause him to but heads with some of the more cautious members of the tribe, most notably Matriarch Yaeth, but this disagreement has yet to spark actual conflict away from the campfire. Brae is extremely happy with his current position, and though he one day wishes to rise to the position of clan chief, he feels he will wait until an acclimation is guaranteed before putting his name forward. Brae Aeyr-Umbadir: Kith rogue 3/bard 4; CR 7; Small Humanoid (kith); HD 3d6+4d6; hp 27; Init +2; Speed 30 ft, fly 40 ft (poor); AC 17, touch 13, flat footed 15; Base attack +5, Grp +1; Atk +7 melee (1d4+1/19-20, +1 short sword) or +7 ranged (1d6/19-20, light crossbow); Full Atk +7/+7 melee (1d4+1/19-20, +1 short sword)/(off hand 1d4/19-20, masterwork short sword) or +7 ranged (1d6/19-20, light crossbow); SA sneak attack +2d6, spells; SQ arcane sigil (Yehr-Aysa),bardic knowledge +4, bardic music 4/day (countersong, fascinate, inspire competence, inspire courage +1), evasion, illuminated sigils, kith traits, trapfinding, trap sense +1; AL N, Fort +1, Ref +9, Will +5; Str 8, Dex 15, Con 11, Int 10, Wis 11, Cha 13 Skills and Feats: Appraise +7, Bluff +9, Craft (woodworking) +5, Diplomacy +15, Gather Information +9, Intimidate +2, Knowledge (geography) +5, Knowledge (history) +3, Knowledge (local) +7, Knowledge (nobility) +3, preform (storyteller) +7, Sense Motive +7; Negotiator, Two-Weapon Fighting, Weapon Finesse. Languages: Common, Kith, Dwarven Arcane Sigil (Yehr-Aysa)(Sp): Brae can activate his sigil twice per day, for a total of three minutes each time, casting this spell as a third level caster. When active, the rune grants him a +4 bonus against all poisons and diseases, as well as doubling the effect of all healing spells cast upon him. Activating the rune is takes a standard action. Bardic Music: Use of Bardic music four times per day. See bard class feature page 29 of the Player's Handbook Countersong(Su): Use of music or poetics to counter magical effects that depend on sound Inspire Competence(Su): Use music or poetics to help an ally succeed at a task Inspire Courage(Su): Use of music or poetics to bolster his allies against fear and improve their combat abilities. Illuminated Sigils(Su): Brae's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. Brae can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, he cannot use his Arcane Sigil ability. Restoring the flow of energy to the sigils is a free action Kith Traits: Kith can glide at a speed of 40 feet, with poor maneuverability. Brae can fly for 1 round at no penalty, or 2 rounds at the cost of becoming fatigued. Sneak Attack(Ex): Brae deals an extra 2d6 damage on any successful attack against flat-footed or flanked targets, or against a target that has been denied its Dexterity bonus for any reason. This damage applies to point-blank ranged weapon attacks as well. Creatures with concealment, creatures without discernible anatomies, and creatures immune to critical hits are all immune to sneak attacks. Brae may choose to deliver nonlethal damage with his sneak attack, but only when using a weapon designed for that purpose, such as a sap (blackjack). Evasion(Ex): If Brae is exposed to any effect that normally allows him to attempt a Reflex saving through for half damage, he takes no damage with a successful saving throw. Trapfinding(Ex): Brae can find, disarm, or bypass traps with a DC of 20 or higher. He can use the Search skill to find, and the Disable Device skill to disarm, magic traps (DC 25+ the level of the spell used to create it) If his Disable Device result exceeds the trap's DC by 10 or more, he discovers how to bypass the trap without triggering or disarming it. Bard Spells Known (3/1 per day, caster level 4th): 0- Detect Magic, Know Direction, Light, Mending, Prestidigitations ; 1st- Comprehend languages , Cure Light Wounds Possessions: Masterwork chain shirt, +1 short sword, masterwork short sword, light crossbow with 20 bolts, amulet of health +2, 2 potions of cure moderate wounds Matriarch Yaeth Yaeth provides a cautious second voice to Brae's ambitions, reigning in many of his riskier schemes. Indeed, that is the primary reason why Yaeth accepted this position, fearing that Brae's ideas would cause the clan more harm than good. Her fears have yet to have been proven correct, but she is convinced it is only a matter of time. There is little love lost between the matriarch and the clan chief, though the two hold a great respect for each other, keeping their disputes from affecting the rest of the clan. Yaeth takes her position as matriarch very seriously, spending most of her day teaching children the history of the clan. She tends to be a traditionalist in terms of the stories she tells and the beliefs that are taught, which places her at odds with the clan's more progressive priest, Diiv. However, as Yaeth can over-rule Diiv, the conflict is rather one sided. Still, Yaeth fears that both Diiv and Brae will try to undermine her authority, and tries to keep the clan as firmly in her grasp as possible. Yaeth has two husbands, and has both a son and a daughter, and the two of them are starting families of their own. Yaeth Aeyr-Umbadir: Kith bard 8; CR 8; Small Humanoid (kith); HD 8d6-8; hp 22; Init +1; Speed 30 ft, fly 40 ft (poor); AC 17, touch 13, flat footed 16; Base attack +6, Grp +0; Atk +6 melee (1d3+1/19-20, +1 dagger) or +6 ranged (1d6/19-20, light crossbow); Full Atk +6/+1 melee (1d3+1/19-20, +1 dagger) or +7 ranged (1d6/19-20, light crossbow); SA spells; SQ arcane sigil (Jhen-Mihal), bardic knowledge +10, bardic music 8/day (countersong, fascinate, inspire competence, inspire courage +2, suggestion), illuminated sigils, kith traits; AL N, Fort +1, Ref +7, Will +7; Str 7, Dex 12, Con 9, Int 10, Wis 13, Cha 16 Skills and Feats: Appraise +4, Craft (sewing) +6, Diplomacy +14, Gather Information +12, Knowledge (geography) +6, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nobility) +6, preform (storyteller) +8, Sense Motive +4; Negotiator, Skill Focus: Craft (sewing), Skill Focus: Knowledge (History) Languages: Common, Kithspeak, Gnomish Arcane Sigil (Jhen-Mihal)(Sp): Yaeth can activate her sigil twice per day, for a total of four minutes each time, casting this spell as a fourth level caster. When active, the rune grants her an enhancement bonus to speed of +10 feet to her base land speed, and a +20 feet enhancement bonus to her flight speed Bardic Music: Use of Bardic music eight times per day. See bard class feature page 29 of the Player's Handbook Countersong(Su): Use of music or poetics to counter magical effects that depend on sound Inspire Competence(Su): Use music or poetics to help an ally succeed at a task Inspire Courage(Su): Use of music or poetics to bolster her allies against fear and improve their combat abilities. Suggestion(Su): Use of music or poetics to make a suggestion (as the spell) to a creature that has already been fascinated Illuminated Sigils(Su): Yheth's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. Yeth can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, she cannot use her Arcane Sigil ability. Restoring the flow of energy to the sigils is a free action Kith Traits: Kith can glide at a speed of 40 feet, with poor maneuverability. Yheth can fly for 1 round at no penalty, or 2 rounds at the cost of becoming fatigued. Bard Spells Known (3/4/4/1 per day, caster level 8th): 0- Dancing Lights, Detect Magic, Lullaby (DC 13) Know Direction, Mage Hand, Mending ; 1st- Cure Light Wounds, Feather Fall, Silent Image (DC 14), Sleep (DC 14); 2nd- Calm Emotions (DC 15), Detect Thoughts (DC 15), Eagle's Splendor, Silence (DC 15) 3rd- Charm Monster (DC 16), Fear (DC 16), Good Hope Possessions: +1 leather armor, +1 dagger, light crossbow with 20 bolts, cloak of charisma +2, potion of cure moderate wounds, ring of protection +1 Chief Herdsman Ieth Ieth spends his days keeping the non-kith members of his clan happy and healthy. Against the wishes of his mother, he took up the trade of husbandry because of his fascination with wild animals, and he spends what time he has free wandering through nearby woods, watching for wildlife. Ieth had considered taking up the trade of a ranger, but he had never been very good in a fight, so he chose the next best option in his mind. Ieth has spent his entire life on the caravans, and feels more comfortable on the open road them within big cities. Ieth is a relatively skilled horseman, having spent long hours training with his own personal horse, a lithe pony he's named vo'Rokel-Yoran, or Wind Strider. Ieth has trained most of the caravan's outriders, though he much prefers to stick inside the caravan in case something flares up with the animals than preform scouting duty. Ieth is a bit of a traditionalist when it comes to the way he thinks the caravan should be run. There is little doubt among the caravan that if Yaeth was to cause Brae to step down, that Ieth would be the most likely candidate for caravan chief. However, if Ieth has any desire for the position, he hasn't shown it publicly, instead voicing satisfaction with Brae's performance as chief. Indeed, if Ieth has shown any ambition at all, it is towards training the caravan's members to better protect themselves and the caravan. After a vicious attack last year from a gang of orc bandits the cost the clan two wagons, as well as about half the herd, Ieth has pressured Brae into providing the caravan with better weapons and armor, resulting in the large number of masterwork items now used by the caravan members. Ieth has one wife, and he is currently raising his young daughter, Faez, to follow in his footsteps. Ieth Aeyr-Umbadir: Kith expert 4; CR 3; Small Humanoid (kith); HD 4d6; hp 16; Init +1; Speed 30 ft, glide 40 ft (poor); AC 15, touch 12, flat footed 15; Base attack +3, Grp -1; Atk +5 melee (1d4/x2 masterwork short spear) or +5 ranged (1d6/19-20, light crossbow); Full Atk +5 melee (1d4/x2 masterwork short spear) or +5 ranged (1d6/19-20, light crossbow); SQ arcane sigil (Jhen-Mihal), illuminated sigils, kith traits; AL CG, Fort +1, Ref +2, Will +5; Str 10, Dex 13, Con 10, Int 10, Wis 13, Cha 8 Skills and Feats: Appraise +4, Diplomacy +4, Handle Animal +8, Heal +4, Preform (Storyteller) +4, Profession (husbandry) +4,Ride +8, Survival +6; Animal Affinity, Mounted Combat Languages: Common, Kithspeak, Sylvan Arcane Sigil (Yehr-Aysa)(Sp): Ieth can activate his sigil twice per day, for a total of two minutes each time, casting this spell as a third level caster. When active, the rune grants him a +4 bonus against all poisons and diseases, as well as doubling the effect of all healing spells cast upon him. Activating the rune is takes a standard action. Illuminated Sigils(Su): Ieth's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. Ieth can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, he cannot use his Arcane Sigil ability. Restoring the flow of energy to the sigils is a free action Kith Traits: Kith can glide at a speed of 40 feet, with poor maneuverability. Possessions: Masterwork leather armor, short spear, light crossbow with 10 bolts, potion of cure light wounds Sister Diiv Diiv only joined the caravan last year, being appointed by the clan chief to fill the void left when the previous priest decided to settle down in a kith enclave. Diiv is still relatively unsure of herself, allowing Yaeth to step in and take over many of a priest's typical roles. Though it is still Diiv's responsibility to bless marriages, births and deaths, Yaeth picks and chooses the prayers for her, favoring the ones that emphasize the strength of tradition and individuals, over those that promote unity between clans. Diiv secretly resents Yaeth for this, but she is unwilling to cross the matriarch, as she doesn't want to be removed from her first real posting as a priest. Still, Diiv would like nothing better than to be allowed to transfer to another caravan, where she could teach what she believes in, not what the matriarch tells her to. Diiv is currently unmarried, though she is courting an outrider from the Lavvim-Zat clan. Diiv Aeyr-Umbadir: Kith cleric 5; CR 5; Small Humanoid (kith); HD 5d8-8; hp 18; Init +1; Speed 20 ft, glide 40 ft (poor); AC 19, touch 12, flat footed 18; Base attack +3, Grp -2; Atk +4 melee (1d4/x2 quarterstaff) or +5 ranged (1d6/19-20, light crossbow); Full Atk +4 melee (1d4/x2 quarterstaff) or +5 ranged (1d6/19-20, light crossbow);SA: spells, turn undead 4/day (+1, 2d6+8, 6th); SQ arcane sigil (Noen-Elan), aura of good, illuminated sigils, kith traits; AL NG, Fort +3, Ref +2, Will +5; Str 8, Dex 12, Con 9, Int 10, Wis 13, Cha 12 Skills and Feats: Heal +7, Knowledge (history) +4, Knowledge (religion +6), preform (storyteller) +1 ; Skill Focus: (Heal), Brew Potion Languages: Common, Kithspeak, Dwarven Arcane Sigil (Noen-Elan)(Sp): Diiv can activate his sigil twice per day, for a total of two minutes each time, casting this spell as a third level caster. When active, the rune grants her a +2 competence bonus on attack and damage rolls made with ranged weapons. Illuminated Sigils(Su): Diiv arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. Diiv can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, she cannot use his Arcane Sigil ability. Restoring the flow of energy to the sigils is a free action Kith Traits: Kith can glide at a speed of 40 feet, with poor maneuverability. Cleric Spells Prepared (caster level 5th): 0- Create Water, Cure Minor Wounds (2), Mending, Purify Food and Drink ; 1st- Bless, Cure Light Wounds, LongstriderD, Obscuring Mist; 2nd- AidD, Bull's Strength, Make Whole; 3rd- Create Food and Water, Magic Circle against EvilDG D Domain Spell. Domains: Good (Cast good spells [G] at +1 caster level), Travel (For 5 rounds/day can act normally as if affected by the spell Freedom of Movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day [up to the total daily limit of round] ) Possessions: Masterwork chain shirt, masterwork quarterstaff, light crossbow with 10 bolts, wand of cure light wounds (20 charges), 2 potions of cure moderate wounds, 1 potion of lesser restoration, spell component pouch, holy symbol. Head Magewright Aev Aev is a longtime friend and ally of Yaeth, providing the strength behind Yaeth's words. Aev is rather unpopular within the caravan, having taken over from the popular previous head magewright through direct force instead of the typical kith methods of scheming and back room dealings, but none can doubt her effectiveness. Aev tends to be rather blunt in both words and actions, and likes to tackle problems as soon as they become apparent. That's why Yaeth's current conflict with Brae is causing her considerable frustration. Aev would like to kick the caravan chief out on his ass, bound, gagged and enspelled if possible, but she has agreed to follow the matriarch's lead and try to work within the system. Aev is extremely talented in magic item creation, and though not a true magewright, has proven herself more than capable in that role. Aev has three husbands, and has mothered four children over her 120 years of life Aev Aeyr-Umbadir: Kith illusionist 5; CR 5; Small Humanoid (kith); HD 5d4-8; hp 10; Init +0; Speed 30 ft,glide 40 ft (poor); AC 14, touch 11, flat footed 14; Base attack +2, Grp -3; Atk +2 melee (1d4/x2 quarterstaff) or +4 ranged (1d6/19-20, light crossbow); Full Atk +2 melee (1d4/x2 quarterstaff) or +4 ranged (1d6/19-20, light crossbow); SA: spells; SQ arcane sigil (Haer-Jaessa), illuminated sigils, kith traits; AL NE, Fort +1, Ref +2, Will +6; Str 7, Dex 10, Con 8, Int 15, Wis 13, Cha 11 Skills and Feats: Craft (jewelry) +6, Knowledge (arcana) +6, Knowledge (geography +4), Knowledge (history) +4 , Spellcraft +6; Spell Focus (Illusion) Brew Potion, Craft Wondrous Item, Scribe Scroll Languages: Common, Kithspeak, Elven, Gnomish Arcane Sigil (Haer-Jaessa)(Sp): Diir can activate his sigil twice per day, for a total of two minutes each time, casting this spell as a third level caster. When active, the rune grants her a resistance of 10 to fire and frost damage. Illuminated Sigils(Su): Aev's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. Aev can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, he cannot use his Arcane Sigil ability. Restoring the flow of energy to the sigils is a free action Kith Traits: Kith can glide at a speed of 40 feet, with poor maneuverability, when wearing light or no armor. Wizard Spells Prepaired (caster level 5th): 0- Detect Magic(2), Mage Hand, Message, Read Magic; 1st- Color Spray (DC 13), Grease (DC 13), Hypnotism* (DC 14), Shield, Sleep* (DC 14); 2nd- Daze Monster* (DC 15), Hideous Laughter* (DC 15), Hypnotic Pattern(DC 14), Pyrotechnics (DC 14); 3rd- Deep Slumber* (DC 16), Invisibility Sphere, Stinking Cloud (DC 15) * These spells belong to the school of enchantment, which is the caster's specialty. Prohibited Schools: Evocation and Necromancy Possessions: Quarterstaff, light crossbow with 10 bolts, bracers of armor +2, cloak of resistance +1, wand of color spray (18 charges), potion of bear's endurance, potion of mage armor, spell component pouch Elder Bol Bol is the eldest member of the caravan, and like Brae, he spent most of his adult life amongst other races. Bol discovered his talent for psionics at a young age, but lacking any real means of learning the art of psionics among his fellows, he left to pursue a life as an adventurer. Though he never had any real successes, he did learn much in his journeys. When he returned to the caravans, he took it upon himself to teach other kith who showed the potential how to wield psionics. Though there have only been a handful, Bol has helped make psionics, if not common practice amongst the Aeyr-Umbadir, then at least common knowledge. Some of Bol's apprentices have even surpassed him in skill, and have gone on to teach other members in other clans the knowledge of psionics. Bol is now an elder in the clan, and a widely respected one at that. However, he still does cause some controversy, particularly with his insistence that psionics be taught alongside the more traditional arcane and divine arts. Bol finds himself in heated arguments with Aev with increasing frequency, and his is often accused of trying to change the traditions of the clan to fit his desires. Bol however, shrugs these accusations off, often remarking that it's best to change with the tide than to try and halt it's rise and fall. Bol has but one wife, and has given her two sons, the eldest having just given birth to Bol's first grandchild. Bol Aeyr-Umbadir: Kith telepath 6; CR 6; Small Humanoid (kith); HD 6d4-16; hp 7; Init +0; Speed 30 ft, glide 40 ft (poor); AC 13, touch 12, flat footed 13; Base attack +2, Grp -3; Atk +4 melee or +5 ranged (1d3/19-20 dagger) ; Full Atk +3 melee or +5 ranged (1d3/19-20 dagger); SA: powers; SQ arcane sigil (Haer-Jaessa), illuminated sigils, kith traits; AL CG, Fort +1, Ref +2, Will +5; Str 6, Dex 10, Con 7, Int 16, Wis 11, Cha 14 Skills and Feats: Bluff +8, Concentration +7, Diplomacy +10, Gather Information +6, Knowledge (local) +4, Knowledge (psionics) +4, Sense Motive +8; Combat Manifesting, Psionic Endowment, Psionic Talent, Negotiator, Unconditional Power Languages: Common, Kithspeak, Elven, Dwarven, Gnomish Arcane Sigil (Saul-Aryim)(Sp): Diir can activate his sigil twice per day, for a total of two minutes each time, casting this spell as a third level caster. When active, the rune grants him a +3 deflection bonus to his AC Illuminated Sigils(Su): Bol's arcane tattoos glow with an ethereal light, providing illumination equal to that of a soft candle. Bol can make the glow fade by concentrating for a standard action, cutting off the flow of arcane power to them. While the runes are inactive, he cannot use his Arcane Sigil ability. Restoring the flow of energy to the sigils is a free action Kith Traits: Kith can glide at a speed of 40 feet, with poor maneuverability, when wearing light or no armor. Psion Powers Discovered (46 power points, manifester level 6th): 1st- Mindlink, Crystal Shard, Psionic Daze ( DC 14), Disable (DC 14), Inertial Armor, Mind Thrust (DC 14), 2nd- Aversion (DC 15), Energy Push(DC 15), Levitate, Psionic, Read Thoughts (DC 15); 3rd- Body Adjustment, Energy Burst (DC 16), False Sensory Imput (DC 16), Touchsight Possessions: masterwork dagger, ring of protection +1, cloak of resistance +1, potion of cure light wounds, potion of mage armor Other Clan Members Brae's caravan also includes the following members Barbarian: None Bard: Two 4th, four 2nd, six 1st Cleric: Three 1st Fighter: One 6th, two 3rd, five 1st Monk: None Paladin: None Ranger: One 6th, three 3rd, six 1st Rogue: One 6th, two fourth, four 2nd , six 1st Sorcerer: None Wizard: One third. four 1st Expert: Two 6th, four 8th, seven 1st Alsten: The City of Glass http://farm3.static.flickr.com/2409/1821046423_af0efcdea3_o.gif Despite all that has happened to the kith, and the nomadic lifestyle that evolved because of it, there still remains one significant kith settlement. Upon the mist-shrouded isle of Nohn that is the last piece of the kith homeworld stands the city of Alsten, it's towering edifices of metal and glass rising up from the blue grass like gargantuan crystals. Created millenia ago with technology far beyond the scope of modern kith, the city is a technological wonder. Maintained still by a combination of magic and nano-technology, at first glance the city appears today much as it did a thousand years ago. However, this is but a facade. Only a small number of towers still stand, though the number grows slowly year by year, as more of the city is rebuilt, more tunnels and passages are opened up, more is explored and uncovered. The kith do not live in towers, instead living in their shadows, in houses clustered along the shoreline and between the towering edifices. Most are reluctant to enter the ancient buildings, lest they activate long-forgotten guardians, unleash some devastating magic, or release a bound monstrosity locked up for study. All these calamities, and several others, have occurred by untrained kith wandering within the glass towers. Instead, the kith reside in squat houses built between the shining monoliths. The vast majority of the residents are transitional, come to undergo the rights of adulthood, or to represent their clan at the Council of the Caravans. The population of the city changes with every ship the comes in, giving a somewhat transient feel for most of the town. The titular heads of Alstan are the members of the Council of the Caravans, or Kaeth-ifdhen Bajan, the ruling body of the kith in name only. Indeed, the Great Council has little power outside the walls of the Caravan Tower, and most of the proclamations that issue from the tower are just pomp and filibuster. The only real duties of council members is to recognize a new clan's formation, and that happens less as the years move on, more kith going off and forming their own caravans rather than an entirely new clan. Representatives to the council are chosen by the clan chiefs of their respective clans, typically from the more influential matriarchs, caravan chiefs, and clerics members of their clans. Being sent off to Alstan for the year-long term is seen as a great sign of respect from the clan chief, but also as a grueling and thankless task. Still, no clan would ignore their responsibility of sending a representative, as clans that do tend to face sanctions, or unfair deals levied against them. The real power in Alstan, and indeed all of Nohn, resides in the hands of the Preservers. The Preservers are a group of, in their minds, the purest of the pure-blooded kith, those who have never set foot off the isle and had their beliefs and values corrupted by the outsiders. Indeed, they put higher value on cultural preservation then on blood strength, resulting in a great deal of inbreeding amongst it's members. Most of the caravan kith see the Preservers as backwards, desperately clinging to the old ways. Despite this negative perception of the Preservers by the caravan kith, they do preform a vital role: maintaining the Glass City and it's technologies. The Preservers have access to ancient technologies that most other kith, let alone other races, wouldn't believe existed, if not the knowhow to use them. Preservers are present all across Nohn, but they are most heavily concentrated in Alstan, were the largest concentration of ruins lie. They can be easily identified from other kith by their tall and thin, almost sickly, bodies, and their long blue-green robes. Among the important sights of Alstan are the following locations. Spire of Nohn: A ruin for the longest time, the Preservers were able to figure out some of the ancient kith technologies present within the ruins of the city, and reactive them, causing the stunning revival of the city of Nohn. Most impressive was the rise of this spire, near the center of the inhabited portion. Arguably the largest building out the hundred or so now standing, the Spire is still a great mystery to most of Alstan's residents. It reaches over 3000 feet into the sky, and is nearly 900 feet around at it's base. Most of the tower remains unexplored, protected by reactivated security and defense systems, so the true purpose of the tower remains unknown. Still, the tower has become something of a landmark for Alstan, and is viewable for miles out to sea. Preserver's Tower: This graceful tower is the headquarters of the Preservers, and the de facto government of Nohn. Many archaic technologies and manuscripts are kept within this tower, held under lock and guard from all but the most senior members of the Preservers. No kith born off the isle is allowed within these dark hallways, and even approaching it is cause for alarm in the eyes of the Preservers. The secrets hidden away in the vaults of this tower are cause for endless speculation from the townsfolk, however things are agreed upon by all: there are secrets locked away within that tower, and the Preservers know far more about the isle than they are letting on. Temple of the Traveler: Compared to the enigmatic Preservers, the priests at the temple welcome all with open arms. This building, the Traveler's home when he chooses to take a break from his endless travels, is wreathed in a constant fall, the trees nearest to it crowned in the autumn glory, and no matter the time of year or hour of day, the moon hangs a bright orange strait overhead. All kith visit this temple once in their life: during their twenty-first birthday, when they have their runes inked into their skin with the arcane inks produced only within this temple's walls. Though these rights are ongoing, there are also other services provided in the temple, from record keeping to the training of novice priests. The catacombs under the temple are expansive, and hold countless histories, each painstakingly copied by hand at least once every twenty years to ensure their records are not lost. Access to these records are easily granted, though a cleric is always sent along to ensure proper procedures are followed. Caravan Tower: This distinctive tower is the nominal capital of kith everywhere. Most of this tower is free for visitors to wander around in, the minimal defensive systems in this building having long been blasted to pieces by irate kith wizards and clerics. The two most important rooms within this tower are the Great Hall of the Caravans, Kaeth-ifdhen Rakh-Boeth, and the Image Rooms. The Great Hall is the meeting place for the Council, and it's voluminous interior fills up at least once a day for the regular debates that characterize kith politics. The Image Rooms, on the other hand, provide a much more important roll, allowing an astral projection of anyone within to be sent to any one of dozens of receivers possessed by kith caravans. Each clan normally has at least one receiver, placed within the wagon of the clan chief, which allows the clan leadership to keep up to date on events happening within other clans, and upon Nohn. The Watch Tower: This short tower is home for the city watch of Alstan, functioning as a watch post and jail. The watch also polices the outside of the ruins on the cliffs above, ensuring people don't wander in, and things don't wander out. Crime is uncommon in Alstan, though with a large transient population, it is not unheard of. Festival Square: The larger of the two public squares, Festival Square functions as both an open air market for many of the vendors of Alstan and visitors from afar, but also as a key meeting place. Since Alstan has the largest concentration of kith anywhere on the planet, it tends to celebrate many of the traditional kith holidays with lavish festivities, unlike any the smaller caravans could hope to achieve. Many visiting kith speak of a unity achieved here between divergent clans and ideologies during these festivals that could never be mirrored in the outside world. Market Square: The smaller of the two public squares, market square sees it's fair share of business. Though the festival square is the center for resident merchants, kith who are only visiting for a short time set up their stalls here, leading to Market Square being the best place to get foreign goods. This square tends to be crowded at all hours of the day, and those who look hard enough can typically find whatever they desire for sale either here, or in one of the warehouses nearby. Alsten (Large Town): Conventional; AL NG, population 3,700 adults (varies widely); 4,000 gp limit; Isolated (99% kith, 1% other) Authority Figures: The Traveler, DR 11 Deity; High Elder Jal Herim-Mathol, kith bard 13/ horizon walker 3; High Priest Hem Dathan-Diir, kith cleric 12; High Preserver Kom Aetheth, kith artificer 14. Creating Kith Characters Kith characters obey all the rules for characters described in the Player's Handbook. Kith naturally gravitate away from more physical classes and towards the more academic ones, thanks to their penalties to strength and constitution. A kith's strength is in specializing with something and seeing it to the end. If you're a rogue, be the best damned rogue you can be, if your a wizard, do likewise. Remember, to a kith excellence is key. Also, pick your Arcane Sigil carefully, as it's benefit could very well end up saving your character's life at lower levels. Kith as Characters http://farm3.static.flickr.com/2310/2165024006_f1892a1a6a.jpg Barbarian: Barbarians are extremely rare within kith society, their ways seen as savage and beneath the dignity of the kith to peruse. A few kith, however, do let their emotions overtake their logic, and thus take up the class when exiled from their clans. Bard: As a race that puts considerable emphasis on oral traditions, bards are relatively common amongst the kith. Many bards find themselves propelled towards positions of leadership amongst caravans, their skill with words making them the perfect face for a clan. Cleric: Clerics are common among the kith, due to almost universal devotion to the Traveler. Consider your domains carefully to suit your character's views: are they devoted to the history of the kith people and the honored ancestors, the caravan life, or the roguish traditions encouraged by the elders. Druid: Kith druids are nearly unheard of. Kith see little need for taking care of the spirits of the earth, as life is hard enough as it is without having to respect the ridiculous restrictions most druids place on themselves and others. Fighter: Fighters are an uncommon class choice among kith, but those who take up the mantle of protector and defender are appreciated within a caravan. A kith fighter typically wields lighter weapons and armor, and focuses more on their agility than on their strength to win battles. Monks: Most kith lack the long term discipline to devote themselves to the path of the monk, though a few do find themselves drawn to the monk's mantra of self perfection. Those rare few kith monks are likely loners or adventurers, having abandoned their clan to peruse their training. Paladins: Though one would think kith would make horrible paladins, enough are drawn to the Traveler's call to make the class an unusual, but not uncommon, choice among young kith. Like fighters, kith paladins focus more on grace and maneuverability rather than muscle in fights, though paladins have the added bonus of divine magic to aid them in their quest of protecting the caravans from external hostility and internal corruption. Psionic Classes: If the old tales are to believed, kith practiced psionics long before they learned the arcane arts. Though psionics had fallen out of practice with their transition to nomadic lives, it has recently made a comeback among several clans. Most kith choose to follow the path of psion or psychic warriors, though a few have the talents necessary to become soulknives. However, very few kith choose to become wilders, as they face the same stigma as barbarians. Ranger: As a nomadic people, the skills of the ranger often become useful to kith caravans. Indeed, more kith choose to become rangers than fighters, though both remain devoted to defending the caravan from bandits, monsters, and the like. Rangers worship the traveler like the rest of their kith brethren, placing more emphasis on his natural aspects of the bringer of fall, than on his more academic teachings. Rogue: Kith take to the rogue class with greater ease than they to to any other class besides bards. Kith rogues are adept at getting a caravan what it needs, whether or not the original owners were willing to part with it Kith rogues tend to be masterful con artists, often bluffing their way out of close brushes with danger. Sorcerer: Sorcerers are rare among kith, and nearly universally distrusted. Sorcery is seen to result from a mutation, one that most kith do not want to see propagated any further. Any kith revealed to have the 'gift' of sorcery is normally exiled from their clans, and their parents and siblings risk a similar fate. Most kith who are capable of sorcery either ignore the calling, or hide it under the guise of wizardry. Wizard: Wizards are a fairly common class for kith to peruse, and many wizards find themselves as integral parts of the community. Kith wizards tend to favor spells that allow conflicts to end with minimal bloodshed, such as enchantment or illusion spells. |
| SovietCanuck11-02-07, 01:21 AM | PART THE FOURTH: FEATS, ITEMS, AND CLASS VARIANTS (coming soon to a forum near you) [PrCs are currently TEMPORARY and pending review (and coloured pictures!)] Prestige Classes Blackcoat “I'm not completely in control when I get angry here, so unless you have the burning desire to find out what being disemboweled feels like, get out of my way.” -Iyrd Gethone-Zaedel, blackcoat mercenary http://farm4.static.flickr.com/3193/2375897149_36a082ba55.jpg Though blackcoat is a rather common childhood disease among the kith, modern scholars do not consider it a natural phenomena. They point to those rare few kith who are not exposed to the relatively harmless disease until their adulthood. These unfortunate kith are subject to the kith equivalent of rabies...they loose control of their emotions, becoming wildly violent and destructive. Mercifully, most will either die, or make a full recovery. Those few who survive, yet never truly recover, however become something much different then what they were before they caught blackcoat. These kith become more reckless, filled with a wild rage that burns beneath the surface. These kith become known as blackcoats, after the distinctive colouration that appears in adult survivors of the disease, harnessing this rage, using to power incredible acts of violence which the rest of the kith would have liked to believed they had moved beyond. ENTRY REQUIREMENTS To qualify to become a blackcoat, a character must fulfil all the following criteria: Alignment: Any non-lawful Race: Kith Base attack bonus: +5 Skills: Intimidate 8 ranks Special: Must have survived a case of blackcoat during adulthood. BECOMING A BLACKCOAT A good number of kith who become blackcoats are barbarians, as this class is not only easily achievable to barbarians, but it's abilities stack with their raging abilities. However, the numbers of kith barbarians are very small, as the race doesn't lend itself well to the combat style of that class. Instead, most kith blackcoats are fighters or rogues, or multiclassed rogue/fighters, as these classes grant the intimidate skill needed, as well as the base attack bonus. The occasional blackcoat ranger, or even glass tower enforcer, may be found, but they would have to either buy the intimidate skill cross-class, or take a level in barbarian or rogue. Constitution and Dexterity are important abilities for blackcoats, though Strength is by and far the most vital ability for this combat oriented class. BAB Fort Ref Will Abilities 1. +1 +2 +0 +2 Rage 3/day 2. +2 +3 +0 +3 Bite and claws (1d3), Toughen Hide (+1) 3. +3 +2 +1 +3 Ferocity, Scent 4. +4 +4 +1 +4 Arcane Enhancement (+1), Rage 4/day 5. +5 +4 +1 +4 Toughen Hide (+2), Savage Rage 6. +6 +5 +2 +5 Arcane enhancement (+2), Pouncing Assault 7. +7 +5 +2 +5 Rage 5/day, Superior Rage 8. +8 +6 +2 +6 Arcane enhancement (+3), Toughen Hide (+3) 9. +9 +6 +3 +6 Undying Rage 10.+10 +7 +3 +7 Arcane enhancement (+4), Rage 6/day, Wildheart Hit Dice: d8 Class Skills The blackcoat’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Survival (Wis), and Swim (Str). Skill Points at Each Level 4+ Int modifier. Class Features Weapon Proficiencies: A blackcoat gains no new weapon or armour proficiencies. If a blackcoat wears medium or heavy armor, they do not gain benefit from the swift movement ability. Rage (Ex): A blackcoat can fly into a rage just as a barbarian does. In a rage, a blackcoat temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. The increase in Constitution increases the blackcoat's hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a blackcaot cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. Unlike a barbarian, a blackcoat may not prematurely end his rage. At the end of the rage, the blackcoat loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. A blackcoat can fly into a rage only once per encounter. At 1st level he can use his rage ability three times per day. At 4th level and every four levels thereafter, he can use it one additional time per day. If a blackcoat had daily uses of rage from another class before becoming a blackcoat, these daily uses stack with the uses gained from their blackcoat levels. Entering a rage takes no time itself, but a blackcoat can do it only during his action, not in response to someone else’s action. Bite and Claws (Ex): At 2nd level, a blackcoat's claws have lengthened and toughened, and his jaw has strengthened to the point where they can be used as natural weapons. These claws deal 1d3 points of damage, and the bite deals 1d4 points of damage, unless the blackcoat has gained claw attacks from another source that deals greater damage. A blackcoat is considered proficient with these attacks. When making a full attack, a blackcoat uses his full base attack bonus with his bite attack but takes a -5 penalty on claw attacks. The Multiattack feat reduces this penalty to only -2. Thicken Hide (Ex): Starting at 2nd level, a blackcoat's hide toughens and darkens, increasing their natural armor by +1 as it assumes the darkened coloration that gives this class it's name. This value increases to +2 at 5th level, and again to +3 at 8th. Ferocity (Ex): At 3rd level and above, a blackcoat has become such a tenacious foe that he continues to fight without penalty when disabled of dying. Scent (Ex): At 3rd level, a blackcoat's sense of smell has improved far beyond that of a normal kith, that they gain the sent special ability. A blackcoat can detect opponents within 30 feet by sense of small. If the opponent is upwind, the range increases to 60 feet; if the opponent is downwind, if drops to 15 feet. He cannot detect the exact location of the source-only its presence somewhere in range. He can take a move action to note the direction of the scent. Whenever a blackcoat comes within 5 feet of the source, they are able to pinpoint the location. Bite (Ex): At 4th level, a blackcoat's jaws have strengthened, allowing him to make a bite attack. This attack deals 1d4 points of damage, unless they have gained a bite attack from another source that deals greater damage. Arcane Enhancement (Su): Starting at 4th level, the magic infusing the kith naturally has become focused in a blackcoat's natural weapons, granting these weapons a +1 enhancement bonus on to hit and damage rolls, and granting them the ability to overcome damage reduction as magical weapons. This bonus increases to +2 at 6th level, +3 at 8th, and +4 at 10th level. Savage Rage (Ex): As he falls deeper into his savage rage, a blackcoat finds it easier to rely on own his natural weapons then on ones of artificial manufacture. Starting at 5th level, while raging, and using only his natural weapons, a blackcoat gains one additional claw attack per round, as well as an additional +2 bonus to Strength and Constitution, and a +2 dodge bonus to his armor class. The additional attack is at the blackcoat's base attack bonus -10. This ability stacks with superior rage. Pouncing Assault (Ex): At 6th level, whenever a blackcoat uses the charge action against a flatfooted opponent, he may make a full attack with his natural weapons instead of a single attack after moving. This ability can only be used while raging. Superior Rage (Ex): At 7th level, a blackcoat's bonus to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The range penalty to AC no longer applies. Undying Rage (Ex): At 9th level, a blackcoat no longer becomes fatigued at the end of his rage Wildheart: At 10th level, a blackcoat has become so consumed by his supernatural rage, it has changed his very being. His type changes to fey (augmented humanoid, kith), and he gains a damage reduction of 5/cold iron Glass Tower Enforcer “I think this is the part where you all curse my sudden yet inevitable betrayal” -Gyr Diiv-Yeden, glass tower enforcer of clan Diiv-Yeden http://farm3.static.flickr.com/2255/2376735214_103374cd40.jpg The glass tower enforcers are some of the greatest scoundrels and connivers among the kith, natural advisers and lieutenants who have no qualms with betraying those they serve for their own personal gain. By mastering the fine arts of manipulation and intimidation, the glass tower enforcer can trick others into doing their bidding, or even force them to act against their better judgement. Always staying one step ahead of everyone else, be they rivals, foes or allies, a glass tower enforcer seeks to get others to do their grunt work for them, while they stand back and reap all the rewards. Weather these rewards are used for the good of the kith people, the wider populace, or their personal own glory, however, is up to the whims of the individual enforcer. BECOMING A GLASS TOWER ENFORCER Most kith who become glass tower enforcers started out as rogues or bards, though those who start out as clerics with the trickery domain and a high intelligence can easily access the class as well. The high disguise and bluff requirements effectively bar many classes from taking it without multiclassing into rogue or bard for at least a few levels, though some prestige classes, such as assassin or shadowdancer, can offer an alternative. Whatever path they take however, a glass tower enforcer must be content to give up some of their field skills and versatility in return for mastering their social prowess. ENTRY REQUIREMENTS To qualify to become a glass tower enforcer, a character must fulfill all the following criteria: Alignment: Any non-good Race: Kith Skills: Bluff 9 ranks, Diplomacy 9 ranks, Intimidate 4 ranks Special: Must have betrayed a non-kith ally or friend for personal benefit BAB Fort Ref Will Abilities 1. +0 +0 +2 +2 Dark Insight, Sneak Attack +1d6 2. +1 +0 +3 +3 Conceal Alignment 3. +2 +1 +3 +3 Contingency Plan 1/day 4. +3 +1 +4 +4 Double Talk, Sneak Attack +2d6 5. +3 +1 +4 +4 Dark Suggestion 1/day 6. +4 +2 +5 +5 Contingency Plan 2/day, Poison Use 7. +5 +2 +5 +5 Slippery Mind,Sneak Attack +3d6 8. +6 +2 +6 +6 Hide in Plain Sight 9. +6 +3 +6 +6 Contingency Plan 3/day 10.+7 +3 +7 +7 Dark Suggestion 2/day, Sneak Attack +4d6, Unbeatable Hit Dice: d6 Class Skills The glass tower enforcer’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge( all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), and Use Magic Device (Cha). Skill Points at Each Level 8 + Int modifier. Weapon Proficiencies: A glass tower enforcer gains no new weapon or armour proficiencies. Dark Insight (Su): A glass tower enforcer knows that knowledge is as deadly a weapon as sword or spell, given the right place and time. Thus, they learn to read facial and body language to the point where they can almost tell one's thoughts by intonation alone. A number of times per day equal to his class level, when finding himself dealing with another individual, a glass tower enforcer may make a Sense Motive check with a DC of 15+ the target's HD. If this check succeeds, the glass tower enforcer gains a +10 bonus on all bluff, diplomacy and intimidate check against the target. If the check fails, however, the glass tower enforcer cannot understand the target's body language, and if the check fails by 5 or more, has significantly misread them, giving the glass tower enforcer a -10 penalty on bluff, diplomacy, and intimidate for the remainder of the encounter. Sneak Attack (Ex): Beginning at 1st level, a glass tower enforcer deals an extra 1d6 points of damage when they are flanking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. At 4th level, the damage increases to 2d6, and it increases by another 1d6 every 3 levels after, to 3d6 at 7th and 4d6 at 10th.He cannot use this ability more than once per round. Otherwise, this ability functions identically to the rogue class feature of the same name. If the glass tower enforcer would gain a sneak attack bonus from another source, the bonuses on damage stack. Conceal Alignment (Ex): Even apprentice glass tower enforcers know that there are those able to read one's basic moral and philosophical views, and turn them against oneself. Thus, learning to hide or mask one's alignment is of immeasurable benefit to a glass tower enforcer. If he is suspicious of an attempt to read his alignment, a glass tower enforcer may make a bluff check with a DC equal to 10+ the opposing caster's level. If this check succeeds by, he may choose to make his alignment appear as an alignment one step away from his own, and if it succeeds by 10 or more, he may choose to make his alignment appear as any alignment within two steps. Conceal alignment works only for the purpose of detection, it does not allow one to act as if one's alignment was any different to items, spells, or abilities that rely on alignments to function. Contingency Plan(Ex): A glass tower enforcer normally has a dozen black-up plans at any one time, granting them an almost supernatural ability to avoid certain death. Starting at fourth level, a glass tower enforcer may reroll any saving throw, attack roll, damage roll, or skill check he has just rolled. If he chooses to use this ability (which must be decided before the result of the original save is known), he must abide by the second roll. He may use this ability once per day at 3rd level and one addition time per day at 6th and again at 9th. Double Talk (Ex): Beginning at 5th level glass tower enforcer develops the ability to convince others, and even themselves, of false truths with such certainty that they can fool even magical spells and abilities. A number of times per day equal to his glass tower enforcer level plus his charisma modifier, he may make a a bluff check with an additional bonus equal to his glass tower enforcer levels. If this check succeeds in beating the opposing ability's save DC, he may give false information that registers as truthful even to magical spells and effects, including zone of truth, discern lies, and detect thoughts. A glass tower enforcer must be suspicious of an attempt to discern his truthfulness before he attempts this check. Dark Suggestion (Sp): Using solely the power of words and lies, a glass tower enforcer is able to mimic the ability of the spell suggestion without consciously evoking any magic. Once per day at 5th level, a glass tower enforcer is able to make a suggestion, as a caster of the same level as their current glass tower enforcer level. However, this suggestion lingers for 1 minute per level of glass tower enforcer the caster posses, and the target must continue to a will save every minute of be forced to carry out the actions directed in the suggestion, as if the original save had failed. Otherwise, this ability functions identically to the spell. A glass tower enforcer gains an additional daily use of this ability at 10th Poison Use(Ex): Starting at 6th level, a glass tower enforcer has learned enough about the proper use of poisons that they no longer risk accidentally poisoning themselves when applying poisons to a blade or trap. Slippery Mind (Ex): Starting at 7th level, a glass tower enforcer has gained such a firm grasp at manipulation, he becomes able to wriggle free others attempts at magically controlling or compelling him. If he finds himself affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only this one extra chance to succeed on his saving throw. Hide in Plain Sight (Ex): While in any sort of urban terrain, a glass tower enforcer of 8th level or higher can use the Hide skill even while being observed. Unbeatable (Su): A glass tower enforcer of 10th level is so full of gall and arrogance, he refuses to let even death keep him down. A glass tower enforcer reduced to 0 or fewer hitpoints immediately stabilizes, and gains a fast healing of 1. This fast healing only lasts until the glass tower enforcer is at 0 hitpoints, when the enforcer is disabled. This ability only affects a glass tower enforcer brought to 0 or fewer hitpoints by damage. An ability that kills the target outright, such as massive damage or Power Word: Kill will slay the glass tower enforcer, just as brining the glass tower enforcer below -10 hitpoints. Herald of the Harvest Moon “Dance, to the common beat. Dance, with the driving rhythm. Dance, and know that all are united. Dance, for in the dance you will find your strength. ” -Eah Maard-Unbadir, herald of the harvest moon http://farm3.static.flickr.com/2279/2375897327_2d13bf4ce7.jpg To the modern kith, no symbol is more potent then the harvest moon. It denotes the kith new year, and thus the cycle of life, as well as marriage and new life. It is also the symbol of the Traveler, the last surviving kith god, and his followers mark this day with great celebrations, where dozens of caravans from a myriad of clans join together in three days of food, stories, and dance. This unity and camaraderie, so seldom seen among the fractious clans, leads some to question whether the old hatreds and rivalries between the clans are as deep and divisive as they thought. Many of these kith become clerics, spreading the Traveler's message that fellowship and brotherhood will make the kith great again. Some, however, take it an extra step. These are the heralds of the harvest moon, who draw strength from this potent symbol and let it guide them in their journeys between the caravans, letting it's magic fuel theirs as they seek to bring unity to the clans once again. ENTRY REQUIREMENTS To qualify to become a herald of the harvest moon, a character must fulfill all the following criteria: Alignment: Any non-evil Race: Kith Skills: Diplomacy 6 ranks, Preform (Dance) 10 ranks Spellcasting: Must be able to 2nd-level arcane spells spontaneously Special: Must be a worshiper of the Traveler BAB Fort Ref Will Abilities Spells per Day 1. +0 +0 +2 +2 Blessing of the Harvest Moon, Divine Dance (Dance of Radiance) +1 level of existing class 2. +1 +0 +3 +3 Divine Dance (Dance of Blades +1d4) +1 level of existing class 3. +2 +1 +3 +3 Divine Dance (Warding Dance) +1 level of existing class 4. +3 +1 +4 +4 Divine Dance (Vermilion Dance) +1 level of existing class 5. +3 +1 +4 +4 Divine Dance (Dance of Blades +2d4, Dance of the Ebon Moon) +1 level of existing class 6. +4 +2 +5 +5 Divine Dance (Blazing Dance) +1 level of existing class 7. +5 +2 +5 +5 Song and Dance, Divine Dance (Dance of the Arcane) +1 level of existing class 8. +6 +2 +6 +6 Divine Dance (Dance of Blades +3d4, Dance of Harvestide) +1 level of existing class 9. +6 +3 +6 +6 Divine Dance (Dance of Freedom) +1 level of existing class 10.+7 +3 +7 +7 Divine Dance (Dance of Autumn's Leaves) +1 level of existing class Hit Dice: d6 Class Skills The glass tower enforcer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Knowledge (all skills, taken individually), (Int), Listen (Wis), Perform (Cha), Read Lips (Int), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), Spot (Wis), Survival (Wis) and Use Magic Device (Cha). Skill Points at Each Level 4 + Int modifier. Weapon Proficiencies: A herald of the harvest moon gains no new weapon or armor proficiencies. Spells per Day: When a new herald of the harvest moon level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of herald of the harvest moon to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. Blessing of the Harvest Moon(Ex): Starting at 1st level, a herald of the harvest moon ceases to draw the power for her spells from arcane sources, and begins to call upon the Traveler for her spells. Her spells become divine spells, and are treated as such, and is no longer subject to arcane spell failure due to armor. Also, the herald of the harvest moon's spells no longer require a verbal component, but now require a somatic component in their place, thus preventing a herald of the harvest moon from casting spells when bound, immobilized, or using the still spell metamagic feat. The herald of the harvest moon still gains bonus spells and determines the DC of her spells using the base modifier for her class (typically Charisma), and her spells are still drawn from her original class spell list. If the herald of the harvest moon had more than one arcane spellcasting class before joining the herald of the harvest moon class, this bonus applies to the bardic class only, or if the character has no levels in the bardic class, then it applies to one class of the character's choice. Unless otherwise noted, any beneficial ability bestowed upon allies within a certain radius of the herald of the harvest moon also affects the herald of the harvest moon. Divine Dance(Su): Once per day per herald of the harvest moon class level, the character may use her dance to channel the harvest moon's divine magic. Each ability requires both a minimum herald of the harvest moon level and a minimum number of ranks in the Perform (Dance) skill to qualify; if a herald of the harvest moon does not have the required number of ranks in the Perform (Dance) skill, she does not gain the bardic music ability until she acquires the needed ranks. This ability can be used only when the herald of the harvest moon is wearing light armor or no armor, and is carrying no more than a light load. The herald of the harvest moon may fight while dancing, but may not cast spells, activate magic items by spell completion or magic word, nor use her normal bardic music abilities due to the concentration involved. A herald of the harvest moon may not use her divine dance ability when bound, held, grappled, prone, or otherwise unable to move. Dance of Radiance: A herald of the harvest moon of 1st level, with at least 10 ranks in Preform (Dance) can use her dance to generate an aura of vermilion light. She creates an aura of light that, centered on her, illuminates an area with a 5 foot radius. For every round she continues dancing, this aura expands by 5 feet, up to a maximum radius of 5 feet per the character's herald of the harvest moon class level. Once she stops dancing, this aura recedes by 5 feet per round. This ability otherwise functions identically to the spell daylight. Dance of Blades: A herald of the harvest moon of 2nd level with at least 11 ranks in Preform (Dance) has learned how to incorporate her dance into combat. When using this ability, she gains the benefit of the improved feint feet, even if she does not meet the prerequisites. Additionally, when using this dance, if an opponent is caught flatfooted, or are denied their dexterity bonus to AC, all the herald of the harvest moon's light weapons deal +1d4 bonus of damage. This bonus improves to +2d4 at 5th, and +3d4 at 8th) Warding Dance: At 3rd level, a herald of the harvest moon with at least 12 ranks Preform (Dance) can channel positive energy through their dance. This ability functions identical to the cleric's turn undead ability, except the character uses their ranks in Preform (Dance) in lieu of cleric level when determining the most powerful undead affected. The warding dance special ability does not qualify the herald of the harvest moon for any prestige class or feat that requires turn undead as a prerequisite. Using a Warding Dance is a full round action that does not provoke an attack of opportunity. This dance cannot be maintained for more than one round. Vermilion Dance: A 4th level herald of the harvest moon with at least 13 ranks in Preform (Dance) can summon an aura of holy light which empowers the weapons and natural attacks of her allies. The mêlée, ranged and natural weapons of all allies within 30 feet count as good and silver for the purpose of overcoming damage reduction. Any weapon so affected also sheds a vermilion light as the light spell. Dance of the Ebon Moon: A herald of the harvest moon of 5th level, with at least 14 ranks in Preform (Dance) may channel the power of the harvest moon to reveal illusions and deceptions in form. All creatures within 30 feet natural forms are clocked via illusion, shapeshifting, or another effect, must make a Will save with a DC equal to the herald of the harvest moon's Preform (Dance) check. Those that fail are striped of their disguise and revert to their normal form for as long as the herald of the harvest moon continues her dance. Lycanthropes in humanoid or animal forms affected by a Dance of the Ebon Moon are forced into their hybrid forms. Blazing Dance: A 6th level herald of the harvest moon with at least 15 ranks in Preform (Dance) has learned to draw upon the power of elemental power and direct it through her dance. Everyone within 15 feet of the herald of the harvest moon other than the herald herself must make a Reflex save with a DC equal to the herald of the harvest moon's Preform (Dance) check every round they remain in the area or take 1d8 points of fire damage. This ability affects objects as well as creatures. Dance of the Arcane: At 7h level, a herald of the harvest moon with at least 16 ranks in Preform (Dance) may empower the spells of her allies with her dance. The caster level of all spells and spell-like abilities cast by allies within 30 feet are cast at +1 caster level, and all powers are manifested at +1 manifester level as long as the herald of the harvest moon continues her Dance of the Arcane Dance of Harvestide: A herald of the harvest moon of 8th level, with at least 17 ranks in Preform (Dance) may call upon the sacred power of the harvestide, granting all allies in 15 feet a fast healing equal to her charisma modifier. Any ally entering the radius of the effect after the herald of the harvest moon has started her Dance of Harvestide gains the fast healing effect. This healing lasts only as long as the ally remains within 15 feet of the herald of the harvest moon. Dance of Freedom: At 9th level, a herald of the harvest moon with at least 18 ranks in Preform (Dance) can invoke the ideals of freedom and independence in her movements. All allies within 15 feet of the herald of the harvest moon who can see her gain slippery mind as the rogue ability of the same name. Any ally already under the effect of an enchantment spell of effect are immediately allowed a second saving throw to resist the ability, though each character can only gain this additional saving throw once per use of the herald of the harvest moon's divine dance. Dance of Autumn's Leaves: A herald of the harvest moon of 10th level with at least 19 ranks in Preform (Dance) can call upon the Traveler to strike down her foes, creating a wreath of razor sharp leaves. Any enemy withing 30 feet of the herald of the harvest moon must make a reflex save with a DC equal to the herald or the harvest moon's Preform (Dance) check for every round they remain within this area or take 2d8+ the herald's charisma modifier in slashing damage. This damage counts as good, magical and silver for the purposes of overcoming damage reduction. Song and Dance (Ex): A herald of the harvest moon of 7th level can combine her Divine dance ability with a bardic music ability. Each ability takes a septate standard action and a separate daily usage of the ability to initiate. However, this is mentally and physically exhausting, and a herald of the harvest moon must make a DC 15 Concentration check to maintain this ability after the first round. This DC increases by 1 for every consecutive round the ability is maintained. |
| DonThelonious11-02-07, 02:13 AM | This. Is. AWESOME!!!!! You have really done a wonder with this race. :cookie: :cookie: :cookie: You so get cookies. |
| jradd77711-04-07, 01:40 AM | I'm impressed by the comprehensive and holistic illustration of your race, kudos. I haven't had a chance to completely read through but what I have skimmed looks interesting and complete. Good work! |
| Finfreeze11-05-07, 06:47 PM | I may as well take a stab at this race, since too much work has been done to simply ignore them. A kith normally stands just over four feet tall, and they have lithe, muscular frames. Base Height (M): 3'4” +2d6 Base Height (F): 3'2” +2d6 Base Weight (M): 60 lb. x1d4 lb. Base Weight (F): 50 lb. X1d4 lb. I think this info could justify them having no racial strength penalty. It seems they are bigger and much heavier than gnomes, goblins, halflings, and kobolds are. Polyglots: Kith are exposed to a huge variety of languages during their childhood, and most tend to have a knack them. A kith knows one additional language at first level, and speak language is always a class skill for kith How about just making Speak Language a class skill for kith and axing the language progression? That way those skill points you put into learning languages aren't (eventually) rendered useless. Also, it would let people play the rare kith who doesn't know a ton of languages. Nothing major, just a tiny thought. Flight (Ex): When a kith reaches 7 HD, she becomes able to fly at a speed of 40 feet (poor maneuverability). A kith cannot fly while carrying a medium or heavy load, or while fatigued or exhausted. Kith can fly for a maximum number of rounds equal to their constitution modifier (minimum 1 round). They can exert themselves to fly twice as long, but then they are fatigued at the end of that flight. A kith is likewise exhausted after spending 10 minutes per day flying. Because kith can glide before, after, and between rounds of actual flight, they can remain aloft for an extended period of time. (even if they can only use flight for one round before becoming fatigued) A kith while in flight can use the run action while flying, provided she flies in a straight line. This is a non-power for most intents and purposes. It's slower and a lot less nimble than the fly spell (which comes in at 5th level), and lasts less than a minute unless you overexert yourself or pump constitution. At the least, make it last a number of rounds equal to your constitution score or grant it at first level. You could also do both, giving the constitution modifier duration flight at first level, then at 7HD granting constitution score duration flight. ~Cean-Avae: The kith becomes more agile and lithe, gaining a +3 enhancement bonus to dexterity. Ability score modifiers should be even; make it either +2 or +4. Not only that, but this power is rendered utterly obsolete by dexterity-enhancing items. How about just making arcane sigil spell-likes grant unnamed bonuses? Well, unless of course you're planning on having feats make these powers a whole lot better... Otherwise, the mechanics look good. |
| SovietCanuck11-05-07, 09:18 PM | I'm impressed by the comprehensive and holistic illustration of your race, kudos. I haven't had a chance to completely read through but what I have skimmed looks interesting and complete. Good work! Glad they impressed you jradd! Hopefully they provide some inspiration for a future campaign or homebrew of yours:D I may as well take a stab at this race, since too much work has been done to simply ignore them. Right-o. Thanks! I think this info could justify them having no racial strength penalty. It seems they are bigger and much heavier than gnomes, goblins, halflings, and kobolds are. They may be just a tad shorter than dwarves, you're right, but kith are still significantly lighter than medium creatures, so I don't think their height and mass necessarily make them as strong as the larger races. So though I could nix the strength penalty, it doesn't sit right with me. How about just making Speak Language a class skill for kith and axing the language progression? That way those skill points you put into learning languages aren't (eventually) rendered useless. Also, it would let people play the rare kith who doesn't know a ton of languages. Nothing major, just a tiny thought. Eh...I thought the way I wrote it up did just that, only it gave an additional language at first level...I'll reread what I've written so that I get the intended effect across: at character creation, a kith's intelligence modifier counts as one higher than it's actual value for the purpose of determining bonus languages only. Speak language is always a class skill for kith. This is a non-power for most intents and purposes. It's slower and a lot less nimble than the fly spell (which comes in at 5th level), and lasts less than a minute unless you overexert yourself or pump constitution. At the least, make it last a number of rounds equal to your constitution score or grant it at first level. You could also do both, giving the constitution modifier duration flight at first level, then at 7HD granting constitution score duration flight. Hmm...I was trying to make it less powerful than the raptorian's flight, as the kith gain their runes in addition to flight. I'd like some more imput on this before I go through with this...but you're right, it is significantly less powerful than than flight. Ability score modifiers should be even; make it either +2 or +4. Not only that, but this power is rendered utterly obsolete by dexterity-enhancing items. How about just making arcane sigil spell-likes grant unnamed bonuses? Well, unless of course you're planning on having feats make these powers a whole lot better... It's a spell-like ability, so I felt like the odd value was justified. However, I will change it to a +2 to fit with the rules. Thanks! As for the bonus type...I didn't want them to be too powerful for low level characters to posses...I do have a series of feats for each one (one improved and one greater) that will grant additional bonuses to the ability. Otherwise, the mechanics look good. Thanks for your imput!:thumbsup: |
| Finfreeze11-06-07, 09:33 AM | They may be just a tad shorter than dwarves, you're right, but kith are still significantly lighter than medium creatures, so I don't think their height and mass necessarily make them as strong as the larger races. So though I could nix the strength penalty, it doesn't sit right with me. Understandable, but consider the following. As a small race, all of a kith's weapons deal one step less damage. In addition, they take an effective -4 penalty on opposed Bull Rush, Disarm, Grapple, Overrun, Sunder, and Trip checks compared to medium races; this modifier increases to -5 with a racial strength penalty. That's not even mentioning that they can't use many special attacks against large or larger foes at all. Finally, small races have lower carrying and moving capacities than medium races by virtue of their size. Basically, while the ability scores may be equal, they don't tell the whole story. Eh...I thought the way I wrote it up did just that, only it gave an additional language at first level...I'll reread what I've written so that I get the intended effect across: at character creation, a kith's intelligence modifier counts as one higher than it's actual value for the purpose of determining bonus languages only. Speak language is always a class skill for kith. Gaaaaaaaaaah... I misread that "extra language at first level" as "extra language at each level". Sorry 'bout that. I see no problem with the ability. I do have a series of feats for each one (one improved and one greater) that will grant additional bonuses to the ability. Ooh. |
| DonThelonious03-28-08, 12:01 AM | Where is section 4!?! How am I supposed to use this wonderful and comprehensive guide to your well thought out and designed home brew race without section 4!?! Hehe:P Figured a bump wouldn't hurt too much either. |