Lapine

by Bladehenge

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Lapineridae

Lapine are a semi-human rabbit-like race hailing from the deep forest and sweeping plains. Their major features are a set of rabbit-like ears extending above their head and a tail. They live in a tribal semi-nomadic lifestyle that has semi-permanent settlements throughout uninhabited lands. They worship the stars and believe that if they live a good life, they will join their ancestors among the stars or be reborn back in to the tribe to try again.

Lapine

Ability Score Increase

Your Dexterity score increases by 2 and your Wisdom score increases by 1

Age

Lapine reach physical maturity around age 21 and can live up to 240 years old

Size

You are a Medium sized creature between 4ft/120cm and 7.5ft/230cm

Speed

Your base walking speed is 30ft

Languages

You can speak Common and Sylvan

Natural Origin

You gain proficiency in the Nature or Survival skills

Alert Nature

You can add your proficiency bonus to your Initiative rolls

Attuned Senses

You have advantage on Perception checks that rely on your sense of Hearing or Smell. Conversely, you have disadvantage on Constitution Saving Throws that rely on these senses.

Impact Compensation

You take no falling damage when falling below 20ft and take 1d6 less damage if falling beyond that, provided you can land on your feet.

Qiqen, a Lapine Monk

Credit: @Sakotach on Twitter

Lapine Names & Culture

Lapine generally have 2-3 syllable names sometimes with a repeating consonant/vowel at the beginning of each syllable (I.E. Qiqen, Qoten, Lamav). Within their tribe indigenous Lapine do not have surnames, only caring to track their direct blood relatives 2-3 generations back to prevent inbreeding. Lapine that have separated from their tribe sometimes take up last names in the fashion of other races if they expect to never make it back.

Lapine clothing usually consists of light fabrics that cover the chest and have an exposed stomach. This is a social custom to show an individual's core fitness at a glance and show that nobody is taking more than what they need from the tribe's food and that everyone is pulling their weight. Sometimes leggings expose the hips for freedom of movement or for shows of courtship.

Lagomi (Feral Lapine)

Sometimes there will be a Feral Lapine, or Lagomi, child will be born to normal Lapine parents and can be seen with a mix of different emotions depending on the tribe. Some tribes see them as a curse for the tribe failing in some capacity and others see them as a boon from their ancestors. Instead of the humanoid feet of regular Lapine, they possess rabbit-like feet (Sometimes with or without paw pads) with large claws and occasionally fine hair covering their hands and forearms. Additionally the hair on their ears is sometimes much wilder and their tails are slightly longer. The have enhanced constitution, slightly above average agility and often are able to bound across great distances or easily dig through most areas with open soil.

Lagomi

Ability Score Increase

Your Constitution score increases by 2 and your Wisdom score increases by 1

Age

Lagomi reach physical maturity around age 18 and can live up to 200 years old

Size

You are a Medium sized creature between 4ft/120cm and 7.5ft/230cm

Speed

Your base walking speed is 35ft and you have a burrowing speed of 5ft per round

Languages

You can speak Common and Sylvan

Instinctual Action

You gain proficiency in the Acrobatics or Survival skills

Alert Nature

You can add your proficiency bonus to your Initiative rolls

Beastly Bounding

As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. You take no falling damage when landing with this ability.

Impact Compensation

You take no falling damage when falling below 20ft and take 1d6 less damage if falling beyond that, provided you can land on your feet.

Caera, a Lagomi Archer

Credit: @Margikrap / Zambiie on Twitter

Feral Friends

While a Lagomi's more beastly attributes can be cause for celebration or concern between tribes, none can deny the boons they bring to their tribe. The often excel in hunting, heavy-lifting and can even dig complex underground spaces with their enhanced limbs. Most simply wish to use their abilities for the betterment of their family but can often face persecution in other cultures.

Despite this intention of goodwill, there are some tribal legends that assert that the feral influence of a Lagomi can corrupt and transform those of weak will in to a Lagomi themselves, in a similar vein to werewolves in other cultures. These claims remain cautionary tales to date and have no recorded historical basis observed.

Tribe Structure

Each tribe has two major leaders, the Starcaller/Storyteller and the Hunt-Master.

The Starcaller/Storyteller is the de-facto leader of the tribe and is usually the eldest female. They almost always have some kind of connection to divination through star-reading. Most of their duties mirror that of a tribe shaman, doctor or druid; Utilizing herbal medicine and star divination to cure most ailments and make decisions for the tribe. They usually have an assistant who will be next in line when that Starcaller finally dies. There's no consideration for bloodline in succession, it is always an individual that has that same spark of divination/connection to the stars as their predecessor. Starcallers are not forbidden from having children and families, but their duties and tribe leader and soothsayer often supersede their family, so their male partner will be the one who takes care of child-rearing. In very rare cases, such as low population, the Starcaller's husband can also be the Hunt-Master, in which case they will often split parental duties or refer the children to an aunt/uncle. Often the women of the tribe will work with the Starcaller to discuss decisions about the tribe's future and to care for their young.

The most important duty of a Starcaller though is the maintenance of the tribe's Mythal, a magical effect that is hosted within their body that permeates their tribe's immediate vicinity and every Lapine within it. Similar to an Elven Mythal, it is a magical field that houses specific conditions, i.e. warding away evil, keeping breeding chemistry in check to keep their population steady, promoting health and wellness, etc. Because the Mythal is heavily tied to the magic of the land they occupy, the Starcaller can be very susceptible to disease or sickness if the land is or has become corrupted, which means they are often the very first to sense it. It is not uncommon for tribes to pick up and move far away if the land is deemed incurable or in need of time to heal. They take special care not to exhaust the magical energy of the land and only expand/enhance the mythal through their star divination magic if there is an excess and draw it back if there is a shortage. Because of their connection with the Mythal, they often gain druid-like and wizard-like abilities, though this is not always the case.

The Hunt-Master is more or less as it sounds. They lead the hunting/foraging parties and are often the kind of caretakers for the lands they roam. In contrast to the Starcaller the Hunt-Master is usually the eldest male. They keep track of animal population, movements and health so as not to over-hunt and will often shift the tribe's diet to either allow certain species re-population or target overpopulated species. At home they lead the crafters in shaping animal or plant materials into products for the tribe and are known to be able to craft fine fabrics. The most sacred fabrics are able to magically show the night sky and stars at any time of day, as if looking through a looking glass. These sacred fabrics are usually reserved for the Starcaller's divination tent and are only traded outside of the tribe in the most dire times or as gifts to those that have done the tribe a great deed. Most of the time men and women not in childcare spend half their time hunting/foraging and half their time crafting. If an individual is injured beyond recovery or has some other disability that will prevent them from hunting/foraging, they usually take up the majority of cooking and repair work as well. It's not often you see a Lapine cook that isn't missing a few fingers or even an arm/leg. \columnbreak

Behavior

As a tribal/nomaid peoples, Lapine hold a great deal of reverence for the land and the life it provides them with. Any form of perversion of nature is taken as a grave offense and often can lead to heightened tensions if not rectified. They are not openly hostile to travelers, but are wary enough to not share any information that could place the tribe in harms way. Most that gain a Lapine's trust are those that place their lives on the line to provide aid to the tribe or prove their willingness to live by the tribe's culture.

Lapine traditionally breed in the fall and have children in the spring and the introduction of a new tribe child is often cause for major celebration. Couples usually consult with the Starcaller to divine if it's time for them to have children or not, and in dire cases the Starcaller may even alter the tribe's Mythal to forego the usual breeding chemistry supressesion, allowing for rapid re-population. As Lapine physically mature around 21, being considered mentally fully fledged adults around 26-30 and living for close to 240 years, most only have 1-2 children at a time and the tribe can go years or decades without need of new children. Rarely does the population ever exceed a few hundred and is never below 50. If the population does fall below 50 the tribe will often call for aid from other, more well-populated, tribes to mix in with due to the need for genetic stability. Lapine can breed with most other mammalian-type humanoids but the Lapine genetics often overpower other races much in the same way the Orc genome acts.

Individuals are not forbidden from leaving the tribe on the condition that some day they will bring back something useful. Either rare items they cannot make themselves or something that will help the tribe in the long-run. Sometimes individuals do not return and they are not (widely at least) remembered negatively, though individuals they were close to might be a bit distraught. If an individual believes they will be living away from the tribe for the indefinite future, they may sometimes opt to set up a small shrine or reliquary they take with them, which houses a miniature Mythal. This Mini-Mythal often only extends for a few hundred feet at most and only bestows temporary effects. Usually the only effect the Mini-Mythal is strong enough to bestow is to keep their reproductive chemistry in-line with other humanoid species .

Disclaimer

I own none of this content provided and this is only intended for personal, non-commercial use. Any similarities to content owned by other parties or persons is not intended to be infringed upon.

 

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