Thursday, September 19, 2024

Lapin - the Rabbitfolk

While D&D did introduce the Harengon, I am going to borrow only parts of that to fit into the Fantasy Trip (and possibly OSE). As well as renaming them to the Lapin. Though most folk call then Rabbitfolk, they call themselves Lapin. 

They are the result of Fey, though not fey themselves. In ancient times, the Unseelie Court thought nothing of meddling of other races and beings. They still feel that way. The Lapin were originally created from rabbits as fast guards: they move fast and multiply fast, so readily replenish any forces. Centuries ago a few escaped into the more mundane world we live in, and live somewhat furtive lives, worried that some Fey Lord may come hunting them. In fact, the Hunt brings an irrational fear to the Lapin and cause them to run away in random directions. If this were OSE there would be a really high saving roll, for TFT 5 dice against IQ to not run away.

Most Lapin are between 3 and half to 4 and a half feet tall, excluding their long ears which can put them close to 6 feet tall. But there are some giant Lapin that tower almost 7 feet tall. They are slower than their smaller cousins but stronger. 

Lapin primarily are plant eaters, but with the meddling of the fey they can also digest meat. They prefer vegetables over meat, though they will eat meat if nothing else is available. Alcohol works faster on them than others, but Lapin never get hangovers and also recover more quickly from over-indulging. 

Lapin villages are rare as most are solitaire creatures. They do not mate for life but stay together until the young are old enough to be on their own. This is about a dozen years and this age is considered adulthood for the Lapin. Both parents share duties for raising their young. There are 2 to 4 babies per birthing (d3 where 1/2 = 2, 3/4 = 3, 5/6 = 4) and genders are random, a 50% chance of either a boy or girl. Lapin tend to make small huts that may only last a couple of years. They only have possessions they can travel with easily. They move around a lot and will work odd jobs so that they can purchase the things they want or need. Few tend to be in towns or cities. Most tend to be expert woodsman and may often be healers, with a broad knowledge of plants and herbs. Lapin tend to have an average lifespan of about 50 years or so.

Despite this, there is something of a Lapin culture. Primarily they are independent, quick to judge, but also fiercely loyal. Having been foot soldiers in the Unseelie battles, they tend to favor the weak and protect those who cannot protect themselves. Those Lapin who have dealt with humans say they are similar to the Knight Errant. They are self-sufficient other than the tools and weapons they may purchase as they cannot create themselves. In general, they prefer to hide rather than fight, but they will always stick up for the oppressed. 

For The Fantasy Trip, Lapin folk are similar to Elves in terms of initial stats. Their starting stats are ST 5, DX 11 IQ 8 and an even faster MA at 14 when unarmored. They can be fighters or magic users and will rarely wear anything more than leather armor as they rely on their speed more than anything else. Unless they take running, though, this speed is generally only for combat as they will tire faster than humans do. They walk at a human pace, though there is more vertical movement than humans. As part of their furtive nature, they are also constantly looking around and sniffing the air. Their noses do wriggle, and as a result get a +1 to most other races for reactions. That and the ears. Which they do not like people touching.

Working up Marianne, our Lapin NPC, we know she carries a light crossbow and can shoot every turn. Meaning she has to have at least a DX of 14 and a ST of 12. Giving her a range of talents bumped her IQ to 10 so she can have Naturalist. Technically she could have more talents, but her experience has given her the strength to use her light crossbow, and the IQ as to have naturalist. As per our last recap, she knew a bit about the harpies, so I decided she needed that skill as well. This makes her quite a bit more talented than our player characters, but as I underplay most NPCs that works out. Heck - I tend to underplay my characters as well...

TFT Marianne

As she mentioned, the rising of the demoness Indhyna is what brought Marianne to this part of the world. The ley lines weakening the barriers between the worlds is threatening more than just this one area. While she has no affinity for magic, nor carries any magical weapons, she is not much against a demon. She will be on the lookout for enchanted bolts for her crossbow to save for those times when she can attack a demon.

The Ultimate Bestiary: Secrets of the Fey showed up. And as Sister Ishbarra was heavily wounded, I can bring in either the travelling Goblin merchant as I mentioned before, or perhaps one of these fey will help:

Alseids, or ‘cervitaurs’ as they are sometimes known, are reciprocally considered ‘cousins’ of centaurs, likely diverting from different points on the same family tree, though both species see the other as something of an oddity. Alseids differ in that their feet bear cloven hooves, and their hindquarters resemble that of a deer or antelope, with a variety of dappled, striped, or countershaded hues. They are significantly smaller than centaurs, their heads no higher than a human’s, and often display horns or antlers with both males and females equally likely to feature short nubs of bone or great, spiraling coronets.

As they know the forest, perhaps if they can make friends (and understand!) they could get a healing salve or two. 



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