Narciso Bizarro
2012-04-22, 12:35 PM
Today I bring you a race inspired in these creatures of Lorwyn, from the M:TG set. For a little more information, take a look of:
http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/feature/422
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/db2
http://magiccards.info/query?q=t%3A%22kithkin%22+%28e%3Amt%2Fen+or+e%3Alw %2Fen%29&v=card&s=cname
Kithkin
http://www.wizards.com/magic/images/cardart/LRW/Hurly-Burly_640.jpg
Art by Steve Prescott
The kithkin are a race of peaceful farmers with a strong sense of community and union. They live simple and tranquil lifes at their clachans, where they friendly welcome travelers and merchants. But when attacked, or their village’s safety is disturbed, they become fierce warriors, very effective and organized in combat.
Personality
They are a simple and spontaneous race, hardworking and dedicated to tasks like farming and herding. They’re incredibly handy crafting any kind of things, with materials like wood, leather or metal. Their industry is rustic, but always growing and innovating, with a little touch of alchemy in the mix. They love dancing, music and storytelling, and there is always a excuse for celebration. Inclined to superstition, their culture is full with little rituals, charms and ways to avoid ill luck.
Physical description
Could say they’re similar to halflings, but a bit higher, plump and stout, with thick limbs. They are about 4 – 4 ½ feet tall. They have round, big faces, highly expressive, with little eyes (commonly dark). Unlike halflings, males kithkin grow beard, but at advanced age and never like a dwarf. The tonality skin ranges from fair to coppery, with hair usually light or dark brown (reddish an dark blonde are common too).
http://www.wizards.com/magic/images/mtgcom/fcpics/features/423_KithkinConcepts_thumb.jpg
Relations
For a kithkin, village stands first, and the safety of their kind. They’re highly communitarian, worrying about community well-being. Besides, this attitude is reinforced by an empathic bond that connects all kithkin, the thoughtweft. This gives them the ability to cooperate like no other species: it’s said that when you pick a fight with a kithkin, you’re choosing to fight them all. It doesn’t mean they’re apart from other races. On the contrary, they’re openly received, and festivals and celebrations are usual, where anyone with good spirit is welcomed.
Alignment
Good alignment is the most common for kithkin, given their attitude of caring and worrying for others. Part of their population is also legal, respectful of tradition and adapted to kithkin life-style, which means “community”. Of course, exceptions are normal and there are many kithkin that travel away from home, looking for adventures.
Lands of the kithkin
They live in villages known as clachans, usually located in grassy meadows, or near to forests. A typical clachan consists of several houses and others wooden buildings, protected by a palisade, and rounded by cultivated lands and pastures, where springjacks feed. Springjacks are domestic beasts, a bit like a cross between a shaggy sheep and a jackrabbit, base of kithkin herding and used for milk, fur and mutton, as well for riding by clachan’s defenders. Each clachan has its cenn, a town leader similar to a mayor, who guides and organizes the village; usually is one of the oldest and wisest kihkin. Also, a clachan usually has a Hero: a kithkin of grand valor and courage with the mission of protect the village of every threat.
http://www.wizards.com/magic/images/cardart/MOR/Rustic_Clachan.jpg
Art by Fred Fields
Religion
They use to revere the same gods that halflings, or gods with community, protection and family in their portfolio. Clachan’s clerics are not a rare sight, principally in charge of treatment the preparation of all kinds of salves and medicines. They do not discard gods of courage and battle, especially militia members who defend the village.
Languages
They have their own language, related to the Halfling language, but usually speak Common, with foreigners and between them. They learn elven, and gnome to communicate with neighbors.
Names
Kithkin’s names consists in a name and a surname, both which vary widely in each clachan. It is usual that a kithkin travelling far from home say the name of his/her clachan in place of surname.
Male names: Gaddock, Deagan, Doyo, Jack, Lann, Calydd, Abral, Wynnarat, Donal.
Female names: Brigid, Olka, Molla, Keeley, Daranna.
Surnames: Teeg, Alloway, Baeli, Chierdagh, Welk, Gwal.
Clachan names: Kinsbaile, Burrenton, Goldmeadow, Ballyrush, Cloverdell, Dundoolin.
RACIAL TRAITS
• -2 Str, +2 Con: they’re well built, but with musculature more prepared to make them resistant than for strength exploits.
• Type: Humanoid (halfling).
• Small: As Small creatures, elves kithkin gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
• Space/Reach: 5’/5’.
• Base speed: 20’
• Thoughtweft (Su): Kithkin share an emphatic bond that connects them and reinforce its community. That doesn’t mean permanent telepathic communication nor a hive-mind; a particular kithkin can “hide” his thoughts of the thoughtweft, but it’s unusual. In game terms, they can feel predominant emotions and surface thoughts of any willing kithkin in 20 miles. Whenever aiding another kithkin with a skill check, gives an additional +2 bonus. In addition, they can aid another kithkin in a task that doesn’t allow aiding (Search for traps, Disable device, Survival, etc.), but only gives the normal +2 bonus.
• They’re a handy and innovating race, very skilled in tasks that they dedicate to: Kithkin get 4 extra skill points at 1st level and 1 extra skill point at each additional level. These extra points can only be used for: Craft (any), Handle animal, Knowledge (Architecture and engineering), Perform (any), Profession (any), Ride (springjack).
• +2 racial bonus on Diplomacy and Heal checks.
• +1 racial bonus to all saving throws: Amulets and little rituals against bad luck are fill kithkin tradition and culture.
• Automatic languages: Common, halfling. Bonus: elven, gnome, sylvan.
• Favored class: Scout.
• LA: +0.
EDIT: Shrinked to Small size. Corrected some... language oddities.
http://www.wizards.com/magic/magazine/Article.aspx?x=mtgcom/feature/422
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/daily/db2
http://magiccards.info/query?q=t%3A%22kithkin%22+%28e%3Amt%2Fen+or+e%3Alw %2Fen%29&v=card&s=cname
Kithkin
http://www.wizards.com/magic/images/cardart/LRW/Hurly-Burly_640.jpg
Art by Steve Prescott
The kithkin are a race of peaceful farmers with a strong sense of community and union. They live simple and tranquil lifes at their clachans, where they friendly welcome travelers and merchants. But when attacked, or their village’s safety is disturbed, they become fierce warriors, very effective and organized in combat.
Personality
They are a simple and spontaneous race, hardworking and dedicated to tasks like farming and herding. They’re incredibly handy crafting any kind of things, with materials like wood, leather or metal. Their industry is rustic, but always growing and innovating, with a little touch of alchemy in the mix. They love dancing, music and storytelling, and there is always a excuse for celebration. Inclined to superstition, their culture is full with little rituals, charms and ways to avoid ill luck.
Physical description
Could say they’re similar to halflings, but a bit higher, plump and stout, with thick limbs. They are about 4 – 4 ½ feet tall. They have round, big faces, highly expressive, with little eyes (commonly dark). Unlike halflings, males kithkin grow beard, but at advanced age and never like a dwarf. The tonality skin ranges from fair to coppery, with hair usually light or dark brown (reddish an dark blonde are common too).
http://www.wizards.com/magic/images/mtgcom/fcpics/features/423_KithkinConcepts_thumb.jpg
Relations
For a kithkin, village stands first, and the safety of their kind. They’re highly communitarian, worrying about community well-being. Besides, this attitude is reinforced by an empathic bond that connects all kithkin, the thoughtweft. This gives them the ability to cooperate like no other species: it’s said that when you pick a fight with a kithkin, you’re choosing to fight them all. It doesn’t mean they’re apart from other races. On the contrary, they’re openly received, and festivals and celebrations are usual, where anyone with good spirit is welcomed.
Alignment
Good alignment is the most common for kithkin, given their attitude of caring and worrying for others. Part of their population is also legal, respectful of tradition and adapted to kithkin life-style, which means “community”. Of course, exceptions are normal and there are many kithkin that travel away from home, looking for adventures.
Lands of the kithkin
They live in villages known as clachans, usually located in grassy meadows, or near to forests. A typical clachan consists of several houses and others wooden buildings, protected by a palisade, and rounded by cultivated lands and pastures, where springjacks feed. Springjacks are domestic beasts, a bit like a cross between a shaggy sheep and a jackrabbit, base of kithkin herding and used for milk, fur and mutton, as well for riding by clachan’s defenders. Each clachan has its cenn, a town leader similar to a mayor, who guides and organizes the village; usually is one of the oldest and wisest kihkin. Also, a clachan usually has a Hero: a kithkin of grand valor and courage with the mission of protect the village of every threat.
http://www.wizards.com/magic/images/cardart/MOR/Rustic_Clachan.jpg
Art by Fred Fields
Religion
They use to revere the same gods that halflings, or gods with community, protection and family in their portfolio. Clachan’s clerics are not a rare sight, principally in charge of treatment the preparation of all kinds of salves and medicines. They do not discard gods of courage and battle, especially militia members who defend the village.
Languages
They have their own language, related to the Halfling language, but usually speak Common, with foreigners and between them. They learn elven, and gnome to communicate with neighbors.
Names
Kithkin’s names consists in a name and a surname, both which vary widely in each clachan. It is usual that a kithkin travelling far from home say the name of his/her clachan in place of surname.
Male names: Gaddock, Deagan, Doyo, Jack, Lann, Calydd, Abral, Wynnarat, Donal.
Female names: Brigid, Olka, Molla, Keeley, Daranna.
Surnames: Teeg, Alloway, Baeli, Chierdagh, Welk, Gwal.
Clachan names: Kinsbaile, Burrenton, Goldmeadow, Ballyrush, Cloverdell, Dundoolin.
RACIAL TRAITS
• -2 Str, +2 Con: they’re well built, but with musculature more prepared to make them resistant than for strength exploits.
• Type: Humanoid (halfling).
• Small: As Small creatures, elves kithkin gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
• Space/Reach: 5’/5’.
• Base speed: 20’
• Thoughtweft (Su): Kithkin share an emphatic bond that connects them and reinforce its community. That doesn’t mean permanent telepathic communication nor a hive-mind; a particular kithkin can “hide” his thoughts of the thoughtweft, but it’s unusual. In game terms, they can feel predominant emotions and surface thoughts of any willing kithkin in 20 miles. Whenever aiding another kithkin with a skill check, gives an additional +2 bonus. In addition, they can aid another kithkin in a task that doesn’t allow aiding (Search for traps, Disable device, Survival, etc.), but only gives the normal +2 bonus.
• They’re a handy and innovating race, very skilled in tasks that they dedicate to: Kithkin get 4 extra skill points at 1st level and 1 extra skill point at each additional level. These extra points can only be used for: Craft (any), Handle animal, Knowledge (Architecture and engineering), Perform (any), Profession (any), Ride (springjack).
• +2 racial bonus on Diplomacy and Heal checks.
• +1 racial bonus to all saving throws: Amulets and little rituals against bad luck are fill kithkin tradition and culture.
• Automatic languages: Common, halfling. Bonus: elven, gnome, sylvan.
• Favored class: Scout.
• LA: +0.
EDIT: Shrinked to Small size. Corrected some... language oddities.