Lucht Siuil

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Lucht Siuil (Traveling Folk)
Common Alignments Tendency towards good, neutral, and some lawful (family, tradition-oriented) alignments
Common Classes Rogue, Bard, Cleric, Monk, Swashbuckler
Influencial Faiths Tarien (The Laughing One), Ceinara, Althea (Lady of the Hearth), Rada (The Fisherman, Old Itchfoot)
Most Frequently Found In Anywhere but the frozen north, though especially the Vast and Alexandros
Some IC Hangouts Alexandrian Grid: A05: Ox-Strength Tavern, A07: Fernwood Pub

Wilderness Pointe: W01: Wayfarer's Inn

Naming Ideas
Lucht Siuil Characters Lucht Siuil

The true origin of the Lucht Siuil (known by the Trade tongue as the Traveling Folk) remains unknown even among the most aged of scholars, and instead becomes the stuff of legend and adventuresome tale-telling. Some stories speculate they possess a distant relation to the elves, though others believe they have a lot in common with humans, too. A third angle recalls their shared devotion with the gnomes for Tarien the Bard King and the great Coyote. Others suggest Tarien had something to do with their creation, that He laughed too loudly one day and the Lucht were spat upon the earth in that way.

The lucht are best described as a people content both at home and hearth and wandering abroad. They venerate Tarien the Bard King and Trickster, though also Ceinara the Taleteller and Althea the Hearth Guardian. In general, a Lucht may get along with most anyone, though they're most at home within their own, great families, whose numbers might be jokingly said to be "without measure." A typical Lucht might be described as optimistic, driven by wanderlust, excitable and filled with bravado. The Traveling Folk more then make up for their short stature by a seemingly larger then life presence that challenges even the giantborn's naturally thundering voices.

Lucht are by and large family (children are often seen in pairs, so the race may be prone to twins) and tribe-oriented which may lend them a lawful bent despite their seemingly chaotic natures. Familial ties that reach back generations are important to them, and name-reciting ceremonies that detail the lives and names of kinfolk past are a favorite past time, often combined with copious meals, parties, and long evenings of storytelling. These ceremonies can drift from days to weeks, depending on the size of the family and intent of the celebration. It also, by extension, makes even a single Lucht a dangerous foe: where there is one Traveler, there are sure to be twenty more and clan ties, besides.

It is these stories which tie them together as a people, despite generations of wandering. Though the land changes, the history remains--though it grows more varied and creative in the telling!

Physical Description

Among the shortest in stature among the enlightened races of the world, Lucht body styles vary widely. This might be seen as Ceinara's blessing by some; by others as a mark of the race's natural tendency for wandering and taletelling--they simply adapted to their landscapes, or became as varied as their stories. Among their shared traits are their hair and skin tones: their hair is often curly and follows a similar trend towards earthen tones, though true to their race's quixotic nature, some lighter colors do exist. Their skin tends towards shades of olives and earth-tones. Their other remarkable trait is, of course, their height.

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Body styles vary widely, though all possess elongated skulls and pointed ears, which suggest a far-away fae ancestry (which no few lucht tales may make creative use of). Some are thin and some are round, and some may grow a robust beard, and others barely a scraggle. Their ears are pointed and their feet naturally calloused and toughened, with their bottoms being just as durable as boots and just as, if not more capable, of protecting them as they walk; therefore, they prefer to go barefooted, a trait leaving no few bootsellers frustrated after leaving Lucht Siuil lands. Indeed, it is said the lucht have over thirty-four words for feet, steps, and travel, and only one for shoes of any kind.

As lucht honor travel, so do they honor the devices which get them there. Some of their bloodlines possess hair upon their feet and legs not unlike a clydesdale's, and others do not--it's often a roll of the dice as to which way it may fall, and the result is left up to the player's preference. The "clydesdale style" appearance is often more popular among the northern reaches and warrior societies, while others shave bare. Some tribes are rumored to bare a child's shins with silk and place an ever-growing series of copper rings upon them to emulate height. Other tribes have taken to tattooing the tough soles with elaborate designs that are added to with each new road taken and story gained. Some of them imbue the inks with minor magics for greater visual effect. All in all, their society is as varied as their kin-stories and as noted wanderers, lucht have been known to celebrate the devices which carry them in different ways.



Society and Lands

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Lucht Siuil are found in nearly all corners of Arcania, excluding the distant and frozen north lands. The Travelers, as a race, prefer comfortable living as merchants, explorers and performers. They range everywhere from the Vast to the Kingdom of the Lion, either as wanderers or as part of a familial structure. No few turn their trade as bards, turning the Lucht Siuil tradition of storytelling into a work of art praised across Ea. Lucht prefer a life of freedom, tranquility and isolation from the trials and strife of the world and tend to build their farming communities in out of the way places.

The Traveler wanderlust appears almost ingrained, though their cultural legends give it a near spiritual significance. In their past, as the tales go, a curse befell the Lucht tribes. What the curse was or who invoked it no one knows, but every Lucht Siuil knows that to set down roots for too long invokes bad luck. Gatherings of families often speculate around the hearthside why this is so--but thus far, no one has found the source and no one is willing to chance what the curse might mean to not just themselves but their kin and kin's kin.

Different families and familial-groups have various ways of dealing with this curse. Some wander continually, while farming communities believe they may avoid it by regularly turning over their land. This practice, somewhat ironically, makes them some of the world's greater farmers. Even the land beneath their houses must be similarly turned--thus, a home must be built on stilts.

The largest Lucht Siuil community is known as the Five Shires, which exists in the heart of the Vast in central Arcania. Their rangers protect this rolling and pleasant community of merchants, wine makers, and hard-working citizens while also maintaining strong relationships with the Phurai Dae tribes who roam the Vast. From here are produced notable wines and fine, home-made goods.

Not all Lucht Siuil are contributors to society in this manner, however. Members of the roving band of thieves, performers and gypsies known as the Faring Folk solidify themselves as some most famous acrobats, rogues and daredevils in the Western world. The Desolation is home to no few rugged lucht who make their fortunes at the expense of others.

The River Folk of the great river of Myrddion dwell as merchants and traders who run great barges up and down the main trade throughway of the northwest. Lucht Siuil from here often dress with loose pants and bright garish vests marked with the trader seal of their families. With their barges, goods, troops and many more are ferried up and down the mightiest of the rivers of the western world and the friendship of the ruling houses of Myrddion is maintained.


Other Races

They get along the most with humans and the sildanyari, seeming to carry the traits of both races and lending some to believe that their origins are tied to some ancient variation of half-sil in the most distant of histories. Many consider them to be a race of children (indeed, some Lucht consider the term "halfling" an insult) although in doing so they often make the mistake of under-estimating them. At times to their advantage, they are often irreverently dismissed by much larger races. Yet, it is a mistake to cross the Lucht or treat them as lesser beings. Their tendency towards practical jokes is somewhat short of legendary. A wayward oruch may find himself, for example, immortalized in the tale-telling of generations.

While many races may view the lucht well, this is not universal. Their travelling lifestyle lends itself to thievery and tricks--which can lend a bad taste in mouths the next time a lucht village visits.

Alignment and Religion

As a group, Lucht Siuils favor Ceinara the Taleteller and Tarien the Trickster. The Trickster represents the wandering taleteller, and Ceinara the fires of creativity often shared around the world--the stories of kin, lore, kin, and landscapes past. Tarien is said to have had something to do with their creation, but this belief and legend is mixed oft with other tales and is said to get more wild in the telling. With the focus on hearth and family, Althea also finds a place among village centers, and might be considered a third sponsor. Given their travels, the lucht siuil honor many gods. The three mentioned may just be the more common or frequently mentioned.

Though lucht suil possess a reputation for lighthearted ways (sometimes described in tales from time to time as "the carefree Travellers"), many lucht suil communities value a certain amount of order and tradition. Their skew towards family and rich heritage is a large part of this tendency, as is their need to travel regularly--relocating entire villages year after year. Chaos is certainly not unknown, and they are a people known for their warm hearts, wandering feet, and creativity...and Tarien's own glinting smile.



Adventurers

The Travelers journey for all manner of reason, be it on business for one of their families, exploring the wilds as a member of The Faring Folk or simply enjoying life itself. In cities where Lucht communities have sprung up, they often find themselves cast into varying roles for different organizations or banding together for mutual well being and survival. Lucht Siuils take very well to orders and societies that take advantage of their racial strengths and attributes. Lucht Siuil who follow the path of the Rogue and even the Bard are not impossible and there are some schools of unique fighting techniques and ordered living that have produced orders of Lucht Siuil monks.


Lucht Siuil in the Pathfinder Campaign

The Faring Folk suffered greatly during the movement of the world as the wars in the planes sent shockwaves rippling through the material world that greatly impacted The Vast. Entire communities, including the Five Shires, found themselves briefly hurtled off plane or encountering hostile denizens of grave power with growing frequency. Their nomadic routes disrupted, the sudden loss of entire sections of family prompted the Traveler of The Vast to take a much more aggressive stance on the protection of their home and holdings in order to survive.


Lucht Siuil Racial Traits

Lucht Siuils live somewhat longer than humans. Most live to be around 150, though some may reach 200.

The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, additional appendages and so on that may influence.


Lucht Siuil Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Lucht Siuil, male 2ft 8in 35 lbs +2d4 x1 lbs
Lucht Siuil, female 2ft 6in 30 lbs +2d4 x1 lbs


Lucht Siuil Starting Age
Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
20 years +2d4 +3d6 +4d6


  • Classification: humanoid (Lucht Siuil)
  • +2 Dexterity, +2 Charisma, –2 Strength: Lucht Siuils are nimble and strong-willed, but their small stature makes them weaker than other races.
  • Small: Lucht Siuils are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Lucht Siuils have a base speed of 20 feet.
  • Faring Folk: +2 racial bonus on Bluff and Sleight of Hand checks. Lucht Siuils know how to work a crowd.
  • Fearless: Lucht Siuils receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Lucht Siuil luck.
  • Lucht Siuil Luck: Lucht Siuils receive a +1 racial bonus on all saving throws.
  • Keen Senses: Lucht Siuils receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: Lucht Siuils receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Weapon Familiarity: Lucht Siuils are proficient with slings and treat any weapon with the word “Lucht Siuil” in its name as a martial weapon.
  • Languages: Lucht Siuils begin play speaking Common and halfling (this will take time to replace in code). Lucht Siuils with high Intelligence scores can choose from the following: Gnoll, Gnomish, Sildanyari.

Character Options

Lucht Siuil Racial Feats

The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. You must meet the pre-reqs for any racial feat you select.

Lucky Halfling, Well-Prepared, Go Unnoticed, Cautious Fighter, Desperate Swing, Blundering Defense, Taleteller's Kin (house), Far Traveler (house), Traveler's Step (house), Traveler's Burden (house), Tiny Pest (house)


Optional DM Rules

Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.

The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.

These rituals and options are beyond the scope of any one PC working on their own.

They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).

You are welcome to build on these ideas, or expand on them.


Ritual Magic

Bread Basket: When you've as many kin as a lucht, magic never hurts. A lucht family may call upon this kinfolk ritual, which makes their food last longer. Baskets of bread or rice never seem to empty, and there's always another fish on the grill. There must always be food to begin with. However, with the lucht's family magic, the plates never run empty. It's said there's always enough to eat at a lucht gathering, and there's some truth to that.

Underwords: When groups of lucht meet they can often share information through a form of double speech. A group of lucht sharing tales is often than it seems. By talking casually, groups of lucht can give the other group an understanding of terrain and challenges they experienced well beyond what their conversation or spoken language itself suggests. For example if two groups talk and one goes on about how good a tavern's beer was in the city down the way the listening group would get a mental picture and understanding of how far away the tavern was, what difficulties to expect on the way and even where said tavern is and looks like in the city.

Sacred Objects: Lucht value well-traveled walking-sticks both for their history and their utility. It's said a well-traveled stick can make the family who owns it more lucky or fortunate.

The most famous lucht walking sticks are crafted from a material called weerwood. Although weerwood has never been shown to have any magic properties, it has long been the favored material for lucht walking sticks. Stories say its good luck and other say its just because of its excellent durability or the simple fact that its braches are low and often grow straight out from the tree, with few sub branches meaning it makes for good walking sticks. Either way, it has carried on as being the traditional material for them, some even saying the Weerwood tree was a gift to lucht from the gods, providing a solid walking stick wherever they traveled.

Character Page Badges

Want to show off your Lucht Siuil pride on your Character Page? Use the following wikicode! (More badges here!)


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Lucht Siuil PC Badge
Family: What's your family name? How big is your family?
Community: Which lucht community are you from, if any? This could be a clan, community, or extended family. It could even be a trading company.
Faith: Your Faith
Favorite Tale: Son/daughter of the Travelling Folk, what is your favorite tale?


{{Badge}}
{{Badge-Icon|Halfling02.jpg}} 
{{Badge-Content}}
{{Badge-Title|Lucht Siuil PC Badge}}
{{Badge-Entry|Family}}What's your family name? How big is your family?
{{Badge-Entry|Community}}Which lucht community are you from, if any? This could be a clan, community, or extended family. It could even be a trading company. 
{{Badge-Entry|Faith}}Your Faith
{{Badge-Entry|Favorite Tale}}Son/daughter of the Travelling Folk, what is your favorite tale?

{{Badge-End}}