Wednesday, November 29, 2017

Humans of Lakeport

Hey Game Fans, we’re back for the last part of our feature on the races for the setting of Lakeport.  Today we’re going to look at humans, and their two primary cultures, the Lakefolk and the Horse Lords. These represent a mechanical issue with the way we’ve wanted to present Lakeport. There’s an internal discussion on whether or not they should be a subrace or a background.  

Mechanically, the Lakefolk and the Horse Lords are the exact same people with very few differences in their stats.  Their changes are minor, and focus on specific aspects of their culture and the primary conveyance they use to get around the world.  However, if we make them a background, we take away the ability for a Player to make a Lakefolk Artisan, or a Horse Lord Noble.  We pigeonhole them into their specific culture instead of giving their culture the same breadth of options that the other cultures can select.  

So we’re going to present these options as subraces (which are usable with either configuration of human from the Player’s Handbook).  This is presented as an augmentation to the information provided in the Player’s Handbook, and the subrace represents additional cultural traits exclusive to the Horse Lords and the Lakefolk.  There are other smaller groups but these lack a unified culture that pulls them together.  The full range of heights, weights, complexions and descriptive elements from the Player’s Handbook are available.  Let’s take a closer look at the Horse Lords and The Lakefolk.


The Horse Lords

Appearance

The Horse Lords have bronzed skin, with darker complexions more common the further north one travels.  They have  hair colors mimicking the sun, (red, orange and blondes are extremely common), and green and blue eyes are extremely common among the Horse Lords.  Horse Lords are typically muscular, lean people who are extremely comfortable in the saddle.  They are often dressed in clothing made from the hides of the myriad of herbivores that roam the Amber Sea.  

Personality

The Horse Lords are extremely easy going people.  They are nomads who follow the grazing patterns of their horses, (and the other wild beasts that roam the  Amber Sea).  Most avoid clutter, and very few Horse Lords own more things than they can carry on the back of a horse.  They are bound to their steeds at a fundamental level, and Horses are a revered part of every aspect of life.  Most other cultures find them to be simple, but the Horse Lords have different priorities compared to most of their neighbors.  

Society

Every Horse Lord (the term is gender specific, but certain Clans refer to their women as Horse Ladies, though they are accorded the same respect regardless of title) belongs to a Clan.  Clans represent anywhere between five thousand and ten thousand members.  Each maintains their own self contained society and they migrate across the Amber Sea according to their own traditions.  Every decade, the Clans come together to renew their faith and fellowship (and conduct trade and handle a host of different matters) during the Festival of the Sun Colt.  During such festivals, the Clans gather in numbers and their overall population can be counted.  The last such counting produced a number nearing a million individuals.    

The Riddle of the Horse and the Rider

The High Clan (determined by a vote during the Festival of the Sun Colt) speaks for all the Clans during their time of rulership.  They often send scouts and riders into neighboring areas to learn.  These scouts are held in high esteem by their clans, when they return with news of the outside world.  Only the Bravest and most confident riders are chosen for this task, and they must pass the riddle of the Horse and the Rider to be chosen.  There are dozens of variations of this test, but all involve tests of character, integrity and judgment.

Adventurers

Horse Lord adventurers don’t have a prefered class or aspect of adventure.  They can fulfill any number of roles in a party of adventurers and get along well with most other sentients.  They will typically avoid adventures underground, or other places they can’t bring their steeds.  

Religion

Horse Lords will typically follow either Silverhoof, the lord of Horses, or they follow The Slumbering King.  Both gods are believed to watch over the Horse Lords, and especially devoted clans are often gifted with divine blooded horses, or centaurs to count among their numbers.  

Rules addendums

Horse Lord is a Sub Race of Humans.  They have the following rules in addition to the rules provided by either the normal or variant human offered in the Player’s Handbook

Horse Lord Traits
Your Horse Lord character has an assortment of inborn abilities.
Skill Proficiency: Horse Lords are proficient with both the Animal Handling and Nature skills
Weapon Proficiency: Horse Lords are Proficient with either Lance and Spear, or the Shortbow.    
Languages. You can speak, read, and write Common and one other language of your choice.

The Lakefolk

Appearance

The Lakefolk typically have fair skin across the breadth of the Lake Country.  Sunlight filters gently through the treetops and leaves them with a paler complexion than most of their neighbors..  They have hair colors in every shade of brown and black, and their eyes tend to fall along one of several shades of brown..  The forest that surrounds the lakes has provided them with fabrics and materials of many different kinds to cloth themselves in.

Personality

The Lakefolk are driven by two characteristics.  First, they have insatiable curiosity about the wider world around them.  Second, they have a determination to follow through with any plan or idea that they think is worth doing.  When these two aspects work in harmony, Lakefolk can be an adventurous, driven people who push back the boundaries of their world.  When things do not align properly, they suffer setbacks and false starts that force them to question the universe (usually in the form of a large container of alcohol).  

Society

The Lakefolk live in tiny little communities on the lakes and rivers that dominate the High Forest.  Most settlements have less than 100 people living in them, and this has given the Lakefolk a sense of self-sufficiency.  Some Larger settlements are actually built on the Lakes themselves (like Lakeport) and are trading hubs for smaller communities ranging as far as 100 miles away.  All of these settlements are governed by a mayor, who is responsible for his or her settlement.  The Mayors of larger towns often have tasks and chores for young adventurers to perform, and more than one party of heroes have begun their journey checking on the sage woman who lives in the woods outside of a settlement.

The Visitation and Observance

The Lakefolk know that they are not inherently the owners of the High Forest, nor do they have control of it.  More than one forward thinking businessman has had his trading empire destroyed when the Forest moved trees back into an area that had been cleared for a road.  The Lakefolk know that there are ancient things that they share the woods with, and they observe their rituals and make friends with the denizens of the deepwood if they can.  No one is entirely sure how many eyes are watching in the High Forest.  

Adventurers

Lakefolk adventurers are extremely common.  Their natural curiosity coupled with their determination makes them the most likely folk to venture outside their doors and see what’s around the bend in the river.  

Religion

Lakefolk worship any of a number of different gods, ranging from Adelia, to Grandfather Oak, to any of a host of other deities.  

Rules addendums

Lakefolk is a Sub Race of Humans.  They have the following rules in addition to the rules provided by either the normal or variant human offered in the Player’s Handbook

Lakefolk Traits
Your Lakefolk character has an assortment of inborn abilities.
Vehicle Proficiency: Lakefolk are proficient with water vehicles.
Skill Proficiency: Lakefolk are proficient with the Athletics skill.
Weapon Proficiency: Lakefolk are Proficiency with the Trident, Spear, and the Net.    

Languages. You can speak, read, and write Common and one other language of your choice

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