Hare

Medium-sized Humanoid

Hit Dice: 20 plus 1d8 per level

Initiative: +4

Speed: 30

AC: 10

Attacks: 1 claw

Damage: Claw d4

Face/Reach: 5 ft. by 5 ft./ 5 ft.

Special Attacks: None

Special qualities: Heat/cold resistance 20 + 5 per level

Saves: As per class and level

Abilities: Str 12, Dex 18, Con 16, Int 8, Wis 18, Chr 14

Skills: Hide +5, Listen + 5, Move Silently +3, Spot +2

Feats: Sixth Sense

Climate/Terrain: Grassland

Organization: Group

Challenge Rating: 2

Treasure: 2d10 G

Alignment: Any

Advancement: By class

Advent: ~60,000

Appearance: Humanoid hares that have little defined body type as there are many very distinct breeds. There is a wide range of height, colour, weight, ear shape, build and fur texture among individuals of this race that is further reflected in their bloodlines.

The average height is usually from five to five-foot-six, while average weight is approximately 120 pounds but may be as low as three feet in height and 50 pounds. The majority of the population is plantigrade, while nearly five percent are digitigrade (walk upon their toes).

Anatomy:

Abilities: Of all the humanoids the hares are the only ones that possess an innate resistance to the effects of extreme heat and cold. This resistance improves along with an individual over a lifetime, making the individual quite resistant. Likewise they also have a vulnerability to electrical shock and suffer a four point penalty to their saves versus electrical effects.

Challenges to the health of the body such as by poison, toxin and disease are also warded against by an internal mechanism that allows two saving throws, both at +7; the first to ignore the effects, if that fails the second is a normal save. The reason for these qualities is not well understood but is based at the cellular level that does not seem to be magical in origin.

Limitations

Life Cycle: The average childhood of a hare lasts about five years at which point they are considered both mentally and physically mature. The average life expectancy is fifty years but is usually considerably less than that due to unnatural causes. A litter typically has three to six young born after a five month gestation, but some breeds have different ranges that further vary by region and climate.

Ancient History:

Beliefs: Sequestered from the wilderness and all other creatures within the relative safety of their settlements, hares have little understanding of the world outside their borders. Members of other races such as wolves and tigers are viewed as near mindless monsters who's only reason for existing is to prey upon them, a xenophobic outlook that is fraught with superstition.

This prevalent superstition makes it very hard for them to trust or befriend members of other races, they do however, have few problems with horses who share the same diet they do. Wolves are seen as beasts, mindless meat eaters that attack innocent civilians. Tigers are rare monsters that relentlessly hunt down anyone who strays from the protection of the town border. Cheetahs are known for their speed and are feared for their ability to snatch away a victim from the midst of their group. They are aware that the rakshasa possess intelligence and strange powers, and most hares would like to believe they don't exist, but in the back of their minds they remember the stories. The lattish, with their strange culture and behaviour, are viewed with much suspicion. The old hare superstition was that a laylat could steal the breath of others causing suffocation. They now see that as a silly children's story and instead believe that laylats eat brains to become as disturbingly intelligent as they are. Most hares do not believe that the Thaumatra exist, instead thinking that they are just fictional tales of what an overly intelligent wolf may be like to add to scary stories.

Once an even more superstitious race, the hares have lost their belief in the existence of magic. Those who can display what seem to be magical phenomena are looked upon as tricksters and entertainers that simply have "skill" in deception. If shown conjured lights and motes of flame they will most likely clap and exclaim how real it all looks, and that such a person may be able to make good wages creating special effects. In fact most practicing hare mages do get jobs creating such special effects and do so quite openly, much to the delight of onlookers. Magical items that are able to produce various effects are viewed as a form of technology that they have not yet mastered, as they employ most of the exotic metals and crystals in such ways that they may seem like magic. If confronted with rather solid proof of the existence of magic, most will try their best to dismiss it rather than face the alternative, the knowledge that there are forces that exist that they are helpless against.

Emotions: The legacy of being hunted has left a lasting mark upon these people, leaving them paranoid and suspicious of anything they are not familiar with.

Society: Each settlement is controlled by a certain form of government, typically either by an oligarchy (aristocracy or technocracy) or more often by a corporate form of republic. The largest settlements tend to be corporate, although fairly large examples of technocratic centers once existed.

The oligarchies are typically run by those with the wealth to keep themselves there, such as the nobility or aristocracy. The formal powers of government are held by a council appointed by the ruling class, which deals with the daily concerns of public well-being so long as their methods please the ruling class. Change in membership within the council is frequent as having to much power resting with one member is not desired by the elite, and so power fluctuates steadily.

Corporate government is also run by the wealthy, but in this case the wealthy are businesses controlled by a Corporate Executive and a Board of Directors. The Board is commonly staffed by family of the CEO who is the head of the family itself. The corporation in question provides protection and funds public works for those under its area of influence in exchange for consumer loyalty and a collection of 20% of each individuals income as a form of tax. This sort of government is run much like the corporation itself, for a profit, and the corporation that provides the most can expect more individuals to move under their influence and thus be taxable.

A particular settlement may be run by one or several companies, each controlling a section and providing for those who live there, competing with other governmental corporations within that settlement for tax and consumer base. Individuals under the area of influence of a corporation who themselves have wealth but not a large business of their own may purchase special rights and privileges, such as voting rights on general laws or power upon the seat of home defence.

 

Social Customs:

Coming of Age:

Entertainment:

Communications:

Community:

Technology: Not bright enough to be truly innovative and lacking the luxury of "peace" in which to develop their science yet needing tools to survive, the hares have a level of technology unique in the world. The very best they have come up with themselves is the production of mechanical movement though the use of steam power, which has proven to be quite effective in many areas. The rest of their science is stolen from tools they have found that have been produced by either the sarah or the lattish.

Most of this stolen information deals with weapons which they need in order to fight back against the carnivores that would prey upon them. This leaves them with a pre-industrial background with rather advanced weaponry, which none really understand. Most components or whole tools are copied by use of duplication magics which are supplied by the few who can perform it. Components are combined into whatever they can get to work with their limited knowledge, hoping to gain some better understanding of their workings.

Clothing: Favouring darker shades, hares will tend to wear clothing to fit a personal style that they wish to publicize. One can tell a lot about an individual by their clothing for it is worn in a fashion much like costumes or uniforms that aim to get an idea across.

Most companies and job positions require employees to wear suits that are provided for them while on the job. Such suits convey an individuals position and success by openly displaying their line of work, separating the big earners from the wage workers with but a glance.

When not at work they will wear what they like in order to make the impression they want. The materials used will vary depending on what the clothing is for, durable for manual labour or light for office work. Their favoured colours for dress vary along the spectrums of green, orange and yellow.

Buildings: True to their heritage, hares prefer subterranean dwellings to those more out in the open. Normally there is one or two floors above ground while the rest lie below. They feel this building style leaves them less vulnerable to whatever various attacks may be visited upon them, both from the ground and air. Most structures have a minimum of windows on the surface levels if any but tend to have several exits and entrances.

Interactions With other races:

Art:

 

 

 

 

 

Family Name

Blood Trait

Blood Strength

Ayala

+d4 Intelligence

4

Bently

+5 hit points

2

Cordel

High fecundity, d8+3 offspring

1

Dalfoe

+2 Base Attack Bonus, +1 Strength, naturally prone to violence

5

Hanson

+10 Heat/Cold resistance

6

Jakenson

None, recessive bloodline

0

Kashoka

d4+6 years added to life expectancy, longevity

4

Lavett

+d4 Wisdom

3

Lika

+d4 Dexterity

5

Myero

+d4 Charisma

2

Riegle

+d4 Strength

2

Shodi

Poisonous blood, ingested DC 13/d4 Con/d4 Con

6

Vaile

d4+2 Claw attack

7

Zubay

+d4 Constitution

4

Zule

Resistance variant, 10 heat/cold/electrical resistance +2 per level

3

 

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