Heliana's Guide to Monster Hunting
Quotes from Heliana's Guide to Monster Hunting
"Yells and chuckles are common sounds around the home of any rakin (RACK-in) thanks to their shared love language: pranks. From sewer-side burrows to palatial penthouses, wattle-and-daub huts to intricate treetop villages, rakin can be found at all levels of society, a product of their ingeniousness and habit of getting into trouble. One is rarely bored around a rakin.
The mistaken spawn of a passionate tryst between deities of trickery and nature, rakin hold a deep affinity for both domains. Since their creation, they have had little contact with either god, learning to rely on their own wits to survive. Trickery. As rakin society progressed, their culture grew to value trickery and subterfuge. Good-natured pranks sprang from their paws as instinctively as breathing. Honed against the fearsome beasts of the forest, this innate talent to deceive helped the rakin bloom as a civilisation. Tales are still told of how Mack Gyver fought off a rampaging owlboar with nought but a goodberry, a silver needle, and a pig’s bladder. Pranks. Rakin politics, religion, and interpersonal relationships revolve around the idea of practical jokes. An atmosphere of one-up-manship and lighthearted merriment suffuses all of their wheelings and dealings. Even when faced with the most horrid of circumstances, a rakin’s first instinct is to crack a joke.
After centuries of living in chaotic mirth, an ideological battle split rakin culture in two when they first made contact with other humanoids. Many of the rakin were intrigued by cities—forests of stone and steel; organized, yet unpredictable, and full of opportunity. The elders forbade them to interact, alleging such civilization to be directly counter to the chaos that nature intended, the principle upon which rakin culture was built. The debacle spiralled into a full-on feud between the opposing rakin factions, sundering the once united race. The urkin broke with tradition and followed their ambition into the cities, whilst the tanukin remained in their indigenous forests, adhering to their ancestral ways.
Tanukin believe that civilization is a sacrilegious destruction of the beautiful chaos of nature. So rarely do tanukin venture into humanoid settlements that they are often mistaken for racoons, or worse, urkin. The times they do deign to enter the ‘stone forests’, it is to use their illusion magic to evoke the divine chaos and confusion that they associate with the natural world.
With deeper ties to their ancestry, tanukin stick to one name over the course of their lifetime. Tanukin regard family with uncharacteristic solemnity; their names are a portmanteau of their caregivers’. Because of this, gender plays little to no role in their naming conventions."
Size. Rakin are between 3 and a half to 4 feet tall. They have light gaits but sturdy frames, weighing between 50 and 90 pounds. Your size is Small.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern colour in darkness, only shades of grey.
Deft Climber. You have a climbing speed equal to your walking speed.
Adept Trickster. You gain proficiency in your choice of the Deception or Persuasion skills.
Wild Speech. You have the ability to communicate in a limited manner with beasts. They can understand the meaning of your words, though you have no special ability to understand them in return.
Tanukin Magic. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the alter self spell once with this trait and regain the ability to do so when you finish a long rest. Charisma or Wisdom is your spellcasting ability for these spells (your choice when you gain this trait). You can also cast either of these spells using any spell slots you have of the appropriate level.