The Familiari are a nomadic group of fox-people that travel in caravan groups throughout all of Vaemilia. Generally distrusted due to their penchant for thievery, the Familiari prefer to characterize themselves as a very community focused group of free spirits; their only bonds to family and pleasure. It is this focus of pleasure which gives a spark of light to the traveling fox people, and their caravans tend to make camp for a few weeks on the outskirts of small settlements, peddling wares from far of locations and providing merriment and entertainment to the people of the settlement. It is not uncommon for discoveries of theft to be uncovered after a caravan has left a settlement however. To the Familiari, personal freedom is very important and they tend to follow the laws of their own caravan over the laws of the nations they travel, which often leads to disagreement and negative relations. They make up for this blight by serving the other races as traders and entertainers, and tend to highlight this much more in their dealings with other races. Theft is viewed as a necessary way of life for the Familari, and they treat it as an equal skill to be honed as performing music, dancing, or peddling wares.
Standing a little taller than the Kliktak, the Familiari typically range in heights between 4’2 and 4’11. Their heads are vulpine and nature and they sport a coat of fur which tends to be a reddish brown with white fur accenting their faces and underbellies. They are bi-pedal and use a large, bushy tail for balance. Familiari dress is often flashy and gives off a sense of gregariousness, and also tends to be a sort of mish-mash of different clothing; perhaps a set of human boots with a tailored Shem jacket made appropriate for their size.
Familiari offset their free-spirited nature with a deep and concerned observance to those who also reside in their caravan. To the Familiari, the connection is deeper than family, and even if they do not like a particular member of their caravan, they would still be willing to defend them with their lives. Because of this, Familiari tend to instinctively trust one another and betrayals within a caravan are a rarity. This safety of trust does not extend out to members of other races however, and if given the option, Familiari would more likely defend a kin who has obviously done wrong against a wronged member of another race. Caravans tend to comprise of three to four different large families all headed by a single caravan boss. The caravan boss has final say in policies relating to the lives of the caravan, and are typically the first to respond to any allegations made against one of their membership. Most principally, the boss also decides exactly where the caravan goes, which sets the course and fate of all those within the caravan.
Relations with other Races
As mentioned earlier, Familiari do not afford the same safety against wrongs to other races as they do to their own. They tend to view the other races as slow, plodding and dim-witted, and therefore easy marks. The only race they feel a small ounce of kinship with is the Shem, who they view as kindred spirits for their love of the arts. They tend to steer clear of Ardarians however, who distrust them much more passionately and vehemently than any of the other races.
Alignment and Religion
Familiari religious focus centers on the relationship between Kuu and Manen, who they see as portraying the two aspects of their race, theft and family. Worship of Kuu tends to be more secretive when dealing with other races as it would engender more distrust and make it harder to commit acts of theft, and to compensate Familiari often are more showy when performing rituals and holidays for Manen. Familiari are Chaotic by nature, and finding a Lawful Familiari would be a contradiction of terms.
Familiari, more than any other race seem to take to the adventurer’s life more readily. They are used to a life of constant roaming and travel, and sustain themselves with the excitement of new experiences and treasure. Their lives as traders, entertainers and thieves lend themselves to be natural Rogues and Bards, with Sorcerers not too uncommon. Familiari Rangers tend to be the martial might of the Familiari, with their focus on ranged combat and divine magic. They lack the patience to become Wizards and the strength to focus on melee combat as most Fighters tend to.
Male Names: Jax, Findle, Sam, Opie, Cymon, Skimble
Female Names: Lidia, Wyn, Nalia, Sara, Par, Kalia
Familiari Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength:
Small: Familiari are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Cat’s Luck: Familiari gain the following extraordinary ability: Once per day, when a Familiari makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.
Beguiling Liar: Familiari gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
Nimble Faller: Familiari land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Stalker: Perception and Stealth are always class skills for Familiari.
Fleet-footed: Familiari receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Kneecapper: Familiari gain a +4 racial bonus on combat maneuver checks to trip an opponent.
Low-light Vision: Familiari can see twice as far as a race with normal vision in conditions of dim light.
Language: Familiari start play knowing Common and Familiari, and with a high Intelligence score can learn Ardarian, Ultarian, Sylvan, Orc, Human, Goblin, and Gnoll.