Apparently there weren't official D&D rabbit-people until recently - at least that's what the internet tells me. They're called harengons.
I read an article about these "harengons" and it pissed me off. Anyways, I prefer not to use generic names like "rabbitfolk" for these tables, so harengon it is.
Click the button below to generate your harengons from the tables which are also below:
exceptionally long and fluffy coats, and must shave
regularly or risk becoming immobilized in their own fur. As a
side-effect, their textile industry thrives.
2
short pale fur and black rings around their eyes.
3
pearly white incisors that never stop growing
throughout their lives - they enjoy inlaying their furniture and
belongings with chips of their own teeth.
4
ears so wide they're almost like satellite dishes, and very short brown fur on their limbs.
5
ears so floppy they can trip over them if they're not bound up.
6
a tendency to revert to a quadrupedal stance when stressed, shocked, or needing to move quickly.
D6
These harengons value
1
chubbiness - to be able to monopolize limited food
supplies and enjoy leisure to the point of getting fat implies power and
wealth.
2
subtlety - an overt threat is likely to be crushed by
outsiders. Things of importance then should take place beneath
pleasantries and the cover of night.
3
roominess and privacy - rapid population growth often
makes harengon settlements very crowded. Only the elite can afford
spacious, closed-off homes.
4
fruitfulness - productivity and offspring are assets, to lack both is to be a parasite.
5
machismo - huge families in near-constant competition
over resources, and being little creatures in a big world, make
individual lives worth little. Being willing to fight to the death over
honour, riches, and territory is of benefit to one's relatives.
6
ephemeral beauty, the blooming of spring flowers and
the falling of rain droplets. Life is short and this makes it all the
more precious.
D6
These harengons' ancestors
1
were game animals kept on hunting preserves by the fey.
Their masters made them bigger and smarter to increase the thrill of
the hunt, until one day they were big and smart enough to escape. Dark
folklore claims they're hunted still.
2
were emissaries of the moon goddess who became trapped on the world by an eclipse.
3
were uplifted pets and servants in the manses of fairyland.
4
were created by a wizard to be fast-growing, near-human
test subjects. They eventually killed the wizard and invented a more
flattering origin myth for themselves.
5
were wild rabbits blessed by a spirit that took pity on them with wits to evade and outplay their would-be-predators.
6
were shapeshifters tricked into getting stuck in rabbitish form.
D6
These harengons have the uncanny ability
1
to survive disasters that by all rights should kill them by the skin of their buck teeth.
2
to move with blinding speed - though only to run away.
3
to dig through dirt rapidly and haphazardly without leading to a collapse.
4
to gnaw through any bindings.
5
to hear even the subtlest hints of those who wish them harm.
6
to leap off nothing but the air itself.
D6
These harengons' land
1
is blasted, muddy, and riven with trenches aboveground, but full of cozy burrows and mushroom-farms belowground.
2
is riddled with gargantuan monuments, the remnants of past rulers grasping at posterity.
3
is full of hidden passages and boltholes, some common knowledge and others known only to a single family.
4
is overrun with prey animals, its vegetation stripped, after predator-extermination campaigns.
5
is hilly and shaped into wedding cake terraces, each
topped with a fortified tower for defense and the rapid transmission of
messages.
6
is defended and enriched by glassy greenhouse-castles that grow exotic fruits and potent herbs.
D6
These harengons are politically
1
subjugated by a neighbouring human kingdom, which
demands a sizeable fraction of their children as tribute, to be raised
as fanatically-loyal soldiers.
2
in the process of recovery from an epidemic that spread like wildfire through the crammed conditions of their settlements.
3
democratic, though behind the scenes real power is held
by a network of mystery cults, secret societies, and criminal
fraternities.
4
anchored by a lich who's preserved wisdom through countless disasters and upheavals.
5
swept up in mob violence against their aristocracy, sponsored by their burgeoning class of oligarchs.
6
pulled between several powerful and expansive dynasties, with the situation threatening to rupture into civil war.
It doesn't surprise me that a new D&D thing would be ire-inducing lol but what about it specifically?
I always liked the rabbit-people from Gamma World, like I think they were called Hoops or Hoppers? I'm not going to bother double checking lol. I think one of those was the rabbit people, and one were large rabbit mounts.
They would be great in combination with your previous post apocalyptic raider gangs post. Combine these two posts and you're basically making an improved Gamma World Hoops/Hoppers haha.
Anyway, I like in here that you have some Fairy/Wonderland-esque stuff, Moon stuff, cuteness and other regular rabbit-stuff, population explosion stuff, it's a good combination of rabbit-ness.
It doesn't surprise me that a new D&D thing would be ire-inducing lol but what about it specifically?
ReplyDeleteI always liked the rabbit-people from Gamma World, like I think they were called Hoops or Hoppers? I'm not going to bother double checking lol. I think one of those was the rabbit people, and one were large rabbit mounts.
They would be great in combination with your previous post apocalyptic raider gangs post. Combine these two posts and you're basically making an improved Gamma World Hoops/Hoppers haha.
Anyway, I like in here that you have some Fairy/Wonderland-esque stuff, Moon stuff, cuteness and other regular rabbit-stuff, population explosion stuff, it's a good combination of rabbit-ness.
Just a whole lot of words about builds, class compatibilities, +2s to this and that, very little I could use to write this.
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