Coinín

"We heard her before we saw her, trapped as she was. Took but a minute to set her free, and for Sorin to set her leg. Off she went into the night, nary a word. Three days pass and we're pinned down by some orcs, real nasty ones. Suddenly, a hail of arrows decorates one of them something awful, and the rest turn tail and flee. There she is, standing above us on a cliff. Nodded and left, never saw her again. Don't know if she followed us or if it's coincidence, but bless her all the same." Leamond Briarfoot, innkeeper.

Peaceful wanderers

The Coinín are a race of nomadic rabbitfolk known mainly in folk tales and lore. Where they pass it seems only good fortune follows, and people often clamour to chase down even a glimpse of one.

To be visited by the Coinín is seen as a good omen, and to hear one speak is said to bring serene joy upon a listener. Strange then that so few are known to stop and share a tale.

Whispers and fables

The truth of the Coinín is rarely known. Their homeland lost to the passage of time the Coinín have taken to simply wandering the land, sure that something out there will offer them guidance. A superstitious lot, always reading stars and bones, seeking secrets in the smallest of things.

Coinín don't like to stop in any one place, given as they are to wandering, and will only settle down if enough of them happen to meet in one place. They don't believe in coincidence, only in fate.

Coinín Traits

Ability Score Increase: Your Dexterity increases by 2 and your Intelligence increases by 1.

Your Dexterity increases by 2 and your Intelligence increases by 1. Age: Coinín reach maturity by the age of 8 and tend to live between 30 and 40 years.

Coinín reach maturity by the age of 8 and tend to live between 30 and 40 years. Alignment: Coinín tend towards neutrality, and good. Very rarely chaotic.

Coinín tend towards neutrality, and good. Very rarely chaotic. Size: Coinín are medium creatures, and an average adult stands arond five feet tall.

Coinín are medium creatures, and an average adult stands arond five feet tall. Speed: Your base speed is 30 ft.

Your base speed is 30 ft. Languages: You speak Common, and one other language of your choice.

You speak Common, and one other language of your choice. Rabbit's Feet: You know how to push your luck. When you roll a natural one on an attack roll, saving throw or ability check you may instead treat it as a roll of 20. You regain this ability after a long rest.

You know how to push your luck. When you roll a natural one on an attack roll, saving throw or ability check you may instead treat it as a roll of 20. You regain this ability after a long rest. Wanderlust: You have proficiency in Survival or Nature.

You have proficiency in Survival or Nature. Prey's Guile: You have advantage on Survival or Nature rolls made to avoid detection or escape pursuit.











Nomad's Code

Each Coinín will strive to adhere to the code of travel laid down by their ancestors. The three laws of the Nomad's Code is made to garner good intentions.

Take only what you need, and no more. True paths leave no mark in nature.

Strive to protect those in need. When you share your path, defend it.

Always repay the kindness of others. All paths cross twice.

Whether or not each Coinín interprets these correctly all of them will push to uphold their personal beliefs. To betray the code is to betray the ancestral home, and to forfeit your place in the new world.

The Danger of Lore

Coinín are exceedingly shrewd about their history to outsiders. Wherever they go there will always be those who believe a little too much in the stories of lucky rabbits feet. In several worlds there are hunters who specialise in tracking down Coinín for their feet. These macabre trophies are believed to bring good fortune on their owners, and fetch a high price in many places.

Whether it is the will of the gods that Coinín will be eternally prey, none of them dare to spend too long in one place for fear of any imagined hunt. Coinín who spend too too long in one place may begin to suffer nightmares, and feel compelled to move on.