Lunareth

Luareth hail from the dense tropical rainforests of equatorial Feyune. Luareth live under a thick canopy of hyperbolic scale. The average tree has a trunk 60 feet across and the height simply cannot be measured. This forest must have been planted at the creation of the world to have reached such a size. There are some green plants on the forest floor that survive on what diminutive amount of light pierces the canopy. Many more are ghostly white and parasitically of the trees.

The Laureth do not disturb the trees and instead work entirely with stone. Meticulously carving Diorite into unbelievably perfect drystone multi leveled buildings. Their settlements are usually built around a opening in the canopy. Oddly enough during the hour or so that sunlight actually reaches the forest floor the Luareth spend sleeping. It is the night sky that that they are reverent for. Astrologers lead cultural practices and the Flux moon heralds festivals.

Other Etha have described them to me as vain, materialistic and hedonistic. To my eyes they simply had an appreciation for a certain kind of mastery in their craft and a joi de viv I admire. Culturally they are quite averse to hoarding wealth, It is in fact the most extreme cultural Taboo. Nice things, food and housing are distributed by a council of the most respected people in the community.

There is some truth to the rumors that hedonistic parties form the basis for many religious rituals.

## Traits

Lunareth start with Long lived and one Rank in Mercurial. Additionally they may buy ranks in Shapeshifter and Spirit walk as if they were abilities. Spirit walk has no corruption cost for a Lunareth, permanent or otherwise.

### Mercurial

Lunareth change with the moon. They are inconstant by nature and welcome growth and change. Lunareth can pick up skills extremely quickly but also forget unused skills quickly.

* Novice **Special**: At the first appearance of the Flux moon, A Lunareth may reinvest any experience spent on Lunareth traits. (Mercurial excluded) The maximum Exp Value you can move is 10 or a novice level.
* Adept **Special**: At the first appearance of the Flux moon, A Lunareth may reinvest any experience spent on Lunareth traits or other Abilities. (Mercurial excluded) The maximum Exp Value you can move is 20.
* Master **1 hour**: Any time the Flux moon is visable, A Lunareth may spend an hour meditating to reinvest any experience spent on Lunareth traits, other abilities or mystic powers. (Mercurial excluded) The maximum Exp Value you can move is 30. Changing mystic powers in this way always incurs 1 point of permanent corruption.

### LONG-LIVED

Once adulthood is reached, the aging process of the character slows down. The character can live up to two or even three centuries if its life is not shortened by violence, poison or disease. The creature’s long lifespan makes it prone to do things at a slow pace, but this is compensated by the attitude that what is worth doing is worth doing well, which over time results in a considerable degree of expertise. Long-lived has no effect besides what it implies in terms of playing the role.

### SHAPESHIFTER

The character has the capability to borrow the appearance of others for a period of time. For young changelings this ability comes naturally, and it can be hard for them not to adopt the appearance and mannerisms of people around them. Mature changelings usually develop greater control over the trait.

* Novice **Free**. With a successful die roll against Resolute, the character may adopt a false shape; the form, appearance, voice and clothes of another creature, but not that of a specific individual. The changeling can keep up the appearance for the duration of a scene, but then the illusion fades away. Everyone that the character interacts with will see through the illusion, unless the character succeeds with a [Discreet←Vigilant] test.
* Adept **Free**. The character may, for a short period of time and with a successful Resolute test, adopt the form of specific individuals that the character has met, and can include clothes and attributes in the image. In combat against multiple opponents, the similarity is good enough to make it hard for enemies to hit their mark – there is a 50% chance that enemies attempting to hit the character hit their depicted companion instead. It takes concentration to maintain the illusory form, which means that the character must make a Resolute test each turn as well as a successful [Resolute –Damage] test each time the changeling suffers damage.
* Master **Free**. With a successful Resolute test the character may adopt the form of a specific individual and maintain it for the duration of a scene. Anyone who speaks with the character will be able to see through the illusion unless the character succeeds with a [Discreet←Vigilant]. For a character to be able to fool people familiar with the depicted person, he or she must succeed with two tests, first at a distance and then another one if they start a conversation.

### Spirit Walk

Tradition:

Material: A piece of a burial gown Because of his or her closeness to death, the mystic has developed the mystical skill to assume the immaterial form of a spirit. Spirit Walk is hindered by Magic Circle, Witch Circle and Sanctifying Rite; the mystic cannot pass through or leave such areas while moving in the form of a spirit; however, it is possible to assume the spirit form when inside such protected domains. The Spirit Walk also ends if someone lights a Ghost Candle close by (see the alchemical elixir with that name, on page 153 in the Core Rulebook).

* Novice **Whole Turn**. With a passed Resolute test, the mystic assumes spirit form. This immaterial form lasts for one movement action (about 10 meters), making it possible to move through even the thickest walls, or, for that matter, through enemies on the battlefield. All attacks aimed at the mystic are ignored unless they are made with mystical powers or artifacts – both deal only half damage. The movement is all that the character can do during the turn, and after having moved he or she reassumes his or her physical form.
* Adept **Reaction**. The spirit form comes instinctively to the mystic. When attacked the mystic may roll [Resolute –Damage] instead of a Defense test; if successful the attack passes through the mystic without dealing damage. The exceptions are mystical powers and artifacts, which deal half damage even if the test is passed. The mystic immediately returns to its physical form. The mystic can choose to roll Defense as usual if he or she prefers, i.e. not use Spirit Walk to avoid a specific attack.
* Master **Reaction**. With a passed Resolute test, the mystic can let an attack – from a weapon or a mystical power dealing damage – start in spirit form and then transcend into physical form once the enemy’s armor has been penetrated; if so, the Armor of the target is ignored by the mystic’s attack.

## DnD Traits

**Ability Score Increase:** Your Charisma score increases by 2 and one other ability score increases by 1.

**Age:** Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Luareth typically claims adulthood and an adult name around the age of 60 and can live to be 300 years old.

**Size**: Elves range from under 4 1/2 to just under 6 feet tall and have slender builds. Your size is Medium.

**Speed:** Your base walking speed is 30 feet.

**Darkvision:** Accustomed to the shade of the jungle canopy, you have superior vision in dark and dim conditions. 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 gray.

**Keen Senses**: You have proficiency in the Perception skill.

**Sunlight sensitivity**: You have disadvantage on attack rolls or perception checks when you or the target of your attack are in direct sunlight.

**Fey Ancestry:** You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

**Trance:** Etha don’t need more than a couple hours of light sleep. They usually do this sitting up.

**Lunar Empowerment:** If you are in the light of the flux-moon at night you gain the following benefits.

> -The first time you enter it you gain temporary hit points equal to your level that last for 24 hours;
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> -You have advantage on all Wisdom and charisma checks for 24 hours;
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> -You can see 120ft in the dark and you can see through magical darkness; and
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> -If you are of 3rd level or higher you can cast Moonbeam spell using Charisma as your casting ability. You cannot use this feature again until the next night you are exposed to moonlight. This feature only incurs a single point of corruption.
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**Languages:** Luareth can speak Sequellis and one other language of your choice.