Description[]
The Kampanni are a tiny insect winged folk who live in flying caravans. A typical Kampanni is about 18" tall, with a wingspan of 24". Their wings can resemble those of dragonflies, butterflies, moths, or grasshopers. A Kampanni's hair can be any color imaginable, with their eyes tending toward silver, gold, or copper. Being so small, they often feel they don't stand out very well, so they like to wear bright flashy colors. They have pointy ears and skin tones that range from pale to nearly dark as coal.
History[]
Culture[]
Kampanni culture is loosely based on the nomadic Romani of late renaissance era. They make up roughly 15 percent of the ("common") population of Kaernest.
Despite their size, the Kampanni make and use weapons similar to large folk. It's not unusual for them to use substances on their weapons that can cause paralysis or unconsciousness. It's the Kampanni spellcasters that are the offense of their people, using lightning cantrips and other spells to attack others.
Clan and family are hugely important to the Kampanni.
Their ceaseless travel means that they've seen much of the world, and can be found just about anywhere, however they tend to prefer staying over mountains or tall forests. They do this so they don't have to come down as far when they "land". When not actively traveling, the Kampanni tend to remain grounded (on high places) for safety and for access to food and materials. While Kampanni aren't experts with metal, stone, or wood like some of the other races, they're more than capable as general artists, crafters, and merchants, so they tend to have a wide range of wares available in their caravans, allowing them to trade for food and materials as needed. Their ties with the Verdanni mean they often have excellent wooden goods for trading (as well as their own wooden belongings being of notable quality). As they get along so poorly with the Dazhdvog who consider them "invaders" of their space, they don't typically carry stone wares, but they do make a point of stealing gems whenever possible as they can carry such high value.
Much as the similarities in demeanor to the Verdanni helps connect them, the similarities between the Kampanni and the Qnassi have made them odd allies. As both races tend toward itinerant, they cross paths, share sites, and end up with similar interests. While they may be competing for locations, both races use those sites differently, so they don't "compete" for them as much as one would expect. When they do tend to cross paths, it often results in wild parties, sharing news, trading, and friendly competitions. The Kampanni are more nomadic, staying at each location for a time, giving them a chance to trade with the locals, resupply, learn the local gossip, and then move on.
Magic[]
Kampanni magic is evocation in nature, summoning lightning, acid, wind, and ice.
Places[]
The Kampanni don't have cities or villages, instead having their mobile caravans. Different clans of Kampanni tend to follow their own route from year to year, but there are a few places where multiple clans converge each year. These places tend to change from year to year, but there's a limited number of places that can handle a convergence of 5 or 6 clans. The Kampanni Great Wyrm seems to always show up at these convergences, even seeming to be able to travel from convergence to convergence. The Kampanni call these convergence locations "Blood Fields", but this isn't a term they would ever use (or mention) to those who are not Kampanni, Verdanni, or Qnassi.
Home is where the heart is. This is a human saying, but the Kampanni agree, it's just that "home" to them isn't a set place, it's their caravan. The caravans are "the places" to the Kampanni.
Pathfinder 2E[]
Heritages[]
Luminous[]
You glow with magical luminance. You naturally shed light as a torch; this light has the evocation, light, and primal traits. You can extinguish, rekindle, or change the color of this light using a single action, which has the concentrate trait.
Nightglider[]
You are a dedicated nocturnal kampanni, keeping watch and predating in the most lightless environments. You gain darkvision.
Scavenger[]
Your ancestors originated from a land where food was scarce and threats were many. You are trained in Survival. You gain the Forager skill feat as a bonus feat. Your thoroughness when gathering food provides you a +1 circumstance bonus to Survival checks to Subsist.
Songbird[]
You descend from a talented line of strix storytellers. From the highest mountains and purest landscapes where your lungs fill with glorious clean air, you trill, whistle, and croon sweet songs. While natural sounds make you predisposed to sing, voices make you predisposed to mimicry. You receive a +1 circumstance bonus on Deception checks to Impersonate a mimicked voice, where the sound of the voice is the only factor; if you are a master in Deception, you gain a +2 circumstance bonus instead. You also gain a +1 circumstance bonus on Performance checks to sing; if you are a master in Performance, you gain a +2 circumstance bonus instead.
Ancestry Feats[]
- Cringe (1) - Reduces damage taken from critical hits.
- Distracting Shadows (1) - Use larger characters for cover.
- Empathetic Plea (1) - Convince an opponent not to attack you.
- Kampanni Lore (1) - Trained in Stealth, Thievery, and Kampanni Lore.
- Nestling Fall (1) - Take no damage from falling.
- Scamper (1) - Flee safely away from combat.
- Story Crooner (1) - Trained in Performance and gain the Impressive Performance feat.
- Tinkering Fingers (1) - Trained in Crafting and don't take penalties repairing items without tools.
- Very Sneaky (1) - Good at sneaking by just being small and unnoticed.
- Ally's Shelter (5)
- Cornered Fury (5)
- Easily Dismissed (5)
- Eclectic Obsession (5)
- Kneecap (5)
- Step Lively (5)
- Briar Battler (9)
- Cautious Curiosity (9)
- Dance Underfoot (9)
- Overcrowd (9)