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Leathermen

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Revision as of 02:52, April 3, 2023 by FossilLord (talk | contribs)

Leathermen are a type of animus tied to Fate and Nature.<ref name=":0">The Leathermen are Animus en masse.  A grouping that grows over time.  With skin like cracked, creased leather, their eyes and mouths are little more than folds in the material, hidden under cloaks and hoods of hide.  There are four in her territory, a fifth emerging.  They are borne of Nature and Fate.- Excerpt from Summer Break 13.2</ref>

Appearance

They are made from cracked and creased leather, wearing hoods and clocks of hide.<ref name=":0" />

Abilities

The leathermen offer youths three bundles of gifts, two of which are herbs one of which is useful and the other will be poisonous or harmful in some way. They are expected to pick the correct bundle of herbs, picking it and giving it to the community is rewarded with prosperity. The third bundle is a weapon, it represents the greedy choice and those that take it or destined to become murderers.<ref>Youths are expected to learn from family, to find their courses in life, but some find themselves at a crossroads.  Such youths may be visited by a Leatherman, offered a choice of three gifts.  Always two bundles – such as two selections of herbs, and the third is a weapon.

It’s a test, a question of character.  Have they learned enough to know if one bundle of food is better than the other?  One may contain poisonous roots, or fish unsuited to eating.  One bundle may be medicinal herbs, the other herbs to inflict rashes.

The weapon is the greedy, selfish choice, a flashy spear a boy could boast about.  A knife that glitters like a jewel.  Those who take the weapon will become murderers.  As of late, the weapons are often steel, like those tools from over the ocean.

Knowing which of the bundles to take and giving to the community means prosperity.  Taking the other means ruin.  Children don’t always remember the visit from the Leathermen, but even the ability to remember the tellings of the prior visits is a strength of character, an ability to listen to wise words and pull out the lessons, to apply them going forward.  Those who listened, know, and remember are at least warned about the weapon, but must still draw on knowledge to pick the right bundle.- Excerpt from Summer Break 13.2</ref>

History

Leathermen changed after the arrival of Europeans to the New World, they started to offer a coin and the fate you received would depend on how the coin was spent.<ref>The fifth rises and it’s a different sort of Leatherman.  His face is still creased leather, as is all the exposed skin of his body, but he wears the European coats and hat.  He offers the coin, but only in one bundle.  The coinage, spent selfishly, will doom one to destitution.  If spent graciously or given to caretakers, it spells good things.  He carries a weapon, of a craftsmanship that any boy would be proud to have.- Excerpt from Summer Break 13.2</ref>

References

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