The First Tribes

Game Master shrodingerscat

A grand experiment, making campaign/world design into a game!
The players each foster a tribe and guide their development through the ages. Who will conquer who? Will there be peace? Let's find out!


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Okie dokie kids...I'm just about to lay down some creation rules and guidelines, so give me a minute and we can get this started. I'll also try to answer any general questions you may have.


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Recruitment begins!

1)Pick a race to base your tribe from and give your tribe a name. All 1HD races will be considered, and others may also be considered if "shaved" down.

2)Create a 2nd level leader (max hp for first, average for second). Pick one of the allowed classes and build character as normal. 20pt buy. No attribute may be lower than 9 after penalties. Disregard money, you start with 1 weapon of a type you are proficient in (and and additional one if you are a fighting type) and one armor that you are proficient in.
a) if you are placed in a spot that gives you access to mineral ores, this may be metal (but no more complex than a simple breastplate AND see number 4)

3)Tribe size will be smallish to start (like a village) and will be partially randomly determined based on location and size (of the creature)...ei smaller race will likely have a larger population as they need proportionally less food.
a) from that, a portion of your population will be designated Warriors, Adult Noncombatants, and Young.
b) One other may be an advisor type with a pc class.

4)tribes will start out with a base of the following advancements/discoveries.
-fire -simple clothing -simple weapons (bone/stone) -pottery -spoken language
-once all players have been selected you may lobby for other advancements

5)Describe your ideal land type and Describe one predator that you are wary of as well as your ideal food source.
a)If you choose, you may still be nomadic.

6)Describe any customs you have come up with so far...this should be a few, but not too many as you're still developing them. Good starts are: disposal of the dead, food distribution, hierarchy, what you value most.

7)As a meta-development, you may be the only type of your race that you know of, or you may have broken off from a larger tribe. If you like I can make that decision and it will be a mystery to be discovered later.
(this one may be changed.)

I'll be looking at potential recruits all week, and perhaps a few days of next week as well
I try not to be a complete dictator about things, so if you think there is something important that I have missed, please let me know.

Scarab Sages

shrodingerscat wrote:
No attribute may be lower than 9 after penalties.

Meaning that we MUST increase whatever stat is weakest (if any) for our race by at least 1 point? I'd like it if the minimum permitted was 8 - either that or maybe give us a few more points.


The idea is that you put at least one point into each stat, you are the "champion" of your people after all.

Dark Archive

Okay, before I go any further, I want to run this by you, shrodinger.

DM's eyes only:
This is the race my tribe will be composed of, which is effectively taking the baseline Dwarf, switching out for a couple of alternate racial traits, and then changing the stat spread from +2 Con, +2 Wis, -2 Cha to +2 Str, +2 Wis, -2 Cha. I want you to okay this before I go any further, because if you're not okay with it, it'll really change how I go ahead and handle this application.

Earthborn wrote:

Earthborn (Dwarf) Racial Traits

+2 Strength, +2 Wisdom, –2 Charisma: Earthborn are both strong and wise, but also a bit gruff.

Medium: Earthborn are Medium creatures and receive no bonuses or penalties due to their size.

Slow and Steady: Earthborn have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Earthborn can see in the dark up to 60 feet.

Defensive Training: Earthborn gain a +4 dodge bonus to AC against monsters of the giant subtype.

Lorekeeper: Earthborn keep extensive records about their history and the world around them. Earthborn with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to earthborn or their enemies. They can make such skill checks untrained.

Hatred: Earthborn gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these ancient, hated foes.

Hardy: Earthborn are made of tougher stuff than most other humanoids, and gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Mountaineer: Earthborn are skilled at climbing and navigating narrow ledges. Earthborn with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.

Rock Stepper: Earthborn with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.

Weapon Familiarity: Earthborn are proficient with earthbreakers, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.

Languages: Earthborn begin play speaking Common and Dwarven. Earthborn with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.


The Ifrit/Fireos nation.

For reasons unknown the humans of this simple desert dwelling community are spawning hordes of children and half of them are strange...with fire for hair, red skin and other fiery features. While the villagers were initially frightned the children soon proved their worth. As the tribes traditional predator, the heat of the desert which can reach upwards of 150 degrees has little effect on the "Fireos" (literally children of fire). Soon only Fireos will exist and be born as humans never had a place in this desert, but Fireos are immune to its ravages to a large extent.

Now they will begin the small, but needed steps to taming the desert to their desires, for be warned this desert is not normal. In addition to stinging sand, venomous snakes and lack of water, other trials of the desert exist. Cyclones of pure elemental fire, fiery beings that do not seem to have any right to exist in the natural order of things and even greater perils await the children of fire.

The customs of the children of fire are as follows, survive at all costs, do not just overcome adversity, conquer it, protect the few viable sources of water existing in the desert, villages are built in canyons and natural caves, to protect themselves from the Firikina (the fire wind) and the dead are as befiting beings of fire cremated.

resources the desert is rich in suffering, but also posseses great mineral wealth particularly copper and tin. The ideal living space for the Fireos is as stated above a canyon in the deep desert.

To reflect their heritage and to display the fact that they are not descended from the Efreeti, all Fireos have either of the following Ifrit racial traits Desert Mirage or Forge hardened.

Koraz's stats:
Their leader is Koraz, Fireos oracle of flame
oracle curse deaf, revalation touch of flame
spells, orisons light, create water, purify food and drink, detect magic and spark. lvl 1 spells sun metal, cure light wounds and bonus spell burning hands.
Equipment, armor leather and longspear.
stats
str 8
dex 18 (16+2)
con 10
int 10
wis 10 (12-2)
cha 18 (16+2)
story is forthcoming


Seranov wrote:

Okay, before I go any further, I want to run this by you, shrodinger.

** spoiler omitted **

...

that sounds ok for now, as long as you're open to input and further discussion.

Dark Archive

shrodingerscat wrote:
Seranov wrote:

Okay, before I go any further, I want to run this by you, shrodinger.

** spoiler omitted **...

that sounds ok for now, as long as you're open to input and further discussion.

Of course. :)


Viluki wrote:

The Ifrit/Fireos nation.

For reasons unknown the humans of this simple desert dwelling community are spawning hordes of children and half of them are strange...with fire for hair, red skin and other fiery features. While the villagers were initially frightned the children soon proved their worth. As the tribes traditional predator, the heat of the desert which can reach upwards of 150 degrees has little effect on the "Fireos" (literally children of fire). Soon only Fireos will exist and be born as humans never had a place in this desert, but Fireos are immune to its ravages to a large extent.

...snip...

** spoiler omitted **...

For the most part, the fluff is interesting, but I don't think I want to have wild fire elementals just roaming around at this point. Also, only a small portion of them would be ifrit,as your population grows, this will increase.

Koraz:
Looks like you missed part of the character creation bit, no stat may be less than 9 after penalties.

Scarab Sages

By "average hit points for 2nd level", do you mean half, or half+1 like in Organized Play?


I will post tomorrow. Tornado in area and power out. Cell is only net and battery is low. :(


I'm Hiding In Your Closet wrote:
By "average hit points for 2nd level", do you mean half, or half+1 like in Organized Play?

half


W Canepa wrote:
I will post tomorrow. Tornado in area and power out. Cell is only net and battery is low. :(

Good luck, sir. Hope you don't get swept off to the Land of Oz...on second thought, that sounds rad...


I'll post later tonight.

Dark Archive

The Ambereye Earthborn, Final Sons of the Sacred Mountains

For as long as anything can remember, the Sacred Mountains have stood tall and pristine in the northernmost parts of the world. They are said to be the source of all the world's water, the untainted life-giving liquid allowing the rest of the races of the world the ability to survive. However, there were three races that sought to steal this water for themselves: the Blacktooth Goblins, the Scarhide Orcs, and their masters, the Stone Giants.

With no other recourse, the Sacred Mountains exerted all of their will and power to create protectors for themselves: tough beings of stone called Earthborn. These golem-like humanoids were made of rock, with gemstones for eyes, and were crafted specifically to fight off the encroaching goblins, orcs and giants, and fight they did. The Twelve Clans of the Sacred Mountains were formed to better deal with each threat, though only the remnants of those mighty tribes yet survive. However, a millenia has passed since the Earthborn drove the Three Evils from the Sacred Mountains, and in that time, they have become more than just protectors. They now inhabit all the peaks of the Sacred Mountains, venerating their mountainhomes as deities.

However, though the Earthborn are very long-lived, they do not reproduce very often. None of the heroes who defended against the Three Evils still lives, and even their ancestors are mostly lost to age and conflict. However, one Earthborn man has set out to gather and consolidate the remains of the Earthborn clans into a single house, under his banner. That man's name is Dagran Ambereye, and he is renowned for his strength, wisdom and great knowledge of the weaknesses of the Earthborns' enemies.

The Ambereye Clan is a small group of roughly thirty Earthborn men and women, with at least two descendants of each original clan. The Ambereyes inhabit the peak of one of the Sacred Mountains, named "Skyhome" in their native tongue. They survive best in the high altitudes of the mountain peaks, but do not suffer when they come down closer to sea level, or even deeper. In these extreme conditions, the Earthborns' most dangerous predator are the hunting parts of goblins, orcs and giants that kill them and use their bodies to build structures.

Earthborn eat rock, stone and minerals, though some have developed a taste for the foods of flesh-and-blood humanoids. They treat "softskin food," as they call it, as an interesting delicacy, but certainly not their main source of sustenance.

The Earthborn honor their dead by building them into the mountainsides in elaborate mausoleums. However, great heroes are generally lost to their enemies, and so are kept in memory by a long tradition of legends and storytelling. This tradition is also how the Earthborn retain their skill and knowledge of their enemies, even centuries after the conflict that spawned them had ended. Hierarchy is based on skill in combat, or ability as an artisan, as war and sculpture are the two most important parts of Earthborn culture. The leader of the Earthborn clans, called a Mountainchief, is generally a descendant of a previous Mountainchief who has proven himself a mighty warrior, capable of leading his kin in protecting their ancient homes.

Mountainchief Dagran Ambereye:
Male NG Earthborn Ranger (Infiltrator archetype)
Age: 66
Eyes: Amber
Weapon: Stone Dwarven Urgrosh, Stone Warhammer
Armor: Stone Breastplate

HP: 21
AC: 18
F/R/W: +5/+5/+2 (+2 on all saves vs. poison, spells or spell-like abilities)

Str: 17
Dex: 14
Con: 14
Int: 10
Wis: 14
Cha: 9
Favored Enemy: Humanoid (orc)
Feats: Power Attack, Two-Weapon Fighting (Ranger)

Do we pick a pair of traits, too?


Note to gm, their should be at least 4 ifrits for every 10 humans, reason being is the humans are dying out they simply can't take a desert that is slowly, but surely increasing its connections to the plane of fire and in response their children are adapting.

can I have strength at 10 and wis at 8 as after all the Ifrits/Fireos are hardy and stubborn but they sadly lack commonsense (if you are in a desert with flaming cyclones and haven't moved to a safer location...how wise are you really?)


One thing I should be clear on about how I interpret stats: I'm not one of those gms who discounts the actual use of Charisma, It is your choice to have a low stat there, but don't be prized if someone more charismatic wins over your people and you are ousted from your former position.

Scarab Sages

This is all a little half-baked. I hope it cuts muster.

The Kehampaan: The People From The Void

"Where do we come from? Where are we going? How long have we got?"

These are the questions that preoccupy the minds of the strange and reclusive wayang people, known among themselves as the Kehampaan. They know that they came to their present home, a verdant, sprawling tropical archipelago, unfathomable ages ago in great ships from...somewhere else. Somehow they know they do not belong here - but they also know that they came here for a reason. For these reasons, they step lightly in their domain, living not so much in harmony with nature so much as simply coexisting, with no such notions as "owning" the land they live in. By a similar token, they do not believe anyone else can truly "own" land either, and on occasions when interlopers introduced them to such arrogance, they responded in a punitive fashion - thus the otherwise peaceful people learned warfare. They acknowledge the realities of the world around them, of course they do, but their minds and spirits are forever somewhere else.

They take their pick of the forest and sea's bounties, but eat little, even for creatures of their size. Paradoxically, this has made them extraordinary culinary artisans - what they eat must be worth eating, artistic as well as delicious, or they are just as inclined not to eat at all.

They dispose of their dead in a manner best described as 'individualistic'; they are often very vocal about telling their friends and families what exactly they would like done with their bodies, be it burial at sea, ritual cannibalism, or being used as a prop in some sort of prank.

The Kehampaan are a clever, artistic, and darkly humorous people who value excellence in the execution of any action worth taking, and enjoy strange pranks on each other, and even more so, other races who seem too greedy or comfortable. They love all forms of art, but mostly pursue them in solitude, leaving their works for others to find later. The primary exception to this is storytelling, very much a group activity for them, whether the story is a grand narration by one, a performance by a few, or a collaboration by all present. It should be noted that the Kehampaan proclivity for making things up has not led them to be gullible, deceitful, or prone to confabulation - on the contrary, it has led them to a unique understanding that the duality of "true" and "false" has nothing to do with the duality of "reality" and "unreality". The greatest performers and storytellers have little difficulty becoming revered leaders, whether that is their express intent or not - and it is with one such leader that their history begins....

Their Leader

Spoiler:
Matahari Hitam
Male Wayang Shadow Puppeteer/Dirge Bard 2
CG Small humanoid (Wayang)

"Everything you can imagine is real."

Initiative +2; Senses: Darkvision 60 ft., Perception +5
/* Defense */
AC 15, touch 13, flat-footed 13 (+2 leather armor, +2 dex, +1 size)
HP 11 (2d8-2+1)
Fort -1, Ref +5, Will +2; +4 vs fear, energy drain, death, and necromantic effects, +2 vs shadow spells

/* Offense */
Speed 20 feet
Melee: longsword +2 (1d6, 19-20/x2)

Bard Spells
1st (3/day) - chord of shards, cure light wounds, silent image, chill touch
Cantrips - prestidigitation, detect magic, dancing lights, daze, flare, haunted fey aspect
Spell-Like Abilities (1/day each) - ghost sound, pass without trace, ventriloquism

/* Statistics */
Str 10, Dex 14, Con 9, Int 16, Wis 9, Cha 17
BAB +1; CMB +0; CMD 12
Feat: Extra Performance
Skills: Acrobatics +6, Bluff +7, Diplomacy +7, Disguise +7, Escape Artist +6, Intimidate +7, Knowledge (Arcana, Planes, Religion) +8, Knowledge (Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility) +4, Perception +6, Perform (Act) +8, Sense Motive +3, Spellcraft +7, Stealth +11, Use Magic Device +7
Special Abilities: Shadow Magic, Light and Dark, Bardic Knowledge, Bardic Performance (15 rounds/day), Shadow Servant, Shadow Puppets, Countersong, Distraction, Fascinate, Haunted Eyes, Secrets of the Grave
Equipment: leather armor and bone longsword

Dark Archive

Just sayin', but in a society that prizes strength and skill over charisma, it's going to take more than a pretty face and the right words to lead.


True, just pointing out some potential conflicts in the future.

Also...looks pretty cool, but I think being able to subsist on on rocks is a pretty big advantage. If we could pare that down to subsisting on valuable rocks, I'd be more ok with it.


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber

Will our leaders alignments shift over time as the trials of the world change them, or will they be relatively set in stone?


I expect they would probably change a bit over time, depending on actions and reactions. That is not to say that one couldn't strive to hold a certain viewpoint as the world changes around them though.


The Rockmouth Tribe:
The Rockmouth Tribe formally had no name; they were a band of goblins barely living off the land, living only to kill or steal from other predators, always one drought or disease away from annihilation. Then the tribe war party- nearly all their fit fighters, chief Maglubiyet, and his youngest advisor without a name- chased a horse into the mountain caves near where they lived. Gleefully they all crowded inside the system, searching hungrily for the beast which dared move faster than them. They found the horse and fell upon it- then the ground shifted. An enormous rock fall blocked the entrance of the cave, separating the war party from the rest of the tribe.

When they finally dug themselves out, half a year later, the tribe was much changed.

The newly-named Stone-eyes, former advisor to Maglubiyet who fell when a stone cracked his head in the avalanche, now ruled. Locked up in the dark, the goblins nearly fell upon each other, but Stone-eyes took control, and instituted, for the first time in goblin history, discipline. Water was collected, scrounged fungi and meat saved and preserved, shifts of diggers kept. His rule was absolute, and all that refused to obey were either beaten into submission or killed and added to their food supplies. The tribe that emerged, and met their women and children, was named Rockmouth, for how they kept pebbles in their mouths to stimulate saliva and survive with less water. As the tribe rebuilt, and made a home inside the cave system, a new dawn begins for them, and the goblin race. Now this small tribe of goblins has order, and a purpose- to never be trapped or to fear or to starve again.

Goblins of the Rockmouth Tribe look different from other goblins. Those who are Caveborn, as the trapped are named, had mountain dust rain on their skin in the darkness, and consequently have turned a ghostly pale in many places over their body. Future children seeking to be warriors will emulate the colour with paints and mountain dust.

Tribe name: The Rockmouth Tribe
Race: Goblins.
Tribe alignment: Neutral Evil (with growing Lawful tendencies)
Chief: Stone-Eyes, male goblin Druid (Menhir Savant, Earth/Cave Domain)
Advisor: Flintfinger, male rogue
Advancements/Discoveries: As they live in a mountain, a metal advancement could fit.
Ideal land type: Mountain with cave structure next to forest greenland
Predator: Wild dogs
Prey: Horses
Customs: Burning corpses and covering the remains in sand/earth, storing food, beginnings of tribal discipline and member self-discipline, building/fortification, hunting/gathering (not yet farming).

Sheets to come.


gm updated stats
same as before except wis and str are now both set at 9
story will be forthcoming.


Pathfinder Adventure Path, Lost Omens, Maps, Rulebook Subscriber

One last thing, and then I will put forth my opening idea: Are legal archetypes allowed? Such as a Beastmaster Trapper Ranger? Or are we limited to standard classes from the previous list?

Dark Archive

By "valuble," would that include stuff like quartz, coal and other rocks/minerals that tend to be less common than simple stone? I don't mean surviving on limestone or gravel, obviously (though they could probably subsist on the stuff, but it'd be like eating candy or junk food- no substance or nutrition to it).


@STraveler: yes, archetypes are acceptable, although in some cases I may refuse/ask for modification (case by case)

@Seranov: yes, less common would be more acceptable. I like the idea of certain minerals substituting for various normal requirements, carbs, proteins, vitamins, etc. That may make certain ores valuable to them in different ways than they would to another race.

Dark Archive

Yeah, that was sorta the plan. As a general rule, the Earthborn are a pretty laid-back people, except when it comes to fighting and artisan work. They eat slow, they reproduce slow, they generally just live slow. It's less that they're long-lived and more that, short of unfortunate incidents, they just don't get around to dying for a really, really long time.


@Seranov: Well it definitely has potential.

I'm off to bed now all, hopefully come morning I'll have lots to look over!

Thanks for all of the submissions so far!


Well the idea sounds great, and I'd love to see how this is played out. That being the case, I have an idea for a civilization and race of less barbaric Lizardfolk, perhaps started from outcasts of other Lizardfolk tribes.
If new races are allowed shrodinger, please take a look. If not I'll think of something else

Lizardmen tribe:

Lizardmen
+2 Dex +2 Int -2 Str [0 RP] Lizardmen are fast and contemplative, however they usually tend to lack real muscle power

Medium sized creature
Normal Speed: 30 ft
Low-light Vision [1RP]
Keen Scent: +2 bonus to survival checks for tracking [1RP]
Adept Witch-Doctor: +1 to Heal and Survivalist skill checks [2RP]
Natural Swimmer: 30 ft swim speed + 8 Racial bonus on Swim checks[1 RP]
Reptilian Blood: +2 saves against poison [1RP]
Swamp Survivalist: +2 saves against disease, no difficult terrain penalty in swamps, bogs and marshes. [2 RP]
Weapon Familiarity: Lizardmen are proficient with shortbows (including composite shortbows) and scimitars and treat every weapon with Lizardman in its name as a martial weapon. [1RP]
Languages: Lizardmen can speak and understand Draconic and Common, Lizardmen with high intelligence scores can choose from the following: Aklo, Aquan, Giant, Gnoll, Goblin and Orc

I guess this might be slightly underpowered compared to the original Lizardfolk or other races. Think of them as the more intelligent outcasts of Lizardfolk or the more 'evolved' ones seeking a community. Any feedback is welcome

They would live in swamps and wet temperate/tropical zones. Preferably sticking to their own lands and shamanistic ways for now. Many would become Rangers, Druids or Oracles. They would also tend to be good Witches later on. If the race is okay with you I'll put on more details later on.


Stone-Eyes, chief of the Stonemouth Clan

Scarab Sages

@ GM Arkwright: Sorry to be the one to call you one this (I don't like it either), but none of your stats can be below 9 - and according to that write-up, Stone-Eyes' Strength is.

@Rocan: Cool! If DM takes the bait, I'll be tempted, at the very least, to take my civilization back to the drawing board and make up something myself.


Power back but headed to work! I will post my tribe tonight!


Ah sorry, forgot and thought it was 8. Thanks, I'll fix it up.


Still working on the humans!


And leader is going to be Oracle of Bones 1/Blight Druid 1 (Death domain).


The Hammerstone Clan

Abandoned by their former kin, and left to fend for themselves the Hammerstone clan find themselves without a home. The seek the shelter of the mountain caves that dwarves have always been drawn to. A clan of craftsmen and smiths without any materials to work with or even a forge they desire nothing more than anything to set up a new forge and return to the lives they once knew. Though one day they hope to shame those abandoned them.

To the Hammerstone clan, smiths are considered their most valuable assest, because not only do they forge the tools, weapons, and armor that drive their culture, but all Hammerstone smiths are required to learn to use anything they make and are thus make up the clan's defenses as well. The leader of the Hammerstone clan has the title of Grand Smith.

All Hammerstone dead are Cremated and their ashes stored in a vase in the hopes that one day they will be added to a great forge so that their spirits will empower the creations of the smiths. To be denied this cremation is the ultimate dishonor to a Hammerstone.

They survive on a diet of whatever their hunters can catch as well as the fruits, berries, and nuts they find. They long for the day when they can once again indulge in ale and cheese.

The Current Grand Smith is Duros Hammerstone


Koraz LN oracle of flame, the story

Born into the desert in a time when the "fireos" are on the rise and the humans on the decline, Koraz soon proved that he was destined to lead the tribe. This was by virtue of his ability to create water and heal the wounded. Now he seeks to not just to survive the desert, he intends to make sure that they tame it their desires. The road is long and difficult, but the "fireos" are stubborn.


Rocan wrote:

Well the idea sounds great, and I'd love to see how this is played out. That being the case, I have an idea for a civilization and race of less barbaric Lizardfolk, perhaps started from outcasts of other Lizardfolk tribes.

If new races are allowed shrodinger, please take a look. If not I'll think of something else

** spoiler omitted **

They would live in swamps and wet temperate/tropical zones. Preferably sticking to their own lands and shamanistic ways for now. Many would become Rangers, Druids or Oracles. They would also tend to be good Witches later on. If the race is okay with you I'll put on more details later on.

Looks ok for a starting point. You can have 2 more rp if you like.


Does the leader have to be a single class? I had this idea of one of the tribesmen (A ranger) being chosen by the dragon queen as the one who she would rule through. With magic she would make him believe she was a goddess (invading his dreams and making it look like visions) and teach him the ways of magic. His other level would then be sorcerer with the Arcane (Sage) bloodline. Basically its draconic magic, but taught to him by a dragon. This magic can then later be what starts their first forrays into wizardry.

Ofc he can just start as a second level ranger and grab sorcerer from there.

Scarab Sages

Galeigh wrote:


The Current Grand Smith is Duros Hammerstone

Why does a level 2 Fighter with a Constitution of 14 have only 15 hit points? Shouldn't it be 19?


May I present The Tribe of Oru, and their matriarch Chieftain Ma'ru Paleface:

The Tribe of Oru
The Tribe of Oru are a matriarchal people that revere their dead ancestors and believe that death is not the end, but merely another step in the cycle of Life, Death, and Rebirth. In addition to the reverence of their ancestor spirits, they also worship the natural cycles of nature and revere nature spirits. A seminomadic people, they build large burial mounds for their dead, as well as sacred mounds topped with elaborately carved wooden megaliths that serve as seasonal gathering places and cultural centers. The Tribe of Oru places importance on astrological signs and portents, and base their spiritual traditions around the lunar calendar and the movements of the constellations.

The tribe of humans are tall, dark-haired, tan-skinned, and possessed of the palest blue eyes. Their eyes are, in their belief, a mark of their connection to their ancestors.

The territiory they inhabit is rich in veins of onyx (and to a lesser extent silver), which they call soulstones, as under rare heavenly alignments they allow the spirits of the dead to return to their bodies from time to time. These undead are both feared and revered, but are put to work for the tribe by the Chieftan and the Spirit-talker. The Spirit-talker believes that she can one day learn their secrets, and create them herself.

Calling the forests and river valleys home, the Tribe of Oru want for little. Game, fish, fruits, and vegetables are plentiful, and they plant the seasonal foods they enjoy most in small gardens while the trees, rocks, and bones of animals provide all the tools they need. they craft spears, warclubs, and shortbows, as well as clothing and armor from the hides of beasts. Wicker, wooden crafts, cordage, straw-weaving, wooden huts and the Winter Lodge all come from the plentiful trees of the land. Jewelry consists of onyx, silver, bones, wood, and semiprecious stones, while various pigments are used for bodypaint used in hunting, war, and religious rites. The teeth of their people and of other creatures are used as an early form of currency, as are soulstones and trade goods.

The Tribe of Oru consists of around 200 humans, divided into just under a dozen clans. These seminomadic clans reside in a subtropical, forested river valley to the southeast of a vast mountain range, and to the north of of lush jungle lands. They are led by the Chieftan Ma'ru Paleface (Oracle of Bones 1/Blight Druid 1) and her sister Spirit-talker Akuthis (Oracle of Bones 1). Rarely at war, the tribe does occasionally skirmish with nomadic bands every so often, as well as strange people that turn into animals, spreading their curse. Warriors often use ranged attacks, guerilla warfare aided by camouflage paint, and hit-and-run tactics.

In terms of civilization advancement, they would be a dozen or so seminomadic protoagrarian hunter-gatherer clans that develop a trade center akin to the Cahokia mound builders, with earthen mounds/pyramids located in a river valley near a lot of forests. Wooden structures such as battlements around the city, woodhenge-like religious structures, log longhouses, etc. would exist. Weaponry consists of spears, clubs, stone maces, bone daggers/shortswords, biws (including composite bows made from bone and sinew), etc. Anything wood, bone, or stone/flint. Eventually, metallurgy and more refined divsion of labor and agriculture would ensue, as well as quarrying rocks from the foothills of the mountains for stone structures. Over time, the earthen pyramids would give way to stone pyramids in a style similar to Central American and Asian pyramids.

In terms of magic, necromancy and druidism will evolve side-by-side, creating a culture that reveres the balance of nature, while using the dead to serve the living. Skeletons will serve as warriors and servants, with bloody skeletons making up elite troops. Zombies will be used as laborers and for ploughing fields, and the matriarchal priestesses will eventually aspire to undeath (vampirism and lichdom), while some priests and nobles may be mummified.

Tribe Creation Meta-Info:

The Tribe of Oru
Roughly 200 members; 45% warriors, 25% adult noncombatants, 30% young, +X% skeletons % zombies.
Leader: Ma'ru Paleface (Oracle of Bones 1/Blight Druid 1)
Advisor: Spirit-talker Akuthis (Oracle of Bones 1)
Ideal land type: Subtropical riverine Forest
Predator: Lycanthropes, Jaguars.
Ideal Food: Nature's Bounty

I can detail interactions with other tribes if I am selected and I know who else is selected.

Chieftan Ma'ru Paleface

Ma'ru was an auspicious child, the second daughter of the second daughter, born during a lunar eclipse. Her face is nearly covered in pale skin (much like a lack of pigmentation), and her eyes are a deep azure color-almost black, giving her an almost skeletal apperance. Early on, Ma'ru learned she could speak with the spirits of the dead, and was raised almost entirely by the tribe's Spirit-talker. While brilliant, Ma'ru did not age at the same pace as her peers, and eventually outlived her mother while appearing to be just an adolescent. Though young-seeming, she was narly 50 summers, and became the matriarch of her tribe when her mother died in battle with the animal-people. It has been 18 years since Ma'ru has been Chieftain, and her youngest sister is now Spirit-talker. The Tribe of Oru has prospered, and the sisters seek to strengthen their connection to the spirit world, as well as the land by building larger mounds with symbolic importance.

Chieftain Ma'ru Paleface Stats:

Female Aasimar Oracle of Bones 1/Blight Druid 1
N Medium humanoid (human) and outsider (native)
Init +1; Senses darkvision 60 ft., Perception +10
Defense
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 armor)
hp 13 (2d8+1)
Fort +2, Ref +1, Will +8
Defensive Abilities deathless spirit
Offense
Speed 30 ft.
Melee spear +1 (1d8+1/x3)
Domain Spell-like Abilities (CL 1st; Concentration +5)
7/day-bleeding touch
Spells- I'll do these if I get picked

Statistics
Str 13, Dex 13, Con 10, Int 9, Wis 18, Cha 16
Base Atk +0 (or +1 if fractions used?); CMB +1 (or +2?); CMD 12 (or 13?)
Feats Extra Revelation (Undead Servitude), Command Undead (bonus feat, 6/day)
Skills Diplomacy +10, Knowledge (nature) +5, Knowledge (religion) +3, Perception +10 Spellcraft +3, Survival +10
Languages Common (?), Druidic
SQ Scion of Humanity, Oracle's Curse (Haunted), Voice of the Grave (1 round/day), Undead Servitude, Nature Bond (Death domain), Nature Sense, Vermin Empathy
Combat Gear
leather armor, spear
Racial Traits:
Deathless Spirit (replaces celestial resistance), Scion of Humanity (replaces Celestial language and alters creature type), Skilled (+2 Diplomacy & Perception), Darkvision 60 ft., daylight (CL 2nd, 1/day)


I opted to make my leader an aasimar, while keeping the tribe human. Hers was an auspicious birth, and I gave her the scion of humanity alternate racial trait. I just wanted the leader to be 'touched by the ancestors' in a notable way beyond her class levels. If this is not okay, I will change her back to human.


Weapons of the Fireos and fighting style.

The Fireos will eventually wind up using a vast assortment of weapons, however a cultural favorite are polearms and whips (made of rawhide with bone barbs) the reasons are both strike out at the enemy with ease, the weather conditions of the desert make using ranged weapons difficult at best and the simple fact that the Fireos favor weapons that allow them to disengage from the enemy quickly if need be.

population should be roughly 150 humans and 50 Fireos, and as they grow in number it will eventually be an all Fireos civilization, as the humans will simply die off because their bodies can't adapt to the rising heat...and other changes that are afflicting the desert.


Viluki:
where do they get the hafts for the polearms in the superhot desert?


To answer your question W Canepa the spear hafts just like the speartips are stone (remember these are the Fireos if the stone gets hot it doesn't bother them).


Viluki:
but...how do they make polearm hafts (5-10ft long) out of stone? How are they not too brittle for combat? Metal hafts would work, or wood if there were trees/races to trade with.


@Galeigh: Hiding is right, you should have more hp.

@W Canepa: good amount of detail. I almost wanna say you have too much, but I think what you have is very interesting. I think an aasimar leader is probably acceptable with that backstory.

One thing I should mention to everyone is that your beginning population may not be as high as you would like initially, as I'm still going over various sources about the group size of early tribes.


@shridingerscat- Anything you'd recommend I streamline?


still "chewing on it" so to speak, but i'll let you know.

Not so much a content issue but if they're still partially nomadic, do you see the battlements and longhouses as important, or would their shelters be more motile?

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