Haiten Bhaq

Shuma'i's page

21 posts. Alias of dreamingdragon.


About Shuma'i

Tribe name: Shuma'i
Race: Fetchling
Tribe alignment (optional): Neutral Xenophobe
Desired terrain: Hilly Jungle
Leader name: Hasura Nuanti
Leader class: Rogue
Advisor class: Oracle
Tribe history: Emerging in the shadow of a were-tiger*, staying hidden is their #1 mission in life. They take to caves, but because they worship the stars, they never become a fully subterranean group.
Special tribe traditions etc: Food comes from the forest and streams, and security from the caves, but the hilltops are closest to the stars, where their spiritual power comes from. They study the stars intently, believing all knowledge is written in the heavens, and that when they understand it, they will be all-knowing. They believe the planets are gods. Their written language is an alphabet/runic system based on the constellations, with deep symbolic weight behind each letter.
Tribe technological advancements: Beyond basics like fire, basket-weaving and stone weapons: Astro-nomy/logy is a big thing with them, so they are good with math. Currently they make silver jewelry and decorate it with semi-precious stones (onyx, agate, jasper, etc) and they have some textiles. The day they can make silver weapons is the day everything changes for them, but that is as the DM's discretion.
Tribal survival practices (burning the dead, etc): Cremation of the dead, secrecy, much trapping and barricading of their caves.

Introduction:
In the country known as Zgarie, where the hills begin to climb out of the endless Kurga jungles, a beast stalks the forest. Half man and half tiger, deadly and savage, it hunts when the moon is full, and its favored prey are humanoids. Among the Sumbra'i, it is said that the reign of the were-tiger began when the Red Planet of War entered the house of the beast on the night of the full moon, and the Red Planet's priest gave himself as sacrifice.
Since that day, the Sumbra'i have lived with the curse of the were-tiger. They have taken on the color of the night sky, and when the full moon rises, they hide deep in the caves that dot the hills. During the day, the shadows of the forested valleys hide them, but they are night creatures. The study the stars from the peaks of their hills, and trust to the darkness to keep them safe.

Altogether, perhaps a hundred Sumbra'i live in the caves beneath Zgarie. The forest is rich in fruits and edible leaves and roots, and the rivers teem with fish. Even in the caves, blind crayfish abound in pools. With such abundance, the Sumbra'i spend most of their time on other pursuits. They work the pale metal of their hills into elaborate jewelry, studded with onyx and jasper, and they weave a curiously light and delicate fabric, from which they make ceremonial costumes representing the heavens. Beyond the elaborate robes and jewelry they wear for ritual purposes, they rarely wear more than modesty demands, for it is a hot country, and they are naturally well adapted to stay hidden.

On the hilltops, they burn their dead, the smoke rising into the sky carries their souls to become stars, and they worship the planets as gods. Their elders teach that when they are finally able to understand the language written in the stars, they will be all-knowing, as are the dead. The wisest among them track the movements of the stars and planets, and some even claim to know when the reign of the were-tiger will end, and the Sumbra'i will rise to greatness.

The seven eldest members of the tribe elect a chief each year, from among the two dozen or so warriors of the tribe. The chief's duty is safety, to defend the people against their enemies, and against the were-tiger.

The new chief is Hasura Nuanti, and she is advised by her brother Taios (Oracle of the Dark Tapestry).


Hasura Nuanti:
Hasura Nuanti
Fetchling Rogue 2
N Medium Outsider (native)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 16 (2d8+4)
Fort +1, Ref +6, Will +0
Defensive Abilities evasion, shadow blending; Resist cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee Spear +2 (1d8+6/x3)
Ranged Shortbow, Comp. (Str +0) +4 (1d6/x3)
Special Attacks sneak attack +1d6
Spell-Like Abilities Memory Lapse (1/day)
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Statistics
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Str 14, Dex 16, Con 13, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Power Attack -1/+2
Traits Jungle Fighter, Valashmai Veteran (Survival)
Skills Acrobatics +8, Bluff +8, Climb +7, Diplomacy +8, Escape Artist +8, Perception +6 (+7 to locate traps), Stealth +10, Survival +5
Languages Common
SQ rogue talents (combat trick), trapfinding +1
Other Gear Leather armor, Shortbow, Comp. (Str +0), Spear, 53 GP
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Special Abilities
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Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Jungle Fighter Your speed may not be reduced to less than 10 feet by difficult terrain in jungles.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Shadow Blending (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Valashmai Veteran (Survival) +1 trait bonus on Survival in the jungle.

The Future:
For obvious reasons, the ability to work silver into weapons is going to define their place in the world. When they can face the were-tiger on something like an equal footing, they will become the dominant creatures of their area. Their numbers will increase, their interest in astrology will develop, and they will begin building temples on the hilltops.