Monday, June 7, 2010

Nomadic tribesmen: The Bando

The BANDO

(A new race for X-plorers RPG)


Requirements: PER 10, PHY 9, INT 10
Prime Requisite: PER and PHY
Hit Dice: Add +1 for a hardy, rigorously physical lifestyle
Max Level: None

Background

Benu has been home to many races over the eons. At several points in the planet's history, different humanoid species existed at the same time and though the diversity and number are greatly reduced, a few races still persist. Only one though is humanoid. The Bando are a race of human nomads that travel in giant caravans across the deserts, badlands, and steppes of Benu and are the progeny of whatever humans previously lived there. The bando live in hostile conditions but have met their genetic potential for longevity which is around 270 years old. The bando language is a complex system of whistles, tweets, and throaty calls that presents an intentional barrier for would be adversaries and outsiders.

Livelihood

The Bando raise quarra as pack animals and for other purposes. While they used to treat them as livestock they now know better of it. They raise a variety of other domesticated animals have a talent for husbandry. They are talented scavengers, traders, and craftsmen (basically making things they find "useful"). While finding things comes naturally to them, occasionally certain finds present themselves to be ancient, mysterious, and possibly dangerous. These items are held in high regard and taken to the the Cryptotherium for further study.

They also make excellent guides and wayfinders for travelers who find themselves on Benu (usually stuck there for one reason or another). Occasionally an offworlder may come to Benu looking for a Bando Protector for hire, as they are highly regarded warriors and body guards. Protectors swear an oath to fight to the death to defend their masters, but generally very few can be persuaded to leave Benu, let alone to look after someone else.

For the most part though, the Bando live off whatever they can find as far as food, shelter, and tools/weapons to fight off the marauding races and dangerous fauna that still exist on the planet. It's important to note that the Bando are not the dominant species on Benu and they travel largely to avoid becoming sitting targets.

Appearance/Physicality

The Bando obscure their physical appearance in mainly blue colored cloaks, capes, veils, and the like over grey or tan colored wrappings to protect against the desert sands. It's unknown what their true likeness are, but though they appear to be humanoid. They are comparable to other human races in size and frame, though they are nearly all strong and lean, having grown accustomed to the harsh climes and difficult lifestyle on Benu.

Special Abilities/Bonuses

The Bando gain a +1d4 + level on searching, scouting, or hiding as they've developed keen eyes (even in the dim Benu daylight) for finding artifacts, fossils, etc. and detecting predators. Edged weapons are hard to come by, but the Bando have made due with a variety of handcrafted spear, staff, and club weapons with barbed or hooked implements. In addition bando have mastered several types of ranged implements (slings, javelins, and nets) and gain a +1 per level in their use.

The Bando also seem to retain a natural ability to "activate" or make use of found objects regardless of whether they know how to use them or not. As a result they often consider special finds to be "magical" or imbued with the "Song of the Kings," which should translate to a +1-per-level psionics bonus. Ability without knowledge is dangerous however and there's a 1d8 chance of mishap or accident occurring.

Rumors

There are many mysteries about the Bando, but the most common question about them is often their hidden faces. Travelers often gossip that they were once very attractive in appearance, which is thought to be a genetic trait handed down by their supposed forefathers, the long extinct Kings of Benu. It's rumored that many millennia ago they likely were more than 12 feet tall, and had angelic faces that would put the meanest disposition at ease with their sublime grace. Legend says the Kings, having been obsessed with human dominance over everything, apparently imbued their lines with physical perfection. A superior standard, that offworlders claim has been slowly ground away by the passage of time into a hard-skinned, cragged, and gnarled forms --a shadow of their former race.

When distressed, it's said that a Bando tribe member can call her or his bonded quarra to their side simply by thinking it.

Bando widows hold vigil for several days praying for a colossal sandstorm. When one finally appears they are said wander into them, cooing and whistling, lamenting their lost loved ones--and then disappear forever.

Thursday, June 3, 2010

Fauna: Quarra (pack animal)

The quarra is a smallish, fleet-footed, hoofed animal that roams the rocky outcroppings and foothills of Benu's steppe regions. The beasts resemble the pony-sized hyracodon of prehistoric Earth (horse-like in appearance, but actually an ancestor of the modern rhino). Quarra hold much in common with their Earth counterparts, though the males sport a bony skull-plate studded with short, broad spikes above the eyes and down the snout.

Use as domesticated animals

Several nomadic tribes have domesticated the animal, and use it's surefooted climbing abilities and speed over open plains to their advantage. Quarra are often used as pack animals for small to medium-sized loads that accommodate their lighter frame, but they excel at navigating rough terrain so they often make for ideal pack animals.

Long ago, quarra were hunted to near extinction (prized for their colorful coats) until one tribe, the Bando, discovered their innate intelligence. Unlike other pack species, quarra exhibit a higher degree of intelligence and can understand both spoken and gestural commands by their masters. They remain loyal to their death or the demise of those they serve, upon which the pact that bonds both is dissolved and the companion is free to join the wild herds.
Courtesy Wikipedia
Male quarra are slightly larger than females and appear in a variety of brown, grey, red, and purplish tones. They mate twice yearly and face off to claim dominance over suitors and breeding priority in the herd. Females are known to birth twins often, which is thought to be a natural defense of the species who are the preferred prey of Benu's mega-sized strigiforme predators.

A single quarra is matched to a nomadic adolescent upon entering puberty as part of a rite of passage ceremony. The young adults are charged with caring for their companions and will use them to build their  livestock herd. Quarra will live nearly as long as their masters if cared for properly and predators are kept at bay. Quarra also possess some unusual abilities (see below).

STATS

FREQUENCY: Common
NO. APPEARING: Herds (8-40); Always paired with nomad at puberty (about 12 years or older)
ARMOR CLASS: 7
MOVE: 15 on open plain
HIT DICE: 2d8+2
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d6+1 ramming
SPECIAL ABILITIES/SKILLS: Low light/dark vision, scent, when 6 or more adult quarra are present they provide their masters with an additional protection (not known if this is magic, but should be treated as such) against fear/intimidation/morale-based attacks (+2 on any saves)
SPECIAL DEFENSES: Studded/bony skull-plate
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral in wild/good if domesticated by good aligned nomads (will remain good if released)
SIZE: M
PSIONIC ABILITY:
Quarra are immune to illusions produced by living beings

BURDEN CAPACITY:

125 lbs (light load)
126-275 (medium load)
276-330 (heavy)
A quarra can drag 1,275 pounds for 1d6 rounds before getting tired

Friday, May 21, 2010

Geologic Characteristics

Benu has, for most of it's habitable existence, been a temperate world that was once flush with life. Now, it's barren, rocky skin is showing the scars of billions of years. There are no jungles here, but there are a few pockets of shrubland steppes and a few plains, these being the least arid regions.

The rest is desert, stone, salt flats and dried seas, sinkholes, canyons (both natural and man-made), and similar features.

Much of the rock has been mined through and shows the mark of machine and hand pick alike.
Bony, protruding remains whether they be rusted scaffolding or animal fossils are not difficult to find. Potable water sources however, are another story.

Thursday, May 20, 2010

Lost Planet of the Ancients

 Daylight, approaching midmorning

Orbiting a dying sun near the galactic eye is a world long forgotten to the earliest settlers of space. The stars glow faintly until midday, chanting the impending doom of the blue deserts and dust blown salt flats below. The inhabitants are obliquely aware of their galactic lineage--they are the root world to all others. They are the forgotten children of the precursors...the ancients.

Millions of years long past, an endless procession of humanoids (some barbaric, some civilized) crawled across the land, scarred it with war, fought to recover, and then finally left it to erode for all time. Now only a single race of humans remains to eke out a living amongst the ruins. They know little about the true nature of the others that have come before them or the cataclysms that winked them into oblivion.

Most of the remaining inhabitants are nomadic tribes scavenging the wastes and digging into the barren soil hoping to find something to eat, something useful, or something "magical" left behind by a precursor they can sell or trade--or if it comes to it--something they can use for protection against the things-that-go-bump in the endless twilight.


This is Benu.