Shoanti

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INTRODUCTION

The Shoanti live harsh lives guided by pride and tradition. Once the Shoanti considered all of Varisia their territory, but after years of war with encroaching Chelaxians, the tribes found themselves pushed into the northern reaches of the country. Now the Shoanti roam the Storval Plateau and surrounding areas, divided into seven quahs (“clans”). It is not an easy life, but the Shoanti take pride in having the tenacity and skill to live amid such harsh lands as the Cinderlands, where many other races would falter and die. Most Shoanti are humans, but occasionally a tribe adopts a member of another race.

The Shoanti despise ethnic Chelaxians, half-orcs, and orcs; such individuals have never been seen in any of the tribes. Their difficult way of life requires the Shoanti to be hardy, physically powerful people, and they excel at survival and combat.

Shoanti tribes possess many traditions handed down from their ancestors, and their lives are guided by countless rituals and superstitions. The Shoanti sometimes find it difficult to preserve their cultural beliefs in the face of the wars and hardships they constantly face, but they consider the loss of their traditions a more devastating fate than the extinction of their race.[1]

SHOANTI QUAHS

En Varisie il y a sept nations, ou quahs, des indigènes robustes connus comme les Shoantis. Chaque quah a son propres territoires, ses traditions et ses croyances auquel adhérent de nombreuses tribus. Ci-dessous sont détaillées les tatouages couramment porté par les quahs (avec un exemple courant), les totems que leurs clans vénèrent, les domaines religieux que les chamans et druide favorisent, et les mystères couramment adoptées par les chamans oracle des quahs.,

Lyrune-Quah (Clan de la Lune)

Ceux dont les flèches sont comme les étoiles

Tatouages : Symboles suggestifs de la nuit, la vue et la sagesse. Les runes Navrik (Eyeless Sight), Lyon (La Grande Lune), et Vinic (Piercing Stone) détiennent un prestige particulier.

Totems: Chauve-souris, ours des cavernes, mulot, la lune, les montagnes, lion, hibou, tempête de pluie, étoiles, loup

Totem Domains: Animal, Darkness, Strength, War, Weather

Oracle Mysteries: Battle, heavens, nature

Shadde-Quah (Axe Clan)

Guardians upon the Sea Cliffs

Tattoos: Symbols that suggest vitality, endurance, and traits of the ocean and its beasts are greatly desired, among them Vonark (Many Arms), Donark (The Long-Armed), and Eanaw (The Endless Journey).

Totems: Cave bear, cliff, dire bear, eagle, sea, squid, water elemental

Totem Domains: Animal, Destruction, Strength, Water, Weather

Oracle Mysteries: Battle, nature, waves

Shriikirri-Quah (Hawk Clan)

Far-Ranging Traders and Beast Masters

Tattoos: This quah favors symbols suggestive of travel, the wilds, and animals—particularly hawks and horses. The symbols Rotomo (Headwind), Ingir (Beast Heart), and Iyavak (The Pack) are among the most desirable.

Totems: Air elemental, cloud, firepelt, forest grove, hawk, hippogriff, horse, wind

Totem Domains: Air, Animal, Liberation, Strength, Weather

Oracle Mysteries: Lore, nature, wind

Shundar-Quah (Spire Clan)

Unifiers of the Quahs and Voice of the Tribes

Tattoos: Unity, watchfulness, and the ability to lead are all vaunted virtues of this quah. For them, the runes Drimiil (Guardian Heart), Kokip (Sentinel), and Klartitil (Broad Klar) carry extra weight.

Totems: Earth elemental, mountain spire, rock fall, spirestalker, storm roc. Although uncommon, some members of the Spire Clan join in the travels of other quahs and might adopt a totem of their host clan.

Totem Domains: Animal, Knowledge, Protection, Rune, Weather

Oracle Mysteries: Nature, stone, wind

Sklar-Quah (Sun Clan)

Fierce Warriors of the Cinderlands

Tattoos: Among this quah, images of flame and battle are particularly desirable, especially the runes Damkil (Orc Skull), Akmiz (Fire Hand), and Razkiv (Emberstorm).

Totems: Aurochs, cindersnake, emberstorm, fire elemental, firepelt, sun

Totem Domains: Animal, Fire, Strength, War, Weather

Oracle Mysteries: Battle, flame, nature

Skoan-Quah (Skull Clan)

Voices of the Ancestors and Hunters of the Dead

Tattoos: Members of this clan adorn their bodies with symbols of bones and skulls, their favored patterns creating the symbols Sosmo (Forever Dead), Eiril (Duty), and Graxt (Eternity).

Totems: Ancestor spirit, earth elemental, giant scarab beetle, vulture, will-o’-wisp, wolf

Totem Domains: Animal, Darkness, Earth, Protection, Repose

Oracle Mysteries: Bones, lore, nature

Tamiir-Quah (Wind Clan)

Territorial Raiders of the High Peaks

Tattoos: Members of this quah often bear symbols related to speed, freedom, and their mountain homes. The runes Dra (Mist), Cilvat (Wind Soul), and Sovola (The Roc King) bring particular honor.

Totems: Air elemental, cloud, griffin, mountain peak, snowflake, storm, storm roc, wind

Totem Domains: Air, Animal, Earth, Protection, War

Oracle Mysteries: Battle, nature, wind

NAMES

The Shoanti string together short, sharp syllables to create names. Each syllable has its own meaning, which can change depending on intonation and what syllables come before and after it. Outsiders, even those who speak the Shoanti dialect, find it almost impossible to interpret the meaning of a name. Male names often end in hard “k” or “t” sounds, while female names frequently end in an “ah” sound. At adulthood, each Shoanti is given an honorific he sometimes uses as his common name. These honorifics can arise from an individual’s memorable deeds or prominent character traits. A Shoanti with a great hero for a grandparent or great-grandparent might receive that illustrious ancestor’s honorific, but it’s considered unthinkable to give an honorific already in use by a living person.

Female Names: Aryah, Cataree, Donimah, Galila, Magla, Nanali, Payah, Sinopah, Tama, Yaziyah

Male Names:Ahbet, Ahdak, Chochok, Honvor, Istakkos, Kurdan, Nahkon, Narast, Pallok, Tarban, Tomast, Veyho

Common HonorificsEchoing Shout, Fire Bringer, Gathers Grass, Runs to Battle, Steps Like Shadows, Tooth- Gatherer, Waits for the Moon, Winter Bear .[1]

TRAITS

Characters of the Shoanti ethnicity have access to the following two race traits.

Shoanti Steed: Your nomadic culture gives you a profound knowledge of and respect for the horses that roam your homelands. You begin play with a combat trained light horse (Pathfinder RPG Bestiary 177). While riding this horse bareback, you are treated as though you were riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit). The horse can fend for itself outside of settlements in all but the most hostile environments. If whistled for outside of a community, the horse typically arrives within 1d6 minutes. If your horse is slain, you may receive a new horse by returning to your clan and performing a vigil for its spirit (a rite that costs 100 gp in rare herbs and incense).

Shoanti Tattoo: Upon reaching adulthood, you received a tribal tattoo, marking you with the symbols of your quah and totem spirits (see the inside back cover for suggestions and designs for Shoanti tattoos). You gain a +1 trait bonus on saving throws against fear effects.

Additionally, you are proficient with earth breakers, klars, and Shoanti bolas.[1]

SHOANTI SAYINGS

A number of Shoanti expressions are common among all quahs and often used in conversations with outsiders.

Our thunder rolls across the Storval Plateau.

(The Shoanti defend the Storval Plateau as the last expanse of their traditional homeland still under their control.)


Be welcome, my cousin!

A common greeting between Shoanti of the same quah.

May be extended to outsiders who have earned great trust.)

Be received... stranger.

(A colder, more formalized greeting for outsiders.).

Until our skulls are gathered.

(We fight until our death.).

By blood it is sworn.

(An iron-clad vow. May be accompanied by a ceremonial blood pact.).

May your spirit guide you.

(Can mean “farewell,” “good fortune to you,” or both.).

My blood ignites!

(You have offended me)

‘’’Every stone, a totem.’’’

(A reminder that all the land is holy, and any natural object could be a hidden source of power.).[1]

SHOANTI ROLES

Although Shoanti possess the skill and determination to pursue any undertaking they desire, most follow the traditional paths of their people. These are just a few of the callings Shoanti commonly adopt, along with rules elements common to such roles. Multiple sources are cited in the following section, including the Advanced Player’s Guide (APG) and The Inner Sea World Guide (ISWG).

Shoanti Outrider

Nomadic Defender of a Proud People

Specialty mounted warrior, survivalist, tribal defender

Race human;

Ethnicity Shoanti

CLASS OPTIONS

Class barbarian;

Archetype mounted furyAPG;

Class Features rage powers (ferocious mountAPG, powerful blow, spirit totemAPG)

Class ranger;

Archetype horse lordAPG;

Class Features combat styles (weapon and shieldAPG), favored enemy (animal, humanoid [human], humanoid [orc], magical beast), favored terrain (plains, mountain), hunter’s bond (horse, wolf)

PREFERRED OPTIONS

Skills Intimidate, Ride, Survival

Feats Thunder and Fang (see page 10), Totem SpiritISWG, Weapon Focus (earth breaker)

DESCRIPTION

Far more than brutes and wild brawlers, the defenders of the Shoanti quahs merge their people’s devastating martial traditions with their knowledge of Varisia’s most rugged wildernesses. Shoanti outriders serve as the vanguards, scouts, and skirmishers of their rugged people.

Upon their war-painted steeds, outriders patrol Shoanti lands and choose the safest paths for their advancing tribes, while watching for herds of game, deadly beasts, orc raiders, and trespassing southerners. With the traditional weapons of their people, the earth breaker and klar, an outrider protects his people’s ancient way of life, but also does what must be done when commanded by his quah’s jothka (war-chief), honored thundercallers, or even his quah’s totem spirits. The outriders of some quahs go to great lengths to adapt to the unique dangers and features of their lands, like the famed burn riders of the Sklar-Quah, who train their steeds to race through wildfire.

ROLEPLAYING

Persona concerned with honor, takes pride in tattoos, views animals as peers

Preferred Equipment earth breakerISWG, klarISWG, Shoanti bolasISWG;

Preferred Languages Shoanti Shoanti Totem Shaman Tribal Spirit Speaker

Specialty ambassador to the spirit world, protector of the land, wise traditionalist

Race human;

Ethnicity Shoanti

CLASS OPTIONS

Class cleric;

Class Features domains and subdomains (see page 13 and the inside front cover)

Class druid; Archetype animal shaman;

Class Features nature bond (domains or totem animal, see inside front cover)

Class oracleAPG;

Class Features mysteryAPG (see inside front cover)

PREFERRED OPTIONS

Skills Handle Animal, Heal, Knowledge (nature), Survival

Feats Totem SpiritISWG

DESCRIPTION

Shamans are the spiritual heart of the Shoanti quahs, the tribes’ links to the lands that sustain them, the animals that guide them, and the spirits that protect their chosen people. This reverence takes the form of totemistic nature worship, with the Shoanti believing that every natural thing possesses a spirit. Shoanti totem shamans seek to connect with those spirits to enact the spirits’ will upon the mortal world and to channel their power for the good of the quah. While the eldest totem shamans guide their people as mystical advisors, many younger and more ambitious shamans venture into the world, either to seek portents and guidance from their totem spirits or to serve as spiritual envoys beyond Shoanti lands. Additional details on Shoanti tribes and their totems appear on page 13 and on the inside front cover.

ROLEPLAYING

Persona mysterious and terse, perceives omens in nature, suspicious of technology and creature comforts

Preferred Languages Shoanti[1]


References

<références>

  1. 1,0 1,1 1,2 1,3 et 1,4 Companion - (PZO9425) Varisia, birthplace of legends (Locations)