Kusa
Massive creatures of
indomitable will and ancient wisdom.
RACIAL TRAITS
Average Height: 6’4” – 9’8”
Average Weight: 250-1320lb.
Ability Scores: +4 Strength, +4 Wisdom
Size: Medium
or large
Speed: 6
squares
Vision:
Normal
Languages:
Common, Sylorel, Kusa Dialect
Strong Mind:
You gain a +2 racial bonus to Will defense.
Tough Hide:
You gain a +2 racial bonus to AC.
Making their homes
in the arid, grassy plains of Joresch, the kusa are a proud and powerful race.
They are known for their quiet, caring ways, their great knowledge, their
incredible will, and their great power.
Play a kusa if you
want…
♦ to be a powerful giant.
♦ to be wise, noble, and strong.
♦ to be a member of a race that
favors the avenger, barbarian, chaos wizard, cleric, druid, and fighter
classes.
Physical
Qualities
Kusa resemble
humanoid pachyderms such as elephants, hippos, rhinos, and warthogs. They have
very thick, tough hides, but they do not have tails. They are very tall and
broad with wide shoulders and powerful chests. They have a roundish, or even
fat looking physique, but they are incredibly strong and swift, belying their
size. Their hides tend to be brown or grey and variations slightly lighter and
darker. They have no hair and their heads always resemble that of the animal
they are born of. They only have three fingers on each hand consisting of two
fingers and a thumb and they all have big, round, flat feet like an elephant. Their
eyes are large, round, and are typically human in coloring and appearance.
Kusa age as humans until they are an
adult at 18. Then the aging process slows. They become stronger and their minds
sharper as they age until around 190. Then they begin their journey to the
family burial ground. A kusa can live to be 200 years old.
Playing a Kusa
Kusa are a deeply
spiritual people, believing that all life is connected to the earth, and all
people to each other. They see the world in great sweeping arcs of life that
circle each other in a never ending cycle of life, death, and rebirth. All life
is sacred to them, and while they know they are powerful, they do their best
not to kill unless they have to, and then they honor those that have fallen.
Religion is central to the kusa, and
they have great ceremonies day and night to pray for the good of the tribe.
They believe that since all life is bound together that the Gods can live
through them and they can be tools for the Gods. They worship Teyr, Da’oca,
Enesh and Selatise equally, seeing them as the pillars of the world with Teyr
being the Sun, Da’oca being the earth, Selatise being life, and Enesh being
death. The celebrate the Gods at dawn and at night in great, joy filled
celebrations that are almost like plays. The sun brings light to the world
which gives forth grains that allows for life to flourish and thrive until its
natural end comes at the twilight. At night the ritual is simpler, with the
Gods being thanked for their bounty and blessings and the peace of the night to
rest for the next day.
The spirits of the earth and their
ancestors are also important to the kusa. To them the world is a living thing,
sentient and talking to them. They are one of the yurisai clans who believe in
the Harmonies; a meditative practice that allows someone to open their mind to
the rhythm of the world. The Harmonies are said to be like a great song, and if
one is properly trained, they can hear and understand the song and learn to
follow its twists and turns, its beats and rhythms. Ancestors can speak to you
through the Harmonies of the world, adding to the song you might be listening
to and whispering secret knowledge on the wind.
Kusa society is generally the same
from tribe to tribe. They are hunter/gatherers living on the wide open plains
of Joresch and choosing to make their own small villages rather than living in
big cities. There is a council of wise elders who lead the rest of the tribe
and are looked to for guidance. A shaman and a priest work in tandem to aid
with religious teachings, rituals, medical and spiritual needs while the rest
of the tribe lives a relatively peaceful, quiet, happy existence.
While they dislike fighting, they
can be fierce and terrible warriors if you betray them, and their memory is
long, so it is unlikely that you will be forgotten. They can hold terrible
grudges depending on the slight, and they will always have justice for crimes
committed against home and family. They still hold a grudge against the kaedia
for atrocities they perpetrated during the Gerrax Conquest Wars, over 6000
years ago. They might not kill a kaedia if they find one, but that kaedia may wish
that it was dead.
Kusa, overall, are a peaceful
people. They enjoy their simple lives and their families. They have a strong
oral tradition and pass down stories from generation to generation. They stand
by their allies and will even fight for generations of people they deem worthy.
The deepest sign of respect one can show a kusa is to revere nature and life,
and share stories with them around a bonfire with family.
Kusa Characteristics: Brave, friendly, loyal, peaceful, spiritual, strong, thoughtful, unacquisitive,
wise
Male Names:
Aleron, Beltidus, Corvis, Daelyr, Forvil, Hammond, Izul, Kandaro, L’ten,
Moa’dib, Norhan, Pumba, Q’tal Ru’til, Siv’kor, Tav
Female Names:
Cora, Danae, Elyra, Fonra, Hyn, Jara, J’qar, L’tira, Nalum, Oyira, Porry,
Salen, Sirah, Syr, Tali, Tera, Terren
Kusa
Adventurers
Three sample kusa
adventurers are described below.
Izul is a stanch, powerful and proud
barbarian. He defended his tribe with honor and protected his home and family
for many years. He was well on his way to becoming an elder when he lost his
wife and children in an orc attack. He was badly wounded leaving him with a
terrible gash over his left eye and the loss of one of his tusks. With nothing
holding him in his village anymore, Izul, now going by One-Tusk, decides that
it is his duty to take the bones of his family the ancestral graveyard, which
is several countries to the west. During his journey, he meets a group of
adventurers that are chasing an evil chaos wizard and trying to stop him from
releasing Lor back into the world. Seeing them in need, his protective
instincts kick in, and he falls in with the group, determined to use his great
power to protect this new family.
Nalum is a druid, and her great
power and speed is used by nearby tribes to deliver messages to one another.
She loves her life and her job, being able to meet and interact with so many
interesting people and being able to take place in rituals and prayers among
the different peoples. She has learned much of her own people and always seeks
to learn more. One day, on a trip to the southernmost village, she arrived to
find a great fire. Something had attacked the village. Corpses lay strewn
about, but there were no wounds on the fallen. With a prayer, she used her
ability to aid the fire and burn the village to the ground. She returned to her
home to relay what she had found and to tell them that she was leaving.
Whatever had caused such terrible things must be hunted down and dealt with,
and she was determined to be the instrument of vengeance for her brethren.
Moa’dib was shaman for his tribe. He
was happy in his life, until one day the Harmonies warned him of impending doom
and coming change. He prepared his people to defend themselves, praying that
they had the power to turn back the darkness he sensed, and hoping they could
cope with whatever was coming. Three days passed, and then it came; a terrible
dark storm of demons, exploding out of a portal and swarming over the
landscape. His tribe did their best to defend themselves, but the demons were
powerful. The slightest touch from one of the creatures instantly killed a man,
or set them ablaze. It wasn’t long until Moa’dib was the last man standing. It
was then a bolt of lightning exploded from the sky, eradicating a large chunk
of the demons. Stunned and nearly blind, Moa’dib tried to see what had
happened. In the middle of everything, standing unscathed despite the demons
swarming him, was a human in blue robes. Confused, the human shouted and spread
his arms, and the demons melted away. Moa’dib approached slowly, thanked the
man for saving him and the few people still left alive. The human was confused,
didn’t know rightly who he was or what was happening. Moa’dib suggested that
the man might be from Q’omar, and the man agreed, saying that sounded familiar.
With nowhere else to go and the safety of the village uncertain, the shaman
suggested that they make a trek to Q’omar, where they might find safety and
answers for both his people and the strange man in blue robes.
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