Flatland Nomads

Flatlands Nomad

Between the Northwoods and the mountains of the south and west, lies the huge expanse of the Flatlands. Broken only occasionally by mountain peaks or forest canopies, the Flatlands are a huge open plain, where the wolf, the horse and the Flatlands Nomad roam free.

Physical Description

Flatlands Nomads are often small and wiry, with legs generally bowed from years spent in the saddle. Their hair is dark, and they grow no beards, but often sport top-knots or braids. They wear light, yet sturdy clothing, often embroidered in colourful threads, and place great value on golden ornaments, particularly saddles.

Society

The Flatlands Nomads live in clans, ruled over by ancestral chiefs, believed to be descendants of the great sky spirit, Ngari. These clans range in size from a few dozen, to several hundred riders, and are connected by a complex series of marriage alliances, subjugations and rivalries.

Relations

The Flatlands nomads range across almost the entire continent, and as such have contact with the Northwoods, the Heartlands and the mountain kingdoms of the Dwarves and Giants. Within the flatlands live tribes of Ratfolk, Mongrelfolk and Ogres, all of which they have dealings with, but the race they most respect are the mighty Centaurs, whom they acknowledge as the only horsemen in the world better than themselves.

Alignment and Religion

No particular ideology unites the flatlands, except the worship of Ngari, so they are not inclined to any particular alignment. Religiously, the Flatlands Nomads are unique, in that they had followed a shamanistic religion for at least 2000 years prior to the Great Disaster. The result of this is that their religion is around five times as old as that of any other race, since when the others lost their connection to their deities, the nomads were able to continue worshipping Ngari just as they always had. This is noticeable in the rich folkloric traditions of the Flatlanders, such as the veneration of the colour blue, the mythological significance of iron, and the many stories relating to Ngari, his brother Num, and the many other spirits of the plains and sky.

Adventurers

The urge to roam is ingrained in every Flatlands Nomad, and for some, that is enough to lead to an adventuring life. Others flee the destruction of their clan, are banished into exile, or receive a quest-dream from Ngari.

Names

Akos, Batbayar, Chingis, Ganbataar, Ganzorig, Naranbataar, Nurzhan, Otgonbayar, Tomorbataar
Agota, Altantsetseg, Bolormaa, Enkhtuya, Ontsetseg, Oyunchimeg, Sheker

Racial Traits

  • Ability Score Bonuses: Flatlands Nomad characters gain a +2 racial bonus to two ability scores of their choice at creation to represent their varied and able nature.
  • Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base speed of 30 feet.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Classes

  • Cavalier : This class is available only to Flatlands Nomads. Most commonly, they take the Beast Rider archetype, and are held in much respect for their close bond to their mount. Alternate Favoured Class Benefit: Add +1 hit point to the cavalier’s mount. If the nomad ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier’s class.
  • Barbarian: Flatland Nomads are known for the furious speed of their charges, and their wild abandon in combat. The Mounted Fury archetype is a particularly good choice. Alternate Favoured Class Benefit: Add 1 to the barbarian’s base land speed. In combat this has no effect unless the barbarian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.
  • Ranger: Flatlands Rangers are often highly skilled cavalry archers, capable of filling their prey with arrows from the saddle of a galloping horse. The Horse Lord archetype is especially appropriate. Alternate Favoured Class Benefit: Add +1 hit point or +1 skill rank to the ranger’s animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.

Occupations

Aristocrat: The children of chiefs, descended from Ngari, are held in great esteem by the Flatlands Nomads.
Military: The nomads have a fierce warrior caste, who lead the clan in battle.
Outcast: A common punishment in nomad law is exile, whether for a year or two, or, in extreme cases, for life. An Outcast is stripped of his name, and cast loose to fend for himself.
Religious: This occupation would suit a Shaman well, as well as any of the holy warriors dedicated to Ngari.
Wanderer: The nomads are all wanderers to an extent, but there are those whose clans have been destroyed who journey hither and thither alone, never staying with one clan for long.

Character Ideas

  • Champion: A Cavalier with the Gladiator occupation, who was champion to an aged chieftain. The chieftain is now dead, but the champion retains his focus on single combat.
  • Heir of the Wind: A chieftain’s son, whose ancient blood has awakened. He is a Monk with the Zen Archer archetype, drawing upon the holy power of the wind to fire arrow after arrow from his seat in the saddle.
    Hoof and Paw: A Flatlands Nomad Ranger specialises in nets, entangling his foes so that his Ratfolk Rogue servant – riding on the Ranger’s wolf companion – can sneak attack them to death.

Racial Specialty

Animal Companion Feats

Flatland Nomads

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