Nomadic Confederation of the Tatamak (ta-ta-ma-q)

The Tatamak, also known as Icefarers, are an indigenous people that live on the Western coast of Istid, next to the Great Sea of Ice.   They have a fairly simple social structure, living in families, a bit like the Krin, but less numerous.   These people usually live in tipis made of pelts and bones of big game animals, like the mammoth.   The leader of the family, by norm the father, is known as Inui. He is the coordinator of the hunt, be it on land or sea, and of the tribe's defense.   In this society gender is meaningless. All work for the common goal of the survival and flourish of the tribe.   The Tatamak are very versatile people. They have a strong instinct for survival and, even though they are more considered an ethnic group rather than a nation, they defend themselves in a cohesive and professional way.   These Icefarers have a rudimentary economy. Due to the inhospitable land where they live, it is difficult to create a sustaining agriculture.   Since they can't toil the land, they turned to the seas. These masters of survival became master fishermen. Whales and walrus are hunted with care. It's meat stored in ice and salt and used to fed the rigorous winters. The animals fat is used as fuel for the fires, to warm the bones both inside and outside the tipis.   They aren't just sea hunters though. Inland they have become expert big game hunters. Their prey is mostly megafauna, which lives abundantly in Istid.   The Tatamak don't just hunt prey for food. They also train them. Using all kinds of megafauna to help them on daily tasks.   Due to their expertise, these people have an carefully planned international trade where furs, animal oil, and bonecrafts give them a boost on their economy.   Living in a rather self-preserving tribal society, they are mostly illeterate. Their tradition and beliefs passed down from generation to generation orally, through the families elders.   Education for a tatamak is very practical. They are taught how to hunt, how to fight, how to use the animals and it's materials. Essentially, how to survive.   The Icefarers of Istid don't have a practical religion. Instead, they have strongly built folklore, based on ancestry, spirits, and mother earth, which defines their morals. These morals are passed by the shamans, known as angakkuq, who usually are the elders of the tribe.   Besides the father, Inui, and the shaman, Angakkuq, the oracle, known as Loq'ash, also plays an important role in their society. He sees future events through bone scrying. Many are the families that act according to these oracles visions.   These people are one of the most pacific and united ethnic groups in all human lands. Even though they don't take part of the political scene of the continent and their social structure limits their potential, they don't quarrel between each family. In fact, they help each other regularly.   Life is simple for a tatamak. They need to survive the Winter. And winter is eternal in Istid, so petty quarrels have no space for them.   Tatamak warfare is a clever one. They boldly face enemies bigger and stronger then them, but their cooperation prevails. Their weapons might be rudimentary, mostly made of animal bones, but on their hands are powerful tools.   Due to their unity, it's common to see a whole family trying to hunt big game animals, using cooperation, numbers and the landscape to their advantage.   The indigenous folk have a healthy relationship with the Maoquinas, due to the similar creeds, and both usually help each other. The Krin also respect and valor these folks. Having a commercial agreement with them, prizing their whale oil.   The dog is a tatamaks best friend. They use them to move their sleds through Istid, to help them in their hunt and to control the shepparded animals.   Tatamaks are usually small, heighting from 1.40 to 1.60 metres tall. They are robust and stocky, with a pale bronze skin, dark hair and dark, slanted eyes. They use thick furs as clothing are easily recognized by their bone weapons.  

Main Hub

None

  Living as a nomadic society, moving from place to place on the windy peninsula of western Istid, the Tatamak don't have a central hub of their own.

Tatamak Nomadic Confederation Traits

 

Wild Winter Heart

A character with this trait is always under the effects of Endure Elements, but only applies to cold effects.

+1 to Fortitude and Reflex saves. These bonuses double either against effects with the cold subtype or in cold environments. This bonuses increases every 8 levels.

Family Bonds

Characters with this trait get a bonus teamwork feat at level 1. Every 5 levels they get a new one.

Survive the Wilds

+1 to survival, knowledge (nature), craft (bonecarving) and profession (fisherman or hunter) skill checks. These bonuses increase every 4 levels.

Bone Crafters

Characters with this trait can craft weapons and armor with the craft (bonecarving) skill. They can also create wondrous items the same way, if they have the required feats for it.

A character with this trait can, once per day, reroll a natural 1 to avoid the fragile property of a bone item.

Society of Bones

Bone crafted weapons wielded by a tatamak increase their crit multiplier by +1.

Bone crafted armor worn by a tatamak has it's armor check penalty reduced by 1. This bonus increases every 5 levels.

Bone oracles and bone shamans get +1 to their spells DC. This bonus increases every 5 levels.

Men's Best Friend

Dog animal companions have the advanced template. They also get +1 to attack rolls and dodge AC for every 5 levels it's master has.

Armor Restrictions

Characters with this trait can't use heavy armor and get an extra penalty of +4 to armor check penalty and a maximum of 0 dexterity if they use metallic armor.

Oral Traditions

Characters with this trait begin play unable to read or write. They can spend 2 skill points to ignore this trait.