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Tamun (Taa-mun)

Humans who dwell in the hot jungles of Ixuil, the Tamun have a loose relationship between their soul and their bodies. Migrating to the Fire Realm in ages past, the Tamun believe that to much civilization and comfort breeds weakness and apathy.

Basic Information

Biological Traits

A Tamun appears in all respects as a normal human, however when placed in stressful situations, the color drains out of a Tamun and its soul manifests outside of its body in the shape of a small flame. This flame is known as a Tamun's outersoul. The color of an outersoul often corresponds to the emotions and personality traits most common in an individual tamun.

Growth Rate & Stages

A Tamun reaches adulthood at 15 years of age.

Additional Information

Average Intelligence

While the Tamun shun traditional education, they place a heavy importance on learning from their ancestors, and thus are quite perceptive and contemplative.

Perception and Sensory Capabilities

Most Tamun have no particular senses, but with training, they can gain the abilities to see the soul strength of other creatures.

Civilization and Culture

Major Organizations

A majority of Tamun are a part of the Tribe of the Eternal Way, the Tribe founded by Adinos and his followers. Those that are not associated with the tribe are usually banished, or have turned away from the tribes heavy ideals.

Beauty Ideals

The tamun place value on usable parts of the deceased, and thus often adorn themselves with jewelry and piercings' made from the bone and wood.

Gender Ideals

The tamun have no belief in gender roles; all members of the tribe should be able to both carry their own weight and work with the group for success, no matter the gender. Both genders should be capable of cooking, crafting, and combat. The only exception to this is woman who are carrying a child, who then are exempt from roles and must be protected, as they will bring the next generation in the eternal cycle.

Relationship Ideals

The tamun place much value on the ability to work together as a community, even when they may not get along with some members of the group.

Average Technological Level

Most tamun are tribal in nature, and thus don't like to rely on any form of advanced technology.

Major Language Groups and Dialects

Tamun are fluent in Ixiwian Common, but may often pick up a variety of languages.

Common Etiquette Rules

Meals are sacred to the Tamun, and one should always act with respect when eating at a Tamun's table.

Common Dress Code

A tamun places great respect on their ancestors, and will often carve jewelry or piercings out of the bones of their deceased family members.  They often wear loose clothes that don’t prevent movement, viewing obsession over clothing a useless attachment of civilization. Many choose to wear no clothing at all when it is practical to do so, rather coating themselves in a special mud-paint that conceals them and hardens around their skin to offer limited protection. In battle, they will often wear leather or hide armor, tanned from animals or people they have slain, as they know most other people would find this disturbing and throw them off guard.

Common Customs, Traditions and Rituals

When a Tamun dies, both its body and its Outersoul are consumed by other Tamun in a canibalistic ritual, as they believe this allows them to carry the souls of the fallen with them.

Common Taboos

To attack another while they are eating is the worst offense one can give a Tamun, as meal times are considered holy to them, as well as intentionally causing offense during a meal. No Tamun would insult a meal that clear effort was put into, even if the meal itself was sub-par.

History

The first Tamun was Adinos, the Lord of The Eternal Way. He studied that nature of the soul from the Lyr-Kel, and used what he had learned to loosen the bonds between his soul and his body, and did the same with his followers.

Interspecies Relations and Assumptions

The tamun don't have good relationships with many races, as most frown upon cannibalism. They do get along with the Eleyef, as the eleyef have come to understand their inner passions, and with the Veca Elves, who understand the use of flesh and blood in magic. The tamun are at war with the beastman race known as the Astyr, as they view the goat-men as devilish spies that need to be exterminated.

Tamun Racial Table - Hit Dice: D8; Class Skills: Craft, Handle Animal, Heal, Profession, Survival; Skill Ranks Per Level: 2 + Intelligence modifier per level; Weapon Proficiency: Martial, plus any weapons with "Eternal" in its name; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +0 +2 Emotional Focus, Outersoul
2nd +1 +0 +0 +3 Emotional Focus, Bonus Feat
3rd +2 +1 +1 +3 Emotional Focus, Soul Seer
4th +3 +1 +1 +4 Emotional Focus, +1 Strength, +1 Wisdom
5th +3 +1 +1 +4 Emotional Focus, Eternal Soul
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years (16 - 19) +1d6 years (16 - 21) +2d6 years (17 - 27
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists.     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.     3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 10 in. +2d10 in. (5 ft. - 6 ft. 6 in.) 120 lbs. +(2d10x5 lbs.) (140 - 240 lbs.)
Female 4 ft. 5 in. +2d10 in. (4 ft. 7 in. - 6 ft. 4 in.) 85 lbs. +(2d10x 5 lbs.) (105 - 205 lbs.)
 
Tamun Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
35 years 53 years 70 years 70 + 2d20 years (72 - 110 years)
 
Random Tamun Homelands
% Rolled Homeland Trait Gained
01-60 Jungle Village Survivalist
61-80 Mountain Outpost Suspicious
81-94 Human Homeland (Roll on Human Homeland table) (Ro)
95-00 Unusual Homeland (Roll on Unusual Homeland table)
 
Random Tamun Families
% Rolled Parental Status
01-40 Both of your parents are alive
41-65 Only Father is alive
66-85 Only Mother is alive
86-00 Both of your parents are dead
Random Tamun Siblings
% Rolled # of Siblings
01-50 1d2 Siblings
51-60 1d2 Siblings and 1d2 half-human or half-elven siblings
61-95 2d4 Siblings
95-00 No siblings
Genetic Ancestor(s)
Lifespan
72 - 110 years
Average Height
4 ft. 10 in. - 6 ft. 6 in.
Average Weight
95 - 220 lbs.
Average Physique
The tamun often train vigorously to improve their strength, but the looser link between a Tamun's soul and its body leaves them with a state of constant fatigue, and they must constantly strive to keep healthy.
Body Tint, Colouring and Marking
The tamun love to highlight their strength, and will often get expansive and symmetrical ritual tattoos, especially ones that highlight scars from intense battles.
Geographic Distribution

Tamun

Type Humanoid (Human)
Ability Score Modifier +2 Strength, +2 Wisdom, -2 Constitution: Tamun are strong and well adept in the wilds, but their outersoul makes them vulnerable.
Size medium
Speed Tamun have a base movement speed of 30 feet.
Language Tamun start play speaking Common. A Tamun with a high Intelligence score can choose from any language they like (excluding secret languages).

  • Materil: Tamun are intrinsically tied to the Fire Materil and must become Firedancers
  • Emotion Focus: Each Tamun's soul is tied to a different emotion, and appears as a certain color when manifesting outside the Tamun's body. At 1st racial level and each racial level thereafter, a Tamun selects a different emotional foci. The tamun can change its emotion foci as a swift action, and gains a bonus based on the foci. Each bonus increases by +1 for every 4 hit dice the Tamun has beyond 1st.
  • Fear: A fear soul appears as a grey color when manifesting and grants the Tamun a +1 bonus to Initiative rolls
    Hate: A hate soul appears as a jet black color when manifesting and grants the Tamun a +1 racial bonus on attack and damage rolls.
    Joy: A joy soul appears as a yellow color when manifesting and grants the Tamun a +4 racial bonus on saves versus mind effects.
    Love: A love soul appears as a pink color when manifesting and grants the Tamun a +4 racial bonus to Diplomacy and Sense Motive checks.
    Resolve: A resolve soul appears as a light red color when manifesting and grants the Tamun a +1 racial bonus to all saving throws.
    Rage: A rage soul appears as a dark orange when manifesting and grants the Tamun the ability to cast rage on itself 1/day as a spell-like ability, using the Tamuns' total hit dice as its caster level.
    Sorrow: A sorrow soul appears as a purple color when manifesting and grants the Tamun a +1 racial bonus to CMB rolls and a +4 bonus to its CMD.
  • Outersoul (Su): Each Tamun soul exists semi-seperate from its body. While in stressful situations (such as combat) a Tamun's soul manifests as a colored flame that floats just outside the Tamun's chest. If the Tamun is slain, their soul persists for 1 minute per hit dice it had before dissipating. The soul also dissipates if dealt any damage. If placed in an airtight container before this happens, the duration is suspended until the soul is exposed again, allowing it to last indefinitely. Should the damage to the Tamun's body be repaired, the soul can be returned to it, restoring the dead Tamun back to life, albeit with 1 negative level. Once a Tamun soul dissipates, it cannot be brought back by normal means, and the looser bond between the Tamun and it's soul imposes a -4 penalty on saves vs effects that affect the soul, such as the spells trap the soul or magic jar.
  • Bladebow Training: At 1st racial level, a tamun gains Eternal Bladebow Training as a bonus feat.
  • Bonus Feat: At 2nd racial level, a Tamun gains a bonus feat from the following list: Deific Obedience, Diehard, Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Quick Draw, Weapon Focus. They need not meet the prerequisites for that feat.
  • Soul Seer (Sp): At 3rd level, a tamun acts as if under a constant deathwatch spell.
  • Eternal Soul (Su): At 5th racial level, a tamun becomes immune to negative levels, allowing them to return to life with no penalty and the Tamun’s soul becomes immune to damage while outside of the body. The Tamun can absorb another Eternal Soul (or allow its own to be absorbed) that is outside of the body. If he does so, that soul is removed forever, and the absorbing Tamun permanently adds the bonus of the emotional foci that soul was focused onto its own abilities.

Alternate Racial Traits
  • Bonus Feat: Some tamun specialize greatly, gaining a bonus feat at 1st racial level. This trait replaces the Bladebow Training trait.
  • Human Heritage: Some tamun are more varied like their human ancestors, gaining a +2 to any one ability score. This trait alters the tamuns starting ability scores.
  • Shards of the Past: Some tamun have a greater access to the memories of the souls of the ancestors instead of an emotional connection. These tamuns Outersoul appears as a dull grey color. Each time the tamun would gain an emotion foci, they instead choose two Knowledge skills. The tamun gains a +2 racial bonus on those skills and those skills are always treated as class skills. The bonus increase by 1 for every two hit dice beyond the 1st they possess. This ability replaces the Emotional Foci trait.


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