Qamir

The short lived but undeniably affable beastfolk of Ruatiwanga, often likened to humans due to their widespread and adaptable nature

"Blimey, I think I'm losing me bloody marbles!"   "Mmmh...? How so, dearest Reginald?"   "H-How so? Margaret, the family dog grew five feet and seems to be walking down the street!"   "...dear, that's just one of those things from Ruatiwanga. Uncanny resemblance, though..."   "Why is everyone so calm about this?! Has the whole world gone mad? Talking dogs, talking lions...do all animals walk and talk in that savage land?!"   "Reginald, dear, you've woken the dog."
— Conversation overhead in an Ironite Household
 

Base Racial Traits

 
Ability Score Modifiers: Qamir gain a +2 racial bonus to two ability scores of their choice at creation to represent their varied nature.   Size: Qamir come in a wide variety of shapes, sizes, and appearances - and can reasonably begin play at either small, medium, or large size, taking all appropriate bonuses and penalties for their size category.   Type: Qamir are Monstrous Humanoid creatures with the Qamir subtype. Qamir are affected by all spells and effects as if they were also humanoid creatures.   Speed: Qamir have a base land speed of either 50ft, 40ft, or 30ft depending on if they chose small, medium, or large size for their size category respectively.   Vision: Qamir are largely colorblind, but possess excellent nightvision to compensate and gain Darkvision out to 60ft as well as Scent 60ft.   Languages: Qamir begin play speaking TWO Regional Languages - one that reflects their origins(See Languages of Numiastra for more info) and one of their choosing. A Qamir with high INT can select any non-secret language as a bonus language to represent their varied origins.   Sharp Senses: Qamir gain a racial +4 to Perception Checks, and can use their Scent ability to note the direction of a scent as a swift action instead of a move action.   Gentleman's Rebuttal: Qamir gain a bite attack as a primary natural attack that begins play dealing 1d8 B/P/S damage, with a x2 critical. They gain the Grab UMR with this bite attack.   Single-Minded Talent: Qamir gain any one skill as a class skill(Gaining a +2 instead if it is already a class skill) and gain the Skill Unlocks for that skill at the appropriate levels.   Combat Training: Qamir, with their disdain for relying upon their natural weapons, often make habit of studying other weapons as extensions of their body - gaining proficiency in any one martial or exotic weapon OR any one category of armor of their choosing. They may choose to gain one free combat feat(Abiding Prerequisites as normal) instead of this proficiency.   Silvertongue: Qamir, with their penchant for earnestness and honesty, rarely let minor trifles such as language barriers get in the way of their desire for friendship - Qamir gain the ability to communicate empathically to any creature they do not possess a shared language with so long as the creature's Intelligence Score is 3 or higher. This is an Extraordinary ability as it relies on speech, body language, and gestures.   Undying Loyalist: Qamir do not merely enjoy the bonds of companionship and loyalty, they draw true and literal power from them - so long as a Qamir has a conscious ally within 10ft of them they are aware of, they cannot drop below 1HP - all damage that would drop them below this point is negated as if by Damage Reduction. This does not protect them from death effects - merely Hit Point Damage.   Rapid Adaptation: Qamir, possessed of an uncanny ability to adapt to their surroundings, adapt to local environmental conditions after spending 24 hours in a new environmental or locale - after which they are treated as if comfortable in that environment. This trait alters their appearance to match their new environment.

Basic Information

Anatomy

Unlike many other species of Ruatiwanga, the anatomy of the Qamir has been well-studied by scholars of both the Suzerainty and The Iron Empire both thanks in large part to their willingness to explore new lands such as those of The Iron Empire, which has historically brought them into the lands of the Empire and seen several die in places where they can be studied by places such as the Lumisterra Institute of Higher Learning. However, contrary to what many Ironite Scholars were hoping for, the anatomy of the Qamir is surprisingly similar to that of Humans - they stand as two-legged, two-armed humanoids with a large head located atop their torsos, and possess all the same bodily systems as Humans that also function in largely the same way.   Aside from a handful of minor differences such as better senses, shorter lifespans, furry bodies, and a relative lack of colored vision, Qamir possess largely human-like anatomy. So similar is their anatomy to that of Humans, that many Ironite Scholars have even gone so far as to suggest that the Qamir might draw their distant origins from humans in some capacity.   Due to the incredibly rapid pace at which Qamir adapt to their surrounding environments, they have evolved into dozens upon dozens of different variants that are each suited to different ecologies, environments, habitats, and social conditions; these are widely referred to as breeds of Qamir.

Biological Traits

Much like Humans, the physical traits and characteristics of the Qamir are as varied as the world itself - with fur coats ranging from very short to ultra-long and shaggy and fur colors ranging from black to white to golden and more, Qamir are ludicrously diverse in terms of biological traits such that no two Qamir, even those of the same breeds, are exactly identical; often possessing different ear sizes, fur length, fur color, eye color, and more.

Genetics and Reproduction

Qamir reproduce sexually, with surprisingly resilient anatomy much like Humans that allows them to produce offspring with many species - and produce children that often possess rather adorable animalistic features such as Animal Ears, sharpened senses, whiskers, or so on. When a female Qamir comes down with child, they often carry their children for no more than 50 to 70 days - after which they give live birth to a litter of young that often includes upwards of 3 to even 12 children.

Growth Rate & Stages

Once born, Qamir reach adulthood in a little over a year's time - though this number can vary slightly in both directions depending on the exact breed and variant of Qamir in question. Once they reach adulthood, Qamir reach middle age around age 20, become old around 30, and grow venerable around age 40 and perish some years later.   Due to the extreme number of Qamir breeds and variants that inhabit various climates and environments around Ruatiwanga, the exact nature of the life stages they go through can appear differently - but by and large Qamir grow old in much the same way as Humans do; their fur losing its luster and turning grey as their eyes unfocus and grow clouded while their bodies grow infirm(Though for reasons yet unknown Qamir tend to grow infirm in largely physical ways, as their minds tend to be much less susceptible to mental infirmities as Humans are).   A relatively common sign of age in Qamir is sagging of the skin - with extremely venerable Qamir of certain breeds gaining skin so flabby and sagging that it blocks their sight.

Ecology and Habitats

Qamir, much like Humans, are incredibly resilient in nearly all ecologies and habitats - they adapt incredibly quickly to various environments and as a result various tribes of Qamir have historically been found from everywhere ranging to blazing hot deserts to frigid arctic wastes and all places in between. Unlike Humans, who tend to expand and conquer across their local areas, the shorter lifespans of the Qamir makes them just as industrious(If not more so), placing a great emphasis on local cooperation with others of their kind and others of different species - a fact which makes them natural city-builders and civilization starters, as their very nature pushes them towards cooperation and group life.

Dietary Needs and Habits

While Qamir stomachs evolved on diets of raw meat and are thus a great deal more resilient than the likes of Humans, they are infinitely more fragile in other areas - to such a degree that certain foods often prove dangerous or even lethal to them in certain quantities. As a result, while they are technically omnivores, Qamir must be picky about what they eat as a matter of habit - and as a result are often cooks or otherwise carry their own food with them to be considerate to others.

Behaviour

Qamir, perhaps driven by their short lifespans, are naturally social creatures who thrive on communal life - oftentimes earnest and honest in ways that prove disarming and lovable, Qamir are creatures that often see their short lives as blessings, for it allows them to "live without hesitation". As a result, they are often natural-born wanderers and explorers and scholars - always curious about the unknown, and always interested in uncovering a lost ruin or hidden tomb; a fact which makes them natural adventurers as well.   Qamir are often described as loyal to a fault, as well - they often dislike being alone for any extended period of time and make friends incredibly easily(Some breeds of them more than others), while also being incredibly loyal and steadfast protectors of those they have bonded with as well.

Additional Information

Facial characteristics

Qamir faces are distinctly canine in appearance - possessing long snouts(Though the exact length varies from breed to breed) and long ears(Though again, the exact length and shape can vary from breed to breed) that adorn furry heads and mouths of sharp teeth.

Geographic Origin and Distribution

Qamir are best described as "The Humans of Ruatiwanga" - and as one may expect from such a comparison, their various breeds and the tribes of such breeds can be found from the burning Savannahs to the Highest Mountaintops and even the most frigid and remote locales. In recent years, with the peace that has been forged between the Suzerainty and The Iron Empire, they have begun to adventure into the new lands of Numiastra and can be found in small numbers all across the land.

Average Intelligence

Much like Humans, Qamir are the Ruatiwangan baseline for intelligence and are thus completely average in terms of their own smarts.

Perception and Sensory Capabilities

Though many of their senses are indeed quite a bit sharper than those of Humans, the Qamir are rather famously quite colorblind - with less than 5% of their overall population showing signs of being able to perceive color(And even then, most are only able to perceive color poorly). Overall, their sense of smell is rather famously sharp and their sense of taste and hearing is elevated slightly above the norm as well.
 
Alternate Racial Trait List:   NOT YET BUILT.  
 
Racial Feat List:   NOT YET BUILT.  
Lifespan
40 Years
Conservation Status
The Qamir need no conservation or protection - together with the likes of the Shersūra, the Qamir are one of the most populous races of Ruatiwanga, and have proven to be one of the quickest races to take to exploring the lands of Numiastra - making them increasingly common within the lands of the Iron Empire.
Average Height
Varies wildly. Can range from 3ft (.91m) to upwards of 12ft (3.66m) depending on breed.
Average Weight
Varies wildly. Can range from 30lbs (13.61 kg) to upwards of 500lbs (226.80 kg).
Average Physique
Qamir physique can vary wildly, from fat to thin to anywhere in between. They can rippled with muscle, thick and blubbery, and almost anywhere else on the physical spectrum, though the Average Qamir is somewhat tall and moderately built, neither too fat nor too thin.
Body Tint, Colouring and Marking
Qamir fur can range from black to golden to white or anywhere in between - though they are often earthen colors or other darker colors rather than brighter colors such as blue or red.

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