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Qu tribe
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<blockquote data-quote="Guyr Adamantine" data-source="post: 4015690" data-attributes="member: 59561"><p>I <u>need</u> comments on this one folks, for that everyone else has been quite greedy on them. I count on you! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p></p><p><span style="font-size: 15px"><strong>The Qu Tribe</strong></span></p><p></p><p></p><p>The Qus are a race of strange, swamp-dwelling humanoids reputed for they huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life.</p><p></p><p><strong>Personnality</strong></p><p></p><p>The Way of the Gourmand define the life of a Qu. Knowledge, power and personnal growth can be attained by eating and discovering new tipes of food. They have somewhat limited attention spans and wit, despite not being stupid at all, but won’t try to understand what is beyond their own limits. They are grounded in reality and won’t be impaired by the chaos around them or dramatic events.</p><p></p><p><strong>Physical Description</strong></p><p></p><p>Qus are tall, bulky humanoids with a pale, milky skin. Their almost featureless body is covered by strong muscles and healthy fat. Their round belly occupies most of their body mass, their most powerful asset. Their bulbous head and short, stumpy legs generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Qu’s faces are commonly described as "a gross, doll-looking face with rounded, cross-shaped eyes and a wound-like mouth going side to side, gifted with a tongue larger than my arm." They favor brightly coloured clothes and cook’s outfits, and usually weigh about 400 pounds.</p><p></p><p><strong>Relations</strong></p><p></p><p>The Qus are truly affectuous beings and love spending time with friends, as long as these agree to help on the Way of the Gourmand (By catching some exotic food, for example.). Other races might consider them as dumb as orcs, but anyone who travel in their marshes without any bad intentions is sure to find a lifelong ally. Some lone Qus have forgotten the existence of other humanoids, and eagerly hunt them without remorse as any other kind of game.</p><p></p><p><strong>Society</strong> </p><p></p><p>Qu tribes make their homes in isolated marsh enclaves across the world, gathering in numbers ranging from a few dozen to several hundred, all depending on how many ravenous Qu the area is capable of supporting. Qu society is hedonistic to a fault, with few cares beyond eating and procreating – thankfully, the intricacies of Qu reproduction are a closed book to the outside world. As a result, their culture has atrophied to the point where the guiding Qu philosophy can be summed up in one statement: "World only have two things: Things you can eat and things you no can eat." Social interaction between tribes is limited to monthly exchanges of recipes and ingredients and irregular cook-offs; for the remainder of the year, each tribe lives in isolation, taking care of its own affairs. </p><p></p><p>Younger Qu are apprenticed to a more experienced Master at an early age, under whose tutelage they are expected to learn the all-important 'art of eating' – the finding, preparing and consuming of all varieties of foodstuffs. During this time, the apprentice is only permitted to eat what they themselves can catch and cook; in this way, the youngster is encouraged to be self-sufficient rather than perpetually sponge off his elders. Once their knowledge is judged to be sufficient, the apprentices become full-fledged Masters, ready to pass their own culinary skills on to a new generation of Qu. However, this process that can take many years, if not decades; those who fail to pass muster are frequently ostracised from the swamp in the hope that a change of environment – and a little sampling of international cuisine – will spur the errant pupils back on to the right path. </p><p></p><p>Masters, too, may leave the swamp in search of rare delicacies or culinary enlightenment; such ‘odysseys’ are considered part and parcel of a Master’s duties to his art, and serve as a tribe’s main conduit to the outside world. As a result, it is not uncommon to find wandering Qu employed as chefs and cooks, eagerly learning and eating everything a foreign kitchen has to offer. </p><p></p><p><strong>Alignment</strong></p><p></p><p>Qus are somewhat focused, loyal friends without regards to earthly laws. They are neutral to the Law/Chaos Axis but are much more inclined to help than to harm others.(Unless those are potential meals, which include some sentient beings!) </p><p></p><p><em><strong>Roleplaying </strong> </em> </p><p></p><p>Because of the importance food plays in Qu culture, the average Qu is a natural gourmand. Qu that join adventuring groups are almost always searching for new tastes and exciting culinary experiences; material wealth is of little importance to a Qu, except where it helps speed the way to culinary enlightenment. Younger Qu will ignore almost any amount of danger if faced with a tasty morsel, although this tends to be drummed out as a pupil advances on the road to masterhood. </p><p></p><p>There are exceptions: those who reject the 'art of eating' in search of a greater truth, choosing exile rather than risk being cast out by their fellows for daring to contemplate that there’s more to life than simply catching things and devouring them. However, these tend to be a minority; the Qu themselves refuse to acknowledge the existence of such 'perverts.' </p><p></p><p>Students and masters of the art dress in a chef's hat and apron to reflect their status, wielding weapons adapted from eating utensils such as forks and knives. They adapt to other environments relatively easily if ever required to travel, though homesickness and longing for those ever-tasty marsh frogs does take its toll. Because the concept of gender does not exist in Qu society, they do not identify themselves as male or female; in adventuring parties, a Qu's companions may unconsciously assign a male or female identity to it. </p><p></p><p>Qu tend to have a poor grasp of Common Tongue, particularly as far as grammar is concerned. This, combined with their food fixation, gives them a reputation among other races as somewhat dimwitted creatures. Qu have two names – a first name and a tribal one, both of which begin with 'Qu.' </p><p></p><p><strong>Qu’s Racial Traits :</strong></p><p></p><p><strong>• Monstrous Humanoids:</strong> Qus aren’t affected by Charm Person and other Humanoid-Effective spells.</p><p>• +2 Constitution, -2 Intelligence, -2 Charisma: Qus are tough beings but poor thinker and lame leaders.</p><p><strong>• Medium:</strong> As Medium creatures, Vanar have no special bonuses of penalties due to their size.</p><p>• Qu’s base land speed is 20 feet.</p><p><strong>• Great Lungs:</strong> Qus may hold their breath for 4 times their Constitution score.</p><p><strong>• Powerful Build:</strong> The physical stature of Qus lets them function in many ways as if they were one size category larger. Whenever a Qu is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Qu is treated as one size larger if doing so is advantageous to him. A Qu is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Qu can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.</p><p><strong>• Gourmand’s Assets:</strong> Qus have the Scent and Swallow Whole special abilities. They use the latter as a large creature. They can only swallow a pinned opponent. Swallowed creatures must make a Fortitude save against a sleep poison (DC: 10+½Qu’s Hit Dices+Con Bonus, damage sleep 2 hours) every round. If the swallowed creature resist the poison for 3 rounds, or if it manage to deal slashing/piercing damage to the stomach, the Qu throw up. If the swallowed creature fails to make its save, the stomach start crushing the victim, dealing damage equal to an unarmed strike every minute. The Qu becomes fatigued until it sleeps to digest its victim if it is as large as him(Before Powerful Build).</p><p><strong>• Strong Stomach:</strong> Qus gain a +4 to saves against ingested poisons and gain nourishment from everything they eat.</p><p><strong>• Racial Weapons:</strong> Qus are automatically proficient in the battle fork, a special harpoon. They can also pull it off a swallowed victim as part of the swallowing action.</p><p><strong>• Skills:</strong> +4 Profession(Chef)</p><p><strong>• Languages:</strong> Common, Aquan</p><p><strong>• Favored Class:</strong> <a href="http://www.giantitp.com/forums/showthread.php?t=61312" target="_blank">Blue Mage</a></p><p><strong>• LA:</strong> +1</p><p></p><p></p><p></p><p><strong>Battle Fork</strong></p><p><em>As its name implies, this two-headed spears looks like a large fork, whose teeth and barbs were shapened beyond belief.</em></p><p>Exotic Melee Two-Handed Weapon</p><p><strong>Price:</strong> 50gp</p><p>1d8/x2 Piercing Damage</p><p><strong>Range:</strong> 10 Feet</p><p>When the wielder strike in combat, the victim must make a reflex save(DC: 10+ Damage Dealt) or get the fork stuck in the wound. The victim can only move at half-speed and cannot charge if it fails. An harpooned creature must make a Concentration check to cast a spell(DC:15).</p><p>If the wielder stick his battle fork in melee, he may make a grapple check immediately to hold his opponent, without any touch attack needed. During grappling, if he chooses the deal damage option, he may choose to deal his battle fork damage instead of unarmed damage.</p><p>If the wielder stick his battle fork in a throw, and only if a cord is attached to the fork, the wielder may make an strength check with his opponent. If he makes it, the harpooned creature may not move beyond the length of the rope. A wieder may drag an opponent by one feet per point he wins the strength check, to the closest range increment.</p><p>The wielder or the victim may pull the battle fork off a wound with his two hands in a full-round action which triggers attacks of opportunity and deals damage equal to the weapon's.</p></blockquote><p></p>
[QUOTE="Guyr Adamantine, post: 4015690, member: 59561"] I [U]need[/U] comments on this one folks, for that everyone else has been quite greedy on them. I count on you! ;) [SIZE=4][B]The Qu Tribe[/B][/SIZE] The Qus are a race of strange, swamp-dwelling humanoids reputed for they huge appetites and cooking talent. Their greatest achievement is the Way of the Gourmand, which sums every aspects of their life. [B]Personnality[/B] The Way of the Gourmand define the life of a Qu. Knowledge, power and personnal growth can be attained by eating and discovering new tipes of food. They have somewhat limited attention spans and wit, despite not being stupid at all, but won’t try to understand what is beyond their own limits. They are grounded in reality and won’t be impaired by the chaos around them or dramatic events. [B]Physical Description[/B] Qus are tall, bulky humanoids with a pale, milky skin. Their almost featureless body is covered by strong muscles and healthy fat. Their round belly occupies most of their body mass, their most powerful asset. Their bulbous head and short, stumpy legs generally make them 6'5" tall. Their long, lanky arms hang to the sides of their body when left unattended. The Qu’s faces are commonly described as "a gross, doll-looking face with rounded, cross-shaped eyes and a wound-like mouth going side to side, gifted with a tongue larger than my arm." They favor brightly coloured clothes and cook’s outfits, and usually weigh about 400 pounds. [B]Relations[/B] The Qus are truly affectuous beings and love spending time with friends, as long as these agree to help on the Way of the Gourmand (By catching some exotic food, for example.). Other races might consider them as dumb as orcs, but anyone who travel in their marshes without any bad intentions is sure to find a lifelong ally. Some lone Qus have forgotten the existence of other humanoids, and eagerly hunt them without remorse as any other kind of game. [B]Society[/B] Qu tribes make their homes in isolated marsh enclaves across the world, gathering in numbers ranging from a few dozen to several hundred, all depending on how many ravenous Qu the area is capable of supporting. Qu society is hedonistic to a fault, with few cares beyond eating and procreating – thankfully, the intricacies of Qu reproduction are a closed book to the outside world. As a result, their culture has atrophied to the point where the guiding Qu philosophy can be summed up in one statement: "World only have two things: Things you can eat and things you no can eat." Social interaction between tribes is limited to monthly exchanges of recipes and ingredients and irregular cook-offs; for the remainder of the year, each tribe lives in isolation, taking care of its own affairs. Younger Qu are apprenticed to a more experienced Master at an early age, under whose tutelage they are expected to learn the all-important 'art of eating' – the finding, preparing and consuming of all varieties of foodstuffs. During this time, the apprentice is only permitted to eat what they themselves can catch and cook; in this way, the youngster is encouraged to be self-sufficient rather than perpetually sponge off his elders. Once their knowledge is judged to be sufficient, the apprentices become full-fledged Masters, ready to pass their own culinary skills on to a new generation of Qu. However, this process that can take many years, if not decades; those who fail to pass muster are frequently ostracised from the swamp in the hope that a change of environment – and a little sampling of international cuisine – will spur the errant pupils back on to the right path. Masters, too, may leave the swamp in search of rare delicacies or culinary enlightenment; such ‘odysseys’ are considered part and parcel of a Master’s duties to his art, and serve as a tribe’s main conduit to the outside world. As a result, it is not uncommon to find wandering Qu employed as chefs and cooks, eagerly learning and eating everything a foreign kitchen has to offer. [B]Alignment[/B] Qus are somewhat focused, loyal friends without regards to earthly laws. They are neutral to the Law/Chaos Axis but are much more inclined to help than to harm others.(Unless those are potential meals, which include some sentient beings!) [I][B]Roleplaying [/B] [/I] Because of the importance food plays in Qu culture, the average Qu is a natural gourmand. Qu that join adventuring groups are almost always searching for new tastes and exciting culinary experiences; material wealth is of little importance to a Qu, except where it helps speed the way to culinary enlightenment. Younger Qu will ignore almost any amount of danger if faced with a tasty morsel, although this tends to be drummed out as a pupil advances on the road to masterhood. There are exceptions: those who reject the 'art of eating' in search of a greater truth, choosing exile rather than risk being cast out by their fellows for daring to contemplate that there’s more to life than simply catching things and devouring them. However, these tend to be a minority; the Qu themselves refuse to acknowledge the existence of such 'perverts.' Students and masters of the art dress in a chef's hat and apron to reflect their status, wielding weapons adapted from eating utensils such as forks and knives. They adapt to other environments relatively easily if ever required to travel, though homesickness and longing for those ever-tasty marsh frogs does take its toll. Because the concept of gender does not exist in Qu society, they do not identify themselves as male or female; in adventuring parties, a Qu's companions may unconsciously assign a male or female identity to it. Qu tend to have a poor grasp of Common Tongue, particularly as far as grammar is concerned. This, combined with their food fixation, gives them a reputation among other races as somewhat dimwitted creatures. Qu have two names – a first name and a tribal one, both of which begin with 'Qu.' [B]Qu’s Racial Traits :[/B] [B]• Monstrous Humanoids:[/B] Qus aren’t affected by Charm Person and other Humanoid-Effective spells. • +2 Constitution, -2 Intelligence, -2 Charisma: Qus are tough beings but poor thinker and lame leaders. [B]• Medium:[/B] As Medium creatures, Vanar have no special bonuses of penalties due to their size. • Qu’s base land speed is 20 feet. [B]• Great Lungs:[/B] Qus may hold their breath for 4 times their Constitution score. [B]• Powerful Build:[/B] The physical stature of Qus lets them function in many ways as if they were one size category larger. Whenever a Qu is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Qu is treated as one size larger if doing so is advantageous to him. A Qu is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Qu can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. [B]• Gourmand’s Assets:[/B] Qus have the Scent and Swallow Whole special abilities. They use the latter as a large creature. They can only swallow a pinned opponent. Swallowed creatures must make a Fortitude save against a sleep poison (DC: 10+½Qu’s Hit Dices+Con Bonus, damage sleep 2 hours) every round. If the swallowed creature resist the poison for 3 rounds, or if it manage to deal slashing/piercing damage to the stomach, the Qu throw up. If the swallowed creature fails to make its save, the stomach start crushing the victim, dealing damage equal to an unarmed strike every minute. The Qu becomes fatigued until it sleeps to digest its victim if it is as large as him(Before Powerful Build). [B]• Strong Stomach:[/B] Qus gain a +4 to saves against ingested poisons and gain nourishment from everything they eat. [B]• Racial Weapons:[/B] Qus are automatically proficient in the battle fork, a special harpoon. They can also pull it off a swallowed victim as part of the swallowing action. [B]• Skills:[/B] +4 Profession(Chef) [B]• Languages:[/B] Common, Aquan [B]• Favored Class:[/B] [URL=http://www.giantitp.com/forums/showthread.php?t=61312]Blue Mage[/URL] [B]• LA:[/B] +1 [B]Battle Fork[/B] [I]As its name implies, this two-headed spears looks like a large fork, whose teeth and barbs were shapened beyond belief.[/I] Exotic Melee Two-Handed Weapon [B]Price:[/B] 50gp 1d8/x2 Piercing Damage [B]Range:[/B] 10 Feet When the wielder strike in combat, the victim must make a reflex save(DC: 10+ Damage Dealt) or get the fork stuck in the wound. The victim can only move at half-speed and cannot charge if it fails. An harpooned creature must make a Concentration check to cast a spell(DC:15). If the wielder stick his battle fork in melee, he may make a grapple check immediately to hold his opponent, without any touch attack needed. During grappling, if he chooses the deal damage option, he may choose to deal his battle fork damage instead of unarmed damage. If the wielder stick his battle fork in a throw, and only if a cord is attached to the fork, the wielder may make an strength check with his opponent. If he makes it, the harpooned creature may not move beyond the length of the rope. A wieder may drag an opponent by one feet per point he wins the strength check, to the closest range increment. The wielder or the victim may pull the battle fork off a wound with his two hands in a full-round action which triggers attacks of opportunity and deals damage equal to the weapon's. [/QUOTE]
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