Originating from the Tai Ke desert in northern Almira, the Kuurite live in tight knit, nomadic clans. Kuurite society is rigidly matriarchal with strict gender roles. Women in nearly always take positions of spiritual and communal leadership. Each clan is ruled by a Shah, a communal and spiritual leader, who is always a woman.
Kuurite men take on the mundane tasks of the tribe, forming hunting parties, cooking, cleaning, and caring for children. Kuurite have a strict code of hospitality, and will always provide adventurers with food and shelter. Kuurite men are often trained as scouts and lookouts, and carry curved horns made from ibex or ram horn.
Appearance: Kuurite are tall, lithe humanoids with skin that ranges from powder blue to midnight blue, and are born bald or with pure white hair. Kuurite swath themselves in clothing consisting of plain white bands, which they wrap around their skin, often accompanying their garb with white cloaks and turbans. Kuurite often gift their loved one with brooches made of precious metal and fitted with jewels.
Location: Kurite live small clans in Tai Ke. Their villages employ divine caster to create water, while their warriors hunt or forage for food.
Names: Aliyah, Amir, Abbas, Adil, Bahij, Dima, Fadi, Farooq, Hafiz, Hakim, Hila
Alignment and Religion: Kuurite have strict tribal laws and codes of hospitality. They are almost always lawful aligned. Kuurite tend to worship gods who put order and social conduct first, with many taking up the priesthood of Azar. The kuurite are a desert dwelling people, and some will worship the desert itself as deity, drawing their strength from the sands.
Adventurers: Usually, only female kuurite are trained for combat. These warriors take up the mantle of the ninja, slayer, fighter, or cavalier, preferring not to take on such savage roles as barbarians or bloodragers. Kuurite women who train as leaders in their tribes often take on the training of sages, druids, and shamans.
Kuurite practice a variety of magics and combat styles that are exclusive to their tribes, including the magic of the Blade Whisperer, Shah of Censers, and Shah of Sight.
Relations: The kuurite's code of hospitality endears them to all creatures, though they detest the gahennans and jichi for their inability to understand social graces.
Standard Racial Traits
Ability Scores: Kuurite are graceful and resilient but their stoic indifference makes them less than personable. They gain +2 Constitution, +2 Dexterity, and –2 Charisma.
Size: Kuurite are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Kuurite are humanoids with the Kuurite subtype.
Base Speed: Kuurite move with a graceful swiftness that is unparalleled across other races. Kuurite have a base speed of 40 feet.
Languages: Kuurite begin play speaking Common and Kuurite. Kuurite with high Intelligence scores can choose from the following: Giant, Cyclops, Aklo, Ignan, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Other Racial Traits
Sandsight: Kuurite can see through sandstorms without penalty, ignoring any cover or concealment bonuses. This does not allow a kuurite to see anything you could not otherwise see (for example, invisible creatures are still invisible).
Stalker: Perception and Stealth are always class skills for kuurite.
Shifting Sands (Su): Once per day, a kuurite can spend a standard action to cause the earth to rumble and shift, transforming a 10-foot-radius patch of earth or unworked stone into sand. This transformation is centered around a single touched square This patch is treated as difficult terrain for a number of minutes equal to the kuurite;s level, after which the ground returns to normal. This is a transmutation effect.
Desert Stride: Kuurite can move through natural difficult terrain at their normal speed while within desert terrain. Magically altered terrain (other than the terrain created by the shifting sands racial trait) affects them normally.
Desert Runner: Kuurite receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot (but not cold) environments.
Sandbringer - Feat
Prerequisites: Kuurite, Shifting Sands racial trait
You may use your Shifting Sands racial trait 2 additional times per day, and the squares you alter function as desert for the purposes of a sage’s place of power, a ranger’s favored terrain, and similar abilities.
Art by DynamiteBear