The Bamorians


Bamorians are a race of tall humanoids that are very distinctive in appearance for their large horns and thin smooth layer of fur. They are the descendants of the once mighty Titan of the Sea and Earth, Larnax. Their faces are more bestial than most humanoids, with a broad nose and large eyes. Their thick horns curve out from behind fur covered ears. Their smooth fur tends to range in colors from tans and browns to reds and black, though other rare colors have been seen. Their eyes are usually brown, though blue and green are also known. The men have a heavy jaw, broad flat nose and large eyes set wide apart. Their horns curve out from behind their pointed ears and are fairly thick. Bamorian men are known for their great strength, deep melodic voices, and unfailing sense of duty, though they are also very wise.
The women of the race are very different in appearance than the men. They are nearly a foot shorter, with more slender features and long thin ears. Their fur is smooth velvet, soft to the touch, and barely noticeable. Their horns are spiraled with natural adornments and their eyes are almond shaped and slant towards a slightly upturned nose. Bamorian women are known for their great wisdom, musical ability and charm, though they are also very strong.
Bamorians are a pious, clan-oriented race, with a strong affinity for both the mountains and the seas. They are master engineers and musicians. They are very civilized though they do not take to change easily and are often sternly set in their ways. They have a great distrust for wizardry, believing it to be a power gained by unholy means. They are well known for their wisdom, which has served them well over the ages. However, it also means they are honest to a fault, and often slow to anger. Despite this, they are known as ferocious warriors and there is even a small cast of berserkers amongst them. Those of this lot claim they are the protectors of the mountains, willing to sacrifice their own lives to protect Larnax.


The Bamorian society is very religious. They are ruled by priests, and let the council of High Priestess of their greatest deities make communal decisions. In fact, a basic knowledge of religious rituals is required of all members of their society and many can perform minor prayers. They are well known for their incredible engineering abilities, and some are master boat wrights. Their double-hulled ships are often famed to be unsinkable. They sail Larnova, the Seas of Larnax, for both fishing and trade, which include the Bay of Bael, Vas-Draga, The Straights of Lohandar, and the Serpent Seas. They are generally a peaceful race and are willing to share their technology with other races that do not threaten them. As well, they have established positive trade relations with Duneimen and are commonly seen in many cities across Verosia. They are also known for their great musical ability. The men favor a mighty chorus of baratones and basses singing ancient ballads to their gods, or glorious tributes to the sailors of the great seas, often song in rows with horns and drums for occassional accompanyment. It is a great treat to witness a Bamorian vessel coming into harbor, their men singing harmoniously of their great voyage.
Bamorians live in complex family units where the eldest female is the decision maker of the family and the source of wisdom. When Bamorians marry the man becomes part of the woman’s family. Bamorian women are believed to be more family oriented and this is the reason for their family control. However, Bamorians also believe that males are more adept at politics, business and other aspects of their society. Usually the High Priests of all the gods are female and the men control all businesses and community decisions. Women rarely sail, though it isn't forbidden. They simply prefer the sedintary life on shore.
Bamorians rarely have more than three children in a family. They have limited resources and in their wisdom do not overstretch themselves. However, there is a time in their culture when they will consciously have as many children as possible. And that is when they know war is coming soon.
Though Bamorians are not warlike they do know the need for warriors in their culture. Their civilization is not very prone to any type of attack. Assailing armies would have to cross some very huge and wild mountains or attack by sea. Bamorians guard both routes very well. To protect themselves by sea their ships are and harbor towers are armed with huge crossbows, called Maulers. To protect them by land, they have trained warriors who patrol the mountains. These mountaineers have a special bond with nature and know the earth almost as well as the Duervar. Their greatest foes, though, are the Ogres and Ogrekar, and they predict a coming age when they will once again invade the Ogre Kindgoms.
Bamorians never wage war without a great deal of forethought, and so the first act of declaring war is to begin the breeding of a great army. When they prey for war, their gods grant them many children at once. Sometimes they have as many as four at a time, and as a matter of pride they start again as soon as those children are able to lift a sword. Some families have been known to have as many as a dozen children. For up to twenty years these young bamorians are trained for war. When they've come of age, they are an army of incredible porportions. Then, they march to war. Because their society is so closed this is a little known fact.
There are three sub-cultures of Bamorians. The first and most well known are the Damorel who live within the great city of Bamoria (from which the term Bamorian originated). This is a port city that is the center of Bamorian Culture. The second culture is the Kalamor, named for The Kalamak, the mountains on which they live. They are more clan focused but just as civilized. The third culture is the Ubradar who live much further to the north (Ubra meaning North in their tongue). They are more barbaric and war like then the rest of the race.
All the Bamorians are very distrustful of Magic, believing that it is a sin against the deities to tamper with their creations. Priests are very abundant in their society, and they believe the Bamorian Giant Lords control every aspect of their world.


The Bamorians believe that once the world was ruled by mighty beings known as Titans. These Titans were often cruel and capricious, indifferent to mortal beings that dwelt upon their world. Then came the Duervan Gods, who battled with these ancient Titans for reign over the seas and lands. As Olginthoth was defeated and the Age of Ice came to an end the Ogres descended from their barren glaciers and conquered the uncovered lands. As the glaciers receded they came upon a Titan Lord of the Seas called Larnax. He at once recognized the Ogres to be corrupted Giants and began to slay them by the thousands. Gulatak descended from his fortress in the icy north and the two titans battled. The Ogrek and Ogres swarmed at Larnax’s feet while Gulatak unleashed deadly sorceries at him. Larnax finally fell, but before he was defeated he swung at Gulatak with his great axe and severed the Ogre Lord’s right hand. Gulatak’s hand sunk deep into Vas-Draga and he was never able to find it. Larnax was left upon the land, with his blood pooling into the sea in great rivers. His body slowly turned to earth, the wounds being great ridges. These mountains were The Kalamak, the Blood Stones. The blood that flowed from his wounds mingled with the seas and as they did, his children were born, called the Bala. With the birth of each his blood became thin and eventually ran as water to the sea. These Giant Lords, the Bala, settled upon this land and built themselves a great fort and giant ships to sail the seas, but then the Ogre Kings came and war ensued. The Bala knew they needed their own children to fight the hordes of ogres. They went to the mouth of Larnax, where the last great pool of his blood remained. Moda took the blood and mingled it with the earth to make powerful clay. She carved out men and women in their likeness and gave them to Mandar who hardened them in his kiln. Finally they took them to Balgari, who mated with Balarix and brought their children to life. The Bamorian Giant Lords built them a great city called Bamoria and taught them to protect the mountains and seas. There was a great battle and the Ogre Kings were forced back to their lands in the North. By now the ancient titans were all gone, and so too was the Duervan Empire. The Giant Lords decided that they should no longer stay with their children and so they left. Balarix slipped into the sea, Balgari joined the storms in the sky, and Moda descended into the depths of the earth with Mandar, who lived in the great fires. Vanaram it is said lays frozen under a sea of ice, waiting for his children to find him and awaken him.
Thus is how the Bamorian people came to be. Their history is filled with legends of great heroes who battled the Ogre Kings and of monsters of the seas and master boat wrights. However, Bamorians seem to be a fairly sedentary race, and have not changed much in the eons that have passed. They have established smaller cities and some have left their homelands to live amongst other races, such as humans, but their culture has not spread much from its original foundations. Part of this is due to the fact that they just don’t expand their population. Each couple has only two children in their lifetime, rarely more or less. As well, they believe they live in the perfect land, amidst the trappings of their gods and a rich history. They are rather content.
Only the Ubradar have migrated away from their homeland. These are the Searchers, as the Damorel refer to them. They believe that one day they will find Vanaram, and will free him. Vanaram shall rid the Northlands of the Ogre Kings and then the Bamorians shall conquer those lands.



The Damorel are the most “civilized” of the Bamorians. They generally live in the great city of Bamoria, though many now live in Duneimen cities. Their culture is filled with the trappings of religion and the sea.
They appear as most Bamorians, though their fur tends to be brown or black and only occasionally with a touch of amber or scarlet. Their horns are small, only a foot to a foot and a half in length each, simply for show.
The Damorel see religion as the focus of their lives. The gods are not all powerful in their religion, and certainly not all knowing. That is why they must pray so often, so that the gods can hear their voices. Then the gods can intervene and try to change fate in their favor. It is probably the most pragmatic religion, while that is what makes them so devout. They don’t believe their gods will come to their favor every time, but there is always a chance that they will come.
The rest of their lives generally focus upon the sea in one way or another. They have crafted the greatest vessels in the world, and use them strictly for fishing or travel. Bamorians spend far too much time and effort upon their great vessels to think about putting them to war. The Damorel are master boat-wrights. They share their abilities with other friendly races, but none can imitate them, because it takes an army of Bamorians just to build such a vessel. They fish by great nets cast into the ocean and dragged by these ships. In this way they can support their large families and have trade products with other cultures.
The Damorel believe that family is very important. It is a common Damorel belief that you are chosen into your family. The long past elders choose your life to become part of their descendants’ families. Hence throughout your life you must always try to honor the family that has chosen you.
In the city of Bamoria the priests, mostly women, rule the people in the name of their deities. This seems fine to most people, as in their homes the eldest woman rules, and the eldest man is the care taker of the family. This Bamorian belief system is never better portrayed than in the homes of the Damorel.
When it comes to war the Damorel are less than enthusiastic. They generally believe that they live in their own perfect chosen world. Only when it is attacked or threatened do they go to arms. When they do they are a force to be reckoned with. Certainly most have some experience with an axe and their numbers can be shocking, not to mention the size of their weapons. When it comes to defending their home they are probably the most ferocious and undaunted warriors in the world.
The city of Bamoria is built at the base of the Kalamak Mountains overlooking a great inlet of Vas-Draga, called the Bay of Bael. Their city is surrounded by vast ancient walls that might truly have been built by gods. Their docks are giant and have a stone base, stretching far out from the mainland, so that even their greatest vessels can pull up to a sturdy wharf. Their homes are generally built of clay-forged bricks. The quarries are only a dozen miles or so to the north of the city and they also chisel massive blocks of granite and marble from the earth there. They use some of this to carve great statues. Bamorians do not favor flat art, such as paintings or even poetry. They love sculpture, and stone carvings. They relate this to Moda the earth mother, who is also their goddess of artistry. This has moved into their craftsmanship of sailing vessels. Their ships are quite elaborate and beautiful. Their city is dominated by a vast temple complex devoted to all the gods. Here the priests work and prey, make homage, and run the business of the city. They do not live here otherwise though.
Damorel often dress in wool but leather and even cotton made of cloth are occasionally worn. Their taste in clothing tends to change with the seasons, but always is patterned with religious designs. These patterns often just look like twisting knots with occasional Bamorian forms interwoven, but the Bamorians recognize each pattern as it relates to a legend. They usually don’t wear boots though, since their large curved hoof like toes would destroy them. Some do have boots, but they are designed with a hole before the toes. Damorel armor is all perfectly designed for the optimal use by their race. They don’t bother with anything lighter than metal armors and those they do make have to compliment their natural thick hide. Because of this they have designed armors just for their kind, which are much heavier than the norm but can be very effective.

Social Classes:

Amongst the Damorel the following best describes each Social Class (see Character Creation).
Lower-lower Class: Only Outcasts would fall into this social class. Bamorians who renounce their religion or who seriously offend the Matron of the family may be outcasts. They are barred from entering the cities, and are only given one passage upon a Damorel ship, that is, away from Bamoria.
Upper-Lower Class: Misfortune can bring a man to his knees, and a Bamorian man who loses his business or falls from political power due to a disgrace may find himself without income or home. Most workers are above this standing, but those few who find themselves demoted to cleaning the bilge of a ship, though paid the same, are considered in this class.
Lower-Middle Class: Most common workers within the Damorel society fall into this class. Damorel do not believe in poverty. Anyone willing to work is paid a fair wage, and those who aren’t are usually forced to work cleaning the bilge of a ship.
Upper-Middle Class: Most businessmen fall into this category. Damorel businesses are a prestigious possession. Failed businessmen often fall far from grace. Most Boatrights and Traders also fall into this category. What more, commanding a sea-vessel is of such significance that most sea captains fall into this echelon. The Matron of a family is also always considered of this level of importance, no matter what the wealth or success of her family may be.
Lower-Upper Class: Politicians and boat owners fall into this category. Some businessmen do so well that they can own their own boats, and so they too fall into this category. A captain who owns his own boat is a rare thing, but does achieve this class as well. Those training to become Priests are considered Lower-Upper Class as well.
Upper-Upper Class: Only the Priests of the Gods and Goddesses achieve this most superior position within the Damorel culture.


The Kalamor are often called the “original” Bamorians. They are probably closest to what the first of their kind were like. However, the Kalamor came after the Damorel were established as a people. The Kalamor started as those clans in the mountains of the Kalamak began to mingle and unite against common foes, like the Ogres. Eventually as the Damorel became more unique in form and culture, the Kalamor also became unique. They are a people of the mountains, and constantly bear arms to defend their homelands.
The Kalamor stand only slightly taller than most Damorel but tend to have darker and more amber to red hair colors. Their horns are slightly more forward turned and longer, but still only for show. Their fur is slightly longer and thins during the summer months.
The Kalamor are religious like any other of their kind, but hold their Clan Society above all things. The clan is a vast network of families. They recognize marriage as a blood bind, and therefore two clans become one when there is a marriage between them. Each clan is ruled by the eldest three women, who council over decisions for their people. However, in times of war, which is often, the men rule. They gather in great halls and chant war songs while their strongest wrestle for the right to lead the battle.
The Kalamor are granted the duty to protect all of the Kalamak (The mountains of the Bamorian homeland). Hence they are the greatest fighters of their people. It is said that the first of the Kalamor were like their brethren but trained to learn the ways of the mountains and to be great warriors. Eventually they stayed and made their homes in these great peaks and each began a clan. The clans are great allies against all common foes, but when there are no such foes they often contend with each other for resources and land. None view the land as their own, but instead will battle over the rights to hunt certain areas, or use certain water sources. These battles are never to the death. Each side takes turns shouting at each other, trying to intimidate their foes, and then they clash in a mock battle where they intentionally miss each other and often break into wrestling matches. If anyone does get hurt it is by accident, and usually the fights will stop when this happens. The side that shows the greatest
fortitude and strength will win the battle.
The Kalamor do not sail the seas, but instead are masters of the mountains.
They love to work with stone and wood and often will carve great sculptures right into the
rock face. They are allies with the few duervan people who they allow to live in their mountains, and often trade with them. It is from these dwarves that they learned to become great armorers and weaponsmiths. The Bamorian Great Axe and the unique metal armors that they have designed signify their greatest achievements. These armors and weapons compliment their form and fighting techniques. The armors are lightweight enough that they can swim in them, and yet protective enough to be worth wearing. Their axes are likewise lightweight for their proportionate size (to a Bamorian that is), and yet strong enough to strike down giants.
Many enemies live within and around the Kalamak, and often others raid their lands. Giants, gnolls, barbarians, orcs, and especially Ogres are constantly at battle with the Kalamor. The Kalamak recognize the difference between the savage human barbarians that sail down their western coasts and the civilized humans that fish upon their sea, which is fortunate for the Ronans.
Since wood and stone are abundant in the mountains the Kalamor build their homes out of both. These large structures are usually broad stone circles that have great wooden cross frames supporting a domed ceiling. At the dome of the ceiling is a large opening through which the smoke of their fire can escape. Their windows are shuttered and hefty wood furniture and animal skins make up the trappings of their homes. The Damorel use a similar format for their homes, but are much more refined. Each clan has a great hall where they meet. Here the three Elders council and the men hold gatherings for war. It is also their center for religion and a place for celebration, hence it is very important to the clan. The greatest attack against a clan is to attack its great hall, and it always brings great wrath.
The Kalamor tend to dress in light leathers and wools with heavy kilts. They only wear boots during the winter months, during which time they also wear heavy hides to protect them from the elements. Their armors are typically chain shirts and overlays for their kilts. Sometimes they wear scale mail type armors and occasionally have elaborate helmets. Because of their occasional encounters with the barbarians who they trade with and battle with on their western shores they have been influenced by and have influenced that culture. Observant outsiders would often notice the similarities in their dress and weapons. Kalamor adorn their weapons and armor with pictorials of the wildlife of their mountains and of great heroes and battles. They interweave their religious symbols with this as well. Each clan has a particular pattern that they use to signify themselves.

Social Classes:

Amongst the Kalamor the following best describes each Social Class (see Character Creation).
Lower-lower Class:
Upper-Lower Class:
Lower-Middle Class:
Upper-Middle Class:
Lower-Upper Class:


The third great people of the Bamorians are the Ubradar, the Searchers in the North. Ages ago in the last battle with the Ogre Kings, Vanaram claimed victory, driving them back into their homeland. He did not stop there like his brothers though. He drove on into their lands battling them until he reached the far northern expanse of the world, a vast land locked in ice and snow. Here he came to realize that he was alone and there were too many of the Ogres for him to defeat them all, and so he lay down and rested. He never awoke again, and ice and snow covered him until he was buried beneath it as a frozen titan might be. The Ubradar claim that the time has come to free Vanaram so that he may join them in defeating the Ogre Kings. Hence ages ago they left their homeland to search for their lord in the north. They have fought long and hard with the Ogres to come to these icy lands and have established themselves there. Now they defend their new homes from the Ogrekin and constantly search the glaciers for their lord. Being in the north and constantly at war has changed them over time, making them more suited for their habitat and lifestyle.
Ubradar are as tall as the Kalamor but much stockier, with thick fur that vary with the seasons. During the spring and summer months their furs are like those of other Bamorians, though often lighter, sometimes tan. During the winter though their fur becomes clear and appears white as snow. Their eyes are unique in that they are sometimes blue and green. As well, their horns are different. Some have very long horns that curve down around their heads to jut out before their jaws. Others curve forwards becoming likened to rams horns. This is very distinctive of their kind, as they are the only Bamorians with such variance in their natural mantles. Ubradar have no qualms against using their horns in battle, seeing it as a definite advantage. Since their fur is so long and thick they tend to braid it around their heavy beards and forearms. Some even have great manes of braided hair that encircles their neck and runs down their backs.
The Ubradar are very war like, and live in clan societies. These clans always work together against their common foes, but do war with each other from time to time. Unlike the Kalamor, their inter clan wars are real and do often end in deaths. They are ferocious warriors, blood thirsty and barbaric. Some are even berserkers. They wear great hide armors and bear axes, swords and spears as their chosen weapons.
To survive in the north they have learned to hunt with spears and fish alike. In the winter they will cut holes in the ice and some will even dive in to search for seals and fish. They craft great sleds and have even learned to harness the wind in sails made of animal hides. This allows them quick movement across the land. Their homes are usually crafted from wood or built into the sides of great glaciers. Their wooden homes are similar to those of the Kalamor, but their ice caverns are often carved much like the great temple fortress in Bamoria.
Like all Bamorians they are religious, and they have shamans who guide their spiritual lives. These shamans call upon animal spirits, who are believed to be servants of Vanaram. Because of their affinity for the beasts of the world they prey for their spirits to rejoin nature every time they kill one. They do not do so for any of the Ogrekin.
Occasionally some Ubradar will make the long and dangerous journey back to Bamoria to keep contact with their brethren and to gain supplies they can get nowhere else. In recent times they have established a community upon the shores and have come into possession of a couple small Damorel Vessels so that they can sail to their homeland, which is just as dangerous and often as long.
The Ubradar dress in heavy furs during the winter spring and autumn. During the summer they will lose these trappings and only wear their familiar kilts. They almost always wear boots though. Their weapons seem crude compared to the Kalamor, but they are sturdy and work well for their purpose. Ubradar still use the religious patterns associated with their gods but are much more totemic in nature and cover everything with depictions of animals and war. All great clans pay homage to Vanaram and so he appears in all of their clan symbols. The Ubradar are great warriors and like to show it in how they dress, enjoying the trappings of war.

Social Classes:

Amongst the Ubradar the following best describes each Social Class (see Character Creation).
Lower-lower Class:
Upper-Lower Class:
Lower-Middle Class:
Upper-Middle Class:
Lower-Upper Class:

Bamorian Game Statistics


Bamorians are a pious, clannish race hailing from the northern frontiers of the old Ronan empire. They claim direct descent from the giant lords of long-ago millennia, and their legacy since time immemorial has been one of stalwart enemies to the darkness of the Ogrekar kingdoms. As a people, they are honest to a fault and slow to anger, but when roused to battle they become ferocious fighters. There is more than one breed of Bamorians - among them are the Kalamor, who defend the mountains, or the Ubradar, who quest to find the resting place their paragon ancestor, for instance. It is the Damorel who are renowned throughout Verosia and Old Camus, though. Their skill as seafarers has taken them from the Serpent Seas to the southern straits of the Vas Draga, and thus they are synonymous to the Bamorian race in the eyes of the Duneimen.

Physical Description: Damorel Bamorians are a tall, powerfully-built race marked by broad, almost bestial features, horned heads, and fur-covered bodies. Women of their breed tend to be shorter, more slender, and possess smoother fur and decidedly more human features. Both males and females of their race have cloven feet.

Society: As many of the Damorel live abroad, aboard their masterful sailing ships, as they do within their great walled city of Bamoria. They are characterized by their love for the sea and the mountains, and for the skill both have fostered in them over the millennia. Though their appearance would not indicate it, Bamorians prize wisdom above all other virtues. As the females of their race are considered to be the wiser of the two sexes, Damorel families tend to be somewhat matriarchal affairs. Bamorians are also very religious, and their race is ruled as a whole by their priesthood.

Relations: The Damorel are the most far-travelled of the Bamorians, and this has led to positive relations with many of the realms of the Duneimen of Verosia and Old Camus. They respect the works and wisdom of the diminutive Folkin, but are easily irritated by the flighty gnomes. Bamorians shun orks of all stripes, but reserve their hatred for their greatest ancestral foes - the ogres.

Alignment and Religion: Bamorians are driven by their sense of piety. They are stern and unyielding when it comes to their sense of right and wrong. To a Bamorian, one's word is their bond, and that is no light matter. As might be expected, Bamorians consider themselves stalwart defenders against the forces of darkness that plague their world. As a race, they are almost always lawful, with the overwhelming majority of their kind being good or neutral. The Bamorians worship the giant lords known as the Bala, whom they regard as their ancestors, almost exclusively.

Adventurers: The lesser numbers of the Bamorians and their devotion to their people means that they are rare among adventurers. That having been said, their journeys take them throughout Verosia, and many of their kind do end up either settling individually in realms of the Duneimen, or even setting up their own outposts. Inevitably, their interactions and friendships with the smallish races of the south bring them to questing. And of course, any brave and stout hero who seeks a Bamorian's aid against ogres or their minions will find a willing hand!

Male Names:

Female Names:

Ken, I'd like for you to check out page 214 in the Advanced Race Guide. Alternately, you can just look at the same rules here.

At any rate, I thought this ruleset was a pretty handy product for creating a balanced race. The idea is to arrive at an RP (Race Points) close to 10 (plus or minus 1-2) if you want your created race to be equal to the "Core" ones. Of course, it's ultimately up to the GM what he wants in his game.

Note, I am NOT trying to say we need to change the stats of the Bamorians! I'm just looking to illustrate how the process of creating a home-brew race (like the Bamorians) would go using this rule-set.

So, for instance:

Humanoid (0 RP)
Large (7 RP)
Gives you the giant subtype; provides +2 size bonus to Strength and a -2 size penalty to Dexterity. There is also a -1 size penalty to AC and attack rolls, a +1 bonus to combat maneuver checks and to combat maneuver defense, and a -4 size penalty on Stealth checks. Furthermore, you take up a space that is 10 feet by 10 feet, and have a reach of 5 feet. Basically the normal size pluses and minuses.
Normal Speed (0 RP)
Standard Ability Score Modifier (0 RP)
Another +2 to Strength (for a total of +4), +2 to Wisdom, and -2 to Charisma.
Standard Language Quality (0 RP)
I should note, though, that all Pathfinder races start with just Common and their racial language. They can only add other languages via a high Intelligence score. But whatever!
Natural Armor (8 RP)
+4 natural armor bonus to Armor Class
Skill Training (1 RP)
Treat two skills as class skills for members of this race. A recommendation… should every Bamorian know how to build a boat? Or how to sail a boat? My suggestion would be Knowledge (Engineering) and Profession (Sailor). The former is due to their stated interests; the latter is the skill that the online PRD references for pretty much any nautical action.
Fast (1 RP)
+10 to base Speed (for a total of 40).
Hatred (1 RP)
Weapon Familiarity (1 RP)
Axes, crossbows, and Bamorian weapons.
Natural Attack (1 RP)
Bamorians receive one natural (primary) gore attack (1d8) with his horns (see Bestiary, pg 302).
Sense of Direction (unlisted in the options; ad hoc cost of 1 RP)
Scent (in absence of keen senses; 4 RP)

Total RP comes to 25, and that's without us having to lower dexterity even more (which would have made their racial aptitude for crossbows… shall we say, interesting?). Going by these rules, the female Bamorians would have a slightly higher RP (26 or 27) because after you factor in the Size modifiers to their ability scores (+2 to Strength, +2 to Constitution, -2 to Dexterity), they need a pure +4 bonus to their Wisdom. Incidentally, Core Races have RPs ranging from 8-11. Paizo would recommend that you treat a group of characters with a race of this caliber as a level higher (while between levels 1-5) for the purposes of creating encounters for this group.

(Meaning, a party that includes a 1st level Bamorian and a 1st level Duneiman should get encounters geared for 2nd level as opposed to 1st level. Nothing major.)

Anyways, what are your thoughts on this format? Data on their culture, history, etc., would be found under the section that covers their realm. Theoretically, a separate companion volume/sourcebook would be dedicated to covering ALL of the stuff that has to do with them.

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