Kurabanda

Kura54By Wayne Delisle (Editted some by Ron McClung)

Average size: 1.2 m tall
Average mass: 40 kg
Average lifespan: 140 years
Reproduction: Heterosexual, viviparous
Body temperature: 39 C

Physical Appearance and Structure

Kurabanda look somewhat like Tarsier Monkeys. They have large round eyes and large pointed ears. They can swivel their heads around to look behind their backs. Kurabanda hands and feet have special pads for better grasping. These pads are filled with blood storage vessels, and permit more blood to be kept in the fingers and toes, allowing for a better grip than any Human could manage, since their muscles are less subject to fatigue. Kurabanda tails are prehensile as well as their feet.
In the course of evolution, Kurabanda have lost some of the heavy fur which originally covered their bodies. A Kurabanda’s torso and head are covered with fur, but it’s hands, feet, and tail are bare. It’s arms and legs are covered with fine hair that looks like soft down.

Senses

Kurabanda senses are equivalent to a Human’s, with the exception of their vision which is excellent.It allows them to sight and identify objects at one and one-half times the distance a Human could.

Speech

Kurabanda have no native language. As a race they speak a dialect of Pan-Galactic. They have no trouble speaking Human or Yazirian languages.

Society and Customs

Kurabanda hold physical prowess and the glory of dangerous exploits as ideals. Their value system is based on the perceived image of honor. A respected Kurabanda is one who is a good hunter, a good fighter, and an individual who upholds the honor of the family. A Kurabanda who does not hold to these ideals or who does not take revenge for an insult is disgraced in the eyes of his clan. Although because of contact with other races these ideals have eroded to some extent. A modern Kurabanda can also be respected for his knowledge of modern weaponry, medicines, or devices.

In Kurabanda society, if one Kurabanda is harmed, his or her entire family is considered to have been insulted. Blood feuds are not common, but do occur. To avoid feuds it is usually necessary to pay compensation to the injured parties. Clan blood feuds can also be avoided by a system of ritualized vengeance. The vengeance is aimed at forcing the victim to lose prestige.

Kurabanda constantly try to out-do each other with showy displays of wealth. A family will put on an incredibly lavish feast to honor its ancestors and show its neighbors how successful the family is. Occasionally, the feast may be part of ritualized vengeance. A guest of honor may actually be mocked by an excessive display of wealth. It is difficult for outsiders to tell the difference between mocking a guest and honoring him, but Kurabanda always know. An insulted guest can take revenge at the feast by presenting the host with even more lavish gifts. A blood feud can also be declared at a later time.

Kurabanda are also natural practical jokers. These jokes are usually played on non-tree dwellers or as a part of ritualized vengeance.

Most Kurabanda live in the bachanda tree forest. They hunt not only in the forest, but also in the adjacent dry plains and rocky barrens. Kurabanda often hunt in large packs and surround their prey. They also hunt with various types of traps, or by hiding at frequented spots, such as water holes, and waiting for game to arrive. Kurabanda have increased their range by inventing a type of hang glider.

Kurabanda live in tree-top villages. The villages consist of a number of large houses made of tying together large baskets made from bachanda branches, leaves and vines. Each house is that of a different extended family, or in the case of those villages near federation settlements, nuclear family units. Also in the village are the men’s hut and the woman’s hut, which are special buildings for one or the other sex. These two huts are something like clubhouses for each sex, and serve as places of relaxation outside the home. Each clan also maintains a special ceremonial hut to honor their ancestors. A small portion of Kurabanda live in the federation settlements and work in various jobs there. There are also a few tribes living near federation settlements that have taken advantage of the situation by providing goods and services for the settlers in exchange for modern weaponry and Glijets with which to hunt better and increase their family’s wealth and prestige.

Kurabanda society is based on the family and kinship. Without understanding the importance of family ties, one cannot understand Kurabanda society. An individual’s family relationship also defines that individual’s rights and duties. Kin terms are exact. Instead of “cousin” a Kurabanda has Father’s Brother’s Sons, Mother’s Brother’s Daughters, etc. Each relationship is somewhat different. For example, a man could count on his Father’s Brother’s Sons to stand by him in battle, but he could only count on his Mother’s Brother’s Sons for a small amount of financial support in times of extreme emergency. The basic kin group is the extended family. An extended family would include a patriarch and his kin. A patriarch is usually the oldest married male. Living with him would be his wives, their adult sons, the son’s wives, the adult grandsons, the grandson’s wives, all unmarried adult daughters, and all the children of the various marriages. An extended family averages 20-40 people, but could range from 10 to 100 individuals. A patriarch can order the family to be divided if the number of people becomes too large. In modern times this doesn’t happen often, as many adult males and their wives move into or near federation settlements.

The next most important group is the clan. A clan is all the extended families with the same last name. All members of the clan are descendants of the one who gave his name to the clan. The actual descent is sometimes hard to trace since the clan founder is sometimes a mythical individual directly related to the gods.

All Kurabanda who live in one location form a tribe. Traditional tribes are ones where all the individuals live in one forest. Modern tribes are comprised of families and individuals that have left the forest and moved into the federation settlements. The final organization is that of the Kurabanda people, who are all descended from Kurabanda, “The First Ancestor.” Kurabanda trace their descent through the male line and all children have their father’s last names. Married sons remain in the household of their father while married daughters join the household of their husband’s fathers. It is illegal for anyone to marry a member of the same clan. A male may have as many wives as he can support. In fact, a male’s social standing increases if he has many wives, but it is a great dishonor to have more wives than can be supported.
A marriage is not seen as primarily a love relationship between two individuals, but as an alliance between two families. The goods that are exchanged before a marriage ceremony are gestures of good faith on the part of both families.
Despite the rather formal method by which marriages are arranged, the concept of love is not unknown to the Kurabanda. In fact, a common theme throughout Kurabanda literature involves two lovers defying their families in order to remain together. Many long-running feuds have such situations at their roots.

Each Kurabanda tribe has a chief. When the old chief dies, his eldest son becomes the chief, provided that he is willing to fight for the Chieftanship. If no one in the tribe challenges the right of the candidate to be chief, the candidate automatically becomes chief for life. Any male who is the head head of an extended family may, however, challenge the candidate to trial by combat. If several individuals challenge, there is a preliminary fight which eliminates all the challengers except one. That challenger then fights the candidate for the chieftanship. The winner is the new chief. All challenge matches are to the death. In modern tribes when the old chief dies an election is held. Any married male may become a candidate. All males then vote and the winner is the chief for life.

Kurabanda law is based on tradition and custom. Cases are tried by a council of elders chosen from the major families of a clan. The council interprets the traditional law for all cases. Kurabanda living in federation settlements follow the federation and local government laws.

Kurabanda religion is influenced by “magic,” controlled by experts known as shamans. Shamans are in reality Kurabanda Mentalists.

The closest thing to worship for the Kurabanda is the cult of the ancestors. Every Kurabanda house has its own shrine where the ancestors of the family and clan are honored. The chief is responsible for the tribal shrine. Kurabanda consider that the ancestors can help the family after death, much as they did during life. If anything, the ancestors will have increased power, since they now live in the realm of the ancestors.

Attitudes

The Kurabanda are on good terms with most races. Humans are respected for their adaptability. Dralasites and Kurabanda have in common a rather overdeveloped sense of humor. Usually the two races get along fine. The Vrusks and Osakar are so alien that they will be viewed with a mixture of suspicion and curiosity. The Yazirians will be very well received because of the physical similarities between the two races.

Special Abilities

Because of their arboreal nature, Kurabanda automatically receive the Climbing skill and Entertaining: Acrobatics at level 1. The percentage for acrobatics is 20+1d10%.

The Kurabanda also posses a prehensile tail and feet with which they can wield weapons or hang from objects and attack. Kurabanda receive one extra attack in melee or ranged combat with a weapon weighing less than 2 kilograms. Usually a knife or small sword of some kind or a PDD or other small pistol. While wielding a weapon in the tail a kurabanda receives a -1 CS shift on his hit probability.

All Kurabanda are ambidextrous and receive no penalty for using an “off hand.”

Ability Modifiers:

Str/Sta -5
Dex/Rs +10
Int/Log +0
Per/Ldr -5

Movement:

Base Walk Run Hour Climb Crawl
2.75 10.0 1.5 0.7 0.6
Leaping Running Standing Ver. Run Ver. Stand
6.0 1.5 7.1 1.0
Swimming: Per Turn Per Hour
2.5 .25

Racial Multipliers for Armor

Mass Modifier Cost Modifier Armor Struct. Pts. Increase
x .7 x 0.8 *
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