"So you think I'm small, let me show you my small teeth then?"
The Pamb-uh as a people are not to be trifled with which is what most of the other races around Meru have found out as time has passed on. Over and over they have fought the rest of the races and over and overthey have won.
The Pamb-uh were the only race that already existed on Meru already while all other races seem to have been brought onto the plane by one way or another. Originally living as an idyllic happy-go-lucky race in civilised clumps of burrow-like dwellings (see: Shire) until the coming of Panchama, Khorung-uh, and the Mahd-uh. In what was to be a series of wars, the Pambu were thinned out and their homes were razed to the ground. They were soon forgotten by pretty much all. Within twenty years, they learned to take to the sides of underhangs of mountains like bats and here they lived and from here they fought and from this point on they won.
Originally an idyllic society that thrived on gardening and tea-time practices, since the wars, slowly they went to having a rigid society of scientific curiosity. Each member was required to be tested upon. After several repeated generations of botched testing, a general consensus was reached that rather than endure testing on an actual member of society, the neonatal egg would be tested upon in specific ways for 15 generations. Time is measured in testing cycles. So this is testing cycle 8,453 with each cycle lasting 1 Sigilian month.
And for their 3/4th of a meter long snake-like metal bodies bodies, they learned to hit hard and with precision. Their movement is odd and peculiar. As they stick to one surface, they seem to build a magnetic charge and release it and almost burst and hop to another surface and tumble on to another. This in itself causes their movement to be slowed but it also allows them to move both horizontally and vertically given a surface to
stick to.
--
Mechanics
- Small
30'' movement walk and 40 climb
magical beast (snake and hobbit)
change shape to hobbit (use halfling)
darkvision 60'
+4 strength & +2 wis & +2 con, -2 int & -2 cha & --2 dex.
proficiency in heavy armor and extra limberness while wearing it +10 speed while wearing heavy armor.
secretes lv/3 poison of ability mod of choice (chosen when character is made) and are not effected.
+3 starting hit die (2d8, 2+int mod * 5 skill points, +3 fort, +3 bab)
~~~
Meru
These Mountains are wide and have been cracked by my histories deep. But what long mysteries wind my rivers and whose hands are these, I ask, strangle my muddied streams?
. ~
Meru exists within the Planescape cosmology as yet another prime world that has been lost gobsmack between here and the middle of god-knows the middle of no-where. Getting to Meru is not a big problem. You just need to find a portal. In fact, there are quite a few bit of trade portals that lead to Meru. There is trade that happens on Meru within secret corridors and out in the open. Everyone knows this. But for the simple folk to get out of Meru, that's definitely not going to happen.
There are no portals that lead out of Meru. Planar travel out of Meru is only do-able through mid to high level spells. Why this is so is not entirely clear. The few who have tried have not come back. Very few who have grown powerful enough to leave have come back. Whether they just grew tired of the gods-ridden place or if something keeps them away, it is yet to be seen. The ones that did come back are bedraggled and have been found dead in a pile of their food, in a bush somewhere, fallen off their horse, killed in a duel -- you get the picture.
For some odd reason, high level players from this prime aren't appreciated.
~~
It's a start. I've got some more stuff written up for this backwater prime in the planescape cosmology. I"ll start posting as I get a chance.