They with Holy Hands
I
Called the Waybound by most others, the Sumaq are a scattered people who are the only culture that exists globally. Highly respected among other cultures for their artisanal work, Sumaq people are taken as courtly artisans in settled areas and are treated as traveling merchants in the Wastes. Bonded to the small but hearty Dicynodonts, the Sumaq spend their lives wandering the globe, protected by karmic law too old to explain. As a settled person, to chain a Sumaq down is to chain down the winds, and as an outlaw to point your weapon at them is to point it at the oasis. Those who deal harm to a Sumaq are often exiled or killed outright in order to balance the karma and prevent another century of drought.
II
- A faction of Sumaq appear to be Haenryeong loyalists, in a way that seems to go against their principles.
...to be continued...
III
The Speaker
Tinkuy are the translators of the world and survive through understanding and trust.
Starting Abilities
Living Lexicon
After spending a day among a foreign language speaker, you may communicate basic ideas and detect whether unknown phrases are agreeable or insulting.
Oath-Binder
You can pay witness to a formal agreement, forcing all parties to comply to whatever they have sworn.
Memory of the Road
When entering a settlement, you may ask the GM for advice on how to best deal with the locals. The GM must answer truthfully.
Those with Stained Hands
The healer of the Sumaq, the ruraypaq blend medicine and craft to create tools that preserve life.
Starting Abilities
Pharmacopeia
During long or short rests, you may harvest medical supplies from scrap and local flora. So long as you are not in the desert, you may create one medical supplies without any charge.
Caster
You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is your tokens (counted as a staff for proficiencies and prerequisites).
The Artisan
Paqo channel magic through textiles, knots, and weaving.
Starting Abilities
Binding Weave
During a long rest, you may weave enchanted chords and bind them to a willing creature. Choose up to two skills or one saving throw. The bound creature gains advantage on the first roll they make using one of those skills or save, and temporary proficiency in the skills or save.
Caster
You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is your textiles (counted as a staff for proficiencies and prerequisites).
Those with Darkened Skin
An omen reader, the sumaq ñawi bear sacred tattoos that allow them to divine danger and opportunity.
Starting Abilities
Mark of the Turning Path
When the party faces a crossroad, you may invoke this ability before any choices are made. You may ask the GM to provide you omens as to which choice will lead to ruin or riches, to which the GM must answer truthfully, though they do not have to directly answer.
Caster
You gain access to three spells of your choice, from the Starting Spell List. Your starting conduit is your own body (counted as a staff for proficiencies and prerequisites).