Homebrew Ma'ii Species Details
As the dawn light spills across the Tanaroch, a ma’ii family gathers its belongings and sets off toward the horizon. The nomads have no destination in mind; they’ll let fate guide them to their next home.
Atop a rocky bluff, an elder ma’ii shaman listens to the whispers in the wind. She has nothing to ask of the spirits. She simply likes to hear them speak.
Not far away, two ma’ii brothers shapeshift into fearsome coyotes and prowl the dunes just as their ancestors have done for uncounted generations. They aren’t hunting for prey; they’re enjoying the freedom that all ma’ii know and cherish – the freedom of living in the endless, untamed Tanaroch.
Shapeshifters of the Tanaroch
A thousand years before the first Trade-Cities arose, the nomadic ma’ii were already roaming the Tanaroch. In that great span, however, they never needed to burden their society with stringent rules. The closest thing they have to leaders are the shamans, spiritual guides who pass down myths and teach their kin how to survive in the desert.
And there is no one in the world better suited to survive in this unforgiving land than the ma’i. The key to their success lies in balancing their innate ferocity and their better natures. On the hunt, they harness their animalistic instincts and strike without mercy, most often in the form of large, ragged coyotes. But when they gather around the campfires at night, they revel in their rich traditions with family and cheerfully tell stories and jokes under the desert stars.
Most folk in Lawbrand know nothing of this delicate balance. Tales about the nomads usually portray them as nothing more than opportunistic raiders who prey on lonely trade caravans. Merchants traveling through the Tanaroch live in constant fear of ma’ii hunting packs.
But the truth is that the ma’ii are the ones who fear and distrust the people of Lawbrand. They’ve witnessed how the “civilized” folk treat each other, how greed and religious discrimination have driven many of them to commit horrendous acts against their neighbors. As far as the ma’ii are concerned, the less they see of outsiders from the Trade-Cities, the better. They are content to enjoy the rugged splendor of their desert home by themselves, just as they always have.
Just as they always will, even if that means unleashing the beast within to keep their land free and unspoiled.
Wanderers of the Wasteland
The ma’ii are a shamanic people – in tune with the spirits of the land and the spirits of their ancestors. Their culture holds the shamanic calling in the highest esteem. The ma’ii listen to the voices within the wind and earth, intent on gleaning whatever insight the capricious spirits might share. Every stone, dune, and swirling zephyr is sacred to the ma’ii. To them, the entirety of the Tanaroch is holy ground.
Their predatory senses and instincts make them master hunters and allow them to survive the grueling desert with ease. While they have no formal armed forces, their fearless and implacable warriors provide a formidable defense – striking from the desert shadows, only to fade away as if taken by the winds.
The ma’ii are generally good-natured abut have an intense independent streak and hate to be confined by rules – especially those instituted by other societies. They appreciate that some in Lawbrand consider them savage and insular. It amuses them to be seen as such.
Spirit of the Coyote
Ma’ii are shapeshifters – able to transform their bodies into the forms of large desert coyotes. Their unique aspect has been part of their makeup from their beginnings. None know the true origins of this ability, but many tales have been woven over the years to account for their miraculous shapeshifting. The most famous legend – The Tale of the Laughing Paw – is known by all ma’ii tribes.
The tale holds that a stubborn human man, Doh’bik, was the first ma’ii – and that he was known to laugh in the face of destiny. Seeking his own enjoyment, he had left his people behind and was dying of thirst and starvation in the desert. Coyotes hunted him every night. The voice of the South Wind, offering a benevolent bargain, sent him jackrabbits to eat every morning – he could live if only he would go back home to his people. But the stubborn Doh’bik laughed at the South Wind and bucked fate by feeding the rabbits to the coyotes – perpetuating the silly game. The South Wind offended by the laughing mortal, transformed him into one of the restless coyotes – fated to wander the desert wastes as a vagabond forever. It is said that to this day, Doh’bik’s barking laughter can still be heard echoing upon the southern wind.
The Beast Within
While in coyote form, the ma’ii posess full consciousness – though they can, at times, succumb to a base animal instinct and feral viciousness. Though rare, these tendencies can affect them even in their humanoid state. Thus, at the age of thirteen, most ma’ii children participate in the Sho’kote. During the Sho’kote, young ma’ii are sent off alone into the desert – to survive for one week and try to come to grips with the feral beast within.
Rarely, some ma’ii fail to control their bestial natures and become lost in the desert, overwhelmed by animalistic rage. They transform into the Ravenous – mindless lycanthropes who live only to murder and feed. Thankfully, most of the children return home to their packs, their humors balanced to live the rich, nomadic life of their people.
Joyful Tricksters
The ma’ii’s nomadic family groups are called packs. When gathered together, the ma’ii are loud and boisterous people – reveling in family and their ancient, eccentric traditions. The story of the ma’ii is woven into the tapestry of destiny. Due to kindness of fate, the ma’ii live carefree, as the desert provides for all their needs. This leads to the ma’ii being a cheerful, upbeat people. Older ma’ii are prone to blindly make decisions, as whatever the winds of fate have in store for them is destined to be.
However, they can be distrusting of outsiders – especially those who fail from the cities of Lawbrand. Culturally it is the way of the ma’ii to be tricksters, and when conversing with an outsider, they often speak in cryptic puzzles that leave much to interpretation. They are a wily but honorable people. Ma’ii pride themselves on always keeping their word -even if their intent is somewhat obfuscated.
Appearance
Ma’ii are lanky oddly lupine humanoids with coarse hair all over their bodies, sharp canine teeth, and clawlike fingernails. Their fur color ranges from sandy grays to deep browns. They posess yellow eyes that seem to pierce through any darkness.
Ma'ii Names
Masculine. Ahunei, Oldoa, Eavei, Thaw-hia, Tua, Uonai.
Feminine. Aw-ki, Ahma, Bahi, Kani, Dahee, Oeba, Fana.
Family Names. Na’ta, Si’elo, Tu’mani, Ko’tini, Lo’haro, Se’notara.
Ma'ii Traits
As a ma'ii, you have the following racial traits.Ability Score Increase
Your Wisdom score increases by 2, your Dexterity score increases by 1.
Age
Ma'ii reach adulthood by age 25 and live on average for 75 years.
Size
Ma'ii range from 5 to 6 ft. tall and typically weigh 175 lbs. Your size is Medium.
Speed
Your base walking speed is 35 ft., and you have a climbing speed of 30 ft.
Coyote Senses
You have advantage on Wisdom (Perception) checks that rely on hearing or smell.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dune Stalker
Once per long rest, the ma'ii can turn into a coyote (requiring no action), replacing your game statistic for Health, Armor Class and Speed with the following for up to an hour. If the ma'ii is reduced to 0 hit points while in this form, they turn back into their humanoid form.
While retaining all of your statistics, skills and saving throw proficiencies, you additionally gain the following properties.
- Hit Points: 2d8+ CON Modifier
- Armor Class: 13
- Speed: 50 ft.
Actions
- Bite: Melee Weapon Attack (finesse), 1d4 + Dexterity modifier piercing damage. If the target is a Large or smaller creature, it must succeed a Dexterity saving throw of DC = 8 + your Dexterity modifier + your proficiency bonus, or be knocked prone.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically able of doing so. Your new form can use the same special senses as your normal form (such as darkvision).
Your equipment merges into your new form. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a pice of equipment visually, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the new form has no effect until you leave that form.
Mirthful Cunning
Once per long rest, as a bonus action you can choose to gain advantage whenever you make an attack roll, an ability check, or a saving throw. You can also choose instead to give an enemy that attacks you disadvantage. Your next roll after using Mirthful Cunning always has disadvantage regardless of when and where it is taken.
Survivor the Wastes
You have proficiency in one of the following skills of your choice: Medicine, Nature or Survival.
Languages
You can speak Common and Ma'ish.
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