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Tribal Troubles: K’naghi Savanna

Great Pinnacle RockThe K’naghi Savanna
Located on the northern edges of the Alimpulosa, the savanna surrounds the region’s most notable landmark—the Pinnacle Stone. An unusual oasis of life in the midst of an otherwise harsh desert, the savanna covers barely a square mile in surface area and its borders are very nearly circular shaped with the great peak at the center. A sea of sand and dunes expands beyond the border of the K’naghi savanna, named for the tribe of humans who dwell within.

The Savanna is a magical place, sustained by the effects of the song of ancestors, which replenishes the flora and fauna within every morning. Various grasses and acacia trees—as well as a myriad of other plant-life, small animals and an abundance of locusts which feed on the dry grasses—provide ample resources for the K’naghi people.


The Pinnacle Stone
The tallest natural feature in the region, the Pinnacle Stone is a narrow-sided butte that rises an astonishing three hundred feet into the air. The sheer sides are next to impossible to climb; however, the K’naghi tribesmen maintain their village on the few outcroppings near its peak, using giant locust mounts to fly up to their homes. The Pinnacle Stone is widely used for navigation through the badlands, as its high enough to remain visible for many, many miles beyond the immediate region.

K'narghi Savanna

The Hanging Village
The village is home to the K’naghi tribe, located upon several stone outcroppings near the peak of the towering Pinnacle Stone. Dozens of huts using the mud and dry grasses from below are connected by a network of ladders that reach from one outcropping to the next. The peak is also bestowed with a series of narrow caves, tunnels, and caverns which the K’naghi people use to navigate from various sections of the village. It is typically high enough to remain safe from the region’s frequent sandstorms, however when a particularly forceful desert gale threatens their people, the K’naghi retreat to the safety of the caverns that pockmark the peak of the Pinnacle Stone—to the tribe’s leader and elder shaman, and a massive stone statue of Naghith, their tribal god.

The K’naghi Tribe
Indigenous to a region bordering theAlimpulosa, the K’naghi people are a tribe of humans renowned for their practice of flying on the backs of giant locusts. They inhabit the tiny savannah region that encircles the great Pinnacle Stone, making their home upon the peak of the towering landmark. The tribe subsists mainly off of the resources of the savannah below their village, gathering water from beneath the bark of the many acacia trees, crafting their homes, clothes, and wares from intricate weaving of the dry grasses. Their staple diet consists of locusts, barriers, and roots, of which the K’naghi Savanna provides in plenty. However, they are also known to trade from time to time with various tribes through the region—in particular the Ayaxan gypsies, who find the lightweight yet durable garments crafted by the K’naghi perfect for their desert travels.

The tribe speaks an unusual mix of broken Common and Giant, which can be loosely understood by anyone that speaks either of the languages. The mythology of the K’naghi teaches that eons ago, their people were the slaves of great desert-dwelling giants until the great hero Anapo organized a bloody revolt. Devoted to their god Naghith, the K’naghi believe he slumbers in a temple visible in the distance from the peak of the Pinnacle Stone.


Locust_Rider_SilNaghith, the Many-Winged Father
Naghith is the tribal god of the K’naghi people. He is depicted as a humanoid with three pairs of insect-
like wings, and rounded insectile eyes.

The mythology of the K’naghi people tells of an ancient time, when Naghith arose from the temple complex and freed their people from the enslavement of tyrannical giants. Legend tells that the god was awakened by the prayers made at the foot of the ancient temple by two human slaves—Anapo, a teenage boy, and the witch Banhi, his older sister.

A fierce and violent god, Naghith, surrounded by swarms of giant locusts, laid waste to the giant captors of the tribe. During the onslaught, Anapo bravely mounted one of the giant locusts and rode upon its back in an assault against the leader of his giant overlords, killing it with a spear strike through its throat.

Seeing the courage of their brother, the other slaves followed Anapo’s lead and mounted the giant locusts swarming about the encampment, attacking their brutal masters. When it was over, not a single one of the giants remained living; freed from their enslavement, the humans praised the great locust god whom had come to their aid.

Weary from the battle, the Many-winged Father returned to his slumber within the temple, leaving the K’naghi (and their locust mounts) to their newfound freedom. As the battle-weakened god returned to the confines of his temple, some of the tribesmen wondered at the motives of their new patron; if their savior ever rose again, it could likely mean their own destruction.

The hero Anapo was quickly elected as the tribal leader, and he decided that his people, using their locusts as transportation, would take refuge upon the distant towering peak, where they would forever remain out of the reach of giants. Banhi was charged by her kinsmen with the duty of assuring that the slumber of Naghith remained undisturbed. Using her great magic, she summoned forth the life-force scattered and strewn about the badlands, and created the savanna that today surrounds the Pinnacle Stone, promising that this land would always provide for their tribe. In return, the spirits of the tribe would forever remain at the great stone, assuring their continued survival by softly singing to the slumbering god in the distant temple. The name “K’naghi” translates to Common from Giant to mean, “Watchers of Naghith.”

Eventually Anapo and Banhi joined the whispering spirits of the K’nahgi, but through their lineage was founded a tribal dynasty of shaman—warrior witches destined to watch over the K’naghi. Banthadar—the current elder shaman of the tribe—is the sixth descendant of Anapo and Banhi, and continues the traditions they founded more than three centuries ago.


Image_Portfolio_101_Fantasy Jason Walton 07Banhi’s Final Prophecy
Long after the death of the hero Anapo, the great witch-mother lay aged, grayed, and wrinkled upon her deathbed. It was as she neared her final breaths, before joining the hero’s spirit in the K’naghi savannah, that she had a powerful vision. What she experienced was powerful enough to cause her to arise from her incapacitated state and climb—alone—to the highest point of the Pinnacle Stone, to shout down to her people below:

I am Banhi, sister of the great hero Anapo, mother protector to the K’naghi, and curator of our people’s spirits. I go now to join my kin in his song, but I leave this final gift to my children and my children’s children—don’t forget it! When the day becomes night and the sky summons the locust star, the awakening of the Many-Winged Father shall be near forget—our songs cannot forever lull his slumber! When these things come to pass, new heroes shall arrive to your aid. Heroes who, like Anapo, courageously face a new enemy of our people. These outsiders will learn to command the sky and it will be they who send Naghith to his final slumber, freeing you, the watchers and whisperers, from our unending duty. Until that day, my children: live, love, watch, and sing.

This oral prophecy is memorized word-for-word in youth by every member of the K’naghi tribe as a reminder of their inherited duty and what their future may hold. Moments after speaking the words upon the height of the peak, it is said that Banhi dove over the sheer side of the cliff and plummeted to her death, thus adding her voice to the whispers of the song of the ancestors.

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Tribal Troubles: K’naghi Armor

Locust_Husk_PlateK’naghi Armor
Aura moderate conjuration; CL 5th
Slot body, Price 14,450 gp; Weight 25 lbs.

This masterfully crafted full plate is formed from the husk of a giant insect, clearly imbued with magic of some kind. The chitinous carapace has been painstakingly worked into carefully interlocked plates, the back seems to have extra plating, and the arms are adorned with insectile wings.

This +1 full plate is made from the remains of a giant locust and imbued with magic by the shamans of the K’naghi tribe. It is incredibly lightweight and designed to offer the tribe’s warriors flexibility as well as heavy protection. The bracers of K’naghi armor have been outfitted with razor-sharp segments of locust wing that form an arched blade protruding from both forearms, and its plates are intricately engraved with tribal runes and ritual pictograms.

Wings of the Locust
K’naghi armor boasts two wings that remain folded and concealed against the back of the armor until they are activated. As a free action once per round, with a DC 10 Use Magic Device check the wings can be extended (or retracted if already extended) outward and behind the suit of armor, providing the wearer with a decreased speed of descent when falling through normal atmosphere.

This effect remains active as long as the wearer is falling and the wings are extended, and is identical to feather fall (with a duration of “until landing”). The effect is a natural function of the armor’s construction.

If the wearer is attacked and hit while utilizing the effects of the wings, they must make a DC 15 Use Magic Device check or the wings automatically retract and cannot be activated again until the following round.

If the wearer has the Expert Locust Riding feat [see the most recent Statblock Sunday!], then he or she may alter the rate of descent anywhere between twice the normal rate of decent (diving) and the lessened rate of descent as defined by feather fall with a standard action.

Song of the Locust
As a full round action once per day, K’naghi armor can be used to summon a swarm of locusts. This ability is activated by rubbing together the wing segments found on both forearms of the bracers of the armor and functions as summon swarm (CL 5th); it can only summon a swarm of locusts.

Blades of the Locust
The razor-sharp wing segments that have been affixed to the forearms of K’naghi armor may be used as weapons that function as keen scimitars (slashing, 1d6, 15-20/x2). The blades do not inhibit the use of a shield or other weapons, however the wearer must have their hand free (or both hands free if using both) to utilize them as weapons. The keen effect of these blades is a natural effect caused by the sheer sharpness of the edges of the locust wings, but it does not stack with other effects that increase a weapon’s critical threat range.

The wearer must have the Exotic Weapon Proficiency feat to utilize the blades of the locust as weapons.

Being a resourceful people, when on of the K’naghi’s beloved domesticated giant locusts dies they boil the carcass; the meat within is eaten and the husk left behind utilized to create a myriad of items—including these suits of armor.

Along with the assistance of the other shamans in his tribe, Banthadar devised K’naghi armor’s design in order to better equip the warriors of his people to protect their village from the increasing encroachment into their lands by untrustworthy outsiders. The warriors of the tribe have been using it for the past 30-years since its initial design.

Success on a Knowledge (local) or Knowledge (nature) check to learn more about K’naghi armor reveals some facts about the magic item:
DC 15 (nature)     The armor has been crafted from the husk of a giant locust. Closely examining each piece it can be discerned that the entire set of full plate was made from the remains of a single giant creature, and that not a single piece of its husk went to waste in the creation of the plate.
DC 25 (local)     The runes carved into the plates of the armor seem to be of mixed origins. Some of them are ancient Common while others depict phonetic examples of Giant.
DC 30 (local)     The specific combination of Common and Giant along with the depiction of what appear to be stylized warriors mounted on the backs of flying insects mark this armor as undoubtedly crafted by the K’Naghi “locust” Tribe.

Requirements Craft Magic Arms and Armor, the husk of a dead giant locust, keen edge, summon swarm; Cost 7,225 gp

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Tribal Troubles: Banthadar

Before you stands an unusually tall man with long wiry silver hair and darkly tanned skin. His face is wrinkled with age, and his eyes stare with an intense focus. Despite his advanced years, he looms larger than most other humans, his broad shoulders covered in dark green tattoos that continue down and across his armored chest. He wears a crude leather pack adorned with several small beaded sacks and pouches.
Banthadar - super genius games

Banthadar, Lord of Locusts (K’naghi Tribe Elder Shaman)     CR 6
XP 3,500
Male human druid 6
NG Medium humanoid (human)
Init: +1; Senses Perception +11

AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 28 (6d8)
Fort +5, Ref +4, Will +9
Defensive Abilities resist nature’s lure

Speed 30 ft.
Melee locust wing fan* +3 (1d6-1/17-20)
Ranged sling +5 (1d4-1)
Special Attacks wild shape 2/day
Spells Prepared (CL 6th; concentration +10)
3rd—cup of dust (DC 17), invisibility, poison (DC 17)
2nd—barkskin [visual effect: harden verdant exoskeleton forms over skin], chill touch (DC 16), gust of wind (DC 16) [visual effect: insect wings appear on casters back and buzz, creating a gust of wind], summon swarm (only Locusts Swarm)
1st—cure light wounds, entangle, goodberry, guidance, call animal (giant locust)
0th—create water, detect magic, know direction, stabilize

Before Combat Banthadar summons locusts just before combat in an attempt to overwhelm his opponents before they can physically engage him.
During Combat Banthadar keeps a distance from melee combat until he believes his enemies have been sufficiently weakened by ranged attacks; then he closes in to melee with his locust wing fan. If he is engaged in a duel instead of fighting for his life, Banthadar does not intentionally kill his opponent, instead ending combat either when they yield or fall unconscious.
Morale Banthadar yields in combat if he drops below 10 hp. If his opponent does not accept his surrender and continues to engage him, he wild shapes into a giant locust and attempts to fly away.

Str 8, Dex 13, Con 10, Int 14, Wis 18, Cha 13
Base Attack  +4; CMB +3; CMD 14
Feats Augment Summoning, Exotic Weapon Proficiency (locust wing fan*), Expert Locust Riding*, Natural Spell
Skills Bluff +3, Diplomacy +4, Disguise +3, Fly +5, Handle Animal +10, Heal +10, Knowledge (Arcana) +5, Knowledge (Geography) +7, Knowledge (History) +4,  Knowledge (Nature) +11, Knowledge (Religion) +2, Perception +11, Sense Motive +6, Stealth +1, Survival +15, Climb +5
Languages Common (broken), Druidic, Giant, K’naghi (tribal language)
SQ nature bond (giant locust companion), nature sense, trackless step, wild empathy +7, woodland stride
Combat Gear wand of cure light wounds (4 charges), potion of fly; Other Gear+1 hide armor, locust wing fan*, sling with 10 bullets, pearl of power (1st level), leather sack, everburning torch

New Feat

Expert Locust Riding (Combat)
The warriors of the K’naghi tribe are trained from a young age to fly on the backs of the giant locusts domesticated by their tribe.
Prerequisites Dex 13+, Knowledge (nature) 4 ranks
Benefit You gain a +10 insight bonus to both Fly and Ride skills as long as you are mounted on the back of a K’naghi locust.
New Equipment

* Locust Wing Fan [Exotic Weapon] This melee weapon is crafted out of the razor-sharp edge of a giant locust wing and functions as a Keen Scimitar (1d6 / 17-20).

The party encounters a large group of K’naghi tribesmen.

The people of the K’naghi tribe are very uneasy with the presence of outsiders when first encountered. Their culture respects strength and honor above all else. To defuse the tension of the situation (and as a test of trustworthiness), the tribal leader, Banthadar, demands the PCs choose a champion to face him in a test of prowess and skill.

Regardless if the chosen champion wins or loses the duel, it proves that the adventurers have strength of heart, and afterwards the champion and his or her companions are invited back to the K’naghi hanging village for a feast of friendship [which segues into the next encounter in this coming Sidequest Saturday].

If the party refuses to chose a champion (or if the elder shaman is killed in the duel), the PCs are shunned and commanded to leave. If they do not, all of the warriors in the tribe (NG human warriors 4) engage the party and fight to the death (or until the adventurers have fled from the K’naghi savanna).