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		<title>Kurabanda - Revision history</title>
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			<title>Terl obar:&amp;#32;Created page with '==Physical Description== A Kurabanda stands 1.2 meters tall and looks somewhat like a tarsier monkey. It has large round eyes and large pointed moveable ears. It can swivel its h…'</title>
			<link>http://starfrontiers.info/wiki/index.php?title=Kurabanda&amp;diff=1324&amp;oldid=prev</link>
			<description>&lt;p&gt;Created page with &amp;#39;==Physical Description== A Kurabanda stands 1.2 meters tall and looks somewhat like a tarsier monkey. It has large round eyes and large pointed moveable ears. It can swivel its h…&amp;#39;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Physical Description==&lt;br /&gt;
A Kurabanda stands 1.2 meters tall and looks somewhat&lt;br /&gt;
like a tarsier monkey. It has large round eyes and large&lt;br /&gt;
pointed moveable ears. It can swivel its head around and&lt;br /&gt;
look behind its back. A Kurabanda's hands and feet have&lt;br /&gt;
special pads for better grasping. These pads are filled with&lt;br /&gt;
blood storage vessels, and permit more blood to be kept&lt;br /&gt;
in the fingers and toes, allowing for a better grip than any&lt;br /&gt;
&lt;br /&gt;
Human could manage, since the muscles are less subject&lt;br /&gt;
to fatigue. A Kurabanda's tail is prehensile.&lt;br /&gt;
In the course of evolution, Kurabanda have lost some of&lt;br /&gt;
the heavy fur which originally covered their bodies. A&lt;br /&gt;
Kurabanda's torso is covered with fur, but its head, hands,&lt;br /&gt;
feet and tail are bare. Its arms and legs are covered with&lt;br /&gt;
fine hair that looks like soft down.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Kurabanda hold physical prowess and the glory of&lt;br /&gt;
dangerous exploits as ideals. Their value system is based&lt;br /&gt;
on the perceived image of honor. A respected Kurabanda&lt;br /&gt;
is one who is a good hunter, a good fighter, and an&lt;br /&gt;
individual who upholds the honor of the family. A&lt;br /&gt;
Kurabanda who does not hold to these ideals or who does&lt;br /&gt;
not take revenge for an insult is disgraced in the eyes of&lt;br /&gt;
his family and his clan.&lt;br /&gt;
&lt;br /&gt;
In Kurabanda society, if one Kurabanda is harmed, his or&lt;br /&gt;
her entire family is considered to have been insulted.&lt;br /&gt;
Blood feuds are not common, but do occur. To avoid feuds&lt;br /&gt;
it is usually necessary to pay compensation to the injured&lt;br /&gt;
parties. Clan blood feuds can also be avoided by a system&lt;br /&gt;
of ritualized vengeance. The vengeance is aimed at forcing&lt;br /&gt;
the victim to lose prestige. Kurabanda constantly try to&lt;br /&gt;
outdo each other with showy displays of wealth. A family&lt;br /&gt;
will put on an incredibly lavish feast to honor its ancestors&lt;br /&gt;
and show its neighbors how successful the family is.&lt;br /&gt;
Occasionally, the feast may be part of ritualized&lt;br /&gt;
vengeance. A guest of honor may actually be mocked by&lt;br /&gt;
an excessive display of wealth. It is difficult for outsiders&lt;br /&gt;
to tell the difference between mocking a guest of honor&lt;br /&gt;
and honoring the guest, but Kurabanda always know. An&lt;br /&gt;
insulted guest can take revenge at the feast by presenting&lt;br /&gt;
the host with even more lavish gifts. A blood feud can also&lt;br /&gt;
be declared at a later time.&lt;br /&gt;
&lt;br /&gt;
Kurabanda are also natural jokers. Practical jokes are&lt;br /&gt;
common, usually played on non-tree dwelling guests.&lt;br /&gt;
Some typical practical jokes are: 1) The Fake Vine Joke:&lt;br /&gt;
Non- Kurabanda guests are given a vine which will break&lt;br /&gt;
when used to swing from limb to limb. Hidden below the&lt;br /&gt;
area is a safety net to catch the victim. 2) Snipe Hunting:&lt;br /&gt;
Guests are invited to hunt some mythical creature. They&lt;br /&gt;
will be told to remain in one spot while the Kurabanda&lt;br /&gt;
drive the creature into the trap. The Kurabanda will then&lt;br /&gt;
go back to the village to have a good laugh while the&lt;br /&gt;
victim waits in vain. 3) The Fire Joke: A group of&lt;br /&gt;
Kurabanda will wave phosphorescent torches simulating a&lt;br /&gt;
fire. They will yell that the forest is on fire and will lead&lt;br /&gt;
guests on a harrowing escape which circles around only to&lt;br /&gt;
end back at the original village. 4) Flea Joke: Kurabanda&lt;br /&gt;
put small biting insects in the guest's bed so they can&lt;br /&gt;
watch the victim itch.&lt;br /&gt;
&lt;br /&gt;
The Kurabanda live in the bachanda tree forest. They hunt&lt;br /&gt;
not only in the forest, but also in the adjacent fry plains&lt;br /&gt;
and rocky barrens. Kurabanda often hunt in large packs&lt;br /&gt;
and surround their prey. They also hunt with various&lt;br /&gt;
types of traps, or by hiding at frequented spots, such as&lt;br /&gt;
waterholes, and waiting for game to arrive. The&lt;br /&gt;
Kurabanda increased the range of their hunt by inventing&lt;br /&gt;
a type of hang glider.&lt;br /&gt;
&lt;br /&gt;
Kurabanda live in tree-top villages. The villages consist of&lt;br /&gt;
a number of large houses made of branches, leaves, and&lt;br /&gt;
vines. Each house is that of a different extended family.&lt;br /&gt;
Also in the village are the men's hut and women's hut,&lt;br /&gt;
which are special buildings for one or the other sex. These&lt;br /&gt;
two huts are something like club houses for each sex, and&lt;br /&gt;
serve as places of relaxation outside the house. Each clan&lt;br /&gt;
also maintains a special hut.&lt;br /&gt;
&lt;br /&gt;
Kurabanda society is based on the family and kinship.&lt;br /&gt;
Without understanding the importance of family ties, one&lt;br /&gt;
cannot understand Kurabanda society. An individual's&lt;br /&gt;
family relationship also defines that individual's rights and&lt;br /&gt;
duties. Kin terms are exact. Instead of &amp;quot;cousin&amp;quot; a&lt;br /&gt;
Kurabanda has Father's Brother's Sons, Mother's Brother's&lt;br /&gt;
Daughters, etc. Each relationship is somewhat different.&lt;br /&gt;
For example, a man could count on his Father's Brother's&lt;br /&gt;
Sons to stand by him in battle but he could only count on&lt;br /&gt;
his Mother's Brother's Sons for a small amount of financial&lt;br /&gt;
support in times of extreme emergency.&lt;br /&gt;
&lt;br /&gt;
The basic kin group is the extended family. An extended&lt;br /&gt;
family would include a patriarch and his kin. A patriarch is&lt;br /&gt;
usually the oldest married male. Living with him would be&lt;br /&gt;
his wives, their adult sons, the sons' wives, the adult&lt;br /&gt;
grandsons, the grandsons' wives, all unmarried adult&lt;br /&gt;
daughters, and all the children of the various marriages.&lt;br /&gt;
An extended family averages 20-40 people, but could&lt;br /&gt;
range from 10 to 100 individuals. A patriarch can order&lt;br /&gt;
the family to be divided if the number or people living in&lt;br /&gt;
his household become too large.&lt;br /&gt;
&lt;br /&gt;
The next most important group is the clan. A clan is all&lt;br /&gt;
the extended families with the same last name. All&lt;br /&gt;
members of the clan are descendants of the one who gave&lt;br /&gt;
his name to the clan. The actual descent is sometimes&lt;br /&gt;
hard to trace since the clan founder is sometimes a&lt;br /&gt;
mythical individual directly related to the gods.&lt;br /&gt;
&lt;br /&gt;
All Kurabanda families who live in one forest form a tribe.&lt;br /&gt;
&lt;br /&gt;
The final organization is that of the Kurabanda people,&lt;br /&gt;
who are all descended from Kurabanda, &amp;quot;The First&lt;br /&gt;
Ancestor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Kurabanda have a strong sense of territoriality. The&lt;br /&gt;
hunting area belongs to the tribe and other tribes may not&lt;br /&gt;
trespass. Each clan and extended family also has their&lt;br /&gt;
smaller hunting territories inside the Tribe's territory. One&lt;br /&gt;
of the most prevalent types of cases in court is a suit&lt;br /&gt;
involving boundaries between hunting territories.&lt;br /&gt;
&lt;br /&gt;
Kurabanda trace their descent through the male line and&lt;br /&gt;
all children have their father's last names. Married sons&lt;br /&gt;
remain in the household of their father while married&lt;br /&gt;
daughters join the households of their husband's fathers.&lt;br /&gt;
It is illegal for anyone to marry a member of the same&lt;br /&gt;
clan. A male may have as many wives as he can support.&lt;br /&gt;
In fact, a male's social standing increases if he has many&lt;br /&gt;
wives, but it is a great dishonor to have more wives than&lt;br /&gt;
can be supported.&lt;br /&gt;
&lt;br /&gt;
A marriage is not seen as primarily a love relationship&lt;br /&gt;
between two individuals, but as an alliance between two&lt;br /&gt;
families. The goods that are exchanged before a marriage&lt;br /&gt;
ceremony are gestures of good faith on the part of both&lt;br /&gt;
families.&lt;br /&gt;
&lt;br /&gt;
Despite the rather formal method by which marriages are&lt;br /&gt;
arranged, the concept of love is not unknown to the&lt;br /&gt;
Kurabanda. In fact, a common theme throughout&lt;br /&gt;
Kurabanda literature involves two lovers defying their&lt;br /&gt;
families in order to remain together. Many long-running&lt;br /&gt;
feuds have such situations at their roots.&lt;br /&gt;
&lt;br /&gt;
Each Kurabanda tribe has a chief. When the old chief dies,&lt;br /&gt;
his eldest son becomes chief, provided that he is willing to&lt;br /&gt;
fight for the chieftainship. If no one in the tribe challenges&lt;br /&gt;
the right of the candidate to be chief, the candidate&lt;br /&gt;
automatically becomes chief for life. Any male who is the&lt;br /&gt;
head of an extended family may, however, challenge the&lt;br /&gt;
candidate to trial by combat. if several individuals&lt;br /&gt;
challenge, there is a preliminary fight which eliminates all&lt;br /&gt;
the challengers except one. That challenger then fights&lt;br /&gt;
the candidate for the chieftainship. The winner is the new&lt;br /&gt;
chief. All challenge matches are to the death.&lt;br /&gt;
&lt;br /&gt;
If a chief possesses the Sacred Idol, he is proclaimed chief&lt;br /&gt;
of chiefs and is entitled to lead all the Kurabanda if the&lt;br /&gt;
need should arise. (At the beginning of the module, the&lt;br /&gt;
Kurabanda do not possess the Sacred Idol.)&lt;br /&gt;
Kurabanda law is based on tradition and custom. Cases&lt;br /&gt;
are tried by a council of elders chosen from the major&lt;br /&gt;
families of a clan. The council interprets the traditional law&lt;br /&gt;
for all cases.&lt;br /&gt;
&lt;br /&gt;
Kurabanda religion is influenced by &amp;quot;magic&amp;quot;, controlled by&lt;br /&gt;
experts known as shamans. Shamans often try to shift the&lt;br /&gt;
blame to innocent victims when &amp;quot;magic&amp;quot; doesn't work,&lt;br /&gt;
accusing the scapegoat of being an evil witch.&lt;br /&gt;
&lt;br /&gt;
The Kurabanda believe in the magic of &amp;quot;power objects&amp;quot;.&lt;br /&gt;
These ward off evil and give good luck. The objects may&lt;br /&gt;
be anything: an odd shaped pebble, a dried leaf, and so&lt;br /&gt;
forth. The most important power objects, however, are art&lt;br /&gt;
objects left over from Eorna civilization. One such object is&lt;br /&gt;
the Sacred Idol. The Keeper of the Sacred Idol is the only&lt;br /&gt;
individual who can unite all the Kurabanda.&lt;br /&gt;
&lt;br /&gt;
The closest thing to worship for the Kurabanda is the cult&lt;br /&gt;
of the ancestors. Every Kurabanda house has its own&lt;br /&gt;
shrine where the ancestors of the family and clan are&lt;br /&gt;
honored. The chief is responsible for the care of the tribal&lt;br /&gt;
shrine. Kurabanda consider that the ancestors can help&lt;br /&gt;
the family after death, much as they did during life. If&lt;br /&gt;
anything, ancestors will have increased power, since they&lt;br /&gt;
now live in the realm of the spirits. Sacrifices are made to&lt;br /&gt;
obtain the goodwill of the ancestors.&lt;br /&gt;
&lt;br /&gt;
==Reactions to Player Characters ==&lt;br /&gt;
Attitudes and behavior that will be likely to cause an&lt;br /&gt;
unfriendly reaction in the Kurabanda include poor&lt;br /&gt;
sportsmanship, an angry reaction to a practical joke,&lt;br /&gt;
declining to accept a gift, and giving a valuable gift to a&lt;br /&gt;
Kurabanda without allowing a good chance of paying it&lt;br /&gt;
back. on the other hand, the Kurabanda will be unsure&lt;br /&gt;
how to deal with Humans. Dralasites and Kurabanda have&lt;br /&gt;
in common a rather overdeveloped sense of humor.&lt;br /&gt;
Usually, the two races will get along fine. The Vrusks will&lt;br /&gt;
seem so alien to the Kurabanda that they will be viewed&lt;br /&gt;
with a mixture of suspicion and curiosity. The Yazirians&lt;br /&gt;
will be well- received by the Kurabanda because of the&lt;br /&gt;
physical similarities between the two races.&lt;br /&gt;
&lt;br /&gt;
==Sources==&lt;br /&gt;
* SF-01: Volturnus, Planet of Mystery&lt;/div&gt;</description>
			<pubDate>Fri, 24 Jun 2011 03:01:09 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:Kurabanda</comments>		</item>
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