Sibeccai were designed by Monte Cook and originally published in Monte Cook’s Unearthed Arcana, and more recently in Monte Cook’s Arcana Evolved. The sibeccai’s class advancement tables and spells tables are not reproduced here. If you wish to play a sibeccai, but do not have access to Monte Cook’s Arcana Evolved the information will be included on your character sheet.
Strong and hardy, sibeccai are excellent warriors and fierce opponents. The sibeccai are native to the hot and often in hospitable lands of Farid where they embraced the teachings of the Sand King of the Unseelie Court during the First Age to build the first true civilization anywhere on the World of Llowellen.
Personality: Sibbecai are often possessed of an inflated sense of self-importance. They believe the Unseelie Court selected their people because they were in some way more deserving than the other races. They do not extend this arrogance to the Fey or even the Fey-Kissed, no matter their Mortal parentage because they believe themselves to be inferior to the Fey.
The sibeccai, like all other Mortals, were a simple people until the Fey raised them from the desert and planted the seeds for their modern civilizations. Sibeccai feel indebted to their patrons, whom they serves as monarchs and worship as deities.
The short-lived sibeccai mature quickly. They have little sense of fun or frivolity and instead devote themselves to the betterment of their burgeoning cultures and the understanding of the newfound knowledge granted them by the Fey.
Sibeccai respect a strong leader and recognize a need for rules to keep order. Most sibeccai groups have a clear set of laws that all must follow. They always have a clearly defined leader as well as a pecking order, with individuals of different stations enjoying different rights. All sibeccai believe in doing their best to rise in this order and ultimately gain a higher station. Sibeccai are devoted and fanatic about the things they really believe in.
Physical Description: Sibeccai are humanoids with the appearance of desert jackals. They are typically tall and possess a slender muscularity with long and narrow canine snouts. the sandy-colored hair that covers their entire bodies is short and coarse and much darker – almost gray – upon their backs. Their ears grow high and pointed and their fingers end in short but sharp claws and padded digits.
Relations: Sibeccai regardless of their nationality are typically an insular people, naturally suspicious of strangers and openly hostile toward foreigners. They prefer to accompany only their friends and neighbors and if forced into the company of foreigners they often give the impression of being disinterested, reserved and unsociable.
All sibeccai view the nomadic lamia as little more than bestial savages not worthy of serious consideration. The Fey produce strongly contrasting emotions in sibeccai depending on their nationality but they have a general respect, grateful admiration and healthy fear whether it be in regard to the Seelie Court in the Western Lowlands or the Unseelie Court in Ishtaduk.
Homeland: The inhospitality of Farid forces the sibeccai peoples to make their homes wherever water can be found. This primarily means the great river valleys that produce a lush green corridor in the otherwise dry desert or the somewhat more temperate Western Lowlands and coastal regions.
Religion: The sibeccai are polytheistic worshiping a multitude of powerful Fey individuals as their gods. Each city has a great temple or ziggurat from which the local Fey leader rules. The rulers or deities of other towns and cities may have smaller temples or shrines if permitted. In the case of the Unseelie, the teachings of the local deity may vary considerably at the whim of the individual. The Seelie Fey maintain the sanctity of Anwen’s religious teachings and practice the Old Faith.
Male Names: Ahurman the Swimmer, Arishka the Trader, Engra the Strong, Kahaal the Magister, Ubar the Loud.
Female Names: Amarta the Swift-Legged, Ettu the Undefiled, Kullaa the Wise, Nia the Sleeper.
Sibeccai Racial Traits
- Sibeccai gain a +2 racial bonus to Constitution and a -2 racial penalty to Intelligence.
- Medium: As Medium creatures, sibeccai have no special bonuses or penalties due to their size.
- Sibeccai base speed is 30 feet.
- Low-Light Vision: Sibeccai can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Sibeccai enjoy a +2 racial bonus on Gather Intelligence, Handle Animal, Innuendo and Sneak skill checks.
- Automatic Languages: Faridian
- Bonus Languages: Any
- Sibeccai always gain Knowledge (Sibeccai) as a class skill.
- Racial/Evolved Levels: Sibeccai
Sibeccai can take up to three levels in ‘sibeccai’ at any time. Not all sibeccai, however, take racial levels (or all three of them).
Hit Die: 1d8
Skill Points at 1st level: (2 + Intelligence bonus) x4.
Skill Points at Higher Levels: 2 + Intelligence bonus.
“Class” Skills: Climb (Str), Craft (Int), Gather Information (Cha), Handle Animal (Cha), Innuendo (Wis), Knowledge (sibeccai) (Int), Listen (Wis), Sneak (Dex), Spot (Wis), Survival (Wis) and Swim (Str).
Weapon and Armor Proficiency: Sibeccai with levels only in sibeccai (no actual class levels) are proficient in the use of all simple weapons and light armors and shields.
Scent (Ex): As the scent tracker spell.
The Evolved Sibeccai
Sibeccai who undergo the Unseelie Evolution ceremony grow considerably hardier and somewhat stronger. They maintain their sleek physique, for even as their shoulders broaden, their limbs lengthen and become more sinewy. Overall they grow about 4 to 6 inches in height. Their jaws develop a vicelike grip, but they get better at using weapons as well.
Evolved Sibeccai Improved Grab (Ex): To use this ability a sibeccai must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It it wins the grapple check, it establishes a hold.