A minor human race, common near the Imperial Core and Trailing of there, even into Vargr, Hiver and K'Kree space. Tracking down their planet of origin has been, shall we say, somewhat problematical, what with Long Nights, Interregnums, new Empires and whatnot. Quarmic clans can be found in the best of starports, on starships and elsewhere, usually associated with the trading and travelling culture of the starports and spacelanes rather than that of the planets themselves. They are best known (by those who know of them) as some of the best cooks, stewards and innkeepers in known space.
Quarmas are, to most appearances, almost indistinguishable from the humans who surround them. They are generally not inter fertile with the other branches of humanity (thus gaining them status as a species, or at least a subspecies), but genetic analysis has shown this to be the result of a genetic quirk only some fifteen to twenty thousand years old. Theories on genetic engineering or Ancient meddling have been put forth, but not substantiated. It is widely held that the major differences between the Quarmas and the other branches of humanity are more cultural than physiological.
Physical Appearance: Quarmas are generally fair skinned, dark haired, and have a shorter and stockier (if not portlier) body style than most humans on the average. Their facial features are otherwise almost indistinguishable from Vilani norms.
Culture: Quarmas are full participants in the Vilani/Solomani space based cultures that surround them, but do maintain cultural traditions of their own. Many of these traditions are little known by outsiders, though this is more due to ignorance than any attempt at secrecy.
Some topics are covered below.
Family: Quarmas have a knack for providing. They tend not to become
wealthy, but it is rare to find one destitute. It is also rare to find one
settled in a starport without children - their own, and those of Quarmas
currently travelling in places not fit for children. Thus is formed that
ever-changing Quarmas social unit, the Family. In some ways, every Quarmas is a
parent (or at least an Aunt or Uncle) to every Quarmas child.
"Family" in Quarmas society seems, at least to outsiders, to include
every Quarmas within travel distance, as well as any humans, aliens or whatnot
the local clan has grown close to.
These clan members work together to insure the survival and comfort of all
through a mixture of hard work, mutual assistance and a nepotism network that
almost borders on the criminal. Most confusing to outsiders is the fluid nature
of personal relationships within these Quarmas clan-families. Quarmas are
pretty much polygamous within their culture, though some will pretend otherwise
so as not to offend particularly strict local mores.
Note that this attitude only applies within their culture, and to those that
have been allowed to join them. Joining a Quarmas clan is a long, tricky and
unorthodox process, that pretty much boils down to a consensus amongst the
local Quarmas that you are worth it.
Nonviolence: Quarmas are the cooks, barkeeps, innkeepers and
baby-sitters of the galaxy, and like it that way just fine. Some have learned
the skills of self-defense, but few ever seem to develop the instincts for it.
A Quarmas is more often a mediator than a participant in a conflict, though
this is more a matter of attitude than any personal lack of bravery.
To all but the most hardened of individuals, a Quarmas' reputation acts as an
effective shield. Even a Vargr Corsair knows the value of a good cook, and (as
the head of the Khvargh Ghanurr once said), "A dead Quarmas makes no
pate." Most Quarmas work actively to support this popular mindset,
doing their best to appear innocuous no matter how serious a business they may
be up to.
Characteristics: use standard 2d6, with the following
modifications:
Str: -1 (minimum 1)
End: +2
Enlistment: A Quarmas character may only attempt to join the Merchant, Scout, Belter, Diplomat, or Other professions. If she fails her roll, she rolls normally for the Draft.
Survival: Quarmas have a knack for being prepared, for bringing just the right thing along to make things work out. A Quarmas may use her Steward skill as a modifier to the survival roll, instead of a modifier based on characteristics. This substitution is optional; the character may use the best modifier available. A Quarmas character is not permitted to take a penalty on a survival roll to improve chances of gaining a decoration.
Skills: Quarmas come from a somewhat non-violent culture (though not
quite as non-violent as others such as the Virushi). A Quarmas receives Brawling
and Blade Weapon skills normally, but the first level of any Gun skill is taken
as level zero instead of level one. Quarmas characters should not otherwise be
allowed a default skill-0 in any Gun Combat skill.
A Quarmas must receive (at least) Steward-1 in her first term. If she does not,
one normally obtained skill must be traded in for Steward-1. A Quarmas may
exchange any characteristic increase for either a level in Steward skill or a
level in Survival skill, provided neither of these skills have been otherwise
obtained that term.
Aging rolls: A Quarmas ages normally in all respects, including the use of anagathics.
Mustering Out: A Quarmas character rolls normally on the mustering out tables, with the exception that multiple weapon benefits may not be taken as skill increases. Quarmas have always been more interested in collecting interesting things than in martial excellence.
Role Playing Tips: Think "Hobbits in space". Or Mom - you
know, the kind who'll bake you cookies, but only if you wipe your feet before
you wander in through the airlock. (The scary part is, you'll find yourself
wiping your feet - the cookies are that good.) Always seems to have bits of
this and that - occasionally very critical kinds of this and that - stowed away
nearly anywhere. A fuze about two miles long. Usually an NPC, unless you have a
PC who enjoys a challenge. Imagine anything more challenging than trying to get
the universe to just get along... <g>
Copyright 2001 Walter G. Smith
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