Pygmies are interesting in our world- nobody's quite sure why they are so short. Some theories point to a lack of food, some point to a lack of ultraviolet light stunting growth for generations, or to rapid reproduction in a dangerous area, or to minimal calcium in the soil. Whatever the result, pygmies are short and live a harsh life.
In FantasyCraft, though, I wanted to go another route. I wanted to put Pech into the game in a way that they aren't usually featured, in the style that's as far from the "placid peaceful pseudo-Hobbits" that they get stuck into. They had to be bloodthirsty, mean, and crazy, which means island tribesmen. And so we have the Pech pygmies. They're not especially dangerous, since they're small and unorganized, but there are quite a few of them and they keep their skills sharp in raids against each other, hunting for heads and Pech meat.
Outside of combat, they can be found loafing about, fishing, cooking or smoking meats, making small crafts, or playing music. They are cannibals but they're not insane or savage. They're not especially used to visitors, and they're not especially friendly. They are mostly afraid of outsiders and Pech they don't recognize, since they're used to warring and raids, and most Pech pygmies will either have a small knife they carry on their belts, a bow near them, or both.
When fighting, they will flee to a good distance and launch arrows. They are generally disorganized but will attempt to work together, firing at targets closest to their allies and retreating if they must. They are not cowards, and will fight with their sharp knives if they must. Some Pech have been known to go into a bloodthirsty rage, abandon their bows, and fight with tooth and nail and dagger in a frenzied flurry of bone and blood.
Pygmy Warrior (Small Folk Walker — 20 XP): Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ S (1×1, Reach 1); Spd 30 ft. ground; Init II; Atk III; Def III; Resilience III; Health III; Comp III; Qualities: cagey I, meek.Just copy and paste that into the Web NPC Builder (here) and set the Threat Level to whatever is appropriate for your party.
Attacks/Weapons: Short Bow (1d6 lethal, bleed, poison), Dagger (1d6 lethal, bleed, 19-20 threat)
Gear: Bow, Dagger, Loincloth
Treasure: 1L, 1T
Since there are so few of them, there are usually two to three times as many Pech as players in a "balanced" encounter. This means that there are two or three 1d6 bleeding arrows aimed at a player each and every round. This can get monotonous after a round or two, so it's an excellent idea to spice it up a bit with unusual pygmies or some non-pygmy combatant. They could have a pet, like a tiger or hyena or dinosaur that leaps into combat while the pygmies stand back and launch volleys of arrows. There could be a strong pygmy, or a mutant that's absurdly strong and very tough. There could be a shaman or wizard that casts spells and provides utility beneits, or an elderly leader-type that provides buffing benefits to his warriors with his commanding presence. A giant monster could arrive in the middle of the fight that's hostile to both sides, leading to either an interesting three-part battle, or showing the pygmies and the players that the real enemy is the island itself! Consider each part of the encounter in terms of how the pygmies would expect to win and make that your battle plan. If there's no way the pygmies could make it work, have them retreat and live to fight another day. Their culture has no use for "honorable" combat if it means standing and dying.
Additionally, pygmies are good hunters, so have them ambush the players while they tromp through the wilderness and while they're on their back foot. They might strike at dusk, when players are setting up camp and getting ready to set up watches, and then retreat after inflicting a couple of wounds. They could even return at dawn with a larger force, ready for combat (and eating!) when the players are still just trying to recover some vitality. Think skirmishing, annoying, constant harassing once they've gotten on the pygmy's bad sides.