Showing posts with label races. Show all posts
Showing posts with label races. Show all posts

Monday, July 18, 2016

Hohmmkudhuk

by Jason Sholtis
Hohmmkudhuk* are dwarfish beings resembling bipedal anteaters whose dorsal surface is covered with over-lapping, plate-like scales similar to a pangolin's. They spend much of their life underground in great subterranean halls or warrens. They are clannish and eusocial. Each hall belongs to a Queen, though her holdings are managed by her mate or mates, the Drone-Princes, of which there may be as many as three.

Only the Queen and her consorts reproduce, the rest of the clan is made up of their siblings and children who are sterile. Children are raised communally and in the same way: they pass through a sort of apprenticeship, doing low-skilled tasks as soon as they are able, then advancing to the role of warrior, trader or artisan as they so aptitude and develop the appropriate skills.

If the Queen dies or decides it is time to create a daughter-clan, one of her female progeny becomes able to reproduce and becomes a new queen. This new Queen will have a mate from an unrelated clan. These unions are arranged to form alliances, but their is also a strong tradition of wandering male adventurers winning the heart of a young queen.

Hohmmkudhuk know the ways of the underground and the working of stone. Their magic is bent to this purpose. They personify the planet itself as a goddess.

Hohmmkudhuk Traits
Ability Score Increase. Constitution score is increased by 2 and Wisdom is increased by 1.
Alignment. Hohmmkudhuk tend toward lawfulness.
Size. Hohmmkudhuk are around 4 feet tall, but heavy for their height.
Speed. Base walking speed is 25 feet.
Darkvision. Accustom to life underground Hohmmkudhuk can see 60 feet within dim light as if it were bright light.
Natural Armor. Due to their scales, Hohmmkudhuk get a +1 bonus to Armor Class.
Resilence. Hohmmkudhuk have an advantage on saving throws against poison and resistance against poison damage.
Languages. Hohmmkudhuk can speak and read the Common language of humans. They also speak and read their on consonant-laden, rumbling tongue.

*pronounced ho-hmmm-ku-thuk, where u is as in put and th as in though.

Friday, July 1, 2016

Four Nonhumans, Briefly Described

They are all inhabitants of the same distant world.
Art by Jason Sholtis
Ylthlaxu: There are few of them left, and for that, a great many are grateful. When they emerge from the shadows, tall and skeletally thin, too often it is to feed--and then they open the lower portion of their face that is not a face. Their tendrils snake out and devour the brains of humanoids. It is very unpleasant to see. They once commanded a vast star empire by mental domination, and they are accustom to being obeyed. They reproduce by turning other beings into more Ylthlaxu by introducing a mutagen into the bloodstream and nervous system of their victims.

Skarzg: Sometimes they run on four legs, sometimes on two. They are gaunt things, like greyhounds the size of men, if greyhounds had rubbery, scabrous hides, and beaked faces full of nightmare teeth. They are very hard to kill, and they will eat anything. They live like animals, but they have speech and are cunning and cruel.

Trell: Blueskinned, four-eyed giants from another world, the Trell came in great flying cities where the parties and symposia went on perpetually. They are now somewhat fallen and more decadent--sometimes more savage--than before. They can be hedonists or ascetics, but their personal desires tend to outweigh the desires of lesser creatures. Every non-Trell is certainly a lesser creature. In times past, they were often trendsetters and propagators of cult religions and faddish notions. Now, their dwindling race mostly keeps to their crumbling sky cities and celebrates the past.

by Ken Kelly
Ieldra: One of the native species of this world, they are now only a remnant of what they once when when their sacred groves dotted the forests and their queens fought Nest Wars for glory and territory. They remind humans of insects in many ways: antennae, large eyes, and peculiar movements.  Ieldra may be immortal, and their life stages are marked by instars named for the seasons. Summer wildings, their honey-colored adolescents, are savage things left to hunt and laugh and sometimes kill in what sacred groves and hidden grottoes are left to them. They seldom work stone or metal, but instead shape living things.

Sunday, July 26, 2015

Aquatic Elves for 5e


One of the player's in my opcoming 5e oneshot high seas based game requested to play an aquatic elf. Here's my version of them. These traits are in addition to the base elf traits in the Player's Handbook.

Aquatic Elf Traits
Ability Score Increase. Your Strength score by 1.
Amphibious. You can breath both air and water.
At Home in the Sea. You can swim at your full movement rate and rough waters only cost you 1 extra foot for each foot of movement.
Moisture Dependent. You require twice as much water as most races. However, submerging most of their body in water for 30 minutes or more daily reduces their requirement to standard levels.
Aquatic Elf Weapon Training. You have proficiency with the short sword, trident, light crossbow, heavy crossbow, and net.

Monday, July 20, 2015

Strange Stars Without Number: Ibglibdishpan

Here's the ibglibdishpan presented in the general format that I'm using in the Strange Stars OSR gamebook:


Physical Characteristics: Biologic humanoid with little sexual dimorphism. Tall with gracile build. Skulls are somewhat ovoid vertically, though this appearance is accentuated by a shield-shaped "mask" of osteoderm.
Psychological Characteristics: Restrained in emotional responses and lacking in empathy in comparison to other humanoids. Viewed by others as pedantic and over-precise. Most are adverse to violence. They consider discussion of gender or sex as rude.
Names: Names of the ibglibdishpan are composed on two, monosyllabic elements that end in a vowel, n, ng, m, l, r, sh or more rarely b. Among themselves they employ numerical family designation that is placed before the personal name, but they rarely use these when dealing day to day with other cultures, except in formal situations. Examples: Chun Ri, Gan Yul, Ro Nar, Ang Tu, Tan Em, Ib Kan, Li Pan.
Backgrounds: Adventurer, Astrogator's Mate, Researcher, Scholar
Classes: Expert is the most likely class for an ibglibdishpan. Warriors would be rare and Psychics nonexistent.
Attributes: Intelligence of at least 14. Charisma and Strength no higher than 10.
Special Abilities:
Humanoid Computer: Ibglibdishpan gain an additional +1 to Skill checks based on Intelligence. They also have the power of Hypercognition; Once per session, the PC can ask the GM for a useful conclusion regarding a topic, and the GM will tell them what he or she considers the most useful fact the character could have concluded from analysis of the available data.

Mental Breakdown: Ibglibdishpan mental structure always has a chance of a cognitive glitch or breakdown. Any time an ibgliddishpan has to make an Intelligence related skill check of difficult of 11 or 13, fails an Intelligence related check of any difficulty, or uses the Hypercognition ability, a save vs. Mental Effects must be made. On a failed roll, a  negative effect occurs. The following table offers some examples:
1 Catatonic state, repeating the last statement made for d100 minutes. Hypercognition ability (if unused) is not available the rest of the session.
2 Screams for d100 seconds, then returns to previous activity as if nothing happened. Intelligence-related skill checks are at -1 for 24 hours.
3 Develops a severe phobia which lasts for 2d12 weeks. Every week, the character may make another Mental Effects save. 3 successful saves in a row means the phobia abates early.
4 Develops a reaction akin to Stendhal Syndrome (dizziness, confusion, possible fainting) for d4/2 hours. -2 to Dexterity, Intelligence, and Wisdom for the duration.
5 Suffers a seizure lasting 1d4 min. -1 to all rolls until a period of rest of at least 8 hours.
6 Lose 1-2 points of intelligence for 2d10 days. Every 2 days, another Mental Effects save can be attempted. 3 successes means the return of the lost points early. Each failure adds an extra day.

Friday, April 24, 2015

The Faeborn of Virid

I finally got a chance to look through the Elemental Evil Players Companion to see if there was anything that jumped out to me to add to my Land of Azurth campaign. I've already written about the Azurthite version of Aarakocraa, so I probably won't be using them as a PCs race. Deep gnomes are different, so they'll take a bit more adapting first. The Genasi work pretty well, we'll call them the Faeborn.

In the Land of Azurth, people with faerie ancestry are uncommon outside of the Country of Virid. Lady Desira, the Enchantress of Virid, is herself of fae descent. The most common sort of Faeborn folk are those who have ancestors among the elemental faerie who worked for Gob, the great craftsman, and Queen Azulina in fashioning the land of Azurth. Each of these types occupies various subkingdoms within Virid.

While they're variable as other folk, their personalities tend toward the humor associated with their element.

Each of the faeborn subkingdoms has a prince or princess and most of these are friends and/or former suitors of Lady Desira:  Parald, Ariel, Jin, Seraph, Gobe, Necksa and Nixi. They took part in the many adventures of her youth: ,

Monday, March 16, 2015

Building Races in 5e


The stats for the races in the 5e PHB always looked like there was a method to their construction. I don't know how strictly in guidelines of that sort were followed, but it certainly looked like the designers had them.

I was a bit disappointed when the DMG came up and didn't really include any guidelines of that sort. Luckily, the internet has come to the rescue with not one but two people claiming to have discovered the formula. Here's one originally posted on Reddit, and another I came across on rpgnet with a pdf and a spreadsheet. I haven't looked at either of them close enough to know how well they match up. They use different numbers, but that doesn't necessarily mean they don't translate.

Sunday, February 8, 2015

Names in the Strange Stars

Obviously, you can use whatever names you want for the members of the various clades and cultures in Strange Stars, but here are some examples/guidelines for making up names on the fly for members of the Vokun Empire that fit with the examples given in the setting book:

Vokun
High status Vokun names are multi-syllabic tend to end in -esh or a vowel. Female names are more likely to tend in a vowel and tend to be slightly shorter. Lower class Vokun names are shorter (generally two or three syllables). It is a grave insult to give a Vokun a nickname or otherwise shorten their name without permission.
Examples:
Female: ArtazosthraIshramis, Jannaxa.Valakasta,Yazdaneshta, Zarshanta, Zrazdakai
Male: Axangavazda, Ksurukandesh, Makathryavu, Tehuteshada, Vahupareshta, Zrayangashamesh

Engineers
Engineers use long designation codes that provide information on expertise, location, and genetic lineage. At the Vokuns' insistence, Engineers use a base designation of one or two syllables with other sophonts.
Examples: Aznat, Enek, Inaat, Ikatik, Mnazek, Ndzat, Omnak, Tlek

Art by Garrisonjames
Ibglibdishpan
Names of the ibglibdishpan are composed on two, monosyllabic elements that end in a vowel, n, ngm, l, r, sh or rarely b. Among themselves they employ numerical family designation that is placed before the personal name, but they rarely use these when dealing day to day with other cultures, except in formal situations.
Examples: Chun Ri, Gan Yul, Ro Nar, Ang Tu, Tan Em, Ib Kan, Li Pan.

Kuath
Kuath have a singular, gendered personal name.
Examples:
Male: An-Tuani, Cham-Ka, Hulan-Yi, Konaga, Ngata, Sungoro, Tanathi, Waruahi
Female: An-San, Chanya, Dara-Ja, Miri, Shu-sheng, Susi, Ulathi

Yantrans
Yantrans use a personal name and a family name. The family name is typically given first.
Examples:
Surnames: Aranun, Haunahi, Hokuni, Kamata, Nohoka, Pomaku, Tutani
Female: Ahilani, Aonami, Elaheli, Hani, Ko’ana, Mululani, Poma, Uku
Male: Atamu, Aonga, Hukono, Isako, Kamaki, Rano, Tuati, Yano, Uko

Voidgliders
Voidglider names are typically radio-communicated are not readily translatable to the phonemes of other clades. Nicknames are often employed by other species, and voidgliders will refer to each other with "translated" names.
Examples: Solar Wind, Luminous Object, Distant Star, Freefall Warrior, Far Glider, Blue Shift.

Thursday, December 11, 2014

The Dragonborn of Sang

Art by Yuriy

In the desert Country of Sang in the Land of Azurth, there dwells a race of warriors called the Dragonborn. They are few in number, but they are at war with all other folk, including other breeds of their own kind. Only rarely do they permit themselves companions.

The Dragonborn fight--and fight among themselves--to prove their strength. Only the strongest of each breed can keep the vigil. Only the strongest can stand steadfast through the long years in the caves where the ancient machines incubate the next generation. Only the strongest can ensure the Dragonborn survive.

When the hatchlings come mewling and snapping from the incubators, this is what their guardians tell them: "We came from the void. We are not of this small world. But here in this desert, in the bones of our old ships, we abide. You will grow and fight. The strong will survive to teach the hatchlings that follow after, as I have taught you. This is what it means to be Dragonborn."
\

Friday, October 24, 2014

Rabbit Folk in 5e

Art by Jerome Jacinto
The Hara or Rabbit Folk have their own subkingdom within the Country of Yanth, though wandering swords-rabbits and minstrels of their kind may be encountered all over Azurth.

The Rabbit Folk live in underground warrens they call commots, where the peace is kept by knights led by a reeve. All the warrens are ruled by a king, currently one Lapin XXII who spends his days at leisure in the opulent burrow he shares with his harem.

Rabbit Folk balladeers tell of the tragic fall of a sister Hara kingdom whose warrens were invaded by a giant rattlesnake. In the tales, the undying king, maimed by the snake's vemon, roams the land in disguise, searching for a noble Hara (or any other hero, really) to restore his kingdom.

Hara are shorter than humans and thinner of limb, but sometimes plump in body. Their fur may be any color from white to black, with some shade of brown being the most common.

Art by Tony DiTerlizzi

Hara Traits
Ability Score Increase. Dexterity increased by 2 and Charisma by 1.
Age. Rabbit Folk live shorter lifespans than humans on average with only a few living beyond their 70. They are mature by their early teens.
Alignment. Hara tend toward good but can lean toward Law or Chaos.
Size. Hara are between 3 and 4 feet tall. Small.
Speed. Rabbit Folk are fleet of foot and have a base walking speed of 30 feet, despite their size.
Leaper. Rabbit Folk can make a running high jump or long jump after moving only 5 feet on foot.
Lucky. A Hara can reroll a 1 on an attack roll, ability check, or saving throw.
Nimbleness. A Hara can move through the space of any creature of larger size.
Languages. Rabbit Folk can speak and read Common. They also speak their on tongue, which they write in the standard Azurthite script.

Sunday, September 21, 2014

Demihuman Height Reference

The 5e Player's Handbook gives us the following height ranges for demihumans: Dwarf, 4-5 ft.; Elf, under 5-over 6 ft.; Halfling: 3 ft.; Gnome: 3-4 ft. Here's a few images illustrating what those heights actual mean.


In the halfling and gnome range is homo florensis. The skeleton discovered was a bit over 3.5 ft.


In the dwarf and short elf height range are the Pygmy peoples of Central Africa. Height for males is under 4'11". I imagine dwarves are built less like pygmies and more like Neanderthals, though.


Friday, September 19, 2014

A Little More About Elves

With my first session of my face-to-face 5e game in the Land of Azurth coming up this weekend, I've had a few more thoughts about the elves in Yanth (which is timely, given than one on more of my players will probably play one).


High Elves (as they are called in the PHB) reflect reflect the most civlized elvish group. They tend to live apart from humans and the little folk (halflings, dwarves, some gnomes) that are associated with them. They tend to live in small settlements, maybe centered around fanciful, fairytale sort of castles (something like the Vadhagh in Moorcock's Swords Trilogy). They dress in pseudo-"High Medieval" sort of dress (a couple of centuries behind other folk) and talk in the sort of cod-Shakespearean way that Thor used to in Marvel Comics.


Wood Elves are more primitive than their high elf cousins. They're half The Hobbit's wood elves and half Elfquest. Part "indigenous people in harmony with nature", part "fairy forest trickster." The Elfquest elves, the Rankin-Bass wood elves, and Moebius's concept art for Willow are all good visual inspiration. They probably have a similar speech pattern to the high elves, but maybe with a little more Robin Hood banter.


As the pictures might indicate, elves won't be universally physically attractive--but they all have the fae glamour about them.

Monday, September 8, 2014

Different Dwarves for 5e


The Tolkien-inspired, Nordic-derived dwarves of standard D&D aren't the only dwarven subraces out there. There is another dwarvish tradition: a more folklore and fairytale one. The dwarves of the Country of Yanth in the Land of Azurth are that sort of dwarf.

Compared to the average D&D dwarf, they tend to be more social and affable. They are fond of good food and drink and are renowned brewers. While they may be miners or metalworkers, they are not as oriented toward these tasks as others of their race, and are just as likely to loggers, woodworkers, or farmers.They have no more love or precious metals or jewels than humans.

Unless otherwise noted, the folkloric dwarf subrace has the traits of the standard dwarf.

Art by Jerad S. Marantz
Ability Score Increase. Wisdom increased by 1.
Lucky. Like a Halfling's.
Size. Folkloric dwarves vary more in height than other dwarven races. Most are medium, but a few are under 4 foot and so small.
Dwarven Combat Training. They eschew the battleaxes and hammers employed by other dwarves, but are handy with the axe and short sword.
Tool Proficiency. Their choices for proficiency are smith's tools, brewer's supplies, cobbler's tools, woodcarver's tools, or cook's utensils.

Sunday, August 24, 2014

Gloom Elves

Gloom or shadow elves are a subrace found in Noxia, the somber northern country of Azurth. They are Noxia's primary inhabitants, having risen from underground habitations to colonize the surface with the Witch Queen Morthalia's ritual working that caused Umbra, the Shadow Moon, to stand still above the land and made it visible to mundane eyes. The gloom elves were at first allies of Angvaine and Nocturose when the pair of would-be conquerors arrived from the Witchocracy of Ix. Ultimately, they sided with the rightful queen Morthalia after the usurpers fell out, and it's likely their wizards taught her the Umbral ritual.

Gloom elves have skin colors ranging from ashen to dark gray. Their eyes range from pale to the color of bloodstone. They are often thin by elven reckoning and have larger ears. Gloom elves are longer lived than other elves; they can live over a millennia. However, they decline more rapidly with age. This is often cited as the reason for their morbid pre-occupations and yearnings for undeath.

Ability Score Increase. Intelligent score increased by 1.
Superior Darkvision. Radius of 120 feet.
Sunlight Sensitivity. Gloom elves have a disadvantage on attack rolls and on vision-based Wisdom (Perception) checks in direct sunlight.
Cantrip. Gloom elves know one cantrip of their choice from the wizard spell list.
Weapon Training. They have a proficiency with rapiers, shortswords, and hand crossbows.


Friday, August 22, 2014

Frog Folk in 5e


Frox or Bufokin (a bit of a misnomer, as frox resemble frogs more than their warty, dry-skinned cousins) are amphibious humanoids native to the bottomlands and marshes of the country of Yanth. Following rivers, they've ranged beyond their ancestral home to be a common sight in river towns. Their call and response work songs can be heard dockside all over Azurth. Frox work as bargemen or stevedores in civilized areas, and as hunters, farmers, or guides in their villages.

Frox legends say they come from a land across the Boundless Sea, which they left to escape persecution by a terrible and poisonous race of toad-folk, but this claim is considered doubtful by the scholars of Azurth for many reasons--not the least of which being that the Boundless Sea has no other side!

Frox are generally shorter than humans and tend to be thinner of limb, though many develop a potbelly as they age. Their skin colors are generally a dull green or brown, though they range from muted reds to purplish-gray.

A wealthy Frox businessman and tribal chieftain visiting the palace

Frox Traits
Ability Score Increase. Dexterity increased by 2 and another ability score by 1.
Age. Frox live shorter lifespans than humans on average with only a few living beyond their mid-60s. They are mature by their early teens.
Alignment. Frox tend toward good but are have no special affinity for Law and Chaos.
Size. Frox are between 3 and 4 feet tall. Small.
Speed. Base walking speed in 25 feet.
Jumper. Frox can long jump their full Strength score in feet from standing start, and double their Strength in feet with at least 10 feet of movement in a running start. They can high jump a total of 6 feet (rather than the usual 3) + their Strength modifier in a moving high jump and  half that for a standing jump. They have an advantage on Dexterity (Acrobatics) checks to land in difficult terrain.
Swimmer. Frox can swim at their full movement rate and rough waters only cost them 1 extra foot for each foot of movement. They use double their Constitution modifier for the purposes of holding their breath.
Resistance to Poisons. Frox have an advantage on saving throws against poison and resistance against poison damage.
Moisture Dependent. Frox require twice as much water as most races. However, submerging most of their body in water for 20 minutes or more reduces their requirement to standard levels.
Languages. Frox can speak and read (limited) Common. They also speak their on croaking, chirping tongue, which has no written form.

[Thanks to Evan Elkins, the creator of the Froglings, the basis for the Frox.]

A frox traditional dwelling

Thursday, August 21, 2014

Planning for 5e: The Races

The traditional D&D races as presented aren't in many cases a precise fit for what I want to do with the campaign I'm planning, but I want to use more than I might otherwise to give D&D 5 a good trial, and to make things easy on my players.


Elves: They’ll be there, but I’m not sure quite how yet. Maybe some wood-elves with a Hobbit vibe to them. They will probably be rare, and in isolated places, at least within the Land of Azurth.


Dwarves: There probably will be something pretty much like the D&D standard dwarf, but these guys will be rare. The more common dwarf type will be something like the Kologor dwarves of Hollow World, i.e. the beer-drinking, ninepin-playing variety. There may also be something like the Dark Sun dwarf in the arid parts of Sang.


Halflings: Halfings will be in abundance, though they may not be distinguished from other “little people” races as much as in standard D&D. I suspect they may well have a chance of unusual traits like on the Dwarf Land trait tables.


Gnomes: Gnomes will just be another variety of little folk, distinguished only by their aptitude as tinkerers. There will be a number of them clustered around Viola, the Clockwork Princess of Yanth.


Tieflings: These will be the majority of the population in Daemonland beyond the borders of Azurth. They’ll show up elsewhere, but rarely. In appearance, they’ll typically be more DiTerlizzi than the 5e illustations.


Dragonborn: Though they may be a bit different, they’ll be found in Sang, but probably not elsewhere.

Sunday, August 3, 2014

Reskinned from Across the Galaxy

Still feeling the usual D&D races are a bit stale? Don't like my previous reskinning suggestions? Just give them a makeover and keep the old mechanics.  Try these knew visuals inspired by Guardians of the Galaxy on for size:

For elves:
Finheaded alien archers.

For dwarves:
Crystal-men. (The height would have to be modified.)

for halflings:
Anthropomorphic raccoons.

Monday, June 23, 2014

The Sisters of War

The Sisterhood of Morrgna is a humanoid clade living on the border of the Zuran Expanse and the territory of the Alliance. The dark ages after the fall of the Radiant Polity fashioned their society into a machine for war and made its members famous throughout known space.

Appearance & Biology: As the name would imply, the entire Sisterhood is female (though excessive male hormones have led to some being androgenized). They are genetically derived from baseline humanity; all Sisters are cloned from less than a hundred genotypes, but they are further modified for certain caste functions. Most appear as roughly baseline humans, but their are hypertrophic muscled shock-troops, vacuum-adapted space-sisters, and ambigenitaled comfort sisters.

The most heavily modified Sisters are perhaps the queens (or "mothers"): macrocephalic beings, whose vast brains allow them to monitor every aspect of hive function.



Society: Only one Morrgna hive exists currently, a moon-sized artificial habitat with a single queen, but in previous times the Sisterhood was more expansionistic and sent out war wombs to generate hives on numerous worlds. Most of these were destroyed in conflict with other cultures; some fell to inter-clade strife.

Stats: The Morrgna Sisters have the same stats as baseline humans, though based on caste, their actual stats may vary wildly.

Thursday, May 29, 2014

They Always Get Their Man

The ngghrya are humanoids native to a world on the border of the Coreward Reach and the Vokun Empire. Their population has slowly dwindled under Vokun occupation. Today, ngghrya are confined to the montane forests of their world, but exiles and refugees are not infrequently encountered in the Expanse.

Appearance and Biology: Ngghrya are thin, almost skeletal in appearance with rough, nodule-covered skin that almost resembles carapace. Their thinness belies their strength and durability. Their skin is scaled in places with dermal denticles, but also has ridges and horns of calcium carbonate deposition that begin to form at puberty and elaborate as they age.


Ngghrya exhibit slightly less sexual dimorphism in terms of size than baseline humans, but some male ngghrya grow "tusks" of keratin from both ends of their upper lip.

Psychology and Psi: Ngghrya are a somewhat superstitious people, but do not revere gods or supernatural beings as such. Rather, they seek to avoid notice of spirit entities by the proper ritual behaviors and taboos (some of them idiosyncratic) except at certain times. 

They tend to be a taciturn people by the baseline standards but fairly accepting of other cultures so long as they are respected. The stresses of their current existence on their homeworld have led to increased substance use, violence, and a mistrust of non-ngghrya.

Some ngghrya (a disproportionate number found off-world) are trackers, bounty hunters, or skiptracers, thanks to a psi-like ability. They are able to track any quarry across any distance, even light-years of space. This ability (called yaa'hii by the ngghrya) is thought to be instilled by a ritual involving an hallucinogenic substance native to the caves of the mountains of their homeworld.

Psi-researchers believe this ability creates in their brains circuits the equivalent of time loop logic computer, using telepathic data sent back through time by their future self and the Novikov self-consistency principle for error correction. This theory is lent support by the assertion by ngghrya trackers that they cannot catch any quarry they haven't already caught. 



Stats: Stars Without Number:  Ngghrya have +1 to Constitution. Tracking: On a failed Mental Effects saving throw, the target will be found by the ngghrya. Note that being found doesn't necessarily mean capture or defeat. Escape may mean another saving throw, if the ngghrya is alive and still on the job.

Thursday, April 10, 2014

Wings in the Vacuum

by David Lewis Johnson
The voidgliders are a clade once found in several systems in the Vokun Empire, but now confined to one. They are a people adapted to living much of their life in the vacuum of space.

Appearance & Biology: Voidgliders are sleek, elongated humanoids, like the melding of an ocean-adapted person with one raised in zero-g. Their black, solar radiation absorbing skin resembles the hide of a cetacean, and it has markings that glow and reflect ultraviolet light. From their backs they can unfurl giant, black dragonfly wings veined with silver--actually symbiotic "living" solar panels. From these wings, they are able to generate plasma sails, allowing them the locomotion through space that gives them their name.


Sunlight, food, and water are all that voidgliders need for extended stays in space. Radiation exposure is the only hazard that drives them to periodically take haven in cave homes they build in asteroids or dwarf planets. Their nostrils and  throat have membranes which can seal them off. Their eyes likewise have a nictitating membrane for protection.

Their chemical, acoustic, and tactile senses are human-equivalent. They have slightly better visual acuity and can see a wide area of the spectrum from microwaves to ultraviolet. They have specialized apparatus for communication with radio and UV lasers. Radio is used for general communication, particularly with non-voidgliders. They also sing via radio, songs like ancient spirituals, in sounds like a mixture of overtone singing and paleo-electronic music. 

Place in the Empire: The voidgliders were initially primitives of little use to the Empire. While they thrived in zero-g, they were indifferent workers for the most part; they flew off as soon as they got the chance and did not deal well with confinement. When it was determined they had an ability to find hyperspace nodes they became much more useful.


The vokun continue to let the voidgliders live in their clan groups, but they have confined all they could find to a reservation within the asteroid belt of one system. They take volunteers to serve as scouts for their star navy.

Stats: Voidgliders have a minimum Constitution of 9, but otherwise have abilities in the human range. They also naturally have the equivalent of vacc skin and are able to fly in zero-g and outside a strong magnetic field at 120' per round.

Thursday, April 3, 2014

Brother to Dragons

by David Lewis Johnson
The kuath are a near baseline human people in the territory of the Vokun Empire. The kuath live at an essential neolithic level in coastal settlements. What is most interesting about them is the symbiotic relationship they have with marine invertebrate collective intelligences that the kuath know as Naga Ma--Dragon Mothers.

Vokun probes had suggested a primitive planet with little to offer beyond resources to be stripped away. When their attempts to move the small native population to reservations was resisted by humanoid monsters rising out of the seas, they realized their was something more going on. Destructive scanning of the brains of captive kuath revealed the existence of the Dragon Mothers.

Vokun submarine attacks proved unable to bring the Dragon Mothers to heel. Only the threat of mass driver bombardment finally effected their surrender. The terms of their capitulation was to be paid in slave warriors: bio-armored soldiers.

Appearance & Biology: The kuath are dark-skinned, typically dark-haired, humans with endosymbiotic projections of the Dragon Mothers. (Among other places, these appear to stimulate areas of the brain associated with religious awe.)

The Dragon Mothers themselves are self-organizing colonies (perhaps superorganisms) of single cellular organisms capable of differentiating into a variety of forms. Colonies may extend for kilometers. Their intelligence is vast, but their thought "slower" than humans', and alien. There are numerous "factories" within their mass where they experiment with independent drones and probes of various morphologies.

Place in the Empire: The kuath serve as shock troops for the vokun. The Dragon Mothers found adolescents were best both psychologically and neurologically for serving as soldiers in their armored suits. (The Dragon Mothers appear to care for the kuath deeply, if in an alien way, but do not conceptualize human life as much different than their other creations, except that human's are more independent and therefore interesting.) They reluctantly agreed to provide a quota of soldiers to the vokun to save their world and synthesized a mix of psychoative chemicals for the kuath, both to ensure they fulfilled their role and to minimize their physical and psychological suffering.

Stats: Kuath have ability scores in the human range. Their bio-armor is equivalent to assault armor, but can only be used as a vacuum suit for up to 2 hours, unless specially modified (in which case it increases to 6). The bio-armor requires a dip in a special nutrient bath for at least 2 hours out of every 24 to be at maximum efficiency.