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

Tuesday, August 21, 2018

Mutant Trolls: d100 Mutations



Mutant Trolls
Trolls in my setting originally come from an area that was transformed into an irradiated wasteland. The combination of high background radiation and the trolls' regenerative healing powers have created a slightly smaller but significantly more dangerous species that can rapidly mutate. Now they have spread out across the continent through underground cave networks and adapted to each new environment in turn. They are kept well away from the great cities, and as a whole still fear the light of the sun. You'll see them on all of my terrain-based random encounter tables with a note about any automatic mutations they may have.
The 2nd Edition AD&D Monstrous Compendium Annual Vol. 4 is probably my least favorite of the series, but it contains an entry called “Troll Mutate” (pg. 84) that always seemed just shy of great. Mutating trolls are way more fun than regular trolls. Why even use regular trolls? Sadly, not only is the mutation table in the book merely a 1d12, it only has TEN? entries.
Whut?  We have Jon Pickens to thank for this.

I have expanded that weak list to one hundred entries, specific to these mutant trolls, but potentially useful as a general Biological Mutation table. The trolls in the MCA4 at half size were too small, I've made them one quarter smaller than normal (i.e. 6 HD in 5e). Also, I prefer the mutations to begin after twenty HP are regained, and that they are created fully formed and functional. It's also more fun to fight a monster that mutates during the course of a battle and the MCA4 trolls don't really achieve that the way they're written.
Beyond the ability of normal trolls severed body parts to keep moving and attacking, mutant trolls possess another power. If multiple trolls are reduced to zero HP (without using fire or acid) in the same area and allowed to regenerate, they may fuse together into a huge Troll Abomination, adding their HD together and increasing their combined strength and attacks.
You can use the table as a single d100 or two separate d50 lists. The first fifty contains all the “no effect”, low effect, and negative effect results (among some good ones), while the second fifty are all good rolls except for 00. Rolling for the first mutation with d50 and each subsequent one with d100 works. Some of the entries have a second, greater effect to use if duplicates are rolled.
You can randomize mutation placement, particularly if the obvious location gets crowded, by using a “body die” or rolling 1d12: 1 Full Body, 2 Head, 3 Stomach, 4 Chest, 5 Left Arm, 6 Left Hand, 7 Left Leg, 8 Left Foot, 9 Right Arm, 10 Right Hand, 11 Right Leg, 12 Right Foot.
 

Mutant Troll Mutation Table
01 Suction Cup Fingers – scale sheer surfaces with ease, may be able to climb upside down.
02 Extra Fingers – no effect.
03 Extra Thumbs – no effect.
04 Longer Claws – slight increase to claw attack damage.
05 Extra Knuckles - no effect.
06 Extra Hands – slight increase to claw attack or damage.
07 Extra Arm Joint – extended claw attack reach.
08 Disease Vector – ten percent of bite, claw, or any other physical attacks transmit a randomly chosen debilitating disease (1d4). Double chance of transmission if rerolled.
  1 Nausea
  2 Weakness
  3 Boils
  4 Death
09 Extra Leg – increase to movement rate.
10 Extra Leg Joint – slight increase to movement rate.
11 Tentacle – additional grapple attack.
12 Suction Cup Toes – scale sheer surfaces with ease, may be able to climb upside down.
13 Horn Clubbed Tail – tail tipped with a mace-like knot of horn.
14 Extra Liver – additional external liver, no effect.
15 Prehensile Tail – dexterous tail able to grapple and manipulate objects.
16 Scaled Skin – armor class increases somewhat.
17 Chitinous Plating – armor class increases significantly.
18 Stinging Nematocysts – body covered in venomous cells that cause wracking pains.
19 Extra Bladder – additional external bladder, no effect.
20 Sticky Blood – highly adhesive ichor, weapons may stick in wounds, difficult to grapple.
21 Acidic Blood – oxygen activated acidic ichor.
22 Greasy Blood – slippery ichor may grease surfaces, difficult to grapple.
23 Stinking Musk – may spray nauseating oil from specialized glands once every three rounds. Spray once per round if rerolled.
24 Extra Teeth – slight increase to bite attack damage.
25 Extra Heart – additional external heart, no effect.
26 Madness – erratic behaviors, takes actions as if confused, attacking trolls and non-trolls alike.
27 Black Ink Spit – may spew blinding ink once every three rounds. Spew once per round if rerolled.
28 Bat Ears – highly developed hearing, enhances perception, more difficult to surprise.
29 Poison Immunity – immune to normal poisons, half effect from magical poisons.
30 Pincer – an appendage ends in a crab-like pincer.
31 Quills – substantial portion of body covered with hollow spines or quills, deals additional grapple damage and has a chance to harm melee attackers.
32 Telescopic Neck – extended bite attack reach.
33 Exaggerated Spinal Ridge – resists decapitation.
34 Heightened Immune System – immune to normal diseases, half effect from magical diseases.
35 Digging Claws – heavy fused fingernails that can tunnel through earth at half movement. Tunnel at full movement if rerolled.
36 Segmented Antennae – able to “taste” trace compounds in the air.
37 Vestigial Wings – no effect.
38 Additional Nostrils – enhances perception, harder to surprise.
"Nearly all troll mutates have additional eyes and a
third limb."  0/2, I wonder if this is Brian Despain's
fault, or whoever gave him the description?
39 Enlarged Eyes – natural infravision extends by fifty percent. Extends by one hundred percent if rerolled.
40 Albinism – lack of pigment results in white skin run through with green and black veins, minor issues with vision and hearing, hyper-sensitive to light to the point of damage.
41 Choking Smoke – when burned with fire or acid, oily black nausea inducing smoke is created in great volume.
42 Enlarged Mouth & Stomach – swallows creatures one size smaller on a critical hit.
43 Dorsal Fin – slight increase to swimming speed.
44 Tail Fin – slight increase to swimming speed.
45 Hand & Foot Webbing – slight increase to swimming speed.
46 Eyestalks – enhances perception, harder to surprise.
47 Extra Eyes – additional 1d3 eyes, enhances perception, harder to surprise.
48 Current Sense – able to detect the electromagnetic fields produced by living tissue, enhances perception, harder to surprise.
49 Semi-permeable Skin – amphibious.
50 Gill Slits – amphibious.
51 Sonic Shriek – deafens and damages those within earshot once every three rounds. May shriek once per round if rerolled.
52 Summoning Shriek – tone that can carry for miles, drawing more mutant trolls and potentially other interested creatures.
53 Extrudeable Tongue – frog or chameleon-like tongue, may use it to drag a target closer and bite once every three rounds.
54 Hypnotic Gaze – may attempt to paralyze a target meeting and maintaining its gaze.
55 Wizard Eyes – able to see invisible creatures, through illusions, and true forms.
56 Bone Blades – sharp protrusions of bone from the joints, additional slashing attack.
57 Extra Head – additional bite attack and higher intelligence, +2.
58 Stinger Tail – tail tipped with a venomous scorpion stinger adds a randomly chosen poison effect (1d4).
  1 Nauseating
  2 Paralytic
  3 Necrotic
  4 Deadly
59 Straight Horns – antelope-like horns, may use a charge attack.
60 Antlers – elk-like antlers, may use a charge attack.
61 Chromatophores – color changing cells allow near perfect camouflage.
62 Extra Arm – additional claw attack.
63 Spiral Horns – ram-like horns, may use a charge attack.
64 Proboscis – blood-sucking facial appendage latches on and drains continuously.
Scaled up spinnerets pointing at you.
65 Insectile Wings – functional veined wings allow flight at three quarters movement speed. Fly at one hundred and fifty percent movement speed if rerolled.
66 Spinnerets – silk-spinning organs, may ensnare a target once every three rounds. May ensnare once per round if rerolled.
67 Bioluminescent Organ – bulbous glowing organ, may use it to create a blinding flash attack once every five rounds.
68 Venomous Fangs – bite attack adds a randomly chosen poison effect (1d4).
  1 Nauseating
  2 Paralytic
  3 Necrotic
  4 Deadly
69 Chiropteran Wings – functional membranous wings allow flight at three quarters movement speed. Fly at one hundred and fifty percent movement speed if rerolled.
70 Solar Protection – unaffected by ultraviolet radiation, half damage from light attacks. Immune to light attacks if rerolled.
71 Extra Mouth – allows an additional bite attack.
72 Conductive Skin – half damage from electrical attacks. Immune to electrical attacks if rerolled.
73 Cold Resistant Fats – half damage from cold attacks. Immune to cold attacks if rerolled.
74 Acid Resistant Waxes – half damage from acidic attacks.
75 Fire Resistant Mucous – half damage from fiery attacks, cannot be set alight.
76 Mitochondrial Burst – may forego regeneration for a short period to act as if hasted twice daily.
77 Adrenal Rage – may auto-mutilate and enter a berserk frenzy twice daily.
78 Feathered Wings – functional feathery wings allow flight at three quarters movement speed. Fly at one hundred and fifty percent movement speed if rerolled.
79 Acidic Spit – may spew burning acid once every three rounds. May spew once per round if rerolled.
80 Sharper Wit – higher intelligence, +4. Gets 1d3 wizard spellcasting levels if rerolled.
81 Focused Mind – higher wisdom, +4. Gets 1d3 cleric spellcasting levels if rerolled.
82 Telekinetic – may forego bite to employ a crushing attack or manipulate an object up to intelligence x10 feet away.
83 Telepathic – able to communicate with or read the thoughts of intelligent beings up to intelligence x10 feet away.
Suriname Toad.  This picture is so good I'm tempted to make
trolls look pretty much the same.
84 Magnetically Repulsive – repels iron-based weapons and objects with magnetic bones.
85 Troll Spawn Carrier – covered with tiny parasitic troll-lets inside individual breeding pouches, they can be transferred to a target with a claw attack and behave like rot grubs.
86 Parasitic Cancers – covered with tumorous growths, the disease is transferable to targets with a bite, claw, or any physical attack, and begins to slowly transform the host into a troll.
87 Detachable Appendages – may drop an arm, leg, tail, etc. at will.
88 Dense Flesh – weight is doubled, half damage from slashing and piercing attacks.
89 Rubbery Body – skeleton becomes cartilaginous, able to squeeze through tight spaces, half damage from falling and crushing attacks.
90 Radioactive – causes withering effects on close contact with non-trolls. May create a radioactive burst once every three rounds if rerolled.
91 Rapid Mutation Cycling – reroll this mutation every three rounds.
92 Antimagic Organ – visible crystalline structure cancels half of nearby magics.
93 Double in Size – doubles evenly in size, adjust strength and constitution accordingly.
94 Triple in Size – triples evenly in size, adjust strength and constitution accordingly.
95 Regeneration Factor Doubles – recovers twice as many HP per round.
96 Regeneration Factor Triples – recovers three times as many HP per round.
97 Mentally Dominates Other Trolls – able to psychically control other trolls up to intelligence x10 feet away.
98 Physically Absorbs Other Trolls – able to undergo fusion with other trolls on contact.
99 Evolutionary Leap – progress further on the path of the Über Troll, +2 to all abilities.
00 Collapse into Green Slime – troll's body loses cohesion and decomposes into a like amount of green slime.


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In case you are interested in the MCA4 Troll Mutate entry in its fully wonky glory.  The poor little things don't seem to mutate meaningfully unless you beat on them then run off and do something else for a day.  Which in my experience is not how players deal with trolls.  The queen troll thing is fine, if played, but I prefer sexless trolls that reproduce through hormone triggered fits of intra-species violence: limbs are severed and rather than reconnecting are compelled to grow into troll-lets.  But I also like trolls as cancer, trolls as virus, and the above parasitic troll spawn (Suriname Toad lifecycle) thing.

Sunday, April 9, 2017

Races: Chrichoral


The Chrichoral are a small avian race that lives exclusively in the Aika Aitat, the high mountain peaks between the Mumattoba and Yarmir tarns.  Their faces resemble ravens, crows, jays, mynahs, starlings, or oxpeckers, with various combinations of black, grey, white and blue coloration.  Chrichoral wings have two clawed fingers and a thumb creating a small delicate hand, which can be used to fly, or manipulate small objects, but they cannot be used to wield most weapons. Their feet are more dexterous and stronger than a man's hands, and able to throw a javelin in flight.  At 2.5 to 3.5 feet tall, they are the smallest race.  Their wings span 6 to 9 feet, and they weigh somewhere between 8 and 20 lbs.  They are true omnivores who eat fruit, seeds, certain fungus, insects, small vetebrates, fish, and meat.

In the Aika Aitat, the Chrichoral reside in their aeries atop four mountain peaks.  Their crowded, cacophonous cities contain few who aren't of their race, they are accessible only through flight or weeks of near impossible climbing.  Cunning, charming, and dexterous many are thieves, scouts, and bards.  They are adept at vocal mimicry and pattern recognition, with excellent memories, but short attention spans.  The Chrichoral can be sarcastic, boisterous, prattling, songful, lecturing, and muttersome, but they are almost never quiet.  They primarily worship Se'vensaera, their Sky of Choices, who they view as a "divine world" a goddess who is their precious realm removed from the terrestrial races.  The Chrichoral consider the surface Tyrant's world, a stagnant prison.  Eating carrion is something they are capable of, but only practiced by the Jajis, who have dedicated themselves to Skraosh and consume flesh for visions, spirit knowledge and other power.



Chrichoral naturally distrust other species, and only deal from a position of strength and control.  They generally hate combat, they communicate, they escape, they out think, they don’t fight.  This comes both from their small size and hollow bones, and their culture that emphasizes superiority through outwitting and out maneuvering opponents physically and socially.  Few become focused warriors or fighters, and those who do adopt a hit-and-run or ranged attack style.  They favor small spears and javelins, daggers and stilettos, chakra, and "foot razors".  Magic is common among their race, they have many ancient and contemporary styles, only rivaled in scope by the Fasinaa.  Their mages are air elementalists, Storm Crows, summoners, Songstealers (their oldest school of magic), omen speakers, token crafters, rune scribes, Beetle Mages, illusionists, egopomps, Necrostrix, transmuters, and chaos wizards.  Chrichoral are entirely uncomfortable in places where they cannot take flight, they become distressed in enclosed spaces and underground, mobility is life.


Old one, legit NPC.
Compared to the iele and the three saurian races, the Chrichoral have a very low population.  Females usually lay only a single egg, so siblings are uncommon.  The rare instances of "triplets" are considered fateful and blessed, particularly all male or all female sets, though the children hatched grow to be the smallest and most frail adults.  They believe themselves to be the oldest race, and are thought to have been a primitive people in the age when the saurians were one, the age before the Greatest Ancients.  Adolescents and young adults naturally seek to venture out into the continent to collect experiences, tricks, treasures and stories to make a name for themselves when they return.  These youngsters wear few clothes/adornments and are forced to carry little to keep themselves mobile outside.  Meanwhile the old birds back in the cities drape themselves in gaudy jewellery, elaborate hats, draped fabrics, and innumerable tiny tokens of bone, gem, feather, scale and gold, heavy with social importance... to Chrichoral.

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Back on track, 5/7 races defined: Chrichoral, Fasinaa, iele, Goboda, Shem.  Only the Mororca saurians and the Umash remain.

Sunday, February 26, 2017

Races: Shem

The Shem are the single non-playable sentient race.  They are a shared problem among the surface races, a rallying point and a communal enemy.  Just some sketches this time.  I like the configuration of the Shem's bodies in this one, I'll spare you the hideous original concept of years ago.  Three races remain undefined: the Umash, the Crichoral, and the Mororca saurians.


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Shem - The thrumming terror from beyond the mountains, the Shem are a species of flying insectoid slavers that use their natural poisons and strange magics to abduct other races across the continent and return them to Shemna Island.  Trapped on Shemna Island, the captives of the Shem are forced into slave labor, bearing heavy loads, waiting on their masters, excavating in mines and ruins, and constructing great monuments.  They are feared by every surface race, and only the largest, most heavily guarded cities are completely safe from their aerial raids.  Those who have suffered the effects of the Shem's venom and escaped capture will never wish to engage the creatures again, and no one has escaped enslavement on Shemna Island.

The Shem have a wasp-like body, longer than a man’s, covered in gray and blue patterned skin, with a ten-foot prehensile tail tipped with venom injecting stinger.  Though they have the look of a giant insect, the Shem have no carapace or chitin, they are supported internally by lattices of cartilage. The psychoactive venom in the tail stinger inspires fear, respect, and passivity towards the Shem in those stung.  There are four veined, iridescent wings at the back of the thorax, the longest of which is ten feet.  Four child sized multi-jointed arms are arrayed at the front of the thorax, too small and fine to wield any weapon, but capable of using wands, rings, and other small magical items.  The Shem have V-shaped heads at the end of a jointed neck, seemingly featureless but for two huge, many-layered eyes at each end.  They seem to consume nothing, but are said to drink up reflected sunlight monthly at their Crystal Colony in Kao Shem, their bizarre slave made city-structure, far away on Shemna Island.

These creatures speak by vibrating their four tiny, non-flight wings on their upper back against vibrations from the flight wings.  The Shem’s whispering, buzzing "voices" twist and dopple, instilling fear and confusion in intelligent beings, regardless of which language they choose to communicate in.  This effect adds to the potency of their psychoactive venom and vice versa.  The Shem are highly intelligent, and highly cooperative, they rely on ambushes and surprise to attack, assist and protect their wounded, and utilize multiple formations in different situations.

Two Shem can comfortably carry an grown man with their prehensile tails, but will leave themselves defenseless.  They prefer to employ other creatures that they have enslaved to do their bearing.  Raiding groups will often be accompanied by one or more floating Bloat Cages, their stretchy mouth bags collared off at the back to keep them from swallowing their cargo.  The Bloat Cages are suspended by bags of buoyant gas, they are found naturally near the Cnacol Peninsula.  At other times the Shem will be in contact with a ground troop of ruined slave creatures, poisoned and abused into depraved monsters, or supported by other, more actively dangerous aerial slaves.

The Shem, like all cultures in the Furthest Lands, have their own disciplines of magic, unique to them and difficult (but never impossible) for others to adopt.  They are said to *still* possess one part of the Seven Sign First Magic, but it is unclear what its use is.  They are known to venerate an aspect of Tyrant  they call the Crystal Sovereign, who bestows incredible powers of domination upon their priestesses, the Shem Icons. 

Friday, February 17, 2017

Races: Goboda




Goboda - The Goboda lizard men are nomadic tortoise-like desert dwellers.    They have a heavy, rigid carapace which gives them a great bonus to armor, but reduced mobility.  They have proportionately small heads on a flexible neck, large thick limbs, and a heavy, dragging tail.  They stand between 5.5' and 7' tall, and are at least 2.5 times as weighty as an equivalent-sized man.  Males and females are superficially identical.

The majority of the Goboda live in the great arid expanse that is the Tomada Yoma, the largest desert in the Furthest Lands.  There they keep mostly to themselves, following the old ways and keeping their ancient histories.  Wise and endurant, many are priests, monks, teachers, and craftspeople.  Generally herbivorous, they subsist on succulents, root vegetables, flowers, gourds, melons, and lichen, but occasionally eat insects and small vertebrates.  Like the Fasinaa and the Mororca, the Goboda are not true "lizard" men, their metabolism is bird-like.

Do YOU want to argue philosophy with this guy?
The Goboda can be perceived by other races as foolishly personable, maybe somewhat slow-witted, and naive.  Others meet the nomadic holy people the Walkers of the Great Wheel (the Eternal Pilgrims) who feel their faith will protect them in any situation, with the most frequency, and incorrectly color their views.  The Walkers spend their lives completing circles of the continent, a seemingly impossible journey of many thousands of miles and through impassable obstacles.  There are plenty of Goboda thugs, slavers, mercenaries, death cultists, and warlords, and they can be as amoral and self-serving as any other race.

Though they are found in cities and as a part of their religious migration all across the continent, nowhere outside the Tomada Yoma are the Goboda encountered in any great numbers.  Even the general population is low, they breed slowly and their egg-born children have a very high mortality rate.  Goboda warriors favor both obvious crushing weapons like stone clubs and maces, and ones with a long reach like whips and polearms.  Goboda wizards communicate with elemental spirits of stones and sand and sun fire, create time-warping mandalas, and wield powers of sound and light.  The Orobolus (the Circle) is their primary divine force, though they worship Naudde, Immacula and Se'vensaera as well.



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In the case the of the Fasinaa and Mororca saurians, I had drawn their forms before and been successful, but nailing down the design on the Goboda had eluded me up until this point. Good work blog!
So 2/3 saurians down, 3/7 races in total down.  Back soon.
Fasinaa
Goboda
Mororca
Iele
Chrichoral
Umash
Shem

Tuesday, February 14, 2017

Races: Iele












Iele (humans)


Essentially a catch-all term for the most human-like of the mammalian bipeds.  Pronounce the word as "eel" the fish.  There are dozens of distinct iele tribes with their own cultures and distinguishing features, as well as countless interbred families and individuals.  Most other races cannot tell the different tribes apart, thus the name.  Iele means "mongrel", it is slightly offensive, but a widely accepted term.  To human outlanders many of the iele would seem quite alien, while iele would assume a human to be a fellow iele.  The appearances of individual iele are widely variable.  Some have strange skin or hair coloration/patterns, some tails/horns/feathers, some minor natural magical abilities, some have subtler peculiarities.  They have the height and weight range of humans.

Iele of a specific tribe with specific traits who breed with others of that tribe produce children of like traits.  In other instances the children are generally born with random traits.

Iele Tables

To generate a random basic iele, roll once on the iele abilities table, and roll 1d4 times on the iele appearance table, re-roll duplicate or conflicting rolls.

Iele Abilities

01-03  know alignment 1/day
04-06  infravision, 60'
07-09  immune to normal poison
10-12  light 1/day
13-15  darkness 1/day
16-18  speak with animals 1/day
19-21  faerie fire 1/day
22-24  hunter's mark 1/day
25-27  longstrider 1/day
28-30  detect magic 1/day
31-33  +2 to saves vs. fire
34-36  +2 to saves vs. cold
37-39  +2 to saves vs. electricity
40-42  +2 to saves vs. acid
43-45  sense direction 1/day
46-48  beautiful, +1 charisma
49-51  stone augury 1/week
52-54  breath augury 1/week
55-57  water augury 1/week
58-60  flame augury 1/week
61-63  fast, +5' base movement
64-66  strong, +1 strength
67-69  near odorless, lower chance to attract scent-based predators, +2 to sneak vs. same, etc.
70-72  +2 to saves vs. spell
73-75  nimble, +1 dexterity
76-78  hardy, +1 constitution
79-81  curious, +1 wisdom
82-84  clever, +1 intelligence
85-90  ---
91-95  roll twice, reroll 85-00
96-00  roll three times, reroll 85-00

Iele Appearance

01-02  Small antlers
03-04  Sharp teeth
05-06  Red skin
07-08  Blue skin
09-10  Green skin
11-12  Flower patterned skin
13-14  Feathers for hair
15-16  Feathers mixed in hair
17-19  Light patches of fur
20-22  Fur
23-25  Very short
26-28  Very tall
29-30  Striped skin
31-32  Short tail
33-34  Long tail
35-36  Digitigrade
37-38  Extra finger
39-40  Long fingers
41-42  Extra thumb
43-45  Claws
46-47  Gold eyes
48-49  Red eyes
50-51  Silver eyes
52-53  Spice eyes
54-55  Black eyes
56-57  Blue hair
58-59  Green hair
60-61  Patterned hair
62-64  Lithe, thin body
65-67  Stout, thick body
68-69  Glittering skin
70-71  Cat eyes
72-73  Goat eyes
74-75  Flaking skin
76-77  Greasy skin
78-79  Bone spurs at joints
80-81  Completely hairless
82-83  Bioluminescent spots
84-86  Long ears
87-89  Very small ears
90-91  Split lip
92-93  Spinal ridge
94-95  Elongated face
96-00  Roll twice.


The iele, while not unified among themselves, are the most prevalent race.  They breed faster and more successfully than other races and quickly adapt, developing new traits when introduced to new environments.  They form the majority population in most of the cities on the continent and are found in all the others as the largest minority. 


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The iele serve several purposes for me.  They replace humans in a setting that I wanted to free of the standard humanoids and demihumans, which I love but exist in another part of the world.  Their lack of cultural unity makes them the most accepting race, they become the glue that holds the peoples in cooperation.  They give players who just want to play a character with unique characteristics of their choosing a way to do so that doesn't make them instantly the craziest looking person in any town.

On track with races unless I think of something else that must be urgently expressed.  C'mon Goboda!

Tuesday, February 7, 2017

Races: Fasinaa


Fasinaa - The Fasinaa lizard men tend to be tall, thin, and finely scaled.  Their snouts are long, with a monitor lizard or therapod dinosaur type appearance, and full of sharp teeth.  Males have long, thin tails and can be brightly colored, females have shorter, thicker tails and have a camouflaged pattern useful in the last place they shed their skin.
This is a trustworthy fellow.

Highly intelligent, agile, and inscrutable, the Fasinaa are known to be hunters, alchemists, sorcerers, assassins, and 'Liars of Tsugumi' (a kind of holy person).  The weakest and smallest of the three saurian species, but the most rounded and adaptable.  Fasinaa are not true "lizard" men, their metabolism is bird-like.  They are omnivorous, eating fruits, roots, birds, and various game.

Theirs is the oldest culture in the continent, they are said to have invented writing.  They live in the jungles of the Faakshidraa but many leave to seek their fortunes elsewhere.  All the cities have Fasinaa populations, and they are found in every profession (no class restrictions).  They speak their own language, which has a common root with the other two saurian languages.

In combat, Fasinaa favor spears, javelins, bows, jagged maces, and oversized machetes called Fasinaa Cleavers.  Their wizards speaks to the spirits who live in the ancient trees, deal with the demons who bubble up from the earth or drip down from the stars, and bind the magic animals of the jungle with trickery.  The Faakshidraa is filled with poisonous/venomous animals and plants and the Fasinaa use the essences of every one they can.  Tsugumi Mouth of Poison is their primary goddess.  Her masked devout the Liars describe the world as it is not to give it new shapes (and makes their lives better).