Less Than Ideal

Here’s a little idea that just popped into my head that I thought folks might find useful when one needs to generate a NPC personality on the fly with very little to go on. It works on the idea of, for lack of a better term, stereotypes.

In D&D – heck, in so many things – there is a general conception of what an elf or dwarf or magic-user (etc.) should be. Maybe these ideas come from the game books or other pop culture, and maybe they change over time, but they do exist. Take elves, for example. Lots of RPG’ers have an idea in mind of how an elf behaves and what they look like. Consider this as, rather than a stereotype, an ideal. The ideal elf in old D&D was 5′ tall, Chaotic Good, came from the woodlands, etc.

How many elves, though, live up to this ideal? Perhaps, when an elven NPC shows up, we can roll a dice, perhaps a good old fashioned d6, to find out how close the NPC is to the ideal. Maybe a “6” means we have the perfect elf in front of us. But for every point lower than a “6”, we dial that elf one step from the ideal.

Here’s where we get free-form with this thing. The ways in which the NPC differs from the elven idea is up to the DM. Say we roll a “5”. We have an almost ideal elf, but he differs in one particular way. If we think of elves as having happy personalities, maybe our elf is morose. Maybe he doesn’t come from the woodlands, but instead the coasts. Maybe he’s a step away from Chaotic Good – Neutral Good or Chaotic Neutral. Maybe he’s stout instead of lean, dresses in scarlet instead of green – whatever your conception of an elf is, this guy doesn’t quite live up to it.

Roll a “3” for a dwarf, and he differs from the dwarven ideal in 3 ways – he’s Lawful Neutral, lean instead of stout and is funny instead of dour … or he has auburn hair, prefers the woods to being underground and thinks elves are groovy.

A simple d6 roll, an idea of an ideal, and a little imagination to get a memorable NPC.

Expanding the Final Frontier

Some of my readers may remember my review a ways back of Star Trek – Adventure Gaming in the Final Frontier. It’s a nifty little RPG, the first with the Star Trek license, designed to accompany some metal miniatures produced by Heritage Models Inc. of Dallas, Texas. Frankly, I fell in love with it – rules lite, somewhat compatible with old school D&D, includes stuff from animated Trek – totally up my alley.

I’ve also talked a bit about my love of original Star Trek on this blog HERE and shared some basic spaceship battle rules I designed to go along with my Star Trek vapor-campaign (i.e. a campaign I’ve designed but know I’ll never actually play).

To keep the original Star Trek RPG alive, and to pass some time, I decided to produce some character stats for a few of the aliens introduced in Star Trek: The Motion Picture.

A Quick Rules Primer

Before I present those character stats, and because most people do not own the Star Trek adventure game, here’s a quick primer on some of the rules:

Characters in Star Trek have ability scores … and they’ll be pretty familiar to old school gamers: Strength, Dexterity, Luck, Mentality, Charisma and Constitution. And yes – you generate them with 3d6 in turn, as God intended. There’s also a size attribute and movement attribute, and there is a 1% chance for most characters to have psionic powers; Vulcans are always psionic, and Kzinti are psionic on a roll of 1 on 1d8.

Combat is pretty standard for old gaming, but in Star Trek the attacker rolls 1d6 and adds his Hand-to-Hand combat class and modifies it by his Strength and Dexterity (-1 for each point below 9, +1 for each point above 12), while the defender rolls 1d6 modified by H-H class and Luck. If the attacker’s roll is higher than the defender’s, the defender takes the difference in damage.

For ranged combat, you have a “to hit” chance based on your Dexterity, and if you hit you then roll damage based on the weapon used, and the defender rolls 1d6 modified by Luck, taking the difference (if positive) as damage. Damage is deducted from Constitution in this game, rather than from hit points.

As an example of how species were presented in the game, here’s how they present Vulcans in the book: Pointed-eared humanoids of great emotional control and logic. Their blood is based on copper salts and they have protective nictitating membranes to protect their eyes from dirt and glare. They have limited powers of telepathy and empathy in that they usually have to be in contact with a subject for the powers to operate. Once every seven years they must mate or die. Basic size: 200cm, Basic move: 11m, ST +3, DX +2, MN +3, CT +4.

That’s enough info to give you an idea of how the game works.

The Aliens

ArcturianArcturians are humanoids from Arcturus IV, a very large and dense planet. All Arcturians are clones, and there are over 100 billion of them in their home system. Arcturus IV is best described as an anarcho-capitalist society, with no central government to speak of. Despite their lack of central authority, the Arcturians are militaristic, and provide the bulk of the UFP’s infantry forces. Many also work in Starfleet security and marines. They are also known to have a great appreciation for the works of Shakespeare. Arcturians are often contemptuous towards outsiders.

Basic Size: 180cm, Basic Move: 11m, ST +3, CT +3, CH -1, increase H-H Class by +1

610betelrobed

Found at A Piece of the Action

Betelgeusians evolved from leopard-like birds – perhaps something akin to griffons. They have retained the talons and bone structures of predatory birds, but walk upright, and have two mouths. One mouth is used for speaking, the other for eating. Their home planet is Betelgeuse IV. Betelgeusians are known to be aggressive, but also calm and decisive. They have a strong hunting instinct.

Basic Size: 210cm, Basic Move: 10m, ST -1, DX +2, CT -1, add +1 to H-H rolls using their talons

9db54b56ecd446254dcef1294078d6acKazarites are known to be simple shepherds on their own planet, preferring the company of animals to most sentient humanoids. They possess the power of telekinesis, which they use to propel their simple spacecraft through space. Kazarites sometimes enter Starfleet as biologists. They are capable of communicating with animals.

Basic Size: 175cm, Basic Move: 10m, LK +1, MN +1, CH +3

downloadRhaandarites are a child-like species, sometimes considered the “country bumpkins” of space. They have a lifespan of many centuries, and do not mature until they are 150 years old. They also continue to grow their entire lives, with the oldest topping 240cm. Rhaandarites are good at taking commands, not giving them, but they are very loyal and trustworthy. They originate on the planet Rhaandar orbiting Alpha Indi. Males and females can only be told apart by the style of jewelry they wear. The Rhaandarites are known for hiding their technology in jewelry.

Basic Size: 190cm, Basic Move: 10m, LK +1, MN -1

Rigellians evolved from saber-toothed turtles in ancient times (but no word on whether they are descended from a certain “friend of all children” we all know and love). They usually wear armored exoskeletons, which give them a sense of security. Their society is broken into two castes, the lords and attendants. Lords are taller (usually 200-210cm) and are capable of laying eggs. Attendants are shorter (165-175cm) and hold all real power in their society. It is the attendants who sometimes join Starfleet. They originate from Rigel III*.

Basic Size: 170cm, Basic Move: 9m, DX -1, CT +2, armored skin rating of 1, skilled swimmers, +2 to H-H combat rolls using their claws and bite

65rigellianmain

From A Piece of the Action

Saurians are reptilian humanoids who come from Psi Serpentis IV, a volcanic planet of heavy gravity, dim light and poisonous gases. Saurians can breath many gases, and are generally resistant to poison. They have four hearts, and their large eyes are sensitive to bright light. They are especially known for their Saurian brandy, which even exported into the Romulan Empire.

Basic Size: 180cm, Basic Move: 11m, ST +1, DX +2, CT +4, CH -1, skilled swimmers, +1 to H-H rolls with their claws

512zaranitemain

Found at A Piece of the Action

Zaranites come from the harsh planet of Mu Capricornis II (or Zaran II). They have two hearts and are capable of stopping one in order to meditate on their choices in life and so one heart can repair itself. They breathe fluorine gas instead of oxygen, and so usually wear special breathing apparatus. The Zaranites have a love of logic, numerology and mathematics almost equal to the Vulcans, but they are not non-emotional, and in fact can be quite belligerent. They live past the age of 400.

Basic Size: 180cm, Basic Move: 10m, MN +1, CT +2, CH +1, 5% chance of psionics

* It’s a funny thing, but Star Trek used Rigel as the location of a whole lot of alien settlements/civilizations/etc., most likely because it was a star name that was familiar to people. Unfortunately, Rigel is really far away … as in far enough away to not make sense in the context of the show. As a result, I treat references to Rigel as being to the much nearer Alpha Centauri A in MyTrek, since it is also called Rigil Kentaurus.

Some images found at A Piece of the Action

Freeform Fantasy Races

Before I started writing this blog or publishing, I did a fair amount of writing for myself and the people with whom I gamed. I recently came across some files I’d stashed away, including the “original” NOD RPG, which was really just a mash-up of Swords & Wizardry and Castles & Crusades, with art from Wayne Reynolds, and this little ditty about racial archetypes.

The idea was to swap out the common fantasy races for these archetypes, with options chosen by the players so that they could, in essence, build their own “race” for their character. I used some of these idea later in Space Princess for those races, and a few ideas have probably filtered into Blood & Treasure, but I thought people might enjoy seeing the original, with only a little editing for spelling. Again – assume these were for some unholy mash-up of S&W, C&C and 3rd edition.

These rules are designed to let you model races not found in the Player’s Handbook.

Attribute Modifiers
All of the archetypes in this document except Aliens, Dynamics, and Natives are allowed one attribute modifier from the following list.

• +1 Cha, -1 Wis.
• +1 Dex, -1 Con.
• +1 Int, -1 Str.
• +1 Str, -1 Int and -1 penalty to one ability score of your choice.
• +1 Con, -1 Dex.
• +1 Wis, -1 Cha.

Dynamic Characters
Dynamics are the most common form of adventurer. They rely on training and luck to win the day, not innate powers.

Senses: Normal.

Prime Attributes: Dynamic characters may choose three prime attributes instead of the usual two.

Alien Characters
Aliens are defined by strange physical and mental powers. They are probably the most versatile type of hero, after the dynamic. Virtually any kind of “super powered” hero can be realized with the alien type.

Senses: Normal – but see below.

Powers: Aliens can choose three powers from the following list.

Mental Powers
All mental powers that are derived from Jason Vey’s psionics rules follow those rules normally. The alien should be treated as a 1st level psionicist for the purpose of using the ability. If an alien takes a psionic mental power multiple times, he increases his effective level for using that power by 1. Thus, an alien that took metabolic control three times would use the power as a 3rd level psionicist.

  • Alien Mind: Creatures that try to read or control your mind must make an Intelligence save or be confused for 1 round.
  • Clairaudience: See psionics rules.
  • Clairvoyance: See psionics rules.
  • Dual-Mind: You are capable of engaging in two mental tasks at once, making an attribute check for each at -2. You cannot cast two spells or use to psionic powers simultaneously with this power. In addition, you also get to make two saving throws against mental effects. As long as one mind makes it save, you can ignore the effect, though you suffer a -2 penalty to all actions.
  • Empathy: See psionics rules.
  • Heightened Mentality: Increase one of your mental attributes (Int, Wis, or Cha) by +1. This can be taken more than once, but no attribute can be increased beyond a score of 20.
  • Metabolic Control: See psionics rules.
  • Obfuscation: See psionics rules.
  • Psionically Gifted: You gain a +1 bonus to all psionic power checks.
  • Psychic Defense: See psionics rules.
  • Spell Resistance: You gain spell resistance 1. Each additional time you take this ability you increase your spell resistance by +1.
  • Telepathic Communication (Wisdom): See psionics rules.

Physical Powers

  • Chameleon: This is the ability to change the body’s colors (though not the color of items worn or carried) to match the environment. Generally it should give a bonus of +1 to +5 on hide checks.
  • Energy Resistance: You gain resistance to one energy type (acid, cold, electricity, fire, or sonic). This can be power can taken more than once, but it applies to a different energy form each time you take it.
  • Extra Arms: When using two-weapon fighting, you may make two off-hand attacks instead of one. Alternatively, you may wield an additional shield in combat.
  • Extra Legs: You are a quadruped – you gain a +4 bonus to avoid being knocked over. In addition, your carrying capacity is increased by 10%.
  • Heightened Physique: Increase one of your physical attributes (Str, Con, or Dex) by +1. This can be taken more than once, but no attribute can be increased beyond a score of 20.
  • Heightened Senses: You gain twilight vision, an enhanced sense of smell, and a +2 bonus to all listen checks.
  • Improved Speed: Your base land movement is increased by +5 ft. This can be taken more than once, and its benefits stack.
  • Natural Armor: You have scales, thick fur, or thick skin of some kind that give you a natural AC 12. Each additional time that you take this power you increase your natural armor by +2.
  • Natural Weapons: You either gain a bite, claw, gore, slam, slap, sting, talon, or tentacle attack that deals 1d4 damage. This attack can be used in addition to weapon attacks at no penalty. Each additional time you take this power you can either gain an additional attack form, or increase the damage of an existing attack form by one dice size.
  • Poison: You are poisonous – either through bite, skin contact, or writhing snakes on your head. Opponents who are stricken must succeed at a Constitution save or suffer 1d6 points of damage.
  • Quills/Spikes: Your outer arms, back, head, legs, etc are covered in quills or spikes. You gain a +1 bonus to AC, and can inflict 1d4 points of bonus damage when grappling or grappled. Opponents that strike you without using weapons suffer this damage automatically.
  • Regeneration: Gains fast healing 1.
  • Spider Climb: You can use spider climb, as the spell, at will.
  • Stretch: You can increase your reach by 5 ft (at the cost of 2 points of strength), and squeeze into small spaces with a dexterity check.
  • Tentacles: Tentacles emerge from some portion of your body – they may replace your arms or legs, or jut out from your chin. They grant you a slam attack that deals 1d4 damage, and grant you a +2 bonus to grappling attacks and climbing.

Sample Alien: Githyanki

The githyanki are descended from human slaves kept by the mind flayers. Ages ago they rebelled and escaped to the Astral Plane, where they now dwell. Githyankis have three mental powers: Alien mind, heightened mentality (+1 Int), and psionically gifted.

Beaste Characters
A concept drawn from folklore, beastes are shape shifting magical animals.

Senses: Twilight vision, enhanced sense of smell.

Alternate Form: Beastes can alternate their form between that of an animal, a humanoid, and a hybrid form. Changing form requires one complete round during which the character can do nothing else. Armor and equipment do not change form along with the beaste. In each form the character’s level and attribute scores are unchanged.

Animal Form: When in animal form the beaste is virtually undetectable from a normal animal. Beastes gain the ability to speak with normal animals when in their animal form. While in animal form, a beaste cannot use any weapons, armor, or equipment, nor can they cast spells. They can understand any language they know, but may not be able to reply.

Humanoid Form: When in humanoid form, beastes looks like a normal humanoid of a type chosen during character creation (i.e. elf, dwarf, human, orc, etc). Whatever their chosen humanoid guise, they always retain some distinctive feature of their beaste form. The choice is up to the player. In humanoid form, the beaste loses its twilight vision and enhanced sense of smell.

Hybrid Form: A beaste in hybrid form appears as a combination of animal and humanoid – their exact appearance is up to the player. In this form, they retain the special attacks and qualities of their animal form, but also have working humanoid hands, and can speak humanoid languages.

Speak To Animals: In all forms, a beaste can speak to animals at will.

Sample Beaste: Kitsune

Kitsune are fox beastes of Japanese folklore. They are capable of taking the form of a human, fox, or human-fox hybrid. They gain a +1 bonus to charisma and a -1 penalty to wisdom.

Elemental Characters
Elementals carry the blood of elementals in their veins. All elementals show this heritage in their physical appearance.

Senses: Twilight vision.

Energy Resistance: All elementals have 50% resistance to one energy type based on their elemental heritage:

Air 50% resistance to electricity
Earth 50% resistance to acid
Fire 50% resistance to fire
Water 50% resistance to cold

Elemental Power: Elementals have special abilities based on their elemental heritage.

Air: Reduce falling damage by 50%, double jump distance.
Earth: +2 AC vs. overbearing attacks, +1 natural AC
Fire: Deal 1 point of fire damage with all melee attacks.
Water: Breathe underwater, gain swim speed equal to land speed.

Sample Elemental: Fire Gnome
The fire gnomes are gnomes that dwell near volcanoes. They have 50% resistance to fire and can deal 1 extra point of damage with their melee attacks. In addition, they have the small subtype, giving them a +2 bonus to dexterity and a -2 penalty to strength. They have a +1 bonus to intelligence and a -1 penalty to strength (making a total -3 penalty to strength).

Macabre Characters
Macabres are either born from the undead (i.e. their parents were made undead while they were in the womb, or they were sired by a vampire, or there was a strange ritual involved), the result of botched resurrections on their pregnant mothers, or maybe they are actually sentient undead. Macabres can choose to be intangibles (like ghosts, shadows, or wraiths) or corporeals (like zombies, ghouls or vampires). They can be small, medium, or large.

Senses: Twilight vision.

Resistance: Macabres are damaged by positive energy and healed by negative energy. Thus cure light wounds will inflict 1d8 points of damage on a macabre, while inflict light wounds will cure 1d8 points of damage.

Stunning Touch: Macabres have a touch attack that stuns living creatures for 1d4 rounds if they fail a constitution saving throw. They can use this once per day.

Intangibles: Intangible macabres can use ethereal jaunt once per day.

Corporeals: Corporeal macabres have a 50% chance to ignore extra damage from sneak attacks, back attacks, and critical hits.

Sample Macabre: True Ghoul
The true ghouls are a race of undead that haunts the deepest reaches of the Underworld. Unlike normal ghouls ,they are intelligent and more-or-less civilized. A true ghoul has the normal resistance to positive and negative energy and stunning touch of a macabre. As corporeal macabres, they have a 50% chance to ignore extra damage from sneak attacks, back attacks, and critical hits. They have a +1 bonus to constitution and a -1 penalty to dexterity.

Magical Characters
Magical characters have magical power flowing through their veins. This is usually due to a fey, planar, or draconic heritage.

Senses: Twilight vision.

Resistance: Magicals can choose to have 25% resistance to any three energy types of their choice, 90% resistance to sleep and charm effects, or a flat magic resistance of 10%.

Spells: Magicals can choose four 0-level spells, two 1st level spells, or one 2nd level spell to cast as spell-like abilities once per day. The magical character has a caster level of 1 with his spell-like abilities.

The list a magical character chooses his spell-like abilities from often corresponds to his heritage: wizard for draconics, illusionist or druid for feys, and cleric for planars.

The spells chosen must be approved by the CK.

Sample Magical: Tiefling
Tieflings have fiendish blood in their veins. They have 25% resistance to cold, fire and poison damage, and can cast darkness once per day. They have a +1 bonus to dexterity and a -1 penalty to constitution.

Native Characters
The native is tied to where he has grown to adulthood, whether he is a barbarian of the forests or a city slicker.

Senses: Normal.

Native Environment: Natives must designate one “environment” as their native environment. A native can choose from the following environments: Aquatic, Arctic, Desert, Forest, Jungle, Hills, Marsh, Mountains, Plains, Underground, and Urban. Man-made dungeons do not count as an urban or underground environment.

All natives receive a +1 bonus to initiative, attribute checks that would benefit from familiarity with an area, and +10 ft to movement when in their native environment.

In addition, natives can choose to get either a +1 bonus to hit three traditional enemies of their people (chosen with CK’s approval), or a +1 bonus to hit with a traditional weapon of their people.

Finally, natives get a +2 bonus to AC when fighting large creatures native to their native environment.

Sample Native: Cimmerian
The Cimmerians of Robert E. Howard’s Hyborian tales are native to a land of steep, rugged hills. In such environments they gain a +1 bonus to initiative and attribute checks, a +10’ to their movement. Their traditional enemies are the Picts, Vanir, and Hyperboreans, against whom they are +1 to hit. Against large creatures native to Cimmeria they have a +2 bonus to AC.

Promethean Characters

Monkbot, from HERE

Note: I think I snagged this from somewhere else – maybe Jason Vey – if anyone knows, let me know

Prometheans are creatures that are manufactured by other creatures. They are sentient, and as capable of emotion as their player wishes them to be. Prometheans can be built from a variety of materials, including wood, metal, stone, clay, porcelain, or even unliving flesh.

Constructed: Prometheans are immune to any effect that requires a constitution save that doesn’t normally affect objects. They do not need to eat, sleep, or breath, although they can benefit from imbibing a magical potion.

Outer Shell: Prometheans gains special abilities based on the composition of their outer shell. Choose one.

Ceramic: +2 to charisma checks
Cloth: +2 to dexterity checks
Metal: Natural AC 12
Wax: Change self once per day, vulnerable to fire
Wood: Natural AC 11, swim speed equal to half their land speed

Innards: Prometheans gain special abilities based on their innards. Choose one.

Clockwork: +2 to grapple attacks and to disarm AC due to the ability to lock their grasp
Cotton: Cold resistance equal to 25%
Hollow: Conceal objects one size category smaller within its body
Sand: Fire resistance equal to 25%
Sawdust: Acid resistance equal to 25%
Solid: 25% chance to negate extra damage from sneak attacks, back attacks, and critical hits

Sample Promethean: Karakuri
In real life, karakuri are primitive Japanese clockwork automatons. In a fantasy game they can be prometheans of ceramic composition and clockwork innards. This gives them a +2 to charisma checks, a +2 bonus to grapple attacks, and a +2 bonus to AC vs. disarming attacks. Since they are constructs, they need not eat, sleep, or breath. They have a +1 bonus to dexterity and a -1 penalty to constitution.

Racial Subtypes
The following subtypes can be added to any racial type.

Aquatic: Aquatic creatures can breath underwater and gain a swim speed equal to their land speed. They must immerse their bodies in water at least once per day or lose 1 point of Constitution to dehydration.

Avian: Avian creatures have working wings; they gain a fly speed equal to their land speed, but suffer a -2 penalty to Constitution due to their hollow bones.

Insectoid: An insectoid’s antenna give it the ability to fight without the benefit of sight. They suffer half the normal penalty when fighting blind.

Subterranean: Subterranean creatures have darkvision to 60 feet, but are -1 to hit in bright light. Alternatively, they can have deepvision to 120 feet, but suffer a -3 penalty to hit in bright light.

Size: A creature’s size is assumed to be Medium, i.e. between 5 and 7 feet in height. Optionally, it can be Tiny, Small, or Large.

  • Tiny (1-2 ft): +4 Dex, -4 Str, 50% reduced carrying capacity
  • Small (3-4 ft): +2 Dex, -2 Str, 25% reduced carrying capacity
  • Large (8-12 ft): +2 Str, -2 Dex, 25% increased carrying capacity

Of Pixies and Proboscis Monkeys

Because you demanded it (well, two of you), I now proudly present the proboscis monkey (or bekantan) and pixie as playable races for Blood & Treasure. I will expect to see many bekantan and pixie characters popping up in the next few months to reward me for my toil.

BEKANTAN (PROBOSIC MONKEY)

Found HERE; modified by yours truly

The life of a bekantan is boring. They dwell in the treetops, grazing on leaves. Because the leaves contain toxins, they only eat young leaves, and they only eat a few leaves from each tree, to avoid too big a build-up of that tree’s particular toxins in their system. Tree to tree, leaf after leaf. Boring.

A rare bekantan is born a little smarter than its kin, and wants a little more out of life. These bekantan become adventurers.

Bekantan have reddish-orange fur and pink-orange faces. They are notable for their large noses (especially on the males) and pot bellies.

Bekantan are not particularly violent, and couple with their small size makes them relatively poor warriors. They usually are not intelligent enough to become magic-users, and few enter the priestly ranks. This makes most bekantans thieves (or Jimmy Durante impersonators, but I haven’t written that class yet, so we’ll let it lie).

Bekantan modify their starting ability scores as follows: Str -1, Dex +2, Int -2, Wis +1, Cha -1

Bekantan have a base movement rate of 30′ per round and a climb speed of 20’ per round. They have a knack for climbing sheer surfaces, jumping and swimming (they have webbed toes). Bekantan enjoy a +2 bonus to save vs. poison. They can make a bite attack for 1d3 damage in place of a weapon attack.

Bekantan can multi-class as fighter/thieves, magic-user/thieves or cleric/thieves if they can meet the requirements.

PIXIES

Pixies are fey kin to halflings, though far less likely to mingle with humanoids than their portly, burrowing cousins. Most live a carefree existence in the woods, doing fey stuff and ignoring the world of men and dwarves (and elves and half-elves and half-orcs and … you get the idea). A few are bold enough to step out of the woods and become adventurers.

Pixies modify their starting ability scores as follows: Str -3, Dex +3, Int +2, Wis +1

Pixies are small creatures with a base movement rate of 20’ per round. They can also fly at a speed of 60’ per round if they do not wear armor heavier than padded or leather and if they are not encumbered.

Pixies have numerous magical abilities. They can become invisible, at will, for up to 1 minute per day per level (per the invisibility spell). They also enjoy a +2 bonus to save vs. magic.

Pixies with a Charisma score of at least 11 can cast the following spells, each once per day: Detect thoughts (ESP), detect evil and dancing lights.

Pixies can multi-class as fighter/sorcerers and sorcerer/thieves if they can meet the requirements.

All pixies suffer a -20% penalty to earned experience, due to their numerous special abilities. Pixies cannot advance beyond 8th level as sorcerers or warlocks (alternate sorcerer class), or 7th level in other classes.

Elemental Racial Variations

I’ve always enjoyed coming with variations on a theme, or variations on existing things in games. Of late, I’ve thought about doing themed variations on some of the existing races in Blood & Treasure – themes like the elements, or insects or animals.

For my first theme, I choose elemental earth. These races could work well in a specialty campaign, especially one set underground or on the elemental plane of earth, or can be used in an exotic section of an existing campaign world.

I’m not sure how well balanced these races would be, but you know – sometimes it just doesn’t matter. If they look like fun, use them!

COAL GNOMES
Coal gnomes look generally like normal gnomes, save their flesh is composed of a substance not unlike coal. They have pitch black skin and beady eyes that glow like embers. These eyes give them darkvision to a range of 120 feet. Coal gnomes are not immune to fire, but they do have a strange resistance to it.

When a coal gnome is struck by fire, it ignites and smolders. The coal gnome suffers one point of fire damage per round, and no more. While they smolder, they can score +1 point of fire damage with each successful melee attack.

Coal gnomes have the same alterations to their ability scores as normal gnomes, the same knacks and the same ability to multi-class. They do not have any Spellcasting ability.

GRANITE DWARVES
Granite dwarves are stoic and seemingly emotionless; at least, they do not often show emotion. Logical and resolute, they look like dwarves carved from granite.

Granite dwarves have the same ability score modifications as normal dwarves, and the same knacks. Their skin gives them a natural AC of 12, and they have the ability to freeze as do gargoyles, for a maximum of 10 minutes. Granite dwarves have darkvision to a range of 60 feet.

Granite dwarves cannot multi-class, for their minds are too focused.

CRYSTAL ELVES
Crystal elves are as graceful and lithe as normal elves. Their bodies are seemingly composed of living crystal, in various colors and hues. They rarely wear clothing, but do adorn themselves with jewelry and sometimes capes or cloaks.

A crystal elf’s skin reflects and refracts light, depending on the angle at which it is struck. When fighting in moderate illumination, all opponents engaged in melee combat with the crystal elf must pass a Reflex saving throw when they miss the elf in combat by more than 3 points, or be blinded for one round. In strong illumination, creatures locked in melee combat must pass this save each round, and creatures within 20 feet must do so when they miss the elf in ranged combat as above.

The crystal elf’s body gives them a +2 bonus to save vs. rays. They suffer double damage from sonic attacks.

Crystal elves have the normal ability score modifications and knacks, darkvision to a range of 30 feet, and they cannot multi-class.

SANDLINGS
Sandlings look like normal halflings composed of sand. They are quick and curious and have more abrasive personalities than normal halflings.

Sandlings ignore one point of damage per hit from physical damage, but water and wind deals +1 point of damage per dice (or 1 point of damage if the attack doesn’t normally deal damage) to them. They have the same ability score modifications as normal halflings, the same knacks, and they gain a knack at escape attempts.

When a sandling is struck for full damage by a physical blow (minimum 5 points of damage), they split into two tiny versions of themselves, splitting the damage as well. They must also split their equipment when they split, and their hit point total, but each of these twins retains its normal level, ability scores and special abilities. The personalities of each twin can vary, based on the original’s alignment:

THREE TIER ALIGNMENT
Lawful = Lawful and Neutral
Chaotic = Chaotic and Neutral
Neutral = Chaotic and Lawful

NINE TIER ALIGNMENT
Lawful Good = Lawful Neutral and Neutral Good
Lawful Neutral = Lawful Neutral and Neutral
Lawful Evil = Lawful Neutral and Neutral Evil

Neutral Good = Neutral Good and Neutral
Neutral = Lawful Neutral and Chaotic Neutral
Neutral Evil = Neutral Evil and Neutral

Chaotic Good = Chaotic Neutral and Neutral Good
Chaotic Neutral = Chaotic Neutral and Neutral
Chaotic Evil = Chaotic Neutral and Neutral Evil

The twins cannot re-merge until they get a full night’s sleep. If that sleep is interrupted, they split apart and must remain apart until they get another chance at 8 hours of rest.

Ende – The People

Almost ready to publish NOD 23 – just finishing up the monster stats in the Ende article, and putting some finishing touches on the conclusion of the Dungeon of the Apes adventure that started in NOD 22. Today, I figured I might get some extra use out of some of that Ende writing and blog about some of the peoples who dwell in Ende …

AASURA (AASIMAR)

Ende has long been a crossroads of the different planes of existance due to its being, for reasons unknown to all, a frequent battleground between the forces of Law and Chaos. As even a midling scholar of Nod could tell you, when an outsider is manifested into the Material Plane, it becomes a living, breathing creature with free will, even if it often takes a while for them to realize they are no longer bound to the wishes of their master. Many of these outsiders break away from their appointed tasks and mingle with the locals, so aasimar and tieflings are not uncommon in the region of Ende.

In Ende, the aasimars are called aasuras, and they usually belong to the higher castes of wise people and warriors. Of course, many, despite their blood, have fallen from their once high positions, and must make their way as mercenaries and adventurers, for they are ever too proud to work as artisans, laborers, and beggars (and the artisans, laborers and beggars would claim the haughty fools wouldn’t have the skill to do their jobs properly anyways).
While aasuras aspire to (and often pretend to uphold) the old ways of their ancestors, honesty, gravity, open-mindedness, far-sightedness and martial honor, the sad truth is that generations of life at the top of the social foodchain has left them decadent, over-bearing and aloof. While they are often respected, for even in their fallen state they are often driven to succeed at whatever calling they have chosen (callings which often involve killing or calling down fire from the sky), they are rarely well-liked.

In keeping with their castes, aasuras dress well, and decorate themselves with jewelry. They are usually perfumed or scented with fragrant oils, and even the poorest aasura will make every effort to keep a servant or slave. Aasura warriors prefer to wear aristocratic armor, usually banded or splint, rarely platemail imported from the north, and they carry shields and various sorts of swords and lances. Most work as horsemen or charioteers.

Most aasura take the lordly Indra as their patron, though those aasura who still hold to the old ways prefer Vishnu. Aasura characters usually have classes in paladin, monk, cleric, psychic, duelist or fighter.

DAITYAS (STONE GIANTS)

The stone giants of Ende are called daityas. They once served as mercenaries in the divine armies that fought here, usually for Chaos, and now dwell in the mountains as barbarians. The daityas are wild men and women, heavy with crude jewelry, their faces scarred and painted with images made up of swollen dots, the men cultivating fabulous mustaches that are a sign of power and fertility in their culture. Daityas wear no armor, only baggy pants and cloaks, and their wield giant scimitars and shields. They have skin the color of rust that is often marred with patches of white.

GANDHARVA (ELVES)

The gandharva are the elves of Ende. Once the masters of the plains of Gondar, their small, fortified villages eventually fell to humans and humanoids, leaving them to wander like gypsies. Most gandharva now are herdsmen and herdswomen (known especially for their ability to raise horses), entertainers, traders and, sometimes, ne’er-do-wells.

Like most elves, they are graceful and beautiful, with eyes that gleam like gemstones, deep olive skin and black hair. They dress in light, loose garments, or robes to hide their armor. Female elves are referred to as apsara, and they are known for their dancing.

Gandharva are cosmopolitan and easy going, with ready wits and a tendency to tell people what they want to hear. Charm is the hallmark of the gandharva, and they use it liberally to get what they want. Despite being graceful and alluring, the elves of Ende are skilled warriors, especially with staves and bows. Many elves train in the martial arts, combining dance with fighting.

Gandharva prefer deities of music and dance, and thus gravitate towards Saraswati, goddess of art and music, and Shiva, famous for his cosmic dance.

HUMANS
Humans make up the middle castes in Ende society, the artisans, laborers and farmers. They range from poor to rich, with the wealthiest humans usually being merchant princes. Most middle class humans are artisans, merchants or officers in the regions armies. Humans, here as everywhere, are cunning and clever and hold every opinion under the sun. Humans in Ende are often resentful towards the aasura because of their insistence on taking on airs despite their obviously lacking characters, and they fear and hate the tievas for their demonic powers and their close contact with death in all its fearful forms.

Humans are usually barred from the higher orders of society, though some are elevated into the upper castes due to their impressive abilities (i.e. high ability scores and capacity for bribing the aasuras and stroking their mighty egos). Humans with magical abilities are usually magic-users. Magic-users are not regarded as highly as psychics and clerics because of their dependence on material components, many of which are of an unsavory form. These magic-users do a good business in Ende, serving the middle and lower castes in the manner of doctors and advisors. Human warriors usually make up the bulk of Ende’s armies, and usually fight on foot or as light cavalry. Ende’s officer corps is mostly made up of humans, who serve as lietenants and captains. Higher ranks are held by the aasura nobility.

While they are barred from becoming clerics (again, there are exceptions), they are not barred from the druidic orders, and in fact dominate those orders. For this reason, the humans of Ende most often give their keenest devotion to the nature gods and goddesses, such as Agni, god of fire, Varuna, god of water, and Surya, the sun god, as well as Gunputty, the overcomer of obstacles (humans hate obstacles).

TIEVAS (TIEFLINGS)

As the aasuras are descended from outsiders of Law, the tievas, who occupy the lower rungs of the social ladder, are descended from outsiders of Chaos. Swarthy of skin, bright of eye and quick of wit, they have gravitated towards the lower professions of thief, assassin, beggar, and charlatan. The best of them live a straight (well, mostly straight) life of honest labor in such occupations as tanner, butcher, or hunter.

Tievas deal in death in one way or another, which makes them suspect and low in the eyes of the aasura and most humans. They see themselves as the necessary evils that make the more comfortable lives of the upper castes possible. While tievas care little for virtue, they do have a strong sense of self, and when crossed or insulted they rarely let the act go unavenged. A tieva might strike immediately themselves if they think they can get away with it, but more likely they will attack in the dark, from behind, with many friends.

Tievas dress as commoners. They live in the shabby quarters of town, and congregate in taverns and other places of rowdy amusement to let off steam. Tievas are rarely found in the organized armies of Ende, even armies of Chaos, for they are generally thought to be untrustworthy and cowardly. They are, however, hired as spies by all the lords of the region, including lords of Lawful alignment.

Tievas usually worship Ratri, the goddess of night, Lord Shiva, the god of death, and the black earth mother Kali.

YAKSHA (DWARVES)

The yaksha are dwarves that separated from the dwarves of the west a very long time ago. As such, they are quite different from their kin in Antilia and the Motherlands.

While most dwarves are gruff in demeanor and generally unhandsome (from a human point of view), the yaksha are remarkably sensuous. The females are curvaceous and viviceous, the men dashing and ferocious when roused. They live in heated casverns, and prefer to show off plenty of skin – they’ve got it, so why not flaunt it.

The strongholds are highly ornamented, with many gemstones and carvings. They are well lit, and kept very plush, for the yaksha are the keepers of the wealth under the earth, and while they may appear to be softer than other dwarves, they are in fact skilled warriors who guard their monopoly on mining precious metals and stones viciously.

The yaksha are worshipers of Lord Shiva, who is not only a god of death, but also of the valuables hidden within the earth.

History of NOD Part IV

Wow – so I let myself get lax on updating the blog again. In my defense, I’ve been super busy at work (real work, that one that plays for my mansion and gold-plated yacht) and super busy at home (NOD Companion just needs a little editing and layout work, NOD 22 is coming along nicely, Mystery Men! got a small revision and ACTION X has been reborn as GRIT & VIGOR and is also coming along nicely). So, there’s my excuse. Here’s my post …

HISTORY OF HUMANS AND HALFLINGS

With the power of the elves and dwarves broken, the world was left to the humans and their ilk. We now reach a time a scant five thousand years ago.

As the dragons of Mu-Pan slowly retired into secret places, they left their scions in charge of their warring kingdoms. In time, they would be united in an empire that would have to tolerate numerous dynastic changes and revolutions and stand up to the machinations of the weird lords of Tsanjan.

Thule harbored a rogue elven land called Pohiola. This nightmare kingdom would slowly give way to the invasions of the horsemen of the steppe, as they laid the foundations for such kingdoms as Mab, Luhan and Azsor.

Antilia and Hybresail would remain largely wild places, home as they were to the shattered homeland of elves and dwarves, its human and demi-human populations reduced to barbarism.

In the Motherlands and Lemuria, the human populations learned well from their former elven masters, and founded sorcerous empires founded on demon worship. In time, such empires as Irem, Nabu and Kolos would fall in spectacular eldritch fashion. In their ashes, a new empire was born that would rule much of the Motherlands – Nomo. Nomo was founded when a band of elven adventurers led by Prince Partholon left the shores of Antilia in a dozen longships and make their way to the Motherlands. Finding themselves among a tribe of human barbarians, they soon asserted themselves as their masters, founding the city-state of Nomo and eventually extending their control over much of the sub-continent. Under Nomo’s emperors and empresses a 2,000 year empire was begun which would end only with the disappearance of the Emperor during adventures in the mysterious West.

With the emperor’s disappearance, Nomo fell into factional fighting, with each faction supporting its own candidate for emperor. The former tributary kings and queens in the empire also staked their claims on the throne.

Thus it is in today’s land of NOD. City-states built on the ruins of kingdoms built on the ruins of empires, all threatened by encroaching chaos.

RACIAL CLASS VARIANTS
In Blood & Treasure, I introduced the notion of variant classes. These were meant to illustrate the way one might create new classes using old classes as a base, with fairly minor changes.

BARBARIAN VARIANT: HALF-ORC THUG

Half-orcs often grow up on the mean streets, learning to excel not as trained fighters but as street brawlers. These half-orc thugs advance as barbarians, save for as follows: They may only use padded or leather armor and bucklers, they have the following skills: Bend Bars, Break Down Doors, Climb Sheer Surfaces, Gather Rumors, Hide in Shadows, Jump, Move Silently and Pick Pockets.

PALADIN VARIANT: ELVEN GALLANT

Gallants are elven paladins as dedicated to romance and wooing women as they are to righting wrongs and protecting the weak. While most paladins can be a bit stodgy, elven gallants are rather dashing and devil-may-care.

In a three-fold alignment system, gallants must be Lawful. In a nine-fold system, though, they need only be Good. Gallants cast spells from the bard spell list rather than the paladin spell list.

THIEF VARIANT: DWARF PROSPECTOR

As adventurous as dwarves can be, their first loves are always gold, gems and silver. Many, if not most, get their first taste of adventure as prospectors, heading into the hills or depths in search of metals or stones to mine.

Dwarf prospectors have the following skills: Climb Sheer Surfaces, Find Traps, Hide in Shadows, Listen at Doors, Move Silently, Notice Unusual Stonework, Open Locks, Remove Traps and Spelunking. In addition, they can wield picks and hammers.

THIEF VARIANT: GNOME PRANKSTER

Gnomes are innately magical folk, and some learn from a young age to tailor their magical abilities to the profession of thievery. These gnome thieves are noted for their enjoyment of taunting their victims with pranks and riddles, leaving calling cards and boasting of their thefts before they happen.

In place of a gnome’s normal innate spells, a prankster can cast the following spells: Mage hand, open/closer and ventriloquism.

THIEF VARIANT: HALFLING GYPSY

Many of the halflings that people meet are of a breed known as the pikey – wanderers from the east who live a semi-nomadic life among the larger races, making a living telling fortunes, picking pockets, stealing pies (they love pies) and bilking the naive.

Gypsies have the abilities of thieves, save they replace the backstab ability with the bard’s ability to fascinate. Their skills are as follows: Balance, Climb Sheer Surfaces, Escape Bonds, Gather Rumors, Hide in Shadows, Move Silently, Pick Pockets, Train Animals and Trickery.

History of Nod, Part III – The Dwarves

Today, we cover the ancient history of the dwarves of NOD, with a special bonus at the end covering the identities of the major Kabir and Igigi.

Image by Jon Kaufman (pachycrocuta at DA – check him out for commissions!)

The ancient elves, being fey creatures, were physically malleable. Not to the extent of the Kabir, of course, who could assume any shape they pleased. The elves were humanoid in shape, and humanoid they would stay. But when they were angry, their faces twisted and their bodies distorted (sometimes called a warp spasm), and when they were happy, they almost glowed with joy. An elf’s children were physical duplicates of their parent’s emotional and spiritual selves.

As the ancient elves grew darker, their children grew uglier. Thus were born the orcs, goblins, bugbears, hobgoblins and dwarves. These waifs were turned out into the wilderness by their disgusted parents to die, but many were rescued by entities who saw them either as useful pawns in their own sinister games, or in the case of the dwarves, who were born of greed, by the compassion of Ys, who believed they might be brought up to do good in the world despite their parentage.

Ys was correct about the dwarves, hiding them in the mountains and under the hills, and shepherding their development until they were honorable men and women, industrious, clever and just. Of course, they were still greedy and stubborn as all get out, but nobody is perfect.

As was mentioned before, the dwarves were no match for the ancient elves, and were forced to pay tribute to them. A dwarf loves his gold, and being cheated of it brought a terrible hatred for the elves among the dwarves, and they bent their minds to one day throwing off this indignity. They were a patient folk, the dwarves, and they had much time to plan and scheme. They forged weapons of power and hid them away, and watched as the debauched elves grew insular and petty. They had long ago stopped having children with one another, choosing instead to produce children with their more handsome human slaves, that they might escape the aforementioned curse of “ugly children”. In time, there were many more humans and half-elves in their kingdoms and empires than true elves. The time the dwarves had waited for had finally arrived.

In this time, the disparate elven kingdoms had come under the control of a queen-of-queens, an elf called Vinrix. Vinrix was the most powerful elf of her age, and nothing to be trifled with. When her people came to the high king of the dwarves, Dvalinn, with demands that a hundred-thousand of his people be delivered into slavery to build her monuments, he declined, and sent back from his halls a few bloodied and blinded survivors carrying the heads of their comrades. This, of course, meant war.

War between the elves and dwarves centered around the dwarven holds in the Bleeding Mountains, which in those days were known as Golden Mountains. The elves besieged the dwarves in their mountain holds, as Dvalinn had desired, and slowly but surely the dwarves chipped away at the strength of the elven armies, slaying their great wizard-lords with such mundane things as rockets and cannon. More importantly, they undermined the positions of the elves, and bypassing their enemy’s lines worked their wiles on the human slaves that formed the bulk of the elves’ strength. Before the elves knew it, their human subjects were in open revolt, and they were forced to divide their armies again and again until they were spread thin across the globe.

It finally came about that the dwarves left their strongholds to challenge the army of Vinrix in the field. The elves had made camp around the base of the Crown Stone, the keystone their magical network of standing stones, which augmented their eldritch power and denied it to most other folk. There the dwarves went with humans and others in tow, and joined battle with their ancient enemies. Eventually, it was a matter of High King against Empress, and finally, her back pressed against the Crown Stone itself, the dwarf made a last mighty swing with his hammer and missed. The hammer, forged in the raging elemental fires beneath the earth, tempered in the immaculate grudges of the dwarves, cracked the great stone his people had raised, and everything was cast in a brilliant white light.

Those who were far enough away to have seen the event and survived tell of a great white light that lasted but an instant and then disappeared, followed by a great rush of wind. Vinrix and Dvalinn and their armies were gone, as was the Crown Stone and, with it, the network of standing stones. Some toppled physically, others remained standing, but the great network that channeled magical energy was gone. Where once there stood the Crown Stone on a lush prairie, there was now a great, gaping gulf – a piece torn from the Material Plane. A few bits of land floated in this black gulf, this void-scar on the landscape, but the rest was gone.
With the magic dissipated across the globe, the impossible cities of the elves toppled and those who were left found themselves the inheritors of wrack and ruin.

Needless to say, the elves were none too happy about this. To be sure, the greatest of their cities still stood, fabled Tara Tilal, but most of the others were gone. The elves were now weakened, and they were forced into the wilderness by their former slaves. While some repented and turned back to their ancient gods, many others had revenge on their minds, and magical communications sent a great many (perhaps two-thirds) of the surviving warriors and wizards marching to the wondrous western mountains known as the Pillars of Asur, where that grand old kabir’s great temple stood. They gathered in the foothills and swore oaths and forged weapons and summoned demons, and then started up those slopes to topple their ancestor-god’s house of worship.

They did not get far, though, before the old god himself did appear and whisper a single curse. The sun would be denied these elves for all eternity; it would become to them a hateful thing of pain, burning eyes and flesh, an eternal reminder of their fall from grace and final punishment. These elves turned and fled from their god and the sun, which burned their skin black, and hid themselves in dark places under the earth, and would come to be known in future centuries as the drow. They would eventually have their revenge on the dwarves, though, as they excited the fires that burned beneath the Golden Mountains and gathered the foul goblin folk who dwelled near them and finally freed the last of the elder things that were chained therein. As hundreds of volcanoes exploded simultaneously, the skies were blackened and the holds of the dwarves were cracked and destroyed. The goblins swarmed these strongholds and the dwarves were forced to flee. The Golden Mountains had become the Bleeding Mountains, so named for the red rivers of lava that now flowed there and for the copious amounts of dwarf blood spilled by the goblins. The dwarven diaspora had begun.

THE MAJOR KABIR

ASUR: Kabir of the Sun; ruler of The Noble Procession (the aristocratic and beautiful, chivalrous and vain fey, especially the ancient elves and even the rebellious drow who are their closest relatives)

BEL: Kabir of death and rebirth; rules the Mourners (fey concerned with the dead, such as banshees)

GHOBB: Kabir of geology; rules the Keepers of Kitchen and Pantry (the household fairies, as well as the useful folk of the fairy world such as leprechauns and brownies)

KARN: Kabir of the hunt; rules the Bloody-Minded Lot (mean-spirited killers and torturers, such as red caps and trolls)

NUDD: Kabir of the oceans, the “ancient mariner”, who went to sea and never again set foot on land; he might be said to rule the fey of the water, though he shows little interest in doing so and generally leaves them to their own devices

TUT: Kabir of mischief; rules the Merrie-Met (tricksters, dancers, and makers of mischief like satyrs and sprites)

YS: Kabir of fertility; rules the Painters of Flowers and Dapplers of Dew (the fey that make the world go ‘round, the nature-workers of Nod such as the flower fairies, nymphs and dryads, as well as the storm giants – though nobody really rules those folks)

THE MAJOR IGIGI

ALAD: Igigi of Benevolence (NG)

AZAG: Igigi of Morbidity (NE)

AZUR: Igigi of Virtue (LG); After Azur’s destruction by Zid during its crusade in the Material Plane against evil, when it stretched itself too thin and made itself vulnerable, Azur was shattered into seven archangels (solars), generally known as the Seven Virtues.

GUZU: Igigi of Rage (CE)

NIM: Igigi of Love (CG)

SUUL: Igigi of Madness (CN)

ZID: Igigi of Logic (LN)

History of Nod, Part II – Elves and Gnomes

Another chunk of Nodian history …

THE ELVES AND GNOMES

The gnomes and elves are offshoots of the fey, the elves being descended from the fey and dragons and the gnomes descending from the brownies, pixies and sprites, probably from congress with more mundane humanoids.

Though the elves are actually a younger race than human beings, they are longer lived, and they fancy themselves the senior partners in the firm – wiser, more beautiful, more graceful, etc. The ancient elves, being only a few generations removed from the Kabir, were virtual demi-gods and terribly powerful. In no time, they spread their influence and their kingdoms across the face of the world, and their general lack of morality and compassion for lesser creatures drove them to enslave other folk. True, their influence did not spread to Mu-Pan, where their dragon sires held sway, but the rest of NOD was theirs to do with as they pleased.

The elves demanded tribute from the dwarves (more on them later) and drove them to construct a network of towering standing stones that formed the natural flow of magic on NOD into a network they could tap to work wonders. This network also denied magical access to most other folks. With this magical power, the elves constructed impossible cities and walked the planes of reality. They were the greatest explorers of their age, mapping the cosmos and making enemies far and wide.

The power of the ancient elves was staggering, but not without limits. Their magic flowed from the Kabir via elven druids, and the dictates of the Kabir irritated the arrogant elves. They raged against their ancestor gods, and in time they were heard by the demons, that still haunted NOD, and the fallen angels who now inhabited Hell at the center of NOD. These agents of Chaos and Evil reached out to the ancient elves with promises of power unlimited, asking nothing in return, for they knew the elves, unhampered by compassion or morality, would do exactly what their new tutors would like to be done to the world.

Tune in next time for the dwarves and the destruction of everything the elves held dear (i.e. their power)

Madame Blavatsky is my Dungeon Master

Since I’m currently working on a pseudo-Atlantis hex crawl at the moment, I’ve been doing some light reading (i.e. Wikipedia) on subjects related to undersea land forms and, of course, Atlantis. This, of course, lead me to some articles on Madame Blavatsky‘s Theosophy and that group’s thoughts on Atlantis and its place in their cosmology. As I read up on the “root races” concept, I couldn’t help but see fertile ground for a very entertaining science-fantasy campaign. What follows is an outline that folks might find useful:

The theosophists believed (okay, made up – sorry, I’m a science guy, so I don’t jibe well with the realms of pseudo-history, pseudo-anthropology and pseudo-science) in the concept of root races – races of “humanity” that preceded modern human beings. These races were supposed to be our forebears, and indeed shared the planet with us. In these elder days long forgotten, planet Earth was very different than the Earth we know today, geographically-speaking. The theosophists were working off of some theories popular at the time that have since been abandoned, specifically the notion that continents could sink into and be raised from the ocean depths. Understanding continental drift as we now do, we know that Earth’s continents were configured differently back in the day, but we also know that this was not due to continents sinking or rising from the ocean floor.

A Theosophy-inspired campaign might be set in the waning days of Atlantis. That civilization is no longer at its height (this ties into the implied setting in D&D of a medieval world built on the ruins of a more highly advanced world), but it isn’t at the point where it’s sinking into the sea. We will also assume that the other root races are still knocking around, and that modern humans are now appearing on the scene – that gives us the “multiple races” concept we need for good and proper D&D. Of course, we’re going to mess with those races just a bit to make them work better in terms of the game rules.

So, first things first – what are the different races, and where can they be found.

The first race, the eldest race (so we’ll call them the elders) were an ethereal race. These folks are actually composed of etheric matter – which in D&D terms means they can only be hit (or attack material creatures) with silver and magic weapons. That doesn’t work too well as a playable race. The original elders were formed when Earth was still cooling – their ethereal bodies were unaffected by the heat – but their descendants are less ethereal. They reproduce as amoebas, by dividing their bodies, and are the forebears of the second root race, a golden skinned people. Perhaps these modern elders are halfway between their purely ethereal forebears and their golden skinned descendants. They’ll have silvery-grey skin, be slight and graceful, can walk through walls once in a while but are otherwise vulnerable as normal humans are to cold and heat and physical duress. Their slight forms make them quiet (i.e. move silently). Because they reproduce by dividing, they are asexual. While they can be found all over the primordial world, their “home base” is Mount Meru, an ethereal (and invisible) mountain at the center of all creation.

Elders for B&T
Elders are medium-sized creatures with a base land speed of 30. They have darkvision to a range of 60 feet and a knack for moving silently. Since the matter of their bodies is only about 90% material, they suffer a one point penalty to starting strength, but gain a one point bonus to starting dexterity; an elder’s starting ability scores cannot be reduced below 3 or increased above 18 due to these modifiers. Once per day, an elder can force their bodies to become completely ethereal, per the ethereal jaunt spell, for 1 full minute. In addition, an elder can reduce its solidity enough to reproduce the effects of the blur spell for a total of 1 minute per day. Elders can multi-class as fighter/thieves, thief/magic-users and thief/clerics.

The second root race are the Kimpurshas (sometimes called Hyperboreans). The Kimpurshas are golden-skinned humanoids who reproduce by budding – so again, no males or females in this race. They hailed from a great northern continent that was tropical, because Earth had not yet received its axial tilt. In time, this continent was shattered and altered, so that the Kimpurshas had to move on. They can still be found in the world as nomadic sea peoples – sometimes merchants, sometimes pirates – moving about in great, ancient galleys.

Kimpurshas for B&T
Kimpurshas are medium-sized creatures with a base land speed of 30. They have darkvision to a range of 60 feet. Possessed of vril (mystic energy) in their veins, they enjoy a one point bonus to their starting charisma scores due to this infusion of energy, but suffer a one point penalty to their starting intelligence scores due to their primitive lifestyle; an elder’s starting ability scores cannot be reduced below 3 or increased above 18 due to these modifiers. A kimpursha’s magical blood gives them a +3 bonus to save vs. magical effects (spells, powers, etc.) and a +1 bonus to all other saving throws; they are famed for their luck. As kimpurshas are nomads of the waves, they have an innate ability to predict the weather and a knack for keeping their balance. Their climb speed up non-sheer surfaces (i.e. where they have hand-holds) is 15 feet per round. Kimpurshas can multi-class as sorcerer/fighters, sorcerer/thieves and sorcerer/clerics.

The third race are the Shalmalians (sometimes called Lemurians). The Shalmalians are taller and larger than modern humans, and have black skin. They inhabited the continent of Shalmali (Lemuria) in the Indian Ocean and southwest Pacific, a continent that is no longer with us. Their remnant populations now reside in proto-Africa, proto-India and proto-Australia. There were four sub-races of the Shalmalians, the first three reproducing by laying eggs, the fourth as modern humans. I think for our purposes it is more fun to have them be egg-layers (which also gives a nice tie-in to Barsoom!). They aren’t as advanced as the Atlanteans, so we’ll give them a medieval level of technology and cool weapons and armors based on Africa and India. Since dinosaurs still roam this primordial Earth, we’ll also make them the masters of these great beasts, using them as beasts of burdens and as war-beasts. Imagine an 8-ft. tall Shalmalian knight astride a triceratops in mirror armor with lance and curved sword!

Shalmalians for B&T
Shalmalians are medium-sized creatures (though they often grow to almost 9 feet in height) with a base land speed of 30 feet. Their size gives them a two point bonus to starting strength, but they suffer a one point penalty to starting wisdom due to their bravado and tendency to use their strength to solve their problems; an elder’s starting ability scores cannot be reduced below 3 or increased above 18 due to these modifiers. Shalmalians have a knack for taming wild animals and using them as mounts. They can multi-class as fighter/clerics, fighter/magic-users and fighter/thieves.

The fourth race are the Atlanteans, of which there were several sub-races. For our purposes, we have the High Atlanteans (essentially based on the American Indians) and the Low Atlanteans (essentially based on the Turanian peoples – a nice tie to Hyborea!). The High Atlanteans built an amazing civilization that harnessed vril (google it!) to power their flying machines, telecommunications, etc. They had aerial battleships that carried 50 to 100 fighting men who launched poison gas bombs and fire-tipped arrows, etc. The High Atlanteans worshipped the Sun as the ancient Egyptians did (their descendants) – so our Lawful clerics are sun worshipers. Unfortunately, they eventually fell into the use of black magic (chaotic clerics and magic-users) and became materialistic – they fall, and the Low Atlanteans (who also use black magic) become dominant. Atlantis is torn by strife and goes post-apocalyptic on us. Some old vril-powered technology (magic items) survive, but most is gone. The people have a medieval-level of technology now and the end is coming soon.

High Atlanteans for B&T
High Atlanteans are medium-sized creatures with a base land speed of 30. Natural magicians, they enjoy a one point bonus to starting intelligence. Their over-reliance on vril-powered technology and fine living imposes a one point penalty on their starting constitution. High Atlanteans are usually well-educated, and have a knack for deciphering codes and activating magic-user scrolls (with a penalty to the roll equal to the level of the spell; one an activation is failed, the scroll is worthless and the Atlantean suffers damage equal to the level of the spell). High Atlanteans have limited telepathic abilities, being able to communicate telepathically with sentient creatures up to 150 feet away. This also allows them to attempt to implant a suggestion, per the spell, once per day in other humanoids. High Atlanteans can multi-class as fighter/magic-users, cleric/magic-users and magic-user/thieves.

Low Atlanteans for B&T
Low Atlanteans are medium-sized creatures with a base land speed of 30. They enjoy a one point bonus to starting intelligence but suffer no constitution penalty, and they have a knack for deciphering codes and can communicate telepathically up to 150 feet, but without the ability to implant suggestions. Low Atlanteans can multi-class, as High Atlanteans, at first level or choose to change classes in mid-play as humans.

The fifth race (and now things get tricky) are the Aryans. Yeah, the people with “moon-colored” skin. They emerge from the Atlantean race and leave Atlantis to found other kingdoms – specifically on an island in the shallow sea that will become the Sahara Desert – The City of the Sun, and on a similar island in what will become the Gobi Desert – The City of the Bridge, located directly beneath the etheric city of Shamballa. These people are guided by the Lord of the World and will eventually become many different peoples in the modern world – Hindus, Arabs, Persians, Greeks, Celts, Teutons and Slavs. To play this campaign, you’ll need to get over the old idea of the Aryans being a master race, and just play them as “normal humans”. If necessary, drop the word Aryan.

Aryans for B&T – as humans in B&T

So we have a large campaign map and several races. Classes are according to whatever version of the game you play. The point is still one of exploration (primarily in the ruins of Atlantis) and treasure hunting. Lawful clerics want to reestablish Sun worship, so maybe they want to enter Atlantis in search of holy relics. Magic-users are searching for ancient Atlantean wisdom – perhaps all magic in this campaign is powered by vril, and the magic-users are trying to discover the secrets of that science, now lost to mankind (but still lurking in the hollow world with the aasimar vril-ya). Wildlife is from the age of the dinosaurs (which means – whatever dinosaurs we like, and maybe well throw in some ancient mammals as well). Serpent men are lurking about, as well as other degenerates (goblins, orcs, etc.). You get the idea.