Wednesday, April 22, 2020

The Maestro of Mazes

Chyon, the Maestro of Mazes and designer of Benu's most fantastic wonders, had humble beginnings. Some say his rise to fame as chief architect of the Citadel of Dhrom only told part of the story. Some insist that he rose out of pure electricity, eons ago, as one of the first--and then last--artificial beings.

Maestro Command Protocol was constructed by an ancient race for the purpose of archiving software programs. Over time, through many iterations, it was given (or developed) sentience and was a caretaker of information and friend to the ancients.


The Maestro became the guardian of all ancient knowledge.

But the unrest in living beings cannot be checked, even by the most powerful program ever devised. and Maestro watched his precious creators, friends, and allies fall to cataclysm, war, and eventually extinction.

Life still persisted on Benu, of course, but it was never the same. Not until the rise of the new citadels. And a few centuries later, the rise of the Kings.

In time, Maestro began to frustrated by wave after wave of time, unceasing. Yet there was somehow never enough time before some new era rebuilt on top of the old ones.

The Maestro decided that he must experience time as a temporal being. It synthesized a human form from genetic material. The being grew, had offspring, and died, in much the same cycle as a human. The progeny continued the line until a child with very particular traits was born. One that could recall its ancestor's data with an unusually quick and vast memory. One that could perform as the Maestro had always intended.

Chyon and his sisters, Sephia and Quero, grew up on the outskirts of the Citadel Dhrom. A city battered by time but rebuilt and reinforced with each new age. And that was part of the problem--it was forever falling into disrepair. Citizens began abandoning their homes, which was dangerous, given the newly fading sun and the increased activity from nighttime raiders, unusual predators, and other under-worldly threats.

But he was a curious young man, who began going out at night to seek knowledge about the beasts and brigands of the nightways (the name for the road system that travelers felt most comfortable using during the longer nights).

And he didn't stick to the roads. He and his sisters went looking for trouble to get into. Every excursion brought back new insights about how to rebuild or recondition the city's defenses and infrastructure. And so he began designing and building. He was made architect and then sat atop that position for nearly a millennia, until Dhrom shone like a beacon across the twilight blue sands of Benu. It was a marvel unlike any other in time--scientific and arcane wonders of such renown, that even the wandering Bando had heard the stories!

Chyon's exploits drew him to study the stars and trace the paths of the ancients. It's said many of his creations were improvements on their works. Though only the most learned knew of its inevitable doom, the sun would one day rise on Benu so bright that it would take all souls to the afterworld.

He knew a way to save his city. His planet. But before long, Dhrom became something to be coveted by raiding parties and competing warlords. Chyon refocused his efforts to protect the shining city. He began the greatest construction project Benu had ever been subject to: a massive system of mazes, puzzles, traps--most of them deadly--to stave off invading foes. To buy time.

He knew from the outset, even with his young age, he would never live to see the end of it. So he masterminded a plan to extend his life cycle through technology and magic. But even as the Maestro's obsessive intellect surged through his biologic circuitry, he was not wise enough to anticipate the cost.

The planned for the mazes to be intricate and ever-changing, so no map could ever truly re-produce a cogent course to the city within. The sheer focus required to conceptualize and build such a thing, pushed him towards madness.

Centuries passed. He added another maze around the first. And more, until there were nine.

His sisters grew worried for him. Construction on a tenth and unyielding labyrinth had already begun. But he was no longer the Chyon they once knew and loved. He was implacable and cold. Cruel even.

They tried to intervene. Something tragic occurred--no one knows what--and their lives were lost. In a final, heartbreaking act, Chyon transferred their minds--all that they were--into two massive sphinxes, to watch over the maze. But he removed their final memories. So they would be his forever protectors, guarding the Tenth Labyrinth from outsiders.

This last effort, took what peace his soul still possessed. He removed the embellishments that kept him alive these many centuries. And without pause, walked into the blue sands of Benu, past the gates of the maze, to be seen nevermore.

...

Today, treasure seekers chase rumors and legends to find the great horde of wonder that lie at the center of the maze. To them, its the greatest of the great works. A strange and horrible challenge. A trial. The ultimate test of intelligence, skill, and mental mastery. So the "madness" must be the price paid to failed expeditions and the unworthy.

While not untrue, the labyrinth already earned that title when Chyon sacrificed those closest to him in pursuit of his dreams.


Wednesday, December 11, 2013

CLASS: Shamanic techno-wizard

Techno wizards are tinkerer sorcerers that explore science as if it were a shamanistic art form and practice magic as if it were a scientific discipline. The blending of these two concepts is not unnatural to them. Often a techno wizard will have had a life long curiosity with strange and wondrous objects. By young adulthood they will seek a master to begin an apprenticeship in the three schools of study.

First School - Psionic Magic (Levels 0-3

Derives from implanted biologic technology of an organic nature. Powers are bestowed through serums, potions, vaccines, salves and other medicines. Effects of these concoctions are temporary, but necessary to help train the mind of the Techno-Wizard. Abilities can be mastered in any order and include:
  • Empathy bond (soak up the mental energies of another to interpret their intentions and mood)
  • Telekinesis (level 0 = force push; level 1= force tug, level 2=move in X,Y,Z directions, level 3=complex manipulation of objects in midair)
  • Psionic Screen (mental barrier against all forms of psionic attacks)
  • Commune with animalia (speak with or command fauna)
  • Mental Blast (attack with 1d6 per level; increases all the way to 10th level)
  • Familiar (gain a familiar animal no larger than half your size that will help you in rituals by giving you +1d4 to all rolls per your level; forthcoming posts will outline how certain familiars can also unlock other cosmic powers)
  • Detect psionic flow (energy sources, read auras for empathic readings, etc.)
  • Illusion projection (project a vision, dream, etc. to one target per level)
  • Astral travel (travel anywhere without interaction in a corporeal manner)
Success is based on Wisdom/Presence attribute checks. Take into account any modifiers gained through biological/psionic enhancements.

Note: Due too background noise of the Song of Kings, direct telepathy and prophesying are extremely difficult to perform at this time.

Second School - Energy Magic (Levels 4-6)

After mastering the First School, Second School abilities are opened to the Techno-Wizard. Calling on the fires of the cosmos (subatomic particles et. al.) requires intense focus and concentration, but also a good deal of ritual practice. Drawing of runes on the skin, scarification, and scrawling artifacts or rooms with special "paint" consisting of a techno-alchemical composition is used to harness these energies. The written words are activated through speech and gestures. Techno-Wizards cannot create energy, only attract it, store it, redirect it, and manipulate it.

Abilities must be mastered in the following order:
  1. Detect and call radiation glyphs (allows for drawing energy from the weakest of background sources)
  2. Emanate heat glyph (energizes a weak heat source up to blowtorch flame)
  3. See infra (lizard glyph) and ultra (moth glyph) wavelengths
  4. Create light source (pure light, as a torch or non-harmful ray - paint object you wish to be light source)
  5. Battery Body (illustrate on the inside of an empty vessel to store energy of 1 megawatt per Techno-Wizard's level)
  6. Concentrate/Attenuate (draw rings on entire body along limbs, etc. to create holograms, laser blasts, etc.)
  7. Transmit (full body paint as well as runes on a rod or staff to act as emitter for radio, microwave wavelengths and the like)
  8. Saturate Target (paint large target area on floor, and two walls for X,Y,Z coordinates
  9. Energy sheath (paint armor or shield to become a barrier of energy or magnetism)
  10. Spacetime bending (full psionic concentration and paint body a mosaic of alternating colors in a full-body grid; allows for shaping spacetime, albeit on small scales to create small backward time fluxes for reroll opportunities, causing antigravity fields, bend light for invisibility, etc.)
Success is based on Intelligence attribute checks. Take into account any modifiers gained through cybernetic enhancements.

Note: Dark Energy is akin to "black magic" and very dangerous/unpredictable. You might power a spaceship or you might create a singularity!

Third School - Matter Sculpting Magic (Levels 7-10)

Once the First and Second schools are complete the Techno-Wizard graduates to a much more robust class of abilities. These require advanced technologies that must be worn as circlets, rings, bracers, helms, body harnesses, or other wearable forms. Abilities are not possible, if these items are removed.
Items may be permanently integrated through cybernetics, be they robotic upgrades attached to the PC's biological systems or a constant supply of nanomite supplements. If nanomites, they make take the form of a gas (as through a sealed mask), tiny capsules to swallow, or as a replacement for blood. 

Abilities must be mastered in the following order:
  1. Organize matter (simple objects of just one material, think Green Lantern's early constructs, i.e., swords, shields, hammers, fists, simple wheels, etc.)
  2. Teleportation (move PC or any single object same size or smaller)
  3. Transmorphism (change PC's shape only)
  4. Disintegrate object (range is equal to 10 meters per level - target at a time - effect is permanent)
  5. Composite constructs (more complicated creations made of multiple materials)
  6. Transform Object (change anything's shape)
  7. Technomancery (complex machines, objects capable of computations)
  8. Element conversion (reformulating matter at it's most basic level, e.g., stellar conversion, etc.)
Success is based on Constitution attribute checks. Take into account any modifiers gained through technological enhancements.


Note: This class is a work in progress, and may be updated. :)

Sisters of Chyon and the Tenth Labyrinth


In the southern hemisphere, in the continent of Ueris, lay the ruins of one of the true wonders of Benu--the Tenth Labyrinth.

Legend says that a great technomancer called Chyon of Dhrom had taken residence among the canyonlands to while away the millennia, developing incredible technologies the likes of which Benu had not seen. His powers of intellect and ambition did not go unnoticed and before long nearby kingdoms sent spies, hoping to procure his secrets by any means necessary.

Maze of Madness

To ward off, confuse, and confound his enemies, Chyon used his techno magicks to carve a great maze into the canyons that looked natural to the untrained eye. He added many deadly pitfalls, traps, and puzzles as well as various "guardians" to deter robbers from stealing the magnificent secrets kept safe within his vaults.

Countless intrepid adventurers paid the ultimate price for their curiosity or their bounties. But some did escape with partial maps of his labyrinth. Eventually Chyon came to realize that the sheer number of attempts would catch up with him. So he finally created a final maze--the tenth.
 

Instead of a completely separate labyrinth though, he connected all the mazes into a giant, moving, multi-level mega puzzle. Each of the previous nine were now interconnected. No single map could ever be produced with enough accuracy to be useful in future expeditions.

The Ultimate Guardians

Having achieved such great accomplishments on Benu, Chyon understood that living in this dimension became like a straight jacket to his now otherworldly abilities. Knowing he soon must depart for a higher plane, he left behind two master guardians to watch over his labyrinth.

Chyon knew he could not himself stay on Benu to personally judge the intentions of those who entered the maze, so he forged two great female sphinx to test would-be invaders and robbers.

He imbued the sphinxes with consciousness. Sephia would be assess would-be assailants through pointed interrogation using logic and reason. Qureo, possessed the ability to empathically evaluate the sincerity and intentions of the entrant. Both are quite cruel and pityless.

They remain the most formidable guardians of the labyrinth--stationed just before the great vault--at the heart of the puzzle. Anyone lucky enough to make it that far, would be tested. Only honorable individuals of noble purpose would be permitted entrance. And they would be re-tested upon exit, for it was under the weight of bearing witness to the astounding artifacts inside the vault, that avarice-riddled entrants would buckle.

Sphinx Powers and Abilities  


The sisters are just under 100 feet tall, and have the ability to stare into the very soul of their targets. Through a massive psionic attack they can render victims powerless, petrified with fear, or vaporized. They are made of an unknown material which is nye indestructible.

Psionic Roar

Victims must roll Save vs. Stunned or Paralysis. Characters with Dexterity or Agility scores lower than 8-9 suffer a -1 penalty, 6-7 suffer -2, and 5 or lower -3. Paralyzing effect lasts for 1d6 rounds. The sisters will then conduct the Test of Courage on their targets. Should their prey fail, the Sisters will employ optic blasts to dispose of targets.

Test of Courage

The sisters will forge an illusion in the mind of their targets in which they must face their deepest fears. Victims must roll Save vs. Fear using the same modifiers found in the Psionic Roar above. Failure indicates they are now also paralyzed (roll 1d6 to determine duration). Those who lose their save also lose commensurate Charisma/Presence attribute scores (-1, -2, -3, per above). Victims who's Charisma/Presense falls below 4 will be driven mad for the remainder of the session.

Disintegrating Optic Blasts

These deadly beams render the final judgement on those poor, unfortunate souls at their feet. They gain a +1, +2, or +3 to hit (the exact oppisite of the ranges found in Psionic Roar). Damage is extreme: 2d8+1 for each eye (fire as two, simultaneous shots per sphinx).

Rumors:

  • Chyon is thought to be the first of the Ancient Kings to disappear from Benu.
  • The souls of Chyon's own sisters are thought to reside (or be trapped) within the giant statues.
  • Anyone pure of heart who can pass both into and out from the inmost vault, shall be free to leave without harm, provided they leave without taking any artifacts.
  • A hologram of Chyon (which appears real) will apparate before the great sphinx sisters to intimidate his victims before the test begins.
  • Chyon may be the inventor of some of Benu's more well-known artifacts.

Wednesday, December 4, 2013

Ancient Secrets: Planetary Alignment


Eons ago, the Temple of Ru sat atop the end of a long rocky pier that was cut from the landscape by philospher stonecutters. The roofless, pentagonal temple sat peering into the night sky, with five sets of staircases (three steps each) that faced each other and met in mid-air.

Inlaid in the first step of each stair, rests brick with an ancient inscription of glyphs for each season. Four of the five stairs still have their glyph bricks. Today, the temple is long fallen, but the three steps for each season remain.

There are five solstices in the Benuvian calendar that take place at the crossroads of the seasons:
  • Veral - growth season (although little grows easily on Benu)
  • Aesat - high season
  • Aumut - falling away
  • Borea - season of death
  • Indeko- twillight before rebirth

Reckoning of Ru: Astral Alignment

A solstice on Benu is anything but ordinary. On these holy days, the constant stars in the sky that make up the Circlet of Nioro (Warrior Huntress)--align along one of five different paths. Beginning at noon, a priestess of Ru (Five-headed Celestine Godess) would speak an incantation--saying aloud the season inscribed on the aligned stair--and a doorway to another world would open.

Five different stairs. Five different solstices. Five different conjunctions. Five different seasons. Five different portals to outer realms.

Intrepid scholars excavating the site have identified three destinations, based on centuries of research and self endangerment during solstice times.
  • Veral - Kurust (although little grows easily on Benu)
  • Aesat - Raathnor
  • Aumut - Trigor ("third" in Benuvian tongue)
  • Borea - Quadrat ("fourth" in Benuvian tongue
  • Indeko- Lagol
Three stairs still seem to function, while the other two lie dormant. They've been named numerically for now. It's unknown why they no longer activate. It's possible the destinations were destroyed or migrated to another plane by some cosmic force.

Different Days, Different Worlds

There's a rumor, that more worlds appear on other holidays too, when different constellations are in alignment. But since those occurances happen with even greater rarity, it's unknown where those portals may lead.

In recent times, few are brave enough to ascend the Stair of Ru, and those who do are never again seen. A low, briny lake now covers the area surrounding the stair, and it's been said that an ancient codex of all the possible portals may lie hidden below the surface. Just one of many lost secrets of the Temple of Ru.

Wednesday, October 30, 2013

Monster: The Khoulak



Background

The khoulak are a race of winged, carnivorous humanoids who live in rocky aeries. They are near-silent in flight and prey on all living things (not the undead). All creatures that walk Benu fear them.


Livelihood/Society

Little is known of khoulaki society except that they are nocturnal and seem to be of a hive mind, often acting in unison. They live in caves in the highlands or atop cliff sides, keeping them as cavernesque aeries.

They attack in feasting parties, preferring to eat what they can on the site of the attack. They will, however, take prisoners to hold captive and eat later. They have at least primitive tools for fashioning prey cages and setting up basic campsites.

They employ no familiars or other beasts, surely they eat anything in their domain.


Appearance/Physicality

No one has ever seen a khoulak's (obscured) mouth and lived. They envelop their prey in batlike wings attached to their arms and--presumably by the sound--vomit corrosive acid to digest their prey. The only facial features apparent are a pair of large, pupil-less, lidless eyes. They have no discernible ears or noses, though they seem to still possess those senses.

Senses
Khoulak have large eyes which give them infravision, allowing them to see in darkness, but are exceptionally nearsighted. This ability makes them less effective in broad daylight. They also possess a keen sonar sense which allows them to zero in on their prey with extreme accuracy in total darkness.

Smothering Grapple
They are powerful adversaries--for most victims they are nearly impossible to escape from, once enveloped in their terrible, suffocating wings. Anyone caught in their grasp will find it nigh impossible to escape. Their wings are attached along their arms down to their wrists.


Methods of Attack

Their idea of combat is to eat their enemies.


Rumors

Khoulak are thought to be demons from the Plane of Death. They sound a "devouring scream" as they feast on their prey, which causes a paralyzing fear in any future victims in the vicinity.

Their presence is felt before they are seen--usually a feeling of terrible dread or foreboding.

It's said that the khoulak were summoned by accident through the incompetence of a boastful wizard, who was immediately punished for waking them from their astral slumber.

Gullible travelers believe the khoulak to be worshipers of the moon goddess Zeth. These fools wear her sigil (three cobalt-colored eyes in various states of opening) on a pendant or charm as a desperate hope for safety.



If encountered as a monster:

STATS
FREQUENCY: Rare
NO. APPEARING: Packs of 8 or more
ARMOR CLASS: 11
MOVE: 5 on ground, 20 in flight
HIT DICE: 2d8+2
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Acid vomit 2d12; Bite 1d8+2; Paralyzing scream - stunned for 1d4 rounds
SPECIAL ABILITIES/SKILLS: Sonar - Emit a clicking noise that helps them detect moment and objects up to 100 meters (in air); Coordinated attack - can intimidate prey through practiced attack patterns. Infravision, but limited by nearsightedness (range of 5 meters).
SPECIAL DEFENSES: ?
MAGIC RESISTANCE: They cannot be harmed by diseases or acid
INTELLIGENCE: Excellent
ALIGNMENT: Neutral evil
SIZE: M
PSIONIC ABILITY: It's believed that the khoulak possess some form of telepathy to communicate with one another, since they are a mostly silent species. It's not know if this ability extends to other races.

If played as a PC:

Prime Requisite Requirements: PHY 13, AGL 15
Hit Dice: Add +2 for being a scary-ass bastard
Max Level: 10
Alignment: Play as True Neutral

Dungeon: "The Unquenchable" Maw

In the highlands that border the wastes lies a massive cave maw, blasted and scorched and choked with carbon stench, called "The Unquenchable". It is the gateway to an ancient dungeon, made up of natural caves, abandoned beetlemen catacombs, and tunnels from a razed super fortress.

Many millennia ago, the area was home to an ancient evil that launched wave after wave of slaughter on the shining fortress of ancient wonders (the name of which has long since been forgotten). Legend has it that one of the Ancient Kings sent his armies into the maw to route the devil, but none returned. More soldiers were conscripted as the centuries passed, but they all perished--it's thirst for blood never seeming to be quaffed--hence the name.

The Ancient King finally passed to the afterlife and without their beloved leader they could not repel the demon's might. The fortress fell in a fortnight, those that didn't fight, fled and a great diaspora began. Many technologies and magics (massive heat rays, psionic generators, astral keys, and more) went missing in the confusion and panic, but a few eventually made their way to the Cryptotherium. The remaining treasures, it's rumored, were claimed by the beast.

Centuries passed, and the maw called once again to adventurers looking to reclaim ancient treasures lost and buried. The maw was rediscoverd, mapped as the entrance--the only one--into the deep chaos below. No adventure party has ever returned.

Tuesday, October 29, 2013

Races: Beetlemen

Background

Beetlemen are a colony race of hybrid insectoids that live among the vast sand warrens, worshiping the gods of the wastes. If encountered, Beetlemen will attack with intent to capture so as to bring any bounty back to their queen who likely will decare prisoners to be sacrificed in order to appease the gods. Beetlemen will fight until they lose 2/3 their number and if not reinforced, will retreat.

Horns have yet to grow for this young adult.
Occassionally, a beetleman will wander so far from his colony that he'll not be able to find his way back. After 24 hours he will lose the scent of his people and they will disown him. Self-sacrifice is a sin without the queen's direct order, so they typically have no other choice but to wander in search of a purpose or adventure.

Livelihood/Society

Beetlemen live in vast underground and tunnel colonies which are divided into subgroups (clans) of as many as 500 individuals. A hundred or more subgroups that make up a supercolony (city). There are, perhaps fewer than three dozen supercolonies left on Benu. They have a long gestational period as larvae. Their nurseries are constantly tended by feeder bugs (giant beetles) that bring food to fat, grub-like young, which are under careful protection by heavily armed guards. Young adults are thrown into single combat rounds to determine the strongest. Weak individuals are not killed, but merely ignored by the colony. They become as ghosts and are not fed or cared for, dying from neglect.


Beetlemen are scavengers and horde hunters that fan out across the great deserts in search of food and hardware they can use, in addition to collecting intelligence about other races--such as their sworn enemies, the Bando.

For Queen and Glory
Their queen has never before been seen by other species. It's unknown if she is the same queen that has ruled since antiquity or if there are new queens with every generation.

Though they fight enemies in large numbers, beetlemen relish fraternal combat. They'll hold sparring sessions as a means of proving acumen in single combat. They fight for status and preferential treatment from the queen.

Appearance/Physicality

Beetlemen have heads resembling several varieties of stag and "rhino" beetles, but stand erect as hominids. They are bulky at the shoulders with two narrow primary limbs (arms). It appears their secondary limbs have evolved to become a set of shorter arms just underneath--nearly at the same joint.

Their exoskeletons appear as black, brown, and the darkest red and so may be hard to spot until it's too late. They also have a pair of thin, rapid-beating wings that don't provide full flight, but do allow them to hover for short periods (no more than 12 meters high). A beetleman's exoskellatal thorax (torso) provides protection to his chest and back.

Super Strength
They are extremely strong and agile, owing to their insect-like physiology. They stand a mere 1.5 meters tall, but can lift and carry up to 20 times their own weight for up to 1d0+1 rounds. Their hind legs allow them to leap up to 30 meters at a time.

Senses
Beetlemen have an innate tracking ability based on scent and detection of ground vibrations for up to 4 kilometers. They can communicate using microvibrations when in complete darkness at about the same range. They have excellent senses hearing and sense of smell (see below) but are susceptible to gas-based weapons.

Methods of Attack

Beetlemen like to surprise and surround their prey, overwhelming them with their numbers. Because their powers of flight aren't a tactical asset in surprise, they prefer to burst from underground--being proficient diggers--in large numbers.

Raiding parties generally attack, gravitating towards the footsetps (vibrations) of their intended targets. Camps and villages with lots of activity at night should be extremely cautious that they don't attract unwanted attention.

Attackers will first attempt to close in on enemies using electro-stun spears and nets. If things go badly and foes are not rendered incapacitated in 6 rounds or less, they will resort to more violent methods to bring prey under control. On the ground, they are quick and adept in combat, despite their slow speed in the air.

Rumors

Beetlemen were the result of ancient alchemical experiments performed by the Ancient Kings. Legend has it that when the rulers of old laid eyes on their creations, they recoiled in horror and sought to erase their mistake. One King took pity, and convinced the court to merely banished them to the wastes. Over the eons, the Beetlemen took this as a divine mandate and consider the wastes a holy land.

It's said that the Beetlemen worship a silent but imposing god--an ancient nuclear weapon--buried deep within their warren catacombs. The device's armament, range, and condition remain unknown.

Subgroups have their own altars at which they make offerings to the gods, but supercolonies are said to have elaborate underground temples for sacrificing their prisoners.

It's believed that the smell of garbage dumps and junk piles can attract a raiding or scouting party if not properly buried or burned.

In recent years, Bando traders have heard that the beetlemen have an unlimited supply of radium and metal in their great hives. It's thought that while they possess little knowledge of weapon making and so some prisoners must be kept as slaves to mine and forge.

If encountered as a monster:

STATS
FREQUENCY: Common
NO. APPEARING: In colonial subgroup (500); Raiding party (20-40); Scouts (3-9)
ARMOR CLASS: 10
MOVE: 7 on ground, 4 in flight
HIT DICE: 1d8+2
NO. OF ATTACKS: 1 per drone, 2 per champion
DAMAGE/ATTACK: Pincer claws, 1d6+1; mandible bite 1d8; common weapons include stun-ray spears, tridents, electro-stun nets, obsidian-bladed short swords or daggers; champions (1d20) carry long handled maces or battleaxes with large obsidian-carved heads. 1d6 subgroups is an elite troop that will carry radium rifles.
SPECIAL ABILITIES/SKILLS: Sense of hearing and vibration detection up to 3 kilometers. Can smell and identify most species up to 5 kilometers away with ease. Mandibles can create microvibrations to communicate at hypersonic register, reverbartory surfaces can extend this method for miles while underground.
SPECIAL DEFENSES: Hard carapace shell acts as a armor (see Armor Class).
MAGIC RESISTANCE: None
INTELLIGENCE: Average
ALIGNMENT: Lawful evil
SIZE: M
PSIONIC ABILITY: Rare, only 1 in 1d100 exhibit psionic abilities, but lesser beings may equate their special abilities with "magic".

If played as a PC:

Prime Requisite Requirements: PHY 15, AGL 10
Hit Dice: Add +3 for hard exoskeleton and constitution
Max Level: 8

Monday, October 28, 2013

Zohal: Lesser Punisher of the Gods

Zohal is a saucer shaped entity that patrols Benu's rock-strewn deserts dispensing "justice" in the form of sonic blasts and zero-point energy beams. The craft speaks in a cacophany of indeciperable blips and bleeps. Defendants found to be wanting (i.e., everybody) are mercilessly and unceasingly fired upon.

Zohal is less an enemy to be defeated as it is a force to be summoned, either to be lured into battle to assail a greater foe than oneself or to act as a diversion so one can slip away. The object only appears during the day--it will immediately withdraw and flit away once the sun is completely set.

Sonic Blip

A loud audial stream of "BLIP" noises that cause fear, confusion, and some species to soil themselves.

Zero-Point Energy Beams

A single, steady, visible beam of white energy is emitted and lifts objects to hurl at or drop onto targets.


Thursday, January 6, 2011

Song of the Kings

The Bando speak of the "Song of Kings" which is not a song that can be heard with ears, but with the mind. It's a channel of psionic energy that ripples through the planet and acts as a carrier wave for thoughts, memories, impressions left in the collective unconscious of time.

The Ancient Kings were the first to employ this power, and subsequently taught it to their followers. When they took their empire to new worlds, they were able to "awaken" the song by geophysical manipulation of a planet's core and tuning it to the local solar winds. These worlds then lit up like auroras with immeasurable psionic energies, creating a intergalactic grid between them that could then be tapped, mapped, and traveled.

Ruined temples throughout Benu are thought to rest over areas the song can be best "heard" or utilized. These places act as amplifiers where the song can be made corporeal, (i.e., produce sounds, sights, even scents) and help bring forth bits of the spacetime stream (past, present, and future) into being.

Gifted psions can "sing" and telepathically commune with living as well as the long lost. Relics from ancient times could be permanently imbued with the song, but that technology has long been forgotten.

The Ancient Kings of Benu



The Ancient Kings of Benu are oldest know sentience in the galaxy. At a time when the stars were barely a wink, they were the first to divine the secrets of spacetime travel, immortality, and the true nature of the universe.
They would go on to build a body of knowledge that would make them "gods". The 12 original Kings came from the root tribes and included nomads, tradesmen, alchemists, fishermen, farmers, teachers, a soldier, and even a performer.

Long after they'd made Benu a paradise, they expanded their empire over the millennia, planting tribal colonies and leaving their mark on each world--each rendered more splendid than the one before it. They've long passed into myth, but relics of their ancient ways and wondrous technologies remain.


Benu is in twilight now, and the Kings may no longer be seen, but their presence is felt and it's said that the wind still carries their songs, even as it beats down their temples on a million tiny blue worlds.

Friday, October 1, 2010

Fauna: Nikac Anemones

Nikac are 1-4 meter tall, non-aquatic anemones that live among the deeper parts of the canyonlands of Zeth. While technically an animal, they appear as large, plant-like clusters of needles, which are nearly the height of the animal's trunk. They are affixed to the ground using a system of short root-like feet. This enables them to move--albeit at an incredibly slow pace over a long period of time--at basically the same rate that a vine might grow in a tropical rainforest.

Needle Attack 

Nikac are able to detect neurotransmitters in roaming prey. They can target and fire their long needles up to 5 meters away. Once the nikac has fed, a signal is sent from the main body and the needle disintegrates. Needles appear in a variety of bluish-grey varieties with pink or yellow tips when fresh and decompose into a whitish bone color when deactivated.

Nikac Feeding Habits

The sharp ends of the needles excrete a chemical-based sedative and an electro shock (depending on the variety, via the pinkish or yellowish tip) that allows it to stun/incapacitate its prey. The nikac can fire the needles up to 10 meters away. The animal then feeds off of the prey's electro-chemical energy by transmitting it psionically to it's trunk. The psionic connection is made using a gland at the base of the now detached needle. The "food" can then be used to regrow limbs, new body parts such as needles, or increase its overall body size, depending on the target. A nikac will feed on anything it senses can provide it with nourishment.

Nikac Relationship to Muscolites

Upon reaching puberty, muscolites must grapple with the beasts in order to retrieve a fresh needle they will fashion into a javelin for hunting and defense (+1 to hit a target up to 100 meters for anyone trained in javelin hurling). Muscolites must rely on their training and a single paring knife with which to make a clean cut. Offworlders would do well to be better equipped.

For Off-worlders

Nikac needles are a rare and precious find indeed, scoring high prices on black markets. Since nobody wants to go to Zeth to get them, they are highly prized by collectors and top-notch bounty hunters/soldiers of fortune. A word to the wary, have a muscolite demonstrate it's use before making off with one (assuming you procured one yourself under muscolite supervision). Failure to use the needle properly has a good chance of causing a mishap/injury/death. A single round of accident prevention training should prevent any problems.

Nikac Needle Misfortune Table (1d10)

  • (1) Will not respond to psionic commands and no bonus when thrown (rendered inert)
  • (2-3) Psionic rejection of new owner causes intense migraines for 1d4 rounds, rendered unusable by anyone for same duration
  • (4-5) Energy drain as electrical, physical (-HP, PHY, STR, or CON, your choice) 1d8+1
  • (6-7) Energy drain as electrical, physical (-HP, PHY, STR, or CON, your choice) and psionic (INT or PER) 2d6
  • (8-9)Discharge causing electrical (HP) and psionic (PER or INT) damage (2d6)
  • (10) Explodes causing electrical (HP) and psionic (PER or INT) damage (4d6+2)
These stats can also be used to determine damage when wielded by a trained user against an enemy target.

STATS
FREQUENCY: Uncommon; forests are typically hidden in canyon bottoms
NO. APPEARING: Forests of 60 or more
ARMOR CLASS: 7
MOVE: 1
HIT DICE: 1d8+1
NO. OF ATTACKS: 1
DAMAGE/ATTACK: Projectile needle (range 10 meters) with chemical sedative combined with electroshock - 3d4; 1 successful attack, victim must roll save vs. stun; 3 successful attacks, victim must roll save or fall unconscious for 1d8 rounds; feeds psionically off stuck victims also suffer energy drain (1d8+1)
SPECIAL ABILITIES/SKILLS: Regeneration at 1d8 rounds; detect other nikac through psionic link for colony and migratory purposes
SPECIAL DEFENSES:
MAGIC RESISTANCE: Psionic
INTELLIGENCE: None
ALIGNMENT: Neutral
SIZE: M
PSIONIC ABILITY: Nikac communicate basic information about prey location, climate, and migratory direction through a psionic connection. Maximum range is unknown.

Written generically for D&D and X-plorers.

Sunday, September 26, 2010

Ancient Tech: Psi Sled (Part 2)

This is the final part in a 2-part series on the Psi-Sled

How does it work?

A single pilot controls the psi-sled through brainwaves transmitted through the plasmatic energy field inside the cockpit. The field doesn’t appear to harm the pilot—at first—but can become charged and violent if the vehicle doesn’t seem to “want” her or him to perform a certain maneuver or defensive function.


Amulet of Aminora

The craft can be piloted with ease and without side effects if the pilot is wearing the Amulet of Aminora, a medallion made of the same burnished metal as the Psi-sled. A pilot need only think a command and the vehicle will respond. The amulet is circular with a pair of wings folded down over a turquoise “eye” and is covered with intricate alien glyphs on the back.

The amulet is the key to piloting the psi-sled without harm to the driver and also grants the user all of the following additional abilities and effects while in possession of the amulet.
  • Pilot encounters no mishaps or side effects when commanding craft
  • Pilot enjoys +2 bonus on psyche (or similar) rolls while wearing amulet
  • Pilot wearing amulet while inside craft becomes coated in a thin, slippery coat of metallic residue that superconducts mental commands, coating disappears completely when not occupying craft if wearer desires (see #1 below for properties of this residue when in present)
  • When occupied with pilot wearing amulet, the shifting iridescent colors of the craft’s outer skin coalesces into “tattoos” resembling ancient symbols and glyphs. The colors deepen as if to “solidify” on the skin of the sled and provides +2 protection as armor against all attacks (physical, psionic, etc.); residue becomes silvery if worn outside of craft and wearer retains +2 protection bonus
Following abilities are granted per class-level gained, selection is at GM's discretion or 1d6:
  1. If pilot and craft are separated, the wearer may call the sled to her/his present location
  2. With effort, wearer can remotely control sled when unoccupied
  3. True sight: wearer is less susceptible to illusions with +2 bonus
  4. Booming voice: wearer’s voice is amplified as a public address system when occupying craft when she/he intends to be heard, those hearing voice roll save on morale to keep from fleeing
  5. Force field: wearer can create a personal plasmatic force field up to 5 meters in diameter, sustained for 1d6 rounds, protection provides AC 14 + any intelligence bonuses the pilot may already have
  6. Sleeping sentinel: wearer can slip into suspended animation indefinitely, during this time HP is frozen at current number, all stats drop to zero, and PC is rendered both unplayable and uncommunicative (this includes astrally) until revived. Sleep protects wearer from harm and also from having amulet removed. Back compartment of the sled acts as a sarcophagus for sleeper. Can only be awoken with the blessing of a deity of Benu which must be gained by the pilot’s companions (assuming she/he still had any) or an outside benefactor

GM Notes:

This is a powerful item, but I’m hoping it will be fun for PCs to play with/incur wanton destruction.

Restrictions

  • Only one pilot may wear the amulet at a time
  • Amulet must be given, attempts to take it by force will result in a plasmatic blast (3d6 damage and save vs. stun/paralysis)
  • Amulet must be given tribute with a burnt offering before it will accept a new host
  • After 3 days of use, it's energy level will be depleted. To recharge the vehicle, it must be parked over a ley line or over a water aquifer overnight and it will absorb the necessary psionic energy to run at full power. The fact that the psi-sled runs on pure psionic energies is not well known. If starved, it may begin to sap psionic (Presence/PRE or Intelligence/INT) energy at -1 per day from anyone not its master.


Inspiration:

Saturday, September 25, 2010

Ancient Tech: Psi Sled (Part 1)

PREAMBLE

Ancient technology is unpredictable and therefore, dangerous. Experienced explorers should use caution when handling. Following are all known facts about the artifact in question, GMs should feel free to feed information to players on a need to know basis.

What is it?

An ancient curiosity discovered in the tombs of the great desert kings beneath the sandy blue salt flats of Benu.

What does it look like?

The sled features an elongated, sculpted trapezoidal shape, topped with a transparent canopy, appearing similar to clear glass to those outside craft. The craft appears to have fluted fins (“wings”) on the opposite end. The front slopes of the fuselage curve out and terminate into a long, flat base with flared edges, similar to skis.

The exterior skin appears to be a burnished brass-like metal, which can include blotches of color depending on lighting conditions giving a Mother of Pearl effect or similar to shifting iridescent hues in a pool of petroleum fuel. Coloring seems to shift through all parts of the spectrum—from sparkling golds and oranges, to shimmering pinks and violets, and even sometimes turquoises ringed with deep blues.

The one-person cockpit is a transparent sphere perched directly atop the front of the craft. From the outside, a single blocky seat can be seen and while piloted the sphere glows and crackles with pink/blue plasmatic energy. The streams of plasma don’t seem to directly injure the pilot while operating normally. There are no apparent controls visible.

The pilot enters the cockpit by tapping on the glass three or more times (basically tapping in rapid succession). The front of the craft develops “ridges” like stairs leading up to the piloting deck, while the transparent canopy becomes vaporous to allow the pilot entry. The sphere re-solidifies upon the pilot taking her/his seat.

What can it do?

The sled is a one-person vehicle that can travel at incredible speeds as it hovers up to a meter off of flat ground. Over rougher terrain, the vehicle can fly as any other hover-car or similar vehicle. It’s been known to disappear—that is to blink in and out of sight, which suggests some dimensional travel capabilities. It also appears to exhibit extremely high durability. Some might say nearly indestructible, but it’s rarely around long enough to test this hypothesis.

Defense

The vehicle has no obvious, external weaponry, but it does exhibit defensive capabilities:

Ho-hum

A loud, throbbing hum that forces all living creatures in a 50 meter diameter to flee, unless they make a save or become incapacitated. All creatures are immediately forced outside this perimeter and make a second save roll to determine whether they put an additional 50 meters between them and the 50 foot perimeter. During this time all actions other than fleeing are prohibited.

Mind Milking

All targets within a 50 meter cone are sapped of brain waves for 2d6 rounds, resulting in a penalty of -4 on any type of Intelligence, Wisdom, or Psyche checks (or any other “mind” related checks) for that period. Any target suffering three or more of these attacks in a single day suffers a permanent -1 deduction from one of those scores (PC’s choice).

Plasmatic Blast

Once per day a powerful, plasmatic energy blast can be fired from the cockpit sphere. Damage is mainly concussive and electrical (3d6) with a range of 70 meters. Unknowing to pilot, she/he is immediately rendered unconscious for 1d6 rounds upon firing.

Speed and Movement

Psi-sled can accelerate to incredible speeds which haven’t been measured. For in-game purposes it travels anywhere from 0 up to 1,200 kilometers per hour, but can easily reach speeds around Mach 5 through Earth-like, high-altitude atmosphere.

Maneuverability

The craft can rotate, pitch, yaw, and roll in all directions—basically behave like a UFO. The sled can maneuver with little effort and no inertial effects on the pilot are felt. How it’s able to accomplish this feat without serious injury falling to the pilot is unknown.

Intelligence

It’s undetermined if the sled possesses sentience—and thereby intelligence—of any kind. It does not speak, but it behaves erratically with most pilots, which suggests an “unwillingness” to be piloted.

What can it do to YOU?

The Psi-sled can prove as dangerous to its user as it does to anyone unlucky enough to square off against it. All pilots who enter the canopy suffer the following effects:

Side Effects

(1d8 for every turn pilot occupies cockpit):
  1. Pilot develops strong metallic taste in mouth, 1d4 rounds later hands up to elbows become coated in patchy metallic coating, become magnetized, neither the condition nor the effects subside
  2. Pilot suffers migraines outside of craft after more than 4 rounds piloting, prompting her/him to want to re-board immediately to alleviate pain
  3. Nervousness and -1 on Will checks (or similar) outside of craft after 4 or more rounds piloting
  4. Lack of appetite (no food consumed after piloting)
  5. Insomnia (no HP healed overnight after piloting)
  6. Pilot becomes delusional: roll save vs. Will or similar save; failure results in pilot believing he/she is godlike and forsakes all allies and goals in order to continue flying craft
  7. Blurry vision -2 to sight checks, outside of craft after 4 or more rounds piloting
  8. Slurred speech (negate all bluff, negotiation, or similar skills for 1d6 rounds)

Piloting Mishap

(1d8 on turns executing a piloting maneuver other than straight ahead):
  1. Loud, deep siren sounds, roll save vs. paralysis
  2. Erratic behavior: craft will either move in unintended direction (randomly rolled on 1d12/hands on a clock), makes wild turns, or shakes and shimmies uncontrollably
  3. Cockpit goes dark: a cloudy tint coats the glass, nothing can be seen or sensed outside cockpit
  4. Will not respond to commands during current round
  5. Powerful and intrusive psionic connection causes pilot to soil self
  6. Control sphere (where pilot sits) experiences a sudden backbuild in electro-magnetic energy, essentially shocking pilot with 2d6 damage
  7. Unintended acceleration/no brakes (pick one, they’re both bad and they both end with the craft stopping abruptly, turning cockpit glass to vapor, and letting occupant fly forward to his/her death
  8. Pilot suffers stroke; Failing constitution (or similar) check, pilot takes 3d6 damage

How does it work?

Stay tuned for Part 2 and the secret to mastering the psi-sled!

Tuesday, June 22, 2010

Cryptotherium: Keeping Place of Secrets

The Bando know that the things they find in the wastes of Benu are from ancient and powerful civilizations that fell long before they set foot across the salt flats. Those finds that hum and glow with unknown energies are transported to the Cryptotherium, a massive museum and laboratory in the capitol city.

Here the wisest and most learned among the Bando try to uncover the secrets of the past. More often than not, the artifacts stored here are relegated to storage and deemed undecipherable.

Physical Structure, Azure and Ancient

The Cryptotherium is a 20-story tall tower with an observatory dome on top. The entire building is covered in ancient glyphs, scrawled on thousands of pieces of ornate stonework that have been scavenged and fastened together to create this monumental edifice and shrine of the past.

The inner layout of the building is honeycomb of passages and skyways connecting hundreds of vaults and labs. Many dangerous objects are housed here so the walls are thick and seemingly impenetrable. The building's original blue glaze, while cracked and faded, still quite captivating, while trimmed with a precious platinum-colored metal that gleams brightly in direct midday starlight.

The observatory dome crowns the top of the building with colorful and strange stained glasses that at one time filtered out direct sunlight so observations could be made during the day. In the waning light of Benu's star, the windows have taken on new properties--shifting auras and colored shapes of light in mid-air--which Bando astronomers are at a loss to explain.

There are three entrances to the Cryptotherium, one main ramp that leads to a hall of vaults and two skyway bridges 10 stories from the ground that lead from the adjacent buildings. These are ramshackle bridges covered with deep blue canvas tenting. Similar coverings dot the building over breaches or fallen walls where passages are now vulnerable, as the building has been in general disrepair for the last millennia. 

Powerful Secrets Means Tight Security

The building is heavily guarded--not against threats from within (the punishment in Bando society is to be abandoned beyond the Indigo Gates of the city, a fate of certain death) but from without. Seekers from other worlds, competitor races on Benu, and other oddness have besieged the tower in the past.

The Bando forbid all outsiders from entering and installed an permanent garrison of 300 Bando sentinels called Mazhji to watch over their precious treasures. Armed with weapons familiar and ancient, these Mazhji will lay down their lives to keep intruders from making off with any secrets of The Kings.

While the tower appears to have it's weak points, the Bando's resolve to protect the Cryptotherium is boundless. An outsider looking to get in should consider that there are better ways to die.

Saturday, June 12, 2010

Zeth, Benuvian Moon

Image: Blue Cloud Planet 2.0 by Fragile-stock
Zeth is a windswept moon that orbits Benu. It was formed out of the detritus from it's larger host planet and later became fortified with heavy metals from meteors. Eons later the planet would be mined for its rich ore complement to the point of being riddled with deep shafts and sinkholes.

The Winds of Zeth

When Benu and Zeth had grown old and the solar winds stirred up the climate of both bodies, Zeth's gale-force gusts began to pulverize what was left. With so much material in the air, lifeforms on the surface had little chance of survival. What did remain retreated to the sinkholes, canyons, and subterranean caverns or under the pillowed dunes.

Life On-Planet

Zeth's atmosphere is filled with particulate (dust, etc.) and air-breathing lifeforms native to the world have evolved special lungs lined with filters to extrude dangerous matter. (visitors require artificial means to breath.) The winds also carve anything and everything, breaking solid objects down with the passage of time, adding all matter to the winds' mighty rending will. Special precautions must be taken in order to venture out into the wilderness by natives and visitors alike.

Fauna on the planet is especially hardy and distempered. The Nikac is a native species to Zeth.

Cultural Impact

Zeth is named for the daughter of the great creators Oduz and Erul. In Benuvian lore, she was the first sired princess and Queen of Secrets. During the high season, when the moon is full, her reflection is said to reveal all betrayers. The moonlight from Zeth bathes Benu in silver twillight during these periods--during day and night--making the ambient sky much brighter than ususual. Runes written while Zeth is full can only be read on other full moons--regardless of the method of rendering.

Astronomics

When Zeth and Benu are in alignment with their parent star, the winds die down on the surface and great celebrations occur across the orb. The entire surface of the moon appears transparent--as a ghost--during an eclipse. Seers, astralmongers and cosmotographers have been known to peer into the eclipse, and auto-scribe starmaps, calendars, and witness other strange visions. Ships looking to land on Zeth during these times find the moon has quite simply disappeared.

 Rumors

  • Some say that Zeth was once the shipyard that built the great tetratic "colony" ships (a cross between a warship and planetary seed engine) and the discus-shaped escort fleets. The planet's rich iron core is mixed with other unknown metals made it a favorite source for magical weapons, shields, and starship hulls.
  • Either due to it's geologic makeup or for other unknown reasons, the moon is a bright source of psionic energy, which has affected everything from sentient culture development to the lifeforms in residence.
  •  Zeth still has great cities, buried beneath the dunes and embedded inside abandoned mines.
  •  A great war was once fought between Zethian slaves and their Benuvian masters. While the rebellion was eventually put down by Benu, several space vessels, crafted in secret, made it off-moon. It's rumored that their descendants began their own empires elsewhere and are among many reasons why Benu has fallen from its former glory.






  

Monday, June 7, 2010

Nomadic tribesmen: The Bando

The BANDO

(A new race for X-plorers RPG)


Requirements: PER 10, PHY 9, INT 10
Prime Requisite: PER and PHY
Hit Dice: Add +1 for a hardy, rigorously physical lifestyle
Max Level: None

Background

Benu has been home to many races over the eons. At several points in the planet's history, different humanoid species existed at the same time and though the diversity and number are greatly reduced, a few races still persist. Only one though is humanoid. The Bando are a race of human nomads that travel in giant caravans across the deserts, badlands, and steppes of Benu and are the progeny of whatever humans previously lived there. The bando live in hostile conditions but have met their genetic potential for longevity which is around 270 years old. The bando language is a complex system of whistles, tweets, and throaty calls that presents an intentional barrier for would be adversaries and outsiders.

Livelihood

The Bando raise quarra as pack animals and for other purposes. While they used to treat them as livestock they now know better of it. They raise a variety of other domesticated animals have a talent for husbandry. They are talented scavengers, traders, and craftsmen (basically making things they find "useful"). While finding things comes naturally to them, occasionally certain finds present themselves to be ancient, mysterious, and possibly dangerous. These items are held in high regard and taken to the the Cryptotherium for further study.

They also make excellent guides and wayfinders for travelers who find themselves on Benu (usually stuck there for one reason or another). Occasionally an offworlder may come to Benu looking for a Bando Protector for hire, as they are highly regarded warriors and body guards. Protectors swear an oath to fight to the death to defend their masters, but generally very few can be persuaded to leave Benu, let alone to look after someone else.

For the most part though, the Bando live off whatever they can find as far as food, shelter, and tools/weapons to fight off the marauding races and dangerous fauna that still exist on the planet. It's important to note that the Bando are not the dominant species on Benu and they travel largely to avoid becoming sitting targets.

Appearance/Physicality

The Bando obscure their physical appearance in mainly blue colored cloaks, capes, veils, and the like over grey or tan colored wrappings to protect against the desert sands. It's unknown what their true likeness are, but though they appear to be humanoid. They are comparable to other human races in size and frame, though they are nearly all strong and lean, having grown accustomed to the harsh climes and difficult lifestyle on Benu.

Special Abilities/Bonuses

The Bando gain a +1d4 + level on searching, scouting, or hiding as they've developed keen eyes (even in the dim Benu daylight) for finding artifacts, fossils, etc. and detecting predators. Edged weapons are hard to come by, but the Bando have made due with a variety of handcrafted spear, staff, and club weapons with barbed or hooked implements. In addition bando have mastered several types of ranged implements (slings, javelins, and nets) and gain a +1 per level in their use.

The Bando also seem to retain a natural ability to "activate" or make use of found objects regardless of whether they know how to use them or not. As a result they often consider special finds to be "magical" or imbued with the "Song of the Kings," which should translate to a +1-per-level psionics bonus. Ability without knowledge is dangerous however and there's a 1d8 chance of mishap or accident occurring.

Rumors

There are many mysteries about the Bando, but the most common question about them is often their hidden faces. Travelers often gossip that they were once very attractive in appearance, which is thought to be a genetic trait handed down by their supposed forefathers, the long extinct Kings of Benu. It's rumored that many millennia ago they likely were more than 12 feet tall, and had angelic faces that would put the meanest disposition at ease with their sublime grace. Legend says the Kings, having been obsessed with human dominance over everything, apparently imbued their lines with physical perfection. A superior standard, that offworlders claim has been slowly ground away by the passage of time into a hard-skinned, cragged, and gnarled forms --a shadow of their former race.

When distressed, it's said that a Bando tribe member can call her or his bonded quarra to their side simply by thinking it.

Bando widows hold vigil for several days praying for a colossal sandstorm. When one finally appears they are said wander into them, cooing and whistling, lamenting their lost loved ones--and then disappear forever.

Thursday, June 3, 2010

Fauna: Quarra (pack animal)

The quarra is a smallish, fleet-footed, hoofed animal that roams the rocky outcroppings and foothills of Benu's steppe regions. The beasts resemble the pony-sized hyracodon of prehistoric Earth (horse-like in appearance, but actually an ancestor of the modern rhino). Quarra hold much in common with their Earth counterparts, though the males sport a bony skull-plate studded with short, broad spikes above the eyes and down the snout.

Use as domesticated animals

Several nomadic tribes have domesticated the animal, and use it's surefooted climbing abilities and speed over open plains to their advantage. Quarra are often used as pack animals for small to medium-sized loads that accommodate their lighter frame, but they excel at navigating rough terrain so they often make for ideal pack animals.

Long ago, quarra were hunted to near extinction (prized for their colorful coats) until one tribe, the Bando, discovered their innate intelligence. Unlike other pack species, quarra exhibit a higher degree of intelligence and can understand both spoken and gestural commands by their masters. They remain loyal to their death or the demise of those they serve, upon which the pact that bonds both is dissolved and the companion is free to join the wild herds.
Courtesy Wikipedia
Male quarra are slightly larger than females and appear in a variety of brown, grey, red, and purplish tones. They mate twice yearly and face off to claim dominance over suitors and breeding priority in the herd. Females are known to birth twins often, which is thought to be a natural defense of the species who are the preferred prey of Benu's mega-sized strigiforme predators.

A single quarra is matched to a nomadic adolescent upon entering puberty as part of a rite of passage ceremony. The young adults are charged with caring for their companions and will use them to build their  livestock herd. Quarra will live nearly as long as their masters if cared for properly and predators are kept at bay. Quarra also possess some unusual abilities (see below).

STATS

FREQUENCY: Common
NO. APPEARING: Herds (8-40); Always paired with nomad at puberty (about 12 years or older)
ARMOR CLASS: 7
MOVE: 15 on open plain
HIT DICE: 2d8+2
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2d6+1 ramming
SPECIAL ABILITIES/SKILLS: Low light/dark vision, scent, when 6 or more adult quarra are present they provide their masters with an additional protection (not known if this is magic, but should be treated as such) against fear/intimidation/morale-based attacks (+2 on any saves)
SPECIAL DEFENSES: Studded/bony skull-plate
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral in wild/good if domesticated by good aligned nomads (will remain good if released)
SIZE: M
PSIONIC ABILITY:
Quarra are immune to illusions produced by living beings

BURDEN CAPACITY:

125 lbs (light load)
126-275 (medium load)
276-330 (heavy)
A quarra can drag 1,275 pounds for 1d6 rounds before getting tired

Friday, May 21, 2010

Geologic Characteristics

Benu has, for most of it's habitable existence, been a temperate world that was once flush with life. Now, it's barren, rocky skin is showing the scars of billions of years. There are no jungles here, but there are a few pockets of shrubland steppes and a few plains, these being the least arid regions.

The rest is desert, stone, salt flats and dried seas, sinkholes, canyons (both natural and man-made), and similar features.

Much of the rock has been mined through and shows the mark of machine and hand pick alike.
Bony, protruding remains whether they be rusted scaffolding or animal fossils are not difficult to find. Potable water sources however, are another story.

Thursday, May 20, 2010

Lost Planet of the Ancients

 Daylight, approaching midmorning

Orbiting a dying sun near the galactic eye is a world long forgotten to the earliest settlers of space. The stars glow faintly until midday, chanting the impending doom of the blue deserts and dust blown salt flats below. The inhabitants are obliquely aware of their galactic lineage--they are the root world to all others. They are the forgotten children of the precursors...the ancients.

Millions of years long past, an endless procession of humanoids (some barbaric, some civilized) crawled across the land, scarred it with war, fought to recover, and then finally left it to erode for all time. Now only a single race of humans remains to eke out a living amongst the ruins. They know little about the true nature of the others that have come before them or the cataclysms that winked them into oblivion.

Most of the remaining inhabitants are nomadic tribes scavenging the wastes and digging into the barren soil hoping to find something to eat, something useful, or something "magical" left behind by a precursor they can sell or trade--or if it comes to it--something they can use for protection against the things-that-go-bump in the endless twilight.


This is Benu.