Races of Qod

Copyright Peter Mork © 2017

The forests of Qod are home to the races discarded by the other gods. These beings tend to know, instinctually, that others revile them. Yet Cha'tima, the Eternal Dreamer, has given them a sanctuary. They defend their homeland with a savagery begat from the kindness they have received. In this article, we review the local geography and introduce the races native to Qod.

Geography

Qod is a lush land largely covered with mangrove forests. Much of the region is hilly, although there are a handful of low mountains near the middle of the continent. Unlike the rest of Kur, the Cataclysm did not impact Qod.

The Ubon (humans) call Qod home, sandwiched between the Kish and the Cherubim. Several creative races can also be found here: Gnolls reside in hilly burrows, Maazhat build mounds along the eastern shores, Maelephants coexist with the Ubon, and Shikome raid the Kish. Below the ground reside Goblin inventors.

Maazhat

The Maazhat are ant-like people from the outer planes rescued by Olive Branch and adopted by Cha'tima (for their industriousness). There are four distinct subspecies: workers/drones, warriors, lieutenants, and queens. (The stats below are for lieutenants, which are the most likely to leave the nest as an individual.)

Overview: Maazhat are strong and well-protected by natural armor and weapons. They are similarly strong-willed with excellent memories. Moreover, they can essentially smell emotions, although it can take some time to acclimate to the odors of new races.

Build: Huge arthropods encased in the armor of a chitinous exoskeleton, the Maazhat stand erect on their third, strengthened pair of legs. The middle set are used to manipulate objects, while the first pair have become palps used to derive information from the environment by touch. Razor-edged mandibles outside of the mouth shred food before it is introduced to the inner chelicerae.

Workers range between 5' and 6'. Warriors are a bit taller (6' to 6'6"). Lieutenants are on the short side (rarely over 5'6") and queens tower at 8' to 10' tall.

Coloration: Warriors have red armor, workers/drones have blue, lieutenants have green, and queens have gold.

Aging: The ant people live long lives, slowly succumbing to mindlessness.

Talents:
Geographic Awareness
Natural Weapon: Bite
Tough Skin (insect)

Maelephant

The Maelephants are also beings from the outer planes, created by evil gods as a servitor race. Their unique appearance intrigued Cha'tima who smuggled a small band away in his mechanical wasp. Over time, their natural inclination towards acts of malice has been replaced by a general disinterest in morality.

Overview: Maelephants are agile and devoted to whatever path they choose (a great benefit to their former masters). Modern Maelephants interact readily with other races, forming shifting alliances with their neighbors. Despite healing slowly, many Maelephants favor Martial Arts.

Build: A Maelephant is a short creature (about 4'8" and 90#) with slender limbs, a potbelly and an oversized (albeit cute) elephant head with a trunk and large ears.

Coloration: Their skin ranges from green to grey (and back again) with wiry tufts of dark hair and pale eyes.

Aging: As a Maelephant ages, their eyesight and hearing diminish.

Talents: Nightvision

Shikome

Before the successful invention of humans, the Shikome were a failed experiment. From a human perspective, these beings are hideous hags with malformed bodies and elongated limbs. Shikome themselves do not value beauty, but strength. They tend to fear creatures with magical abilities, which generally elude the Shikome.

Overview: Despite their appearance, Shikome are physically impressive. Their mental faculties are limited, and their mastery of magic even more so.

Build: Shikome stand a head taller than most humans (about 6'10"), and they are powerfully built (about 240#). They have thick hides, much like a rhinoceros.

Coloration: Shikome generally have rust-colored hides, bloodshot eyes, and pointed teeth.

Aging: Bred for war, a Shikome's body fails from natural causes around age 35.

Talents:
Heat Resistance (greater)
Tough Skin (tiger)

Racial Summary

Maazhat Maelephant Shikome
Ag 0 +3 +2
Co 0 +1 +6
Me +4 +1 -2
Re -1 +1 -2
SD +2 +2 -3
Em +3 0 -1
In -2 +2 -1
Pr -4 +1 -1
Qu -2 0 -1
St +5 0 +5
Body Dev 0 • 6 • 4 • 2 • 1 0 • 6 • 4 • 2 • 1 0 • 7 • 5 • 3 • 1
Exhaustion Pts 0 0 +30
Channeling PP 0 • 6 • 5 • 4 • 3 0 • 5 • 3 • 2 • 2 0 • 4 • 3 • 2 • 1
Essence PP 0 • 5 • 3 • 2 • 2 0 • 6 • 4 • 3 • 2 0 • 5 • 3 • 2 • 2
Mentalism PP 0 • 5 • 3 • 2 • 2 0 • 6 • 5 • 4 • 3 0 • 4 • 3 • 2 • 1
Channeling RR 0 -5 -5
Essence RR 0 -5 -5
Mentalism RR 0 -5 -5
Disease RR +20 0 +5
Fear RR +30 0 +40
Poison RR +10 0 +5
Recovery Mod 0.75 1.5 0.75
Sleep Req 6 hrs / 2 nights 6 hrs / night 4 hrs / night
Lifespan 300 yrs 40 yrs 40 yrs
Soul Departure 20 rnds 9 rnds 6 rnds
Race Type 1 3 2
Cost* 159 -8.5 114

*Kur is a world of great variety—virtually any combination of race and culture is possible. Thus, the talent point cost for races and cultures must be computed separately to determine a character's background options.