ASHERATIS
An asherati might be mistaken for a thin human under
some circumstances - at least until the asherati's rust-red
skin begins to glow with a light all its own, or until he
dives headlong into the nearest sand dune, disappearing
without a trace.
Asheratis are a geographically established people who
live below the sands and dusts of suitable wastelands,
rising to the surface to hunt for food, socialize and
trade with other races, and make war upon their
enemies. As merfolk are to the sea, asheratis are
to the sands.
Personality: Asheratis are a quiet people,
given to reflection and long retreats from the
presence of their fellows. However, every asherati
acknowledges the value of community and
fellowship, and each retreat is followed by
a return to a sand-shrouded village where
friendships are renewed and the needs
of the community are met.
Physical Description: An
asherati appears as a humanoid
with smooth skin the
color of rust. An asherati can
make its skin glow as if with an inner
fire, giving off a piercing illumination
that suffuses through sand. An asherati
has no body hair and eyes the
color of ivory. The lithe asherati is a
graceful swimmer of the dunes, and
thus eschews excessive clothing or
equipment, wearing only minimal,
skin-hugging garments for modesty's
sake. Some asheratis wear tight leather
armor, streamlined so as not to hinder
their progress through the sands.
A typical asherati stands between
5 and 6 feet tall and weighs about
170 pounds.
Relations: Asheratis delight when nomads,
caravans, or travelers of almost any race appear in the
sands above their homes - by day, asherati merchants
trade their wares, while at night, asherati rogues silently
ascend and try their hands at pilfering. Trade continues
despite this behavior, because no one can come close
to replicating the delicate asherati sand sculptures, which
can fetch large prices in cities far from the desert.
Asheratis tolerate other established races of the wastes,
grudgingly admitting that each has found a niche. The
asheratis live below the sand and the other races above.
Still, sometimes conflict erupts or potential feuds smolder
just below the surface.
It is not unknown for caravans moving through the
desert to hire an asherati or two to act as guides and
scouts. Especially adventurous asheratis have left the
wastes entirely, seeking their fortunes in completely
alien lands.
Alignment: Asheratis share a common concern for
one another's welfare and are, therefore, good. Observing
no specific rules when it comes to behavior, and having a
proclivity toward thievery, asheratis are usually chaotic.
Asherati Lands: The trackless, changing waste seems
an inhospitable location to claim, with the burning sun
by day and frigid cold at night. That's why asheratis claim
the lands below, living beneath the sand as if it were water.
Under the cover of sand are their homes, communities,
and even a few great cities of striking architecture. The
interior of every buried building is hollow; the air is clear,
and asheratis live in a way not unlike that of common
humans. Cleverly constructed "sandlocks" in the floors of
their homes allow asheratis to move into and out of buried
buildings without disrupting the equilibrium between
sand and open space.
In asherati cities, families hold the power. Powerful,
wealthy, and well-respected families are responsible for
the outlook of the local populace, and are referred to as
the First Families. The First Families share power in a
council, and truly great families are sometimes important
in more than one village. Since family is such an
important aspect of asherati social life, bad behavior on
the part of a single family is often tolerated for far longer
than in most other civilizations.
Far-flung asherati towns are usually made up of just
two or three families, all working together to build
their community. Usually such colonies are built to
expand trade. Others are secretly established in sandy
areas that abut more temperate regions to serve as a
base for larceny.
Religion: Many asheratis give homage to Solanil, whom
they view as responsible for building the
first sand city to shelter the asheratis when they arrived
in the wasteland. Particularly zealous asherati worshipers
see themselves as the "seeds" that the deity has planted,
just as she encourages the planting of seeds so there will
be more food in the waste.
Language: Asheratis speak their own language and
Common.
Names: Asheratis have given names and family names.
Male Names: Amhapar, Het, Iputhut, Iu-same, Khankhe,
Menefer, M'ut, Nament, Tauah.
Female Names: Abesukh, Aned, Ankheru, Djede, Kher-ra,
Nemenmo, Reht, Shis.
Family Names: Ambera, Atinani, Faihayl, Habah, Huridah,
Imtimah, Manah, Nadeeha, Najeema, Nazihar, Nimah,
Rawthay, Reedayl.
Adventurers: Every asherati has some measure of
adventurous spirit, no matter how deeply hidden. It would
be hard to name an asherati who did not try his hand at
a minor bit of thievery for the fun and excitement such
behavior promises. It is not unheard of to find full-time
asherati adventurers, though such folk usually leave the
sands of their birth far behind, finding noble quests in
the far corners of the world.
ASHERATI RACIAL TRAITS
-
Medium: As Medium creatures, asheratis have no special
bonuses or penalties due to size.
-
Asherati base land speed is 30 feet.
-
+1 Natural Armor: An asherati's skin is thick, so it can
stand up to the scrape of sand.
-
Natural Dryness (Ex): Asheratis drink water, but they are
very dry creatures. To survive, they need to drink only
one-quarter the amount of water per day that humanoids
of their size normally require.
-
Sandswim (Su): As a merfolk is to the sea, an asherati is
to sand, ash, dust, and even softsand (but not slipsand,
packed dirt, or rock). An asherati can sandswim through
such materials at his land speed while wearing light
armor or carrying a light load. His speed drops to 5 feet
if an asherati wears heavier armor or carries a medium
load. An asherati cannot make any headway through
the sand while carrying a heavy load.
An asherati breathes normally while under the sands.
This supernatural ability doesn't allow an asherati to
breath in mediums other than sand, dust, or ash, nor
does it allow an asherati to hold its breath longer than
normal in water or dangerous gases.
-
Body Lamp (Su): An asherati can make his skin glow at
will, providing bright light out to 60 feet and shadowy
illumination out to 120 feet. In a medium of loose
soil, such as sand, dust, or ash, a peculiar quality of
the light allows an asherati to make out solid objects
up to 60 feet away. Under the sand, this light is sufficient
for navigation and general identification of
objects, but not for reading, recognizing individuals,
or other similar feats of finer perception. This ability
does not allow an asherati to see invisible creatures or
creatures with concealment more easily than normal.
Other creatures in the sand with an asherati do not
gain this special sight, but they can see the sand take
on a warm, orange glow.
Once per day, as a free action, an asherati can bring
his skin up to full brilliance so rapidly that it can dazzle
all creatures within 30 feet for 1 minute. Creatures can
avoid this effect with a successful Fortitude save (DC 10
+ 1/2 the asherati's character level + his Cha modifier).
-
Heat Endurance: Asheratis gain Heat Endurance as a bonus feat.
-
Weapon Familiarity: Asheratis treat the eagle's claw
as a martial weapon rather than an exotic weapon.
-
+2 racial bonus on Move Silently and Hide checks (an
asherati cannot Hide while his skin glows). If in a sandy
area, an asherati receives an additional +2 racial bonus
on Hide checks.
-
Water Vulnerability: Asheratis hate being too wet,
and their dry bodies absorb water rapidly when they
are submerged. If completely wet, an asherati takes a
-1 penalty on all attack rolls, ability checks, and skill
checks. If an asherati is immersed in water, he cannot
hold his breath and must immediately begin making
Constitution checks to avoid drowning.
-
Automatic Languages: Asherati, Common. Bonus Languages:
Bhuka, Goblin, Giant.
-
Favored Class: Rogue. A multiclass asherati's rogue class
does not count when determining whether he takes an
experience point penalty for multiclassing.
BHUKAS
The bhukas are an offshoot of the goblinoid people and
claim to be descended from the first inhabitants of the
world. They are consummate survivors of the waste,
having a talent for finding water and many physical
adaptations that allow them to function in a harsh environment.
Their culture celebrates and preserves ancestral
ways of living.
Personality: Although theirs is not a technologically
advanced society, bhukas are a sophisticated people with
highly developed art and social organization. They are
not warlike, so they have learned to avoid conflict by
the simple method of not being seen. A bhuka never
approaches strangers but observes from hiding as long as
possible while gauging the newcomers' intent. Even if she
does make contact, a bhuka reveals nothing of her kin or
settlement and is very cautious in her dealings. Within
their own society, bhukas form strong bonds in extended
families and cement the community as a whole through
rituals and storytelling.
Physical Description: Bhukas are slightly built, with
sand-colored skin and brick-red, tightly curled hair. They
have little facial or body hair. Their large ears, networked
with veins, fold flat against the head to retain heat in the
cold desert night and keep out blowing sand. A frill of
skin about the neck contains numerous spines that can
lift the frill and raise it for cooling. The face of a bhuka
is flat, with slitlike nostrils protected by flaps of skin. A
bhuka's eyes have long lashes to keep out sand and dust,
and the skin surrounding them is darker than the rest of
the face, giving a bhuka the appearance of wearing a mask.
Bhukas have wide, splayed feet that help them move easily
over sand, and they do not wear shoes. Body paint is used
to signify social position and ranges from a simple stripe
on a low-ranking youth's neck frill to an elaborate pattern
of spots, stripes, and whorls covering the arms and upper
body of a matriarch. Clothing is flowing and light, woven
from desert grasses using ancient techniques that make
the garb excellent protection from heat. A typical bhuka
stands between 4 and 5 feet tall and rarely weighs more
than 90 pounds.
Relations: From the beginning of their history,
bhukas have been a gentle people of whom others have
taken advantage. When the first people emerged from
the Lower World, bhukas were the last to choose their
home and thus had to adapt to the harsh waste. The
cruder goblinoid races deride them as weak, while the
traditional enemies of goblins (such as badland dwarves
and painted elves) are more likely to engage a bhuka on
friendly terms. Warlike people of the waste have driven
bhukas away from fertile regions, forcing them into an
ever-smaller and less hospitable territory. Yet this form
of exile is a source of strength for the bhukas, who take
pride in their ability to flourish even under such conditions.
Bhukas are not cowards - push too hard, and they
reveal a toughness bred of burning sun and baked earth.
The bhuka people have a longstanding trade relationship
with the crucians, exchanging food, art
objects, and dyes for tools and other worked items. Asheratis
are unnerving to bhukas. The asheratis' presence
below the sand is disturbing to a bhuka's perception of
reality and challenges his standing in the hierarchy of
the waste.
Alignment: A complex system of community relationships
holds a bhuka village together. Respect for superiors
and the need to contribute to the common good is drilled
into every member of the society, and those who do not
adhere become outcasts. Bhuka society is lawful, with
most individuals tending toward good.
Bhuka Lands: Bhukas form extended family groups,
called phratries, consisting of several clans related by
origin. Each phratry claims ancestry from one couple
who emerged from the Lower World at the beginning of
history and is responsible for maintaining a particular
tradition of the people. Young adults of a given phratry
cannot marry within any of its clans, which means they
must wed someone from another village; the new family
may settle with either parent clan. Bhukas inhabit adobe
or sandstone dwellings built into and against cliffs or
dug into the upper levels of desert canyons. Each family
has its own home, with a terrace built under it to allow
drying of food, space for sitting and talking, and access
to other houses. The entrance to a house is well above
ground level as a defense against invaders - access is by
ladders or rope lifts. A central spring provides water to
the community.
Farms surround each village. The arid climate and
hard earth of the waste makes agriculture a challenge,
but bhukas use traditional dry-farming
techniques to grow their staple
foods of beans, sunf lowers, desert
grasses, and corn. The fields are not
plowed. Instead, tough native vegetation
holds the soil in place, with
the crops planted in rows of deep
holes. Sometimes, the village spring
irrigates a terrace built below the
house entrances for growing small,
tough melons that furnish both
food and containers. Bhukas
supplement their diet
with wild plants such as
cactus pads, fruits, and the
meat of small animals.
Religion: Religion is the glue
that holds a bhuka community together.
Each phratry is responsible for
protecting a relic of the Emergence,
the time when the first people came
out from under the earth. For example,
members of the Wokuhoo (Moon
Owl) phratry are the caretakers of
the Talon, a relic of the bird that led
their ancestors into the Upper World. They lead ceremonies
commemorating that event and control
imagery that appears in sacred art relating to it.
Bhuka society is matriarchal, each village headed
by a Grandmother who presides over a council of male
and female elders. The Lower World from which the people
surfaced is known as the Second Womb, where the mother
deity, Kikanuti, nurtured them and taught them until
they were ready to emerge. (The more savage goblinoids,
they believe, are not yet mature and must stay beneath the
earth.) The Grandmother is the village's link to Kikanuti
and presides over important ceremonies.
Each bhuka village has a ceremonial pit, dug into a courtyard
or sacred cave and covered with a lid of painted hides.
The walls are carved with traditional symbols that depict
the Emergence and subsequent migrations of the people,
as well as images of friendly spirits, important landmarks,
and food animals and plants. The most solemn rituals take
place in these pits, which recall the dark world beneath
the ground from which the bhukas emerged. Outsiders
are strictly forbidden from entering sacred pits, and only
adult members of the community participate in the rites.
The village pit is also where coming-of-age rituals are held.
Village festivals celebrating the harvest, weddings, and
changes of season take place in the common area rather
than the pit, and are occasions for
feasting, song, and dance.
The bhukas believe that Kikanuti
still guides them in the
Upper World by sending them
her spirit children to dwell
among the villages. These
spirits are embodied in ritual
masks, which clan elders don
for festival dances at specified
times of the year. A mask's spirit
possesses the dancer wearing
it and is honored by the villagers
with feasting and prayers.
Bhukas acknowledge the existence
of hostile deities of the waste
and take care not to offend them,
even holding an annual appeasement
ceremony at the winter
solstice. Unfortunately for the
bhukas, this practice does not usually
deter the warlike followers of
antagonistic deities.
Language: The bhukas do
not have a literate society. All
their lore is oral, supplemented by
a rich library of symbols that adorn
both artistic and everyday objects.
Their language is distantly related
to Goblin, but the two tongues diverged
so long ago that most other
goblinoids cannot understand Bhuka. The isolated
bhuka society offers little reason for its members
to learn Common, but many bhukas speak Draconic due
to their trading relationship with the crucians.
Names: Bhuka names are long and carry much meaning,
but they retain the harsh syllables of the Goblin tongue.
A typical bhuka has a given name, followed by the name
of the mother's clan (preceded by kha, or "born of"), and
the clan into which he or she has married (preceded by
gi). Children receive a pet name until they come of age
and choose a name that describes their personality.
Male Given Names: Aghila'ak (Runs Like Lizard),
Cochik'ukan (Eyes of Sunhawk), Gistik'uwa (High-Kick
Dancer), Kotigana (Ears of Hare), Niskigan (Snake Fang),
Piklit'akit (Jumping Mouse Grace), Takigini (Speaks with
Force), Wikitagan (Flight of Swallow).
Female Given Names: Chinkichu (Basket of Corn),
Hintak'inai (Painted Frill), Kekkoti (Little Ear), Lakinigo
(Slow Smile), Namatagi'na (Sings with Paint), Stikuchi
(Dancing Mother), Takihoti (Speaks with Wisdom),
Yukaki'na (Leader of Songs).
Clan Names: Clans carry the name of a totem spirit or
relic of the Emergence. Examples: Chikuk (Sunhawk), Kekkinna
(Ear of Corn), Kichu (Basket), Niski (Rattlesnake),
Pitlitak (Jumping Mouse), Wiki'i (Swallow), Wokuhoo
(Moon Owl).
Adventurers: The tight-knit, agrarian community of
the bhukas does not often produce wanderers, but their
ancient migrations are still a part of the race's memory.
Some individuals are born with the wind in their souls,
as the bhukas say, and are thought to be the incarnations
of spirit children. These bhukas become ambassadors,
traveling between the scattered villages with messages
and gifts, and lead the trade expeditions to the lands of the
crucians. Those in whom the wind blows more strongly
embark on solitary travels, perhaps to see where the other
children of Kikanuti have gone, or simply to follow their
hearts. Such individuals might join with other travelers
who earn their trust.
Outcast bhukas also rove the waste. These are usually
bitter, selfish beings who do not form groups. Sometimes a
wanderer yearns to belong, though, and might find a sense
of community among other races.
BHUKA RACIAL TRAITS
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-2 Strength, +2 Dexterity. Bhukas have a delicate build,
but they are agile.
-
Medium: As Medium creatures, bhukas have no special
bonuses or penalties due to their size.
-
Bhuka base land speed is 30 feet.
-
Sure Feet (Ex): Bhukas have broad feat and splayed toes
that help them travel easily over sand and similar loose
surfaces. They treat shallow sand as normal terrain and
deep sand as shallow sand. See Sand Travel for
descriptions of shallow and deep sand.
-
Glare Resistance (Ex): Dark skin and long lashes around
the eyes protect bhukas from sun glare, so
these creatures are never dazzled by bright sun.
-
Water Sense (Ex): Bhukas have the innate ability to
detect a source of drinkable water within a distance of
100 feet. Doing this requires a Survival check; the DC
depends on the depth below ground of the water source,
according to the following table.
Water Depth |
Survival DC |
0 feet (on the surface) |
10 |
10 feet or less |
12 |
11-20 feet |
15 |
21-40 feet |
20 |
41-70 feet |
25 |
71-100 feet |
30 |
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+2 racial bonus on Constitution checks or Fortitude
saves to resist harmful effects from heat and dehydration.
Bhukas are toughened to the rigors of waste life.
-
+2 racial bonus on Knowledge (nature) checks. Knowledge
(nature) is always a class skill for bhukas.
-
Heat Endurance: Bhukas gain Heat Endurance as a bonus feat.
-
Automatic Languages: Bhuka and Common. Bonus
Languages: Draconic and Goblin.
-
Favored Class: Druid. A multiclass bhuka's druid class
does not count when determining whether she takes an
experience point penalty for multiclassing.
BADLANDS DWARVES
Some dwarves have made their homes in the badlands
of the wastes, where they dig for an entirely different
type of treasure - water. Because badlands are usually
formed by water erosion, deposits of water sometimes
form deep below the surface in quantities that can sustain
a settlement for years. In some rare cases, badlands
dwarves tap into subterranean rivers, making their
communities attractive stops for merchant caravans and
nomad tribes alike.
Badlands dwarves are identical to dwarves, except as noted below.
-
Waterwise: Badlands dwarves gain a +2 racial bonus
on Survival checks to find water, and a +2 racial bonus
on Search checks to locate architectural and natural
features that involve water. This ability works on pipes
and sluices, traps that use water or other liquids, and
natural or supernatural hazards involving water. A
badlands dwarf who merely comes within 10 feet of an
unusual water-related construction or hazard can make
a Search check as if he were actively searching, and a
badlands dwarf can use Search to find water-based traps
as a rogue can. This racial trait replaces the standard
dwarf's stonecunning ability.
-
A badlands dwarf can go without water for two days (48
hours), plus a number of hours equal to his Constitution
score, before beginning to experience the ill effects of
thirst (see Dehydration).
-
Badlands dwarves do not gain the standard dwarf's
+2 racial bonus on Appraise and Craft checks that are
related to stone or metal.
-
Heat Endurance: Badlands dwarves gain Heat Endurance as a bonus feat.
PAINTED ELVES
More closely related to wild elves than high elves, painted
elves commonly dwell in petrified forests - which in ages
past, they claim, were their ancestral homes. The painted
elves take their name from the nature of the wastes in
which they dwell, but also from their habit of camouflaging
themselves with pigments derived from the mineral
deposits found in such places. Though they rarely see
visitors - since painted deserts and petrified forests offer
little in the way of treasure - painted elves are extremely
distrustful of outsiders, and can turn on guests at the
slightest provocation.
Painted elves are in most regards identical to wild elves.
The exceptions to the standard elf are
summarized below:
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+2 Dexterity, -2 Intelligence: Painted elves are every
bit as graceful and agile as high elves, but they are a
bit more limited in their understanding of the world
around them, having experience with little more than
their own petrified domains.
-
Favored Class: Druid. A multiclass painted elf's druid
class does not count when determining whether he takes
an experience point penalty for multiclassing.
SCABLANDS HALF-ORCS
Because of their reputation among the more civilized
folk of the waste, half-orcs are often barred from trading,
which forces them to make do with whatever tools and
weapons they can construct for themselves. This draws
many half-orcs to the scablands, where the razor rocks
make for excellent axe blades and armor spikes. These
half-orcs have come to be known as scab-orcs.
Scab-orcs are identical to half-orcs, except as noted below.
-
Scab-orcs have low-light vision rather than darkvision.
-
A scab-orc can go without water for two days (48 hours),
plus a number of hours equal to his Constitution score,
before beginning to experience the ill effects of thirst
(see Dehydration).
-
Heat Endurance: Scab-orcs gain Heat Endurance as a bonus feat.
CRUCIANS
Comfortable in the brutal
heat of the desert, battle-hardened
crucians rely on their
natural shell armor to protect
them in all situations.
Crucians are humanoids
that sport broad,
flat shells, like desert
crabs, encompassing
their upper bodies in natural
protection. Not content
with just their shells, they often
wear additional leather chaps and
armlets to protect the rest of their bodies.
They decorate their shells with brightly
colored painted sigils, as
well as deeply etched tallies of
their personal triumphs on the sandy
field of conflict. Most crucians prefer
to wield enormous warhammers, weighted to crack even
the hardest enemy shells.
Crucians are highly territorial, and they organize into
small bands, each group protecting a prized water source.
Crucian bands regularly raid one another's oases, which
accounts for their warlike demeanor. Every twenty years
or so, a leader rises among the crucians and forges the various
bands into a mighty force. This crucian army strikes
out into cooler lands for booty and conquest, only to fall
back into the desert once the creatures have wreaked their
fill of misery.
In negotiations, crucians are known to be cunning.
They often employ verbal feints to draw others out and
get a better read on them, and they are keenly interested
in figuring out how both friends and enemies think.
When they can, crucians prefer to attack as a solid line to
prevent enemies from getting at their flanks.
CRUCIAN RACIAL TRAITS
-
+4 Strength, -2 Dexterity, +6 Constitution, -2 Charisma.
-
Medium-size.
-
Crucian base land speed is 20 feet.
-
Low-light vision.
-
Racial Hit Dice: A crucian begins with three levels of humanoid,
which provide 3d8 Hit Dice; a base attack bonus of
+3; and base saving throw bonuses of Fort +3, Ref +1, and
Will +1.
-
Racial Skills: A crucian's humanoid levels give him skill
points equal to 6 × (2 + Int modifier). His class skills are
Diplomacy, Sense Motive, and Spot.
-
Racial Feats: A crucian's humanoid levels give him two feats.
-
+8 natural armor. A crucian's crablike shell gives it
remarkable protection.
-
Automatic Languages: Common and Draconic.
Bonus Language: Sphinx.
-
Favored Class: Druid.
-
Level adjustment +2.
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