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Teronian

Teronians are ant-like people who live in giant stone and earth hives. They have a central queen who runs the hive and keep telepathic tabs on their citizens. From a young age Teronians are pruned for a specific position in society. The eggs the queen lays are for a specific type of Teronian: Diplomats, Warriors, and Craftsmen.

Warriors are the largest of the Teronians. They tend to be quicker of reflexes or stronger then most other Teronians. With six legs they are also the most stable. Generally they end up being the gaurdians of the hives. They also tend to be the least hatched variant of Teronian, unless there is a suspected need. Warriors develop quicker then most other Teronians, being fully grown within three years. This results in a shorter lifespan though.

Craftsmen are known for their skill in tools. Whether they be miners, builders, metalsmiths, or gemcutters, Craftsmen are experts at their trade. They are generally smaller then warriors and only have four legs.

Diplomats are the most 'humanoid' of the Teronians, having two legs and the most human-like appendages. It is believed that they were bred specifically to interact with the humanoid species that the hives encountered. They tend to be the smallest and most charming of the Teronians.
   

Warrior

Lifespan: 25 Years
Height: 6 - 7 Feet
Weight: 180 - 200 Pounds
Region: Central Tangearin

Ability Modifiers: +2 STR OR DEX, +2 CON, -2 INT, -2 WIS, -2 CHA

Size Category: Large (-1 AC, -1 Attack, -4 Hide, +4 Grapple)
Reach 10 Feet

Speed: 20 Feet, 20 Feet Climb

Vision: Darkvision 30 Feet

Skills: +2 Intimidate

Other: Stable: +4 to resist being tripped or knocked prone
Telepathic connection: The queen has a constant connection to the Teronian within 100 miles. Going against the will of the queen is wearying. When following the queen, gain a +2 racial bonus on enchantment saves. If fighting the queen's connection, take a -2 racial penalty on enchantment saves. Always take a -4 to saves to avoid mindreading or similar abilities.
Salt Vulnerability: Exposure to large quantities of salt deals damage to Teronians in short spaces of time.

Languages: Teronian. Bonus Languages: Common, Dwarven, Elven, Halfling, Goblin, Orc, Undercommon.

Craftsmen

Lifespan: 40 Years
Height: 5 - 6 Feet
Weight: 140 Pounds
Region: Central Tangearin

Ability Modifiers: -2 CON, +2 INT OR WIS

Size Category: Medium

Speed: 30 Feet, 15 Feet Climb

Vision: Darkvision 20 Feet

Skills:+2 Appraise

Other: Specialism: Craftsmen are taught a specific skill from an early age. This gives them a +4 racial bonus to profession or craft in relation to this skill. Additionally, they are treated as trained in any aspect related to their role in the craft / profession (for example, a miner would know how to operate picks, carts, shore up tunnels, etc.).
Stable: +2 to resist being tripped or knocked prone
Telepathic connection: The queen has a constant connection to the Teronian within 100 miles. Going against the will of the queen is wearying. When following the queen, gain a +2 racial bonus on enchantment saves. If fighting the queen's connection, take a -2 racial penalty on enchantment saves. Always take a -4 to saves to avoid mindreading or similar abilities.
Salt Vulnerability: Exposure to large quantities of salt deals damage to Teronians in short spaces of time.

Languages: Teronian, Common. Bonus Languages: Draconic, Dwarven, Elven, Halfling, Sylvan, Undercommon.


 

Diplomat

Lifespan: 60 Years
Height: 4.5 - 7 Feet (depending on race bred to be the diplomat for)
Weight: 130 - 180 Pounds
Region: Central Tangearin (although they can be found travelling to the place the are the diplomat for)

Ability Modifiers: -2 CON, +2 CHA

Size Category: Medium

Speed: 30 Feet

Vision: Darkvision 20 Feet, Low light vision

Skills: +2 Diplomacy, +2 Knowledge History and Nobility/Royalty

Other: Specialist Placing: Generally the Diplomat has been trained to fit in with a specific nation or group. In this capacity they have a +4 disguise check to match local customs.
Telepathic connection: The queen has a constant connection to the Teronian within 200 miles (the mental connection of the queen is stronger for her diplomats but they are guarded more against mindreading). Going against the will of the queen is wearying. When following the queen, gain a +4 racial bonus on enchantment saves. If fighting the queen's connection, take a -4 racial penalty on enchantment saves. Always take a -1 to saves to avoid mindreading or similar abilities.
Salt Vulnerability: Exposure to large quantities of salt deals damage to Teronians in short spaces of time.

Languages: Teronian, Common, (any other - related to placing). Bonus Languages: Dwarven, Elven, Halfling, Orc, Sargoth, Sylvan, Undercommon.

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