People
|
Book of Sha'al
[earth / spirit]
- Black Sha'al (Sha'alned al Sa'dal)
- Red Sha'al (Sha'alad al Ra'dal)
- Striped Sha'al (Sha'al Dar'as)
- White Sha'al (Sha'al Nul)
In the southern lands of the Fiery
Isthmus and the jungles of the Vast
Untamed live the Sha'al, a civilized
race of bipedal reptiles. The Sha'al are a fervently religious
race with a firm social caste based upon subraces. Although
viewed with skepticism
and apprehension by neighboring Uren settlements, the Sha'al are a
generally peaceful race. Some scholars have gone so far as to
say that the Sha'al are more civilized than Uren, though this is often
contested by the further belief that the Sha'al Nul (the working backbone
of Sha'al society) are mindless laborers.
Culture: Heirarchy and duty is inherent
to each sub-race, with those individuals refusing their position being
exiled or killed. Exiled Sha'al faces are de-scaled by torching
so that those scales do not re-grow. Such penalties are rare
as most renegade impulses are erased during development. Some
have been known to leave the society but are unable to travel far.
Physiology: The Sha'al are cold-blooded
and without enchantments cannot live long outside the tropics. During
summer months, the Sha'al can move into sub-tropic and temperate areas
but do so warily. Any prolonged exposure to temperatures between
60® and lower can kill a Sha'al. Although Sha'al live in tropical
areas, they are not dependent upon the moisture of those climes. Sha'al
are equally comfortable in desert nd rain forest areas, as long as
there is fresh water accessible.
Sha'al do not have binocular vision and are therefore
poor users of missile weapons. All Sha'al receive a base -2
penalty when using missile weapons, and suffer double penalties for
range modifiers. It is difficult to surprise Sha'al due to their
side-vision.
Language: The standard Sha'al language
is called Sha'ala. All Sha'al have some difficulty with foreign
languages as they cannot make sounds that require lip movement. This
impediment makes many sharp consonants sound breathy or hissed.
Religion: The Sha'al worship a triumvirate
of major dieties which work as one, and may be one. The major
gods are harmony, lore, and war. Sha'al of different lands worship
these same gods, in addition to numerous lesser ones.
Nala (Keeper
of the Harmony), the Sha'al god of harmony is a god of peace,
reflection and a patron of artists. Most Sha'al meditation (selha,
for example) includes mantra given to the followers of Nala so that
they could find more profound layers of peace and tranquility.
Alasha'an (Keeper
of the Lore), the Sha'al god of lore is the patron of the spoken
and written word. She is a god of teachers. scholars and storytellers.
Shrines to Alasha'an are often libraries and other repositories
of knowledge. The holiest shrine to Alasha'an are the Alma'asham
Tablets whereupon are carved the oldest Sha'ala letters known.
Andâsh (Keeper
of the Sword), the Sha'al god of war, does not advocate war
except in times of defense. At other times the god is the patron
of physical and mental discipline and the attainment of corporeal
and spiritual perfection. The Sha'al Dar'as worship Andâsh
to the near exception of Alasha'an and Nala.
Sha'al embrace the idea of reincarnation, believing
their actions in the present affect their standing in the life following.
Sha'al reincarnations cycle between the subraces, and does not
deliver Sha'al spirits into the bodies of the unclean. At the
time of death, Sha'al corpses are ritually bathed in scented waters
to purify the spirit so it may inhabit another. A similar ritual
is performed for births at time of hatching.
Magic: Only the Black and Red Sha'al
are able to cast spells. Black Sha'al are limited to Davra
Muut, Davra Sorcertra, Davra
Cadactis, and Davra Pyradra.
The Red Sha'al are restricted from using Or'Dnur
and Alemen. Black Sha'al are
limited to Priest spells, while Red Sha'al may be either Priests or
Wizards
Black Sha'al (Sha'alned
al Sa'dal)
Culture: The Sha'alned
al Sa'dal are the nobles and leaders of the Sha'al race. Their
orders are unquestioned among the lower castes. The Black
Sha'al are at the pinnacle of the life-death cycle of reincarnation,
and are due all honors deserved of those that have reached lofty
birth. Though not as large as Striped Sha'al, the Sha'alned
al Sa'dal are the nearly equal in size. The Striped Sha'al
are normally more massive.
It is the goal of the Sha'alned al Sa'dal is to command
and serve their people. Excellent and loved leaders, at their
time of death are given a complex ritual to offer the soul of the
deceased Sha'al to its patron god. The lavishness of the ceremony
is believed to reflect the people's love for the leader. If
the soul is accepted, then the soul is assumed into heaven and escapes
the mortal life and birth cycle. This is an uncommon event,
but the goal of most Black Sha'al. If no ceremony is held for
the deceased, the creature must begin the life and death cycle from
the beginning, having failed.
Many Black Sha'al are spiritual leaders in their communities.
To reflect this, most members of this sub-race are multi-classed
Priests. Black Sha'al may be Clerics, Fighters, and Fighter-Clerics.
There are no Monks among the Black Sha'al.
The Black Sha'al, as well as Red, are vegetarian.
Black Sha'al can eat meat but choose not to at pain of death,
for fear of disrupting the life-death cycle of other creatues. Lesser
Sha'al are not required nor practice this abnegation.
Physiology: Black Sha'al gain no benefits
from moving on all four limbs.
Language: The Black Sha'al speak the common
Sha'ala, and an additional dialect specific to their sub-race. Black
Sha'al may learn additional languages, including the nearest Human
tongue.
AD&D: Sha'alned
al Sa'dal, like all Sha'al characters should be developed with the
careful guidance of the GM.
Black Sha'al are typically aristocrats, clerics, experts,
or fighters.
D&D
Sha'alned al Sa'dal (Black) Racial Traits |
|
Strength
+2 |
|
Charisma
-2 |
|
Size; Large (Long)
(6.5' tall, 10'+ long) |
|
Vision; Normal, Monocular
1 |
|
Base Speed; 30 feet |
|
Special Quality; Search
Skill Bonus 2 |
|
Special Quality; Spot
Skill Bonus 3 |
|
Special Quality; Exotic
Weapon Proficiency (Sha'al) 4 |
|
Special Quality; Summon
Selha 5 |
|
Natural Weapons; Tail
slap |
|
Aging; Long (MA
= 55, O = 82, V = 110, Max = +4d20) |
|
Automatic Languages;
Sha'ala, Common |
|
Bonus Languages; None |
|
Favored class; Aristocrat |
1 Monocular
Vision. The placement of Sha'al's eyes do not allow for binocular
vision. Due to the race's poor depth perception, all Sha'al
receive a -2 racial penalty with ranged attacks. The placement
of their eyes does however allow them to see their surroundings more
fully (see Search Skill Bonus and Spot Skill Bonus below).
2 Search Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Search
checks are made at +2.
3 Spot Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Spot
checks are made at +2.
4 Extra Weapon
Proficiency (Sha'al). In addition to weapon proficiencies gained
due to class, ranking Sha'al are also proficient in at least one
weapon of their people. Black Sha'al often are often trained
in one ceremonial weapon.
GURPS:
GURPS
Sha'alned al Sa'dal (Black) Package |
|
|
Ref. |
Cost |
|
Strength
+1 |
B13 |
+10
CP |
|
Code
of Honor (Vegetarian) |
B31 |
-5
CP |
|
Cold-Blooded
|
CI101 |
-10
CP |
|
No
Depth Perception |
CI82 |
-10
CP |
|
Sense
of Duty (Sha'al) |
B39 |
-15
CP |
|
Charisma
+2 |
B19 |
+10
CP |
|
Claim
to Hospitality (Sha'al Society) |
CI21 |
+10
CP |
|
Claws |
CI67 |
+15
CP |
|
Social
Rank and Status +4 |
CI29 |
+40
CP |
|
Strikers
(Tail) +1, (Reach) +1 |
CI66 |
+10
CP |
|
360-Degree
Vision |
CI68 |
+25
CP |
|
|
Balance |
+80
CP |
Red Sha'al (Sha'alad al Ra'dal)
The Sha'alad al Ra'dal are the priests and wizards
of the Sha'al race. The smallest of the Sha'al subraces, the
Red Sha'al appear as lean saurians though they rarely resort to quadraped
locomotion.
Most Red Sha'al are treated well within the Sha'al
society. They are not required to work and are provided food
and shelter by either the state or local residents.
Red Sha'al that practice sorceries (not priests) are
usually affiliated with arcane orders within their community. These
orders often are branches of the local Shrine to either Harmony, Lore,
or War. The spells taught and researched by these wizards are
reflections of that Shrine's teachings. Wizards of an order
affiliated with a Shrine of Harmony would not learn [ Fireball ],
but might learn [ Dispel Magic ], [ Feather Fall ], [ Mending ], etc.
A wizard of an order affiliated with the Shrine of War would
probably not learn enchantments or divinations.
Most Red Sha'al are spiritual leaders and guides within
their communities.
AD&D: Red
Sha'al, like all Sha'al characters should be developed with the careful
guidance of the GM.
Red Sha'al are typically adepts, clerics, experts,
monks, sorcerers or wizards.
D&D
Sha'alad al Rad'al (Red) Racial Traits |
|
Strength
+2 |
|
Charisma
-4 |
|
Size; Large (Long)
(6' tall, 8'+ long) |
|
Vision; Normal, Monocular
1 |
|
Base Speed; 30 feet |
|
Special Quality; Search
Skill Bonus 2 |
|
Special Quality; Spot
Skill Bonus 3 |
|
Special Quality; Exotic
Weapon Proficiency (Sha'al) 4 |
|
Special Quality; Summon
Selha 5 |
|
Aging; Long (MA
= 50, O = 75, V = 100, Max = +3d20) |
|
Automatic Languages;
Sha'ala, Common |
|
Bonus Languages; None |
|
Favored class; Cleric |
1 Monocular
Vision. The placement of Sha'al's eyes do not allow for binocular
vision. Due to the race's poor depth perception, all Sha'al
receive a -2 racial penalty with ranged attacks. The placement
of their eyes does however allow them to see their surroundings more
fully (see Search Skill Bonus and Spot Skill Bonus below).
2 Search Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Search
checks are made at +2.
3 Spot Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Spot
checks are made at +2.
4 Extra Weapon
Proficiency (Sha'al). In addition to weapon proficiencies gained
due to class, ranking Sha'al are also proficient in at least one
weapon of their people. Rogues and spellcasters typically
are proficient in small to medium weapons.
5 Summon Selha
. Unlike other spellcasters, Sha'al magic-users can summon
"selha" (mana) through meditation. This translates
to one spell level slot per ten minutes of meditation. Example:
A Red Sha'al has one available fifth level spell per day, but
has already cast her fifth level spell. By sitting and successfully
summoning selha, the magic-user will be able to cast another fifth
level spell after 50 minutes of completely undisturbed meditation.
Selha may not be summoned inside a constructed area that would
interfere with the natural ebbs and tides of the Chaos. Summoning
selha requires a Concentration skill check of DC 15 +1 for every spell
level above 1st. While successfully summoning the Red Sha'al
gives off a slow pulsating glow. For every successful 10 minutes,
the glow gets increasingly bright, shedding light in a cumulative
2 foot radius, this glow cannot be shielded with cloth or leather.
A failed summoning triggers a wild effect check, dependant on
the spell level attempted. In wild magic areas (i.e. Dream)
a wild effect check is made whether the summoning was successful or
not.
Striped Sha'al (Sha'al
Dar'as)
The Sha'al Dar'as are a warrior subrace of the Sha'al.
In terms of muscle mass, the Sha'al Dar'as are the largest
of the Sha'al, and are feared opponents of the Ortor and Uren. These
impressive warriors move quickly and viciously when ordered to strike.
"Andâsh preserve
me." With those words Shal'dal Ma headed down the
village road and into the black forest. Somewhere in the
deep shadows of the mal'ada the thing growled still. It
was the sound of pain but the voice carried and she could not
locate it. When it had entered the village she had carved
into it, but her strokes had been weak and the beast had retreated
injured into the trees. Holding the lajatang in both claws
she inched cautiously forward, her unblinking eyes scanning
the thick vegetation to both sides. The growling grew
louder.... |
Physiology: Sha'al Dar'as move more quickly
when moving on all fours, but cannot carry weapons or shields when
using this locomotion, but may utilize all natural weapons. D&D:
When moving quadrupedally, the Sha'al Dar'as has a base speed
of 40 feet. The benefits of quadrupedal movement are not gained
in anything heavier than light armor.
The Sha'al Dar'as are omnivorous. They are fed
by the Shrines of nearby communities and are excellent hunters. The
subrace-caste of the Sha'al Dar'as prescribes them from farming or
gathering their primary food.
Psychology: Sha'al Dar'as seem to have
very few selfish instincts. When "bonded" to a group,
the Sha'al Dar'as will defend that group to the extent which their
abilities allow. Members of this warrior subrace are not afraid
of death and never check for morale.
The Sha'al Dar'as appear more impassive than other
Sha'al subraces.
Culture: All faithful Sha'al Dar'as are
considered holy warriors by their communities and treated with great
respect. Though they do shed blood, other Sha'al subraces believe
that they do not. Veteran Sha'al are not permitted in the Shrines
of Harmony and Lore and are viewed with stigma in the communities
of the other subraces. Whereas non-veteran Sha'al Dar'as may
be given food in public, veterans must pick food from the ground,
when it is left for them.
The life of the Sha'al Dar'as is one of spartan regimen,
endless practice and a all-encompassing push for perfection. All
that is done is done by preset standards and codes. There is
little individualism within their ranks.
Language: The Sha'al Dar'as speak the
common Sha'ala, and an additional dialect specific to their sub-race.
It is uncommon for Sha'al to learn the languages of other people
or races, unless it is determined important to understand the tongue
of one's enemy.
AD&D: Sha'al
Dar'as, like all Sha'al characters should be developed with the careful
guidance of the GM.
Striped Sha'al are typically fighters, paladins, rangers,
rogues or warriors.
D&D
Sha'al Dar'as (Striped) Racial Traits |
|
Strength
+4 |
|
Intelligence
-2 |
|
Charisma
-4 |
|
Size; Large (Long)
(6' tall, 9'+ long) |
|
Vision; Normal, Monocular
1 |
|
Base Speed; 30 feet,
40 feet quadrupedally |
|
Special Quality; Search
Skill Bonus 2 |
|
Special Quality; Spot
Skill Bonus 3 |
|
Special Quality; Exotic
Weapon Proficiency (Sha'al) 4 |
|
Special Quality; Coordinated
Tail 5 |
|
Natural Weapons; Tail
slap |
|
Immunities; Non-Magical
Fear |
|
Aging; Long (MA
= 40, O = 60, V = 80, Max = +2d20) |
|
Automatic Languages;
Sha'ala, Common |
|
Bonus Languages; None |
|
Favored class; Fighter |
1 Monocular
Vision. The placement of Sha'al's eyes do not allow for binocular
vision. Due to the race's poor depth perception, all Sha'al
receive a -2 racial penalty with ranged attacks. The placement
of their eyes does however allow them to see their surroundings more
fully (see Search Skill Bonus and Spot Skill Bonus below).
2 Search Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Search
checks are made at +2.
3 Spot Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Spot
checks are made at +2.
4 Extra Weapon
Proficiency (Sha'al). In addition to weapon proficiencies gained
due to class, ranking Sha'al are also proficient in at least one
weapon of their people. Fighters may be proficient in any
one available weapon.
5 Coordinated Tail. Striped
Sha'al may hold and wield objects in each claw and the end of their
tail. Fighting in this manner with three weapons suffers attack
penalties (see chart below). Striped Sha'al normally fight
with a sword in one claw, a shield in the second and a light weapon
in the tail. One-handed weapons used in the tail gain an additional
5 foot reach to each of the three rear hexes. Weapons that
are two-handed cannot normally be wielded with the tail (the Monkey
Grip feat circumvents this restriction). Sha'al may take a
second feat (i.e. Three-Weapon Fighting; prereq. Two-Weapon Fighting)
that will further reduce all tail attack penalties by 4. Shields
held in the claw or tail receive no penalty. The Multiattack
feat (MMp7) does not apply because the weapons are not "natural".
Table 1. Three-Weapon Fighting Penalties
Circumstances |
Primary |
Off-Hand |
Tail |
Normal Penalties |
-6 |
-10 |
-14 |
Normal Penalties w/ Shield |
-6 |
shield |
-10 |
A. Secondary
weapons are light |
-4 |
-8 |
-12 |
B. Ambidexterity
feat |
-6 |
-6 |
-8 |
C. Two-Weapon
Fighting feat |
-4 |
-8 |
-12 |
A + B |
-4 |
-4 |
-8 |
A + C |
-2 |
-6 |
-10 |
B + C |
-4 |
-4 |
-8 |
A + B
+ C |
-2 |
-2 |
-6 |
Example: A Striped Sha'al 3rd level Fighter
with a Strength of 15 (+2) has the feats Ambidexterity, Two-Weapon
Fighting, and Three-Weapon Fighting. Fighting with a longsword
(in claw) and two short swords (in claw and tail) the fighter's attack
bonuses would be +3/+3/+3.
White Sha'al (Sha'al
Nul)
The Sha'al Nul are the workers, artisans and thralls
of the Sha'al.
The most numerous of the Sha'al subraces are the
Sh'al Nul. These bipedal white saurians are peaceful and productive
members of the society. Their work ethic is so complete and
resolute that their actions are often seen as mindless. Sha'al
Nul spend their days in laboring silence, or chanting work hymns
as they go about their daily business.
Sa'al pulled the reins, walking
to the plow-team's side. The massive animals stopped and
watched the pale Sha'al before turning at his lead. He
led the team away from the unhitched plow, sunk deep into the
rich black loam. Two returned rows in one day. Ala'am
would be pleased with Sa'al's work and his sickened friend would
be spared the double-work when he recovered...if he recovered.
The black spots forming on his chest and under his arms
and legs were not a good sign, and the nearest Sha'alad al Ra'dal
was three days distant. |
Physiology: Sha'al Nul move more
quickly when moving on all fours, but cannot carry weapons or shields
when using this locomotion, but may utilize all natural weapons. D&D:
When moving quadrapedally, the Sha'al Nul has a base speed of
40 feet. The benefits of quadrapedal movement are not gained
in anything heavier than light armor.
Culture: The Sha'al Nul are the lowest
rung of the life and death cycle system. Though most strive
to live honestly by the strictures of the Three, thievery is most
common among this lowest of the subrace-castes. When thieves
are found they are exiled from the community with ritual scarring.
Scarring prevents the banned criminal from being accepted into
other Sha'al communities. It is these exiles that most often
end-up and begin life again in Uren and other non-Sha'al communities.
Most Sha'al Nul work at a steady non-stop rate, taking
breaks only for eating, sleep, prayer, and infrequent entertainment.
AD&D: Sha'al
Nul, like all Sha'al characters should be developed with the careful
guidance of the GM.
Sha'al Nul are typically bards, commoners, experts
or rogues.
D&D
Sha'al Nul (White) Racial Traits |
|
Strength
+2 |
|
Charisma
-4 |
|
Size; Large (Long)
(6 1/2' tall, 10' long) |
|
Vision; Normal, Monocular
1 |
|
Base Speed; 30 feet,
40 feet quadrupedally |
|
Special Quality; Search
Skill Bonus 2 |
|
Special Quality; Spot
Skill Bonus 3 |
|
Natural Weapons; Tail
slap |
|
Aging; Normal (MA
= 35, O = 53, V = 70, Max = +3d20) |
|
Automatic Languages;
Sha'ala, Common |
|
Bonus Languages; None |
|
Favored class; Commoner |
1 Monocular
Vision. The placement of Sha'al's eyes do not allow for binocular
vision. Due to the race's poor depth perception, all Sha'al
receive a -2 racial penalty with ranged attacks. The placement
of their eyes does however allow them to see their surroundings more
fully (see Search Skill Bonus and Spot Skill Bonus below).
2 Search Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Search
checks are made at +2.
3 Spot Skill
Bonus. Because Sha'al vision covers nearly 300°, they are
better equipped to notice things around them. All Sha'al Spot
checks are made at +2.
|
Races
The main races of Teréth End are:
Uren (Humans)
Chaosborn (Magic-Kin)
Duinu (Dream-Folk)
Dwürden (Dwarves)
Ejara (Dream-Folk)
Elve (Elves)
Faer (Changelings)
Faeri (Faerie)
Gnorm (Gnomes)
Gru
Grumun
Halvarel (Elf-Kin)
Halvers (Human-Kin)
Hörks (Elementals)
Ikitikirittik (Insectoids)
Neveren (Elf-Kin)
Ogren (Half-Ogres)
Ortor (Orcs)
Sha'al (Saurians)
Shul (Centaurians)
Urdar (Goblins)
Werrid (Lycanthropes)
Zultaya (Ichthyoids)
|