The World of Teréth End - People & Races

Links
 
Home
Chronicles
Chronology
Othlopædia
Characters
People & Races
Equipment & Money
Spells & Magic
Gazetteer
Religions
House Rules
Bestiary
Rogues Gallery
Supplements
Adventures
Comments & Updates
eGroup Board

People

Book of Sha'al

[earth / spirit]

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 White Sha'alskepticism 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.

spacer
The World of Teréth End, © 1995-2004, Dennis V. Stanley; Site Design by Three-Headed Baby Studios;
Site content not OGC unless otherwise labeled

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)

Ref. PHB (Player's Handbook), © Wizards of the Coast