File: PDF, 1. Their clans can be found inhabiting a wide variety of habitats. The combination of their natural intelligence and fortitude grant them the ability to adapt and thrive in just about any ecological niche. Personality: From the moment of their birth, ittakkens possess a permanent, supernatural mental connection to their queen. In some ways, an ittakken and its queen are like two halves of the same person.

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File: PDF, 1. Their clans can be found inhabiting a wide variety of habitats. The combination of their natural intelligence and fortitude grant them the ability to adapt and thrive in just about any ecological niche. Personality: From the moment of their birth, ittakkens possess a permanent, supernatural mental connection to their queen.

In some ways, an ittakken and its queen are like two halves of the same person. Some ittakken compare this telepathic bond to a personal connection with a deity. Despite this telepathic bond, ittakkens are individuals. A wide range of personalities will be found within any given clan. In rare cases, a queen will attempt to quash all individuality, distorting the personalities of her people.

Of the ittakkens who venture beyond the society of their clan, two types are most prominent. Those who are most likely to take up a life of adventuring are often calm and collected—in some ways even timid. This behavior is a result of the extreme care they must take in dealing with other races for fear of hurting them or damaging physical property.

Ittakkens of this nature often b; ecome the targets of goodaligned adventuring parties, rather than their members. Physical Description: Ittakken workers and warriors are, on average, 11 feet long at full extension.

Ittakken scouts tend to be slightly shorter, averaging between eight and nine feet long. An ittakken has six legs: two pairs on the abdomen and a third pair of thoracic legs. Most ittakkens are uncomfortable beyond the society of their clans, in no small part because they are not used to dealing with intelligent creatures with whom they do not share some sort of mental bond.

This attitude is further enforced by the fear and distrust the ittakkens are met with in many humanoid communities. Of course, not all humanoids react with fear or prejudice toward the ittakkens.

Nor are all ittakkens harmless martyrs: In many cases, ittakken clans have waged vicious war on humanoid neighbors. The wings are located on the back of the thoracic region. The manipulators on the end of these limbs can then be easily used as hands. All six pairs of legs have manipulators. Ittakkens mature extremely rapidly, becoming fully functioning adults in a single year.

This is possible primarily because of the mental connection to the queen. Ittakken Lands: Ittakkens can be found throughout the world. They are tunnelers, burrowing their way beneath the earth. They live in a number of different environments, ranging from the great ittakken hill dwellers of the plains, to the stone crawlers of the mountains, to the ice carvers who dwell within the glaciers of the north.

Several ittakken communities even live in treetop villages in the deep jungles. Most ittakkens live in a community defined entirely by their clan. The clan is composed of all the ittakkens who share a telepathic bond with a particular queen.

Some ittakken communities are made up of multiple clans, and there are even rumors of clanless communities. Ittakken queens give birth to all of the ittakkens, who are individually sexless. The queens mate only with ittakken kings and almost never with kings of their own progeny, unless this is necessary due to isolation from other clans. While ittakken queens are immortal and new queens are extremely rare, ittakken kings live for only two years.

Ittakkens are born into one of three castes: the worker caste, the warrior caste, or the scout caste. The only exceptions are certain extremely conservative ittakken societies—the societies individual ittakkens are most likely to flee.

Religion: For whatever reason, there are no gods of the ittakken race. As a result, many ittakkens do not worship any god. Those ittakkens who do follow a god are often members of a clan that has become religious through its queen.

More commonly, however, individual ittakkens find gods in their own ways. Ittakkens who leave the clan society are more likely to worship a god than those who do not.

Language: The ittakken language is not meant to be spoken by humanoid tongues, and the reverse is also true. The ittakkens have found a way around this problem through the use of their language pendants. Names: Like their language, ittakken names are not truly pronounceable by humanoid tongues. Most ittakkens who find themselves in the company of other races adopt new names.

This name can be extremely literal Worker Nine, Southern Counter or relatively fanciful Red Delight, Black Madonna, Sweet Torrent , depending on both the queen and the ittakken in question.

In other cases, the ittakken will simply choose a name that appeals to it, either one from the culture with which it is interacting or a random string of appealing syllables. Clan brothers are exceedingly rare in most ittakken societies. Adventurers: Ittakkens who follow the path to adventure are frequently those whose souls are drawn by an irresistible wanderlust; their place is not with the clans but in the world at large.

Some ittakken adventurers are clanless, those who have, through one misfortune or another, lost their queen and been unable or unwilling to gain a new one. To other ittakkens, these unfortunates are like cripples who are effectively homeless outcasts.

An ittakken cannot perform a charge on six legs unless performing an unarmed attack. However, they are able to use larger weapons than humans use, and their lifting and carrying limits are twice those of Medium-size characters. At a distance of up to 25 miles, the ittakken and queen are capable of any sort of mental exchange. At distances between 25 miles and miles, the communication between the ittakken and queen is limited to messages that could have been sent verbally. Direct communication from one ittakken to another is impossible, although the queen can serve as a conduit for such communication.

This link is not severed by planar boundaries unless those boundaries prevent interplanar magical effects. The bond is lost in areas where magic is suppressed or negated such as an antimagic field. If the mental connection between an ittakken and a queen is broken or suppressed for any reason, the ittakken must make a Will save or fall into a catatonic state for 2d10 minutes.

At the end of that duration, the ittakken may make another saving throw to see if it can regain consciousness. A new saving throw to regain consciousness can also be made as soon as the connection is reestablished. An ittakken who is suffering from a broken connection to the queen must make a new saving throw every 10 minutes or slip into the catatonic state.

Doing so successfully requires a saving throw as if the link had been broken. A failure places the ittakken into a catatonic state for 2d10 minutes, and the link remains in place. An ittakken who has voluntarily broken its link must make a new Will save every day; failure indicates that the queen has reestablished the link.

If the queen wishes to shut off the link, only a single saving throw is needed. A failure indicates catatonia for 2d10 minutes, after which the link is broken. The queen can attempt to reestablish contact at any time, although the ittakken may choose to resist prompting daily saving throws. A queen can never force an ittakken who is not her own to link with her.

Of course, if the queen is engaged in active communication with an individual ittakken, she can provide the results of whatever Knowledge skills she possesses. Ittakken armor costs 5 times as much as normal armor of the same type. Ittakkens can use simple melee weapons and simple thrown weapons without penalty. Any attempt to use a non-thrown simple ranged weapon or any sort of martial weapon suffers a —4 penalty.

This penalty can be overcome if the weapon was specifically designed for ittakkens in which case it gives humanoids who attempt to use it a —4 penalty. The penalty can also be overcome if the ittakken takes the Exotic Weapon Proficiency feat for that weapon. Workers cannot run or charge while burrowing.

Scouts Some ittakken clans eschew the pendants, either deliberately holding that contact with non-ittakken races is a corruption of the ittakken or simply because they have not encountered the pendants before. Prerequisite: Must be an ittakken. Benefit: You have four hands. Normal: Without this feat, an ittakken character is limited to using only its thoracic limbs. Unlike normal unarmed strike damage, this damage is not subdual damage.

If ittakken warriors wish to make unarmed attacks for subdual damage, they must do so as if using a weapon that deals normal damage, suffering a —4 penalty on their attack roll. An ittakken without a pendant is incapable of communicating in any language other than Ittakken even if the character has learned other languages. An ittakken wearing a language pendant can speak any language it knows. Just as the humanoid tongue is not made to pronounce the language of the ittakkens, so the ittaken vocal instrumentation is not made to pronounce humanoid languages.

In order to overcome this problem, an ingenious ittakken created language pendants. A pendant is usually given to the ittakken at a very young age.

The cold-blooded race somewhat resembles amphibians similar to frogs , but their biology is actually closer to that of reptiles. Mahkim are a deeply spiritual people who are nevertheless willing to wage bloody war in defense of their homes and families. Enemies who see them merely as simple, nature-loving swamp folk live just long enough to regret making that mistake.

Personality: To understand mahkim, one must understand the nashan. But unlike true family clans, into which a member must be born or married, nashans are open to all. Any mahkim may join any nashan, but this is never done lightly.

As a member of a nashan, a mahkim is expected to do whatever is necessary to protect and improve the lives of every other member of the nashan.

In doing so, the mahkim dedicate themselves to protecting and serving both nashans. This is a heavy responsibility, but it brings honor to the mahkim taking on the responsibility. The practice of adopting additional nashans originated as a way to ensure peace between rival nashans. Today, it still serves this purpose, but adventurous young mahkim are leaving their homes to adopt nashans outside of mahkim society.



Tygolkree This chapter is for the Dungeon Master and in many ways this is the best chapter of the book. The third chapter in City Works begins by laying out the districts of a typical city both socially legemds topically to good effect. Best Reads of the Week! Looking For Something Special? I found myself going glass eyed and wishing that I had more alcohol in the house. Urban Adventure Basics pg — is a great resource for new Dungeon Masters and an okay review of the process of adventure writing.


Legends & Lairs - Mythic Races (OCR)


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