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Month Index: December, 2002
From: Adam Miller <nghtdrud@??????.net> Date: Wed, 11 Dec 2002 04:51:11 -0600 Subject: Re: New Race: Ta'amn
Hey guys,
here's a new race I created, the Ta'amn. Essentually, shape-
shifting manta-rays that may be related to the Spelljammer itself.
Still hammering out the finer details, but here's what I have :)
Comments welcomed! :)
Ta'amn (Star-borne)
Sometimes, the new deckhand seems a bit more than normal, who carries an
aura of being special somehow. In a universe full of strange and
unusual beings, the Ta'amn somehow manage to stand out and yet, stand
apart, from the greater society. Yet, at the same time, they are one
with wildspace.
The Ta'amn are shapeshifters, able to assume the form of a
space-borne manta ray at will. They wander through wildspace guised as
humans. Because of their links with the Spelljammer, they have become
secretive and evasive with their histories, instead preferring to remain
safely anonymous.
History: The exact origins of the Ta'amn are unknown. The few sages
that have identified the Ta'amn believe them to be created by the
Spelljammer, and sent them forth in to the universe. For what purpose,
no one knows, not even the Ta'amn. The Ta'amn themselves can offer
little help, for they have no memories beyond waking up one day in a
port somewhere with nothing but the clothes on their backs. They spend
many years discovering their abilities, such as shape shifting. Too
often, they learn the hard way to keep their abilities secret; lest
others exploit them in mad quests to gain the power of the Spelljammer.
Each Ta'amn defines their history as the time that they can
remember, and care little about any sort of racial history beyond
knowledge that they were created by the Spelljammer. Their memories
begin when they awaken at port, with no memories of where they come from
or who they are. All they know is their name, and nothing more.
Personality: Ta'amn are part of the greater human society, yet apart
from it. They are often largely unaware of their own heritage,
partially due to being a wildly scattered people and partially due to
bad past experiences with people that have exploited them to get at the
Spelljammer. Many feel an insatiable desire to see the farthest reaches
of wildspace in search of themselves. Ta'amn have problems trusting
people, and rarely develop close friendships.
Society: The Ta'amn have no society of their own to speak of. They have
integrated into the larger human societies of wildspace. Ta'amn are
encountered singularly, almost never in groups. They do have distinct
male and female genders, but it is unknown if they can interbreed
together, as Ta'amn children are never seen. The youngest Ta'amn that
have been encountered are the equivalent of human teenagers. They are
completely infertile with any other race.
At some point in their lives, Ta'amn feel an insatiable urge
to seek out the Spelljammer. Such a quest may take years or decades
before it is complete. Once aboard, they quickly disappear into the
bowels of the ship. They are never seen again by their friends.
Typical Garb: Ta'amn adapt to their environment. They choose clothing
that is functional yet elegant. They tend towards dark colors like
black and lavender, highlighted with silver or gold. A favorite
accessory is an elaborately decorated bandanna they wear. The bandanna
is a symbol of pride and status for the Ta'amn. It also serves as a
sort of log for the Ta'amn, who stitches a symbol into it for every port
he or she has ever visited.
Physical Description: Ta'amn are almost indistinguishable from normal
humans. They are of average height and build, rarely topping 6' in
height and more than 200 pounds in weight. Their skin is a bit pale and
has a hint of mauve tone. They are blonde, one and all. Their eyes are
black, like wildspace.
In their manta ray form, they are dark mauve in color. In
their ray form, they are about 12' in width and weigh about 500 pounds,
with little variation between male and females. Their backs are marked
with large, golden spots.
Relations: Few beings even know the Ta'amn exist. Most races treat the
Ta'amn as they would humans. Gnomes, if they discover the Ta'amn, will
undoubtedly want to capture some and dissect them. Many evil races
would attempt to use as a means of discovering the secrets of the
Spelljammer for their own ends.
Alignment: Children of a neutral being, the Ta'amn are generally neutral
in alignment. Some are chaotic, fewer are lawful. They rarely take
interest in the affairs of good and evil.
Lands: None. The Ta'amn can be encountered in any human spelljamming port or ship.
Religion: For as long as they have existed, the Ta'amn feel a need to
fit in. They invoke local deities to further blend into society. Thus,
they are most familiar with the Church of Ptah. Lately, they have
started turning to Celestian, a deity of wildspace travel, with whom
they feel a kindred spirit.
A few have come to believe the Spelljammer as their creator,
and worship it as such. It can serve as their source of divine magic
for clerics, granting them access to unusual magic.
Language: The Ta'amn speak common. They also have their own, secret
language that not only allows them to communicate with each other, but
with smalljammers and the Spelljammer as well. No sage has ever
deciphered this language, and the Ta'amn seem incapable of explaining it
in terms humans would understand. Ta'amn naturally speak this language,
with no learning necessary.
Names: A Ta'amn has two names. He will have a given name that is spoken
in common that he shares with non-Ta'amn. His proper name is in the
Ta'amn native tongue. His proper name is shared only with other Ta'amn.
Adventurers: The Ta'amn as a race are adventurers at heart. They are
constantly on the move, wandering from port to port. They rarely lust
for wealth or power, instead to experience life in wildspace. Such
pursuits of life experiences lead them down many roads, from simple sail
hands and bodyguards to merchants, pirates, or even nobles.
Ta'amn Racial Traits:
a.. +2 Intelligence, -2 Wisdom: Ta'amn are extremely bright and
intellectual, but suffer from fits of curiosity that often gets them
into trouble.
b.. Medium sized.
c.. Base Speed is 30 feet when in human form.
d.. +4 racial bonus on saving throws against charm. Ta'amn are
especially resistant to attempts to charm them.
e.. Use less air. A Ta'amn requires less air than humans, such that
their requirements are negligible when calculating crew air
requirements. They can breathe fouled air with no problems, and breathe
deadly air as if it was fouled.
f.. Alternate Form: Ta'amn can change into a space-borne manta ray.
They can assume this alternate form 1 time per day, for every character
level the Ta'amn has achieved. In this form, the Ta'amn can fly with a
speed of 60 feet. They cannot attack or use spells in this form. All
gear carried by the Ta'amn changes when he assumes manta ray form, and
reverts back when he returns to human form. Magic items cease to
function when the Ta'amn is in this form. Changing forms takes 1 round,
provokes an attack of opportunity, and otherwise conforms to polymorph.
g.. Automatic Languages: Common, Ta'aan. Bonus: Any. Note that
"Ta'aan" is a special language known only to the Spelljammer and
Smalljammers, and cannot be learned by anyone else.
h.. Favored Class: Sorcerer.
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