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Month Index: March, 2004
From: Danton May <coyotedkm@???????.com> Date: Wed, 17 Mar 2004 15:31:36 -0700 Subject: Re: Brendohn
Here's a new creature, inspired by too many episodes of the X-Files. It is a variation on the spell weaver from the Dragon Magazines. No stats are given, because the statisitcs of this races varies highly and has to be determined on an individual basis. Brendohn by CoyoteDKM Description The brendohn is a race of highly intelligent beings that have completely mastered the cellular chemistry of living, organic matter. They can alter and create bodies at will. They manufacture bodies for themselves, and transfer their minds from one body to the other during the manufacturing process. As a result of this, their appearance and abilities are not uniform, and constantly change as new body types are developed. Only average abilities and appearances are described here. Many sages believe that brendohn were once Mermallorain, also called spell weavers. This race is obsessed with magic, but sages believe the offshoot that evolved into brendohn abandoned most of their magical leanings when they learned how to manipulate body chemistry. There are two main kinds of brendohn - individual brendohn and collective brendohn. Collective brendohn join their minds together into massive 'super minds' that physically are many brains fused into a massive clump of brain tissue. This tissue is usually suspended in a broth of nourishing fluid. Collective minds do not move about on thier own, instead amassing groups of individual brendohn that have been altered into slaves to serve them. These slave brendohn usually have the brain chemistry that underlies their thoughts altered so that they are blindly loyal to their master. The degree to which this chemistry is altered depends on whims of the controlling collective mind. Individual brendohn live as individual minds, within thier own bodies. The three most common types of bodies used by individual brendohn are the grey, the mantis, and the spider bodies. The grey body is the one used most often by brendohn workers and explorers. It is about four feet tall, humanoid, with smooth grey skin and a large head. The head has large, mono-color eyes and a tiny, slit-like mouth, if it even has a mouth at all. The mantis body type is usually used by warriors. It is five to six feet tall, with spiky, folding arms and thick armor. Often weapons are fused into the arms or legs. The spider body is the one usually used by brendohn scientists, overseers, and technicians. It is very similar to the grey body, but has more limbs. These extra limbs are often long and thin, and often are very specialized with tools fused into them or places in them where tools can be attached. Combat Brendohn usually fight to subdue, rather than kill. As a result, they often use poisons that paralyze temporarily, or spells such as paralyze and mesmerize. They will kill if necessary, and mantises often have an array of swords, spears, pole arms, and crossbows permanently fused into thier arms and shoulders. Some brendohn also can use magic. These brendohn usually use spider bodies that resemble the bodies of spell weavers, and their spell casting ability is identical to that of spell weavers (see the description of spell weavers for more). Brendohn attack parties will often include a spellcaster who casts spells such as alter other or illusion to disguise the members of the party as local people. Invisibility is a favorite, as well, and most brendohn bodies can become invisible at will. All brendohn bodies are immune to the effects of pain and their minds are immune to psionic and fear-based attacks. Most brendohn bodies can exist without air for days, and can withstand extremly high and low pressures and temperatures. As a result of their temperature resistance, these bodies usaully get +2 to all saves versus nonmagical heat and cold based attacks. Habitat/Society Brendohn society varies highly from one group to another. Some are evil, and others tend to be more benevolent. Usually they are neutral, overall, and seem unconcerned with other races unless they start to get low on organic matter to create new bodies with (it seems to be easier for them to take pre-existing bodies and modify them than it is for them to create new bodies from scratch). What concerns them and motivates them otherwise is a complete mystery to most sages, and they ways that they think are completely alien. Brendohn usually gather into groups that are led by a collective mind or a group of collective minds. All members of these groups seem to be mentally linked to each other, and can communicate telepathically with each other over any distance. There are some things most brendohn seem have in common. They do not speak, but rather seem to communicate telepathically with each other. Brendohn do not have normal families or a society that is built around families, because they do not reproduce normally. Instead of giving birth, they 'manufacture' a new body, and insert a mind into the body as it is created. To make new bodies or reproduce, brendohn capture other humanoid races and put them in large tubes full of special fluid. This fluid is saturated with chemicals that act like microscopic machines. It transforms the bodies of humanoids into brendohn bodies. Only human, demihuman, and other humanoid races that are very similar to demihumans and humans, such as lizard men and goblinoids, seem to be able to be transformed in this way. During the transformation the humanoid's mind is either replaced with a pre-existing brendohn's mind or transformed into the mind of a new brendohn. New brendohn are often created as slaves, and the mind of the original humanoid is altered to make it subservient and agreeable to the group of brendohn that created it. The first transformation of a humanoid body is usually into the grey body type. If the humanoid is very intelligent they may be changed into a spider, instead, and if they are ferocious they may be turned into a mantis. These new spiders or mantises are altered so that they answer to the collecive mind or leader of the brendohn group that created them, just a a grey would be. Sometimes greys or one of the other two individual types are put into tanks and turned into another individual type, or back again. The tanks can change the cellular structure of any basic humanoid being into whatever type of brendohn is needed. Transformations take from 1 to 100 days, depending on their complexity. Collective minds are made by taking the brain matter of individual brendohn or of any other type of being with a brain, and putting that brain matter into the pool where the collective brain resides. The collective brain then fuses the new brain matter into it, and assimilates the mind and thoughts and memories that were stored in it. Whenever an individual brendohn is damaged too much to be repaired, its brain matter is salvaged and joined with a collective mind, but usually individual brendohn can be put into the growth tubes and healed, even if they seem dead. Collective brains use thier telepathy to control the individual brendohn slaves underneath them. New brain matter must constantly be joined with the collective brain, or it "starves" mentally, because the collective mind has no body or sensory organs to gain new sensations with. New brain matter equals new experience to the collecive mind. Often individual brendohn are created solely to go out and experience certain things, so that they can then return to the collective mind and fuse thier brain matter with it, thus giving it the new experiences as it's own. There is no one collective mind that rules all the brendohns, but rather several competing collective minds and groups of collective minds. They usually do not fight physically with each other, but instead strive to outcompete each other for new slave minds and bodies. They constantly try to steal slaves from each other, and to assimilate as much of the other's group's members into their own groups as possible. If force is necessary, they will use it, but they prefer not to as the resulting physical damage must be healed and makes it take longer to alter the bodies and minds in the ways they need. Most brendohn live in massive floating cities in wild space or magically protected cities built on void worlds. These cities are shielded with a strange type of planar magic, that partially shifts them into an alternate prime plane. To a person in the plane Drav exists in, the brendohn city is simply not there. But the brendohn can sense what is happening in the prime planes that border the plane they exist on, and they can shift into these planes and then back to their own once a day. Some people believe that the grell were created by the brendohn when they were first learning how to manipulate body chemistry, but others argue against this theory. Ecology Most brendohn bodies do not need food. Instead they gain nourishment from plant-like cells with chloroplasts in them that are spread througout the body's skin. The typical individual brendohn must expose itself to a light source for three hours a day, and bathe in certain fluids that contain supplemental nutrients about once a week. The nutrients are absorbed through their skin. There are rumors that some brendohn have developed new ways to alter beings into brendohn that does not require them to be put into chemical baths. In one of these ways, the brendohn are said to have distilled their minds into an "essence," which appeares as a black, oily fluid that can move about on its own. This fluid can enter a new body through the pores in its skin, and then alter the body into a new brendohn body from within. A second way that is rumored to have been develped uses mind altering drugs. These drugs must usually be eaten or smoked, and slowly alter the brain chemistry of the user. Eventually the user's mind alters into the mind the brendohn that designed the chemicals wishes it to become. - Coyote, the Desert Dog _________________________________________________________________ Find a broadband plan that fits. Great local deals on high-speed Internet access. http://click.atdmt.com/AVE/go/onm00200360ave/direct/01/
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