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From:     Peter Aronson <pbaronson@???.net>
Date:     Fri, 11 Aug 2006 18:26:27 -0700
Subject:  Re: Maj Space: Durin - Dargold (2nd draft)
Looks good.  A few comments:

(1) You seem to have skills and skill points figured out as if they have a
racial class with racial hit dice (that skill stuff), but they don't seem to
have racial hit dice.

(2) Why do they have Elvish traits?

(3) Both Fey and Humanoid are types, and you can only have one (you can, of
course, have any number of subtypes).

Peter

-----Original Message-----
From: Spelljammer Setting Discussion
[mailto:SPELLJAMMER-L@??????.???????.com] On Behalf Of Dreamer
Sent: Thursday, August 10, 2006 2:40 AM
To: SPELLJAMMER-L@??????.???????.com
Subject: [SPELLJAMMER] Maj Space: Durin - Dargold (2nd draft)

This is the second draft of the Dargold race for Durin in Maj
Space.  As suggested they have be done as a PC race - this was
quite difficult!

There are no mechanics there yet for them dying due to people
finding out their secret, and there is no Challenge Rating; I'd
be interested in suggestions.

I think they might make useful NPCs...


Dargold - 10/Aug/06

What no one seems to have noticed yet, or if so they are keeping
quiet, so that it is not general knowledge, is that there are far
more people living in the Maj colonies on Durin than actually
arrived from Maj.  Maybe twice as many.  These people seem to
perfectly blend in, to anything short of True Seeing, and are in
fact Dargold, the supposedly original native people of Durin.

The Dargold are perfect mimics, in many respects too good mimics
for their own health, as they completely lose themselves in the
role that they take on.  They typically become the perfect
partner that someone has always been looking for, with just
enough courtship to be credible.  Other possibilties may be the
perfect secretary, clerk, servant, follower or henchman.  If they
have children with a non-Dargold partner then the child is
perfectly healthy, but has none of the Dargold race's
characteristics, except for being more empathic (+2 to Cha-
related rolls; the next generation loses this).  Dargold are as
fertile with non-Dargold as is normal for their apparent race. 
As their partner grows older, typically so do they, but unless
the partner actively wishes that they die before them, then after
their death they can usually slip away into a new role.  Unless,
of course, there are children, or even grandchildren, who need
them...

Another possibility is that they can become a child that was
lost, but they will never grow up, unless this is expected of
them.  Occasionally they have wound-up as a visiting long-lost
aunt, who then never goes away.  Or, at their most distant from
any one individual, an ancient and wise neighbour, who everyone
local goes to for advice, and calls 'Granny'.

This is one reason that the Dargold, though theoretically as
immortal a race as the highest elves, are dying out, but they
find it very difficult to resist the attraction of new peoples,
and new cultures, this being a very strong addiction amongst
them.  They are not any more fertile, among their own kind, than
elves.  Their own culture is a deceptively simple one, apparently
hunter-gatherer, with some basic agriculture, but in fact making
very efficient use of the sparse resources of Durin, with a
strong emphasis on wisdom, knowledge, and the simpler, often
participatory, performance arts.

Dargold, living among non-Dargold, who cannot bind themselves to
one being who has a clear idea of who they should be, can be in
considerable danger.  If faced by multiple people who all want
them to be different they can find themselves flicking from one
shape to another, one personality to another, and the strain of
this can kill them.  Even though they can normally only change
shape when no one's attention is on them even this can break-down
if too many people know their secret, and focus their desires on
them at once.  This break-down will almost certainly cause rapid
death.

Dargold will retain their assumed shape, as long as they still
live, even if asleep or deeply unconscious, but on death return
to their own form.  This has resulted in a few very shocked
families, if the Dargold has not managed to make proper
arrangements for their death (other Dargold will typically be
very accomodating), and a few quick cremations or closed-coffin
funerals.  There are a few, very rare, diseases that afflict
Dargold, and the most magical and rarest forces them to return to
their own form, permanently, and usually kills them.  If needed
for their roles Dargold will catch diseases, and if it is
expected of them, die.

No more than half of any group will be Dargold, as this will
dilute the culture they need to experience too much.  In a group
which contains non-Dargold the Dargold will not be attracted to
their own, though they will in general be polite and try get on
with other Dargold, if they can fit this into their required
role.  Even though the next generation have no obvious Dargold
characteristics, the Dargold don't find them so attractive,
though they might marry them due to social pressures (any
children will still be half-Dargold), and by the third generation
there is no further attraction, though any Darkgold already
snared by the culture will likely remain, unless forced out.

If the proportion of any group is nine-tenths Dargold or more
then the Dargold will not change shape, for example when there
are visitors to their tribes, but individual members may be
seduced into following visitors, usually to be sucked into their
culture.

A very few Dargold learn the strength and discipline to control
first their own minds and personalities, and possibly later their
shapes, but these skills are only acquired after a great deal of
work, which will involve taking the risk of interacting with
non-Dargold.  Generally this development only goes smoothly with
the assistance of some understanding non-Dargold, who preferably
have a great deal of mental discipline themselves.


Dargold Legends and History

One theory about the origin of the Dargold is that they were the
elf-like races who built the glass or stone structures, which are
the little that remain of that time.  The Dargold themselves
claim to not know for sure.  It is suggested that they nearly
destroyed themselves, but on the final brink changed their very
natures, so that they would fit in with others, as they purged
the 'waters of emnity' from their entire race.  As with many such
great transformations, things did not go exactly as planned, and
while all seemed to work initially, they had in fact become too
adaptive.

A few dwarves and gnomes shipwrecked on Durin led to Dargold
finding that they could completely fit in, becoming the perfect
required dwarves or gnomes, and some of those original Dargold
still live among the clans, as honoured elders.

A crashed ship of hobgoblins, with ogre slaves, led to more
losses, but still the novelty wore off, after a generation or so,
and the remaining Dargold managed to stick to their own peaceful
lives, slowly building up their numbers again.  Again, a few of
the original Dargold still wander with the hobgoblins or ogres,
and are accorded the stature of legendary elders, though the
Dargold accomodating personality means that they are not leaders,
at most advisors.


Dargold Characteristics

Medium Fey Humanoid (Shapechanger)
Hit Dice: 1d6 (3)
Initiative: +0
Speed: 30 ft.
AC: 10; modified by form and armour
Attacks: +0; by form and weapon
Damage: by form and weapon
Face/Reach: 5 ft./5 ft.
Special Attacks: Detect Thoughts
Special Qualities: Take Form, Regeneration, Elven Traits
Saves: Fort +0, Ref +0, Will +3
Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 11, Cha 12
Skills: Bluff +7*, Diplomacy +7*, Disguise +7*, Gather Information +7,
Intimidate +3, Listen +2, Perform +5, Sense Motive +2*, Spot +2
Feats: two spare (for use with Take Form)

Climate/Terrain: Any
Organisation: Solitary (with some other creatures) or tribe (7-50)
Challenge Rating: ?
Treasure: Standard
Alignment: Usually neutral, often good
Advancement: By character class
Level Adjustment: +2

Dargold look like lightly-built brown-skinned humanoids, with
yellow eyes, who might be taken as some variety of elf.  However,
as shapeshifters they are rarely seen in this form, except among
the rarely found tribes of their people.  Among other peoples
they will have a form and a role which allows them to fit in. 
Whatever their form they have a strong tendancy to try and get on
well with those around them, and are usually regarded as a
peaceful and pleasant people.

Dargold in their tribes will generally be either Experts or
Bards, and while they do not tend to have Clerics, a few among
them are Adepts, respecting the Ancient Powers.  Some of them, in
particular the older ones (more than a thousand years) may be
Wizards, typically of 10th or greater level, but they are
reluctant to reveal this, hiding it if possible with metamagic. 
They also have a few Rangers.  Dargold who live among other
peoples will be whatever their roles require, but Expert is
common, Bard is preferred, Rogue is a role they occasionally find
themselves in, and if forced, Fighter.

The dargold given above is an Expert.

Combat

Dargold will typically attempt to avoid combat, unless a role
that they are in requiries it, and they will avoid all forms of
aggression, again unless this is required.  Strangely, they are
incredibly skillful with weapons and armour, sensing the
effective way to use all obvious features of a new weapon with
just a little study and some practice swings or shots.

Negotiation and accomodation is their prefered way of avoiding
conflict, and they willingly allow themselves to be taken
prisoner.  The diplomatic skills and friendly nature of tribes of
dargold can be difficult to resist, but they will fight if forced
to, with sorrow but quiet efficiency.  Just because they are
peaceful does not mean they will not have well-maintained weapons
nearby, or not have people with ready-to-use longbows close at
hand.

Detect Thoughts (Su): A dargold can continuously use Detect
Thoughts as the spell (caster level 18th; Will DC 13 negates). 
She can suppress or resume this ability as a free action.  The
save DC is Charisma-based.  The dargold does not consciously know
what is being thought, more how people expect her to behave, but
can understand and speak in languages being used around her.  She
will quickly pick up any skills required for any role she takes,
including things like literacy in a new language, assuming there
is someone around who is literate; all these skills will be paid
for with skill points - the GM will allow advance purchase, and
these skills remain even if the role is changed.  Dargold are
typically very difficult to lie to, though they may well act in
all respects as if they believe you.  Dargold will automatically
recognise other Dargold, half-Dargold, or those who had Dargold
ancestors.

Take Form (Su): A dargold can take a shape of any people she is
among, similar to an Alternate Form special quality, but also
including a social role.  She has no choice as to what this form
is, just accepting it from the expectations, and in some respects
the needs, of those around her.  The change in form can only
usually take place when she is not having attention paid to her,
and is not altogether voluntary, and can only be done after a
successful Detect Thoughts.  In general humanoid forms in the
range Small to Large will be taken, and these will only be of
intelligent creatures (3 or more), and those who form
communities, or need companionship, and have some sort of
culture; GMs might allow up to Giant size and/or intelligent
non-humanoids in exception circumstances (maybe when one is very
lonely).  A dargold must remain in this form and role while she
is still needed, after which she can take a new one, or maybe
escape in her own form; the need to take a form when among
non-dargold is an almost irrestitable addiction.  GMs should
roleplay the (possibly fatal) danger to dargold of anyone finding
their secret; see the text (above).  A dargold must use any spare
feats to take, while the form lasts, the special attacks or
qualities of the form, such as Darkvision (replacing Low-light
Vision), Stonecunning, natural armour, and racial (not cultural)
skills; two spare feats are enough for many races.  Non-metal
objects, including clothes, weapons and armour, and metal objects
no larger than a dagger, are automatically permanently reshaped
to suit the new form and role.  A change in form cannot be
dispelled, but a dargold's body reverts to her natural form when
killed.  A True Seeing spell or ability reveals her natural form.

Regeneration (Ex): Fire and acid deal normal damage to a Dargold,
however she acts and her form changes as if all damage done to
her is normal damage, except that she doesn't quite die.  Very
careful inspection, such as whether her breath fogs a mirror,
will reveal that she is still alive.  Note that if she is in a
role, see Take Form, and the person that she has taken the role
from injures her and expects her to die, then she will actually
die, unless she has the rather rare Control Role feat, see below. 
The rate of recovery of the non-lethal damage is standard (1 hit
point per hour per character level), but once the Dargold is
conscious again she can restrain her form so that she does not
appear to be healing further.  A Dargold that looses a limb or
body part can reattach it by holding the severed member to the
stump.  Reattachment takes one minute.  If her head or other
vital organ is severed, then it must be reattached within 10
minutes or she dies.  Note that severed parts do not revert to
Dargold form for at least one hour after loss.  Dargold can
regrow lost body parts, but it takes her months, however the
regrowth can take place imperceptibly, hidden behind her current
form.  Apparently dying is one way in which Dargold can get out
of a role.

Elven Traits (Ex): Dargold are proficient with all simple and
martial weapons, all armour and shields, and the exotic weapons
required for any role they take on.  They have the standard elven
immunity to Sleep spells and effects, but in reverse to standard
elves they have a -2 racial bonus to Will saves against
enchantment spells and effects.  As standard they have Low-light
Vision, but they do not gain any improved Listen, Search and
Spot, or ability to Spot secret doors.  Dargold are not affected
by normal diseases.

Skills: They gain a +2 racial bonus to Charisma-related rolls,
such as Bluff, Diplomacy, Disguise, Gather Information,
Intimidate (though they typically avoid using this aggressively),
and Perform.

* When using her Take Form ability, a dargold gets an additional
+10 circumstance bonus on Disguise checks.  If she can read an
opponent's mind, she gets a further +4 circumstance bonus on
Bluff, Diplomacy and Disguise checks.  Reading minds does not
altogether remove the need for Sense Motive, but there is at
least a +4 circumstance bonus.


Dargold as Characters

Dargold characters possess the following racial traits.
- +2 Charisma.
- Medium size.
- A dargold's base land speed is 30 feet.
- Racial Skills: Dargold gain skill points equal to 4 x (6 + Int
modifier).  Their class skills are Bluff (Cha), Diplomacy (Cha),
Disguise (Cha), Gather Information (Cha), Intimidate (Cha),
Listen (Wis), Perform (Cha), Sense Motive (Wis), Speak Language
(Int), and Spot (Wis).
- Racial Feats: Dargold gain a basic two spare feats, which they can't use.
- +2 racial bonus on Charisma-related rolls.
- Special Attacks (see above): Detect Thoughts.
- Special Qualities (see above): Take Form, Regeneration, Elven Traits.
- Automatic Languages: Common, Elven.  Bonus Languages: Any.
- Favored Class: Bard.
- Level adjustment +2.

Player character Dargold must be at least 3rd level (in addition
to the +2 LA) so as to gain an additional feat.  This feat must
be used for Control Role, a special feat for Dargold which is
used to master their addiction to the role that they have taken
on.  If a Dargold PC wants to be in full control of themselves
they need to also have the Dargold feat Control Form, which means
that they need to be 6th.


Control Role [Special]

You can control your drive and addiction to staying in your taken
role.

Prerequisite: Dargold race, Wis 13+, have lived among non-
Dargold, having three spare feats.

Benefit: You can with a Will roll DC 15 act in a way which is
contrary to the role that you have taken on among non-Dargold. 
Once you have made such a Will roll you may attempt a second Will
roll DC 25 to completely break away from your role.  You can take
10 or take 20 with these Will rolls.  Even though if you do not
have a current role you must still change your form to suit those
around you, you need not take up a new role unless you wish to. 
If the person that you have your current role from expects you to
die, whether by their own direct actions, or their expectations,
you need not, though if you wish to you may change your form (see
Regeneration) so that you appear to.  No Will roll is needed to
avoid dying from your role.

Normal: You are completely bound to your role, and the needs and
expectations of the person you took it from, to the extent that
that if they expect you to fall deadly ill, you will, and if they
give you something they believe to be deadly poison, even if it
isn't, and your role requires it you will take it, then you will,
and die.  You must alter your form to suit those around you, and
when you find someone with a strong enough role for you then you
must take it.  You are at deadly risk if people find out your
secret and several force you to change role in quick succession.

Special: You cannot normally be a PC Dargold, among non-Dargold,
without this feat, only an NPC, as you do not have sufficient
self-control.


Control Form [Special]

You can control your taken form.

Prerequisite: Dargold race, Wis 13+, Control Role, have lived
among non-Dargold, having three spare feats.

Benefit: You can with a Will roll DC 15 return to your own form,
either on a temporary or permanent basis.  If you are currently
bound to a role, or someone is paying attention to you, then DC
25.  You can take 10 or take 20 with these Will rolls.  You can
with the expenditure of one skill point take a 'Profession
(specific role)' skill which allows you to remember a form and
role that you are currently in so that you can take it at any
time you are in your own form.  The expectations and needs of
those around you does not require you to alter form, when you do
not have a current role, though you can if you wish to.

Normal: You must alter your form to suit those around you, unless
you have a current role.  If you are currently bound to a role or
someone is paying attention to you then you may not alter form.

Special: Without this feat your form is either fixed to the one
for your current role, or is at the whim of the expectations and
needs of those around you.


Half-Dargold as Characters

Half-Dargold characters possess the following racial traits.
- the same racial traits, including size, as their non-Dargold
parent.
- +2 racial bonus on Charisma-related rolls.

Even if one parent was Dargold and one half-Dargold (which is
rare), the children will be half-Dargold.  Children of a
half-Dargold and non-Dargold will have exactly the same racial
traits as their non-Dargold parent.  Children of two half-Dargold
have the appropriate mix of traits based on their non-Dargold
grandparents.  True Seeing spells or abilities do not see
anything unusual about half-Dargold, they just resemble their
non-Dargold parent.  Dargold automatically recognise half-Dargold
as such, half-Dargold have no ability to recognise Dargold or
half-Dargold as anything unusual.

Half-Dargold are generally found in classes where their
charismatic talent is useful, such as Bard or Rogue, and less
commonly in classes like Fighter.

-- 
Dreamer
dreamer@??????.?????.??.uk
http://www.romsys.demon.co.uk/

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Previous Message: Re: Hiatus
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Month Index: August, 2006

SubjectFromDate (UTC)
Maj Space: Durin - Dargold (2nd draft)    Dreamer    10 Aug 2006 09:39:36
Re: Maj Space: Durin - Dargold (2nd draft)    Peter Aronson    12 Aug 2006 01:26:27
Re: Maj Space: Durin - Dargold (2nd draft)    Dreamer    12 Aug 2006 08:47:24

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