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Month Index: August, 2007
From: Matt Hoffman <manta928@?????.com> Date: Fri, 10 Aug 2007 21:10:30 -0700 Subject: Re: Behind the Dark Fist - Salzarians
And just for fun... ~~~~~~~~~~~~~~~~~~~~~~ Salzarian Clime/Terrain: Any (Salzar) Frequency: Very rare (around 600 are known to exist) Organization: Commune Activity Cycle: Any Diet: Unknown Intelligence: Genius to Supra (17-19) Treasure: Nil Alignment: Neutral #Appearing: 1 or more Armor Class: -9 Movement: Fl 3 (A) Hit Dice: Unratable (individuals possess 1d3 x 1000 hit points) THAC0: 3 #Attacks: 1 per 4 rounds Damage: 6d20, or 1d12 hull points Special Attacks: Their normal attack is special enough Special Defenses: Thousands of hit points isn't specially defensive enough for you!? Magic Resistance: 100% Size: Really Freaking Huge (500' diameter) Morale: Unreasonably Easily Spooked (1) XP Value: Hit point total x 20 The Salzarians are the native inhabitants of the world of Salzar, in the sphere of Salzarspace. They are quite possibly one of the prime material plane's most powerful life forms, at least on an individual basis. However, their small population and bizarre idiosyncrasies (pacifism!? non violence?! wtf!?) render them generally worthy of only passing mention, totalling perhaps little more than a paragraph in the appendices of a book about conquering space werewolves. In appearance, the Salzarians resemble 500' diameter spheres of water. They are not actually made of water, however; they are a non- elemental life form that closely resembles the most basic of single- celled organisms blown into ridiculously giganimous proportions. Their outer layer is a viscous, mucus-like membrane that protects them from diseases and smaller parasites, while the inner layers are filled with plasm-like fluids and transparent vital organs. Trillions of small (relatively) cilia cover their outer layer, serving as the creature's sensory organs, thus allowing a Salzarian to hear, smell, feel and see for miles out from its body surface. In all their long history, only one Salzarian is ever known to have died. This Salzarian's name was Bleesh, and it was killed by a massive horde of Vodoni Marauders, at the cost of many Vodoni's lives. Still, concepts of death and mortality are thoroughly alien to the Salzarians, and when word spread that Bleesh's existence had been ended by the strange little creatures from space, they felt they had no choice but to capitulate to the Vodoni. (I will grant you that this is not typical behavior for genius-level intellects, but intelligence and naivete are not always proportionally relative) The anniversary of Bleesh's death is a day of mourning across the world of Salzar. On Bleesh Day, Salzarians gather in small groups to reminisce about things they remember about Bleesh before he was ended. Sometimes Salzarians make things up about Bleesh just so that they'll have something to say on Bleesh Day, since a lot of Salzarians didn't know Bleesh as well as others. This has lead to a small but growing body of Bleesh-related folklore on Salzar. Many of these tales speculate that Bleesh somehow lives on, perhaps as a guardian entity of sorts, watching over the remaining Salzarians. For some on Salzar, it is the only way to cope with the idea that a Salzarian can simply stop existing. Combat: Salzarians are completely immune to magic. Being so immensely huge and of unratable hit dice, Salzarians make saving throws on the item saves table as an Oil. However, since they are naturally immune to magic, they are rarely ever compelled to make saving throws to begin with. It should be noted that any attack which calls for a saving throw that does not easily fall into one of the item saving throw categories should be considered ineffective against the ginormous Salzarians. Note that dragon breath, should it ever be used against a Salzarian, is not covered by the creature's magic resistance. Thus, it could be said that these otherwise sturdy and invulnerable creatures have some fairly glaring (but difficult to exploit) weaknesses. When Salzarians attack, they do so with a lumbering, ponderous swing of a pseudopod. This enormous extension does either 6d20 hit points of damage, or 1d12 hull points, depending on what is being attacked. Because of how slow and cumbersome they are, Salzarians can attack only once every 4 rounds. Salzarians are also capable of using all of the Psionic attack and defense modes, using their Intelligence rating as a power score. In this way they can either engage other psionicists in psionic combat, or else inflict minor damage against other creatures with their natural telepathy. For all level-based concerns, consider Salzarians 10th level psionicists with no powers beyond their attack/defense modes, and the appropriate number of PSPs for their abilities. In psionic combat, a Salzarian always uses the best possible defense mode automatically to counter an incoming attack mode. Background: Salzarians move by way of natural floatation, which in their native environment is effectively swimming. They possess the ability to float up and away from their world's gravity pull, but they move so slowly that unaided interstellar travel is highly impractical. For their size they are surprisingly maneuverable, being able to stop and change direction at whim, but they are very very slow to move. Salzarians communicate by way of innate telepathy; they have no language of their own and find the practice of vocal communication either quaint, vulgar, unfortunate or imperfect, depending on which Salzarian you are talking -- err, thinking with. It's not known what Salzarians eat, though it is suspected that they either absorb microscopic organisms, or somehow derive nutrition from the briny water of their homeworld itself. Vodoni scholars note that the Salzarians inhabit only the topmost 2 miles of their watery world's surface, perhaps because they also require the light of Salzarspace's eight suns in order to remain healthy. There is speculation that the core of Salzar is comprised of twin portals to the elemental planes of Salt and Water, though the absence of elemental creatures on Salzar suggests that if this is true, there must be some screening mechanism that keeps planar beings from using said portals. There is no leader among the Salzarians. The six hundred or so that exist do so communally, sharing what few resources the Salzarians require for survival and generally getting along together all the time. Disputes are usually handled with non-fatal matches of psionic combat, with the loser (that is, the first one contacted by a successful psionic attack) forced by the collective to relent his position in the conflict. Physical fighting is almost unheard of, and is only used in defense of the community. Twice thus far have the Salzarians been forced to engage in combat: the first time when the Illithids attempted to invade the sphere in antiquity, and the second when the Vodoni arrived. The Vodoni invasion is considered a horrific loss to the Salzarians, who are still coping with the death of Bleesh four hundred years later.
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