The Selutar: Lizard Men of Sarvaelen
The
rapacious and violent Selutar are raiders, marauders and destroyers who seek to
destroy humanity and indeed all life itself. They are subterranean dwellers in
the dark, sometimes labeled troglodytes and beast men, but in fact unrelated to
either of those equally dangerous kindred. The Selutar are driven by the
worship of the Dark Mother Eshraggol, an immense, bloated dragon goddess, an
Old One from before the Fall of Camrinal that is said to have given birth to
their fouls species at the dawn of time, and to have forged her children into
an army of shadow destined to seek the extermination of man ever since. As with
all such chaoskin, the Selutar are defeated only by their own lack of
organization and inability to focus on meaningful military structure,
preferring instead overwhelming horde tactics.
Because
Selutar are most dangerous when their population goes unchecked, regions like
Aeronost employ mercenary companies and some dedicated knighthoods (such as the
Vigilant Order of the Dragon) to seek out and slaughter Selutar in their
subterranean homes whenever possible.
There are
rumors of Selutar dwelling in the deep woods and mountains of some regions who
have cast off the religious fanaticism of their underground kin. These remote
colonies are usually far removed from men, and when found by their zealous kin
are usually hunted to destruction. There is a legend about a pious Saint
Erasma, a servant of Nevereth who converted the first Selutar to the worship of
the goddess and thus explaining the appearance of rare but nonviolent lizard
men.
Despite
their religious fervor, there are few sorcerers among the Selutar. Most priest
do not cast magic, though they still engage in ancient rituals, often at
profane sacrificial sites that contain inherent magic which they call upon
through grim sacrifice. The occasional true sorcerer among the Selutar usually
seeks to follow the goddess as a shaman or cultist, but occasionally such
enlightened lizard men break away entirely to pursue greater mysteries, as the
acquisition of such power tends to open their minds to a broader perspective on
the nature of arcane power in the world.
Selutar Statistics
1 Accuracy
-2 Communication
0 Constitution
2 Dexterity (stealth)
3 Fighting (bludgeoning, bite, spears)
-1 Intelligence
2 Perception (searching, smelling)
2 Strength (swimming)
0 Willpower
Speed 10 Health 30 Defense 12 AR 4 (natural scales)
Weapon (attack/damage)
Spear +5 to
hit, 1D6+6 damage
Bite +5 to
hit, 1D4+3 damage and target must make a contested Constitution check vs. TN 13
or suffer a painful bacterial infection (see diseased bite, below).
Special Qualities:
Favored stunts: skirmish (1 SP for first 4 yards of movement), lighting attack (2 SPs)
Scaly Hide:
selutar lizard men have natural hide armor (4 AR).
Uncanny Sense of Smell: Selutar have
an unusually keen sense of smell.
Darkvision: selutar
are adapted for total darkness, able to see with low-light vision in pitch
black conditions as if it were an overcast day.
Diseased Bite: Selutar
have bacteria-filled saliva that is dangerous to those they bite. A bitten target
must make a contested Constitution check vs. TN 13 or suffer a painful
bacterial infection that stops any regeneration and impairs the sickened
individual with a -1 penalty on all ability checks due to fever; effect takes
within 1D6 hours of the bite. Each day a new check may be made to recover; each
failure increases the penalty by 1. If the penalty reaches -6 the victim dies.
Each success reduces the penalty by 1 for every 3 points over the TN rolled. If
the target reaches a zero penalty they recover.
Selutar Mages: Selutar
who become priests and cultists of Eshraggol are usually female or strong
males, and have a 50% chance of developing a chaotic feature (see chart below).
Selutar mages usually have an intelligence and willpower of 1 or more, and are
trained in the Earth and Water Arcana.
Suggested Chaotic Features of Selutar Mages (2D6): 2-3 regeneration; 4 armored; 5-6
Shadow; 7-8 winged; 9 mighty, 10 multiple limbs, 11 blending 12 roll twice. See FAGE Bestiary
for how these qualities work. Multiple limbs may allow more than one attack at GM's discretion. All chaotically marked selutar mages are mutated in unique and often disturbing ways.
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