Greetings again!
I have been working for the last several years on my own homebrew using Flavor from such sources as Jack Vance's Dying Earth, Ken Hood's Sleeping Imperium, Gene Wolfe's Book of the New Sun, The anime Last Exile, and Nausicaa of the Valley of Wind, etc. As any project of this scope it is incomplete but I have come fairly far. I have a full document detailing the rules governing the homebrew, but suffice to say that it is a high powered campaign world and even the basic races are significantly more powerful that a standard campaign.
These worlds in my campaign have existed for millions of years with intelligent species and none of them except the humans resemble any typical fantasy races. I have tried my best to make every race unique, although I have obviously taken inspiration (in some cases, STRONG inspiration) from various sources (I'm sure some of you will spot some of them), In a few cases I have even stolen ideas directly, although for the most part I have tried to change them enough that it is not direct plagerism (is that how it is spelled?) and I have always given credit to my sources of inspiration.
Remember, these races are meant to be balanced against EACH OTHER, not any other standard.
I have decided to include two races per post from now on as this should give people sufficient material to comment on. Please let me know what you think, be it constructive critisism or even just a nod that you like them (or dislike them).
Links to the other races of Ej'aeka
Humans of the Empire
The Aon'daaf and Axud'fia
The Eif'veum and Juga'doiq
The Nokwmaa and Nup'tsuu
The Uas'raok and Zuufu'nien
And now, the Dax'jeut and the Duzk'enuh:
(Please note that ONLY game statistics are Open Game Content and all the flavour text is MY own, PLEASE do not use it without my express permission.
Dax’jeut:
The Dax’jeut are a species of troll that are comprised almost entirely out of rock and stone. They are somewhat primitive but gentle giants that live in the colder climates of Ej’aeka. They are nomadic and live on a diet of rocks, the more valuable the rock, the more of a delicacy it is. The Dax’jeut occasionally make their way down from cold that they enjoy and settle in another race’s city. They are always valued as soldiers and warriors.
History:
The Dax’jeut do not have a detailed chronological history. Their past is kept in songs and chants that can take days to recite. These songs speak of a time in which the Dax’jeut were simple, unthinking rocks. The Originators experimented with creating working brains out of super conducting crystal. When these experiments were successful, the Originators worked on creating silicone based life forms. They then combined these technologies to create the Dax’jeut. The Dax’jeut learned much from their creators and never went through the wars and violence that most other cultures went through to make the same advances. The Dax’jeut believe that they exist for no reason other than to exist. They work to advance themselves, and through their tribal songs, remember the advances they have made in the past. This peaceful mindset, and its accompanying purpose, has made the Dax’jeut one of the more tolerable races in Ej’aeka. The Dax’jeut believe their songs with every ounce of their being (which is saying quite a bit), and direct their lives to the pursuit of new knowledge and humanitarian advances.
Physical Appearance:
The Dax’jeut are large humanoids made entirely out of stone. Different ethnicities of Dax’jeut contain different types of stone, so the rough appearance is varied. Dax’jeut contain but a single sex and reproduce by actually carving a piece of their own brain to donate to their young one. All Dax’jeut are close to three meters tall and are almost two meters wide. They weigh between 450-600 Kg. They have long, thick arms that end in four equally spaced, stubby fingers. Their legs are relatively short and the combination of long torso and large head with exaggerated or non-existent facial features combine to make the Dax’jeut truly monstrous in appearance. Eyes are usually a clear stone of some sort and Dax’jeut teeth are made of solid diamond. Other than mouth and eyes, however, most Dax’jeut have faces that are barely humanoid. The Dax’jeut have no body hair of any type, although certain fashion conscious Dax’jeut will grow moss or lichen in a similar fashion to hair. The average Dax’jeut speaks slowly and with difficulty and has trouble with anything but simple concepts. This is only because the “average” Dax’jeut is found in temperate climates where their intelligence is negatively affected. In the cold climes that the Dax’jeut call their homeland and Dax’jeut is likely to be quick of wit, and willing to speak with eloquence on almost any subject.
Possessions:
The Dax’jeut value their histories more than anything else. These are always in the form of oral epic tales and songs. The Dax'jeut also desire to possess Originator equipment allowing them to further their advancement. They desire to become part of their own history above all else and any advanced scientific equipment is cherished. Dax’jeut scientists are highly valued not only because they are experts when in cold climates, but also because they are some of the best equipped in Ej’aeka. The Dax’jeut do not use weapons often. They require nothing more than rock working tools to harvest their food, and most Dax’jeut do not need to concern themselves with defense. Likewise, Dax’jeut armor is redundant and most conventional weapons simply bounce off their rock hide doing negligible damage.
Living Conditions:
The Dax’jeut live a nomadic life in the cold wastes of Ej’aeka. Anywhere that regularly stays below 0 degrees Celsius is prime Dax’jeut territory. The Dax’jeut travel in groups of twenty to thirty individuals grouped in yurt villages. These camps travel the wastes in search of good food, new experiences, and simply for the travel itself. There are several large caverns high in certain mountain ranges that are permanent Dax’jeut cities. These caverns are kept at the coldest temperature possible and are home to all of the research facilities used by the Dax’jeut. In these sub-zero caverns, all living Dax’jeut are incredibly intelligent and those considered bright in normal temperatures can think beyond almost anyone else in the world.
Calendar:
The Dax’jeut do not keep a racial record of time. Their songs record incredibly accurate and detailed histories of Dax’jeut accomplishments in the order they occurred, but they do not record the time of occurrence. When speaking of time with other races, the standard calendar is used. As a long lived race, the Dax’jeut do not normally keep especial track of the days, or even years that pass.
Social Skills:
The Dax’jeut treat all living creatures with an innate benevolence. The typical racial outlook is one of easygoing acceptance. An outsider in Dax’jeut society (a rare occurrence) is made to feel as welcome as possible. Dax’jeut that have traveled to other cultures fined that their decreased intelligence socially limits them and is the cause of much scorn and taunting. Most Dax’jeut have taken this in stride, but some find that their anger boils over and they become hot-tempered raging morons. In Dax’jeut society, the most respected members are those that have accomplished things worth remembering. The singers of their history are greatly respected, as are the scientists that strive to make breakthroughs. With the exception of these, most Dax’jeut treat each other as equals.
Diet:
Dax’jeut are unusual in that they are a silicon based life form. Because of this, they actually eat mineral matter of several types. Different types of rock make up the base diet of a Dax’jeut. The purer forms of rock are considered delicacies, and gemstones often are used to garnish a particularly appetizing meal. Precious metals can also be eaten, but in great quantities, they rarely agree with the Dax’jeut. Dax’jeut tribes travel from quarry to quarry gathering rock for food. A full grown Dax’jeut must consume three to four pounds of rock per day to survive, although most prefer to eat a bit more than that. The Dax’jeut do not need to consume liquids, but certain types of acid have an effect on Dax’jeut similar to that of alcohol on other races. The Dax’jeut dine alone, or in small groups gathered to hear their sung histories.
Fashion and Dress:
The Dax’jeut rarely wear clothing. Often the only clothing used is a small loin-cloth used because it is the social convention of the other races. In formal occasions among other races, the Dax’jeut will sometimes commission the manufacture of full outfits simply for cosmetic appeal. Although clothing is considered unimportant to the Dax’jeut, some degree of body decoration is used by most. Tattoos are common and created by chipping a design in the Dax’jeut and then filling it with molten metal or paint. Small gemstone or precious metal studs are also sometimes affixed to their skin.
Education:
Dax’jeut all learn the basics of rock collection, and therefore know some small degree about mining. Many Dax’jeut can neither read nor write, although literacy is becoming more common. Many Dax’jeut simply do not learn any essential skills that they do not wish to learn. As a race with almost no natural predators the Dax’jeut have been able to develop as each individual would wish to.
Communication:
The Dax’jeut have their own language. It is guttural and sounds gravelly as if many rocks were clashing together with every word (which, if fact, they are). Interspersed with this guttural clashing is a soft shrill and whine of crystal humming. When they are singing, the Dax’jeut sound of intense crystal tones against a back beat of crushing bass. Dax’jeut hand motions are slow and when they are used to illustrate a point they are used in slow sweeping motions. Dax’jeut curses are resounding booms that echo through the surrounding air. The Dax’jeut are not commonly literate, as their histories are kept orally, and their voices are generally loud enough to warn an entire tribe of danger.
Professions:
The Dax’jeut scientists are generally comprised of Warlocks and Psionics. The tribal history-singers are almost always bards and this is the most respected profession that a young Dax’jeut can aspire to. The life of constant contemplation in wilderness areas also leads to a high occurrence of monks. Very few Dax’jeut have either the motivation, manual dexterity, or the intelligence to follow the path of the rogue.
Medicine:
The Dax’jeut posses some strange manner of life force that they can heal even wounds in the rock that they consist of. Major wounds in a Dax’jeut will slowly but surely heal into rocky “scars” that can then be sanded off by the Dax’jeut. This ability does not work any more efficiently than any other beings though, and simply allows the Dax’jeut to heal naturally. Dax’jeut do not have many healers. As a naturally resilient race, the Dax’jeut usually can live through just about anything.
Social Factors:
Dax’jeut are naturally friendly creatures. Even when subjected to the warmer temperature, the Dax’jeut only desire to peacefully coexist with others. The very rare individuals that break this mold are universally shunned by other Dax’jeut everywhere. Dax’jeut are usually considered honest creatures because they are regarded as being either too intelligent to want to lie (in colder temperatures) or too dumb to successfully lie (in warmer temperatures). The Dax’jeut are an asexual creature. They reproduce by meditating and humming a special crystal keening for several days. At the end of this time the Dax’jeut begins to grow a tumorous lump on their heads. Over the next ten years, the Dax’jeut has the lump gradually grow until it becomes a roughly spherical lump 25 centimeters in diameter. The Dax’jeut must then chisel the tumor from their head, which then takes another year to heal. The tumor continues to grow for another year before breaking out of its shell as an infant Dax’jeut that is only one meter tall. Because this cycle of reproduction is so time consuming and unpleasant for the parent, The Dax’jeut only rarely have children.
Religion:
The Dax’jeut have their own religion, which their history-singers are a part of. Their church worships the idea of quiet self-contemplation leading to astounding breakthroughs. A fairly “Zen’ like organization. The church explains that contemplation of the surrounding world can allow one to find amazing breakthroughs (scientific or otherwise). This quest to increase sum total knowledge of the society is seen as the ultimate and final purpose.
Transportation:
The Dax’jeut travel very slowly using either their own legs, or occasionally large sleds to move their yurt tribes from location to location. Some of the largest Dax’jeut cavern-cities have large, slow moving, wheeled vehicles that patrol the surrounding areas.
Protection:
The Dax’jeut have never needed to protect themselves before. Very little in the natural world can harm a typical Dax’jeut and therefore they often care little about physical harm.
Dax’jeut Racial Traits:
• +4 constitution
• +6 Strength
• - 8 Dexterity
• - 4 intelligence
• Large sized creatures
• Dax’jeut base speed is 20 although this is not reduced by carrying heavy loads.
• Damage resistance 5/0
• Natural armor +5
• +5 Hit points at first level
• Both a benefit and a penalty the Dax’jeut have teeth made of diamond. A young Dax’jeut is born with 32 teeth, through fights, robbery, and when he is simply hard up for money he may lose teeth. A Dax’jeut needs at least two teeth to continue eating rocks; otherwise they must eat only rock powder. Each Diamond tooth is worth five hundred gold pieces.
• A Dax’jeut’s intelligence varies with the temperature because its brain is made of super-conducting crystal. At temperatures less than 0 degrees Celsius their intelligence is raised by +2 points. For every 5 degrees below 0 the Dax’jeut temporarily gains an additional point of intelligence. At temperatures of over 50 degrees Celsius their intelligence is lowered by –4 points to a minimum of three. The Dax’jeut maintains the ability to speak, although with great difficulty.
• Ignore natural heat and cold of any temperature, magical heat and cold deal normal damage
• Dax’jeut eat rocks and only rocks therefore the availability of rock is vital to the Dax’jeut.
• Automatic Languages: Dax’jeut
• Favored Class: Bard or Monk
Duzk’enuh:
The Duzk’enuh are a race of warlike, noble and honorable humanoids. They are tall with broad shoulders, strong features and an incredibly militant society. They rule the areas surrounding their immense kingdom-fortresses and occasionally wage war against nearby kingdoms.
History:
The Duzk’enuh believe that they have been bred for one purpose, to be the best warriors in the universe. They do not believe that a single god created them and do not follow any set pattern of churches. Each Duzk’enuh fortress has its own set of traditions and the founder of each clan is considered to be a living (for they do still live) god, and the basis for that Fortresses’ tradition. The Duzk’enuh tradition states that all were created from specific breeding practices to create a strong and powerfully intelligent race. The Duzk’enuh Traditions have histories that follow their conquests and defeats in agonizing, epic detail. Most Duzk’enuh records deal only with their fortress and the immediate surrounding area. Because of this, their histories are highly specific to an area, but also highly accurate. Duzk’enuh believe with their hearts and souls in the Traditions of old, and use these stories for advice and strategy.
Physical Appearance:
Duzk’enuh have large and muscular builds. They have sharp, bony protrusions about six inches long extending from their elbows and knees, and two 3 inch horns protruding through their upper forehead. They are slightly taller and broader on average than humans. On average a male weighs between 100 and 150 Kg, and is between 2 and 2.3 meters tall. Females are slightly less muscular and average in weight from 90 to 120 Kg, while varying between 1.8 and 2.1 meters. Their skin shade is basically human, but with grayish tones. The entire face is similar to a broad, strong human’s face but with no nose. Where the nose would be there is simply smooth, flat skin. Duzk’enuh breath and smell through small holes at the base of their horns. The rest of the face has a look of feral civilization to it, a sophisticated mouth with a large solid jaw, prominent lower canines (though not tusks by any means) and intelligent eyes with large, thick brows. In place of the nose there are often, but not always, complicated tattoos that show what tribe the Duzk’enuh is from. Their hair is often black and thick, and is customarily worn long and tied back so as not to conceal the small horns that are carved with symbols on meaningful occasions. Duzk’enuh eyes are often dark, but occasionally are golden or even more rarely blue. Duzk’enuh males grow facial hair, and although the common style is to keep clean shaven, they will occasionally grow elaborate facial hair. The Duzk’enuh language is filled with curt and abrupt words. Every word is kept to a minimum of difficulty and length, allowing complex messages to be said in a fairly short time.
Possessions:
The Duzk’enuh are a militant race. They view their ability to coordinate themselves in an efficient manner to be of the utmost import. All Duzk’enuh are trained from a young age to fight, work with others, and generally to be the most effective military force they can be. All Duzk’enuh are expected to own several weapons and to know how to use these effectively. Generally most Duzk’enuh are trained in the use of a blade, a pole arm, and a ranged weapon. All Duzk’enuh keep their weapons in the best working condition possible and neglect of a weapon is a serious crime in their Fortresses. Duzk’enuh armor is elaborate and incredibly protective. They outfit themselves with finely crafted suits of lightweight materials, hardly allowing for a single weak point. Again, all Duzk’enuh are required to keep their armor in working order, and ready to wear at a moments notice. If anyone were to attack the Duzk’enuh every single being, man, woman and child, would rise up to fight back.
Living Quarters:
The Duzk’enuh rule from immense steel and ceramic fortresses from another age. These large castles use technology that is far beyond the current normal. There are only several of these buildings and most of them are more than enough to house a Duzk’enuh kingdom. While the Duzk’enuh only have several strongholds, around those castles their power is absolute. The Duzk’enuh population is probably near thirty to forty million individuals at any given time. The Fortresses are massive towers that stretch several thousand feet into the air. Entire kingdoms are housed inside these fortresses. They are well defended and quite perfect for the militant Duzk’enuh. Never once has another race been able to take one of these fortresses from the Duzk’enuh.
Calendar:
The Duzk’enuh use the standard calendar and have few holidays. Those holidays that they do have are given over to celebration of past conquests and military parades. Duzk’enuh days are highly organized and most follow a strict schedule of waking, eating, working, and sleeping. All Duzk’enuh settlements have highly accurate clocks all over that chime with the hours, allowing most Duzk’enuh to know exactly what time it is whenever they want.
Social Skills:
The Duzk’enuh are surprisingly accepting of other races. All other races are treated with equal civility and friendliness. Certainly the Duzk’enuh will declare war on some surrounding nations, but it is almost never because they dislike the inhabitants of those areas, but instead because the area holds a highly strategic advantage. Most other races enjoy Duzk’enuh for their polite behavior although they do try to keep their cities as far as humanly possible from the fortresses. Inside the Duzk’enuh fortresses all politeness is slightly curter than outside. This is considered acceptable as long as respect for ones’ superiors is kept at all times.
Diet:
The Duzk’enuh farm the lands around their fortresses, and also have massive herds of animals for eating. At any time a given fortress will be supported by the food being raised around it. Each fortress also has massive stores of grain and cured meat in case of a siege. In the unlikely possibility that they ever could not leave their fortress, the Duzk’enuh would use their stores as well as the hydroponic gardens inside their fortresses to live indefinitely. Dining with the Duzk’enuh is an interesting experience, as food is eaten in giant mess halls, allowing quick and efficient food consumption. Duzk’enuh food is most often simple and filling, satisfying without being overly rich or elaborate.
Fashion and Dress:
Duzk’enuh fashion is incredibly utilitarian. Because the majority of Duzk’enuh work some position or another in the military most professions have a certain specific uniform. Many retired Duzk’enuh are so proud of their previous accomplishments that they wear their previous awards and qualifications on their civilian dress. Non-uniform clothing tends to be geared toward ease of use and aesthetic pleasure. All native Duzk’enuh clothing is created to be as intimidating as possible, and uniforms are considered failures if they do not immediately command respect from a viewer. Most of these fashions are made from high quality, durable fibers meant to last a long time in all conditions. Colors are usually muted and only subtly contrast, and especially bright colors are considered somewhat out of place in all but the most extravagant of outfits. Duzk’enuh dress clothes are incredibly intricate yet functional clothes meant for social occasions.
Education:
Males and females are considered completely equal in all matters and are taught from a young age all the skills necessary for a militant race. Primarily how to fight effectively with many weapons, but also strategy, tactics, diplomacy, reading and writing, survival, and command. In mid-childhood all Duzk’enuh are required to go to school which continues for many years and is completely compulsory. Duzk’enuh that are illiterate or uneducated are almost completely unheard of and only arise in cases where the child was not raised in their culture.
Communication
Duzk’enuh use a curt, yet strangely beautiful language. It has been perfected for millions of years for military use and has an incomparable vocabulary for anything pertaining to warfare. It sounds like a somewhat guttural and curt form of Japanese. The Duzk’enuh are also educated in the Luzian Imperial Common tongue. Duzk’enuh names are not usually very descriptive except in the case of transportation, weapons, and armor. For these things the Duzk’enuh create elaborate and beautiful names. Body language is almost never used and implies an intimacy that is uncomfortable in social situations. Most Duzk’enuh are honorable enough that they will keep any oath that they make, although they consider oaths taken under duress, as well as oaths made to other oathbreakers, to be invalid. The Duzk’enuh have announcement systems built within their fortresses and can quickly alert the entire kingdom-fortress to anything in only a few moments. When meeting someone for the first time it is considered good manners to cover one’s eyes and bow the head slightly before looking up. This is also the traditional greeting of an inferior to a superior. This is of course unnecessary in friendly social situations and is only used when formal behavior is necessary. Since Duzk’enuh society is clearly separated into ranks, it is very important to properly greet one’s superiors.
Professions:
The Duzk’enuh are all required to serve in the military for at least six standard years after they graduate from school. The Duzk’enuh have a place for almost all professions in their militant society. Warriors, mages, scouts, medics, historians, all of these are necessary and regarded with respect. Those who follow the path of the Warlock are used as elite artillery troops, although they are also given isolation and not allowed to memorize spells unless they are kept under guard in a safe enclosed room. Thieves that practice their trade are given very little leeway, and penalties for theft are very high. Any trade that can be turned to the advantage of the military is considered and valid and honorable one.
Medicine:
The Duzk’enuh have combat medics as well as doctors, surgeons, and other specialized healers. Most of these are quite effective, and the Duzk’enuh combat medics are considered some of the best in the world. Very few Duzk’enuh become mentally unstable and those that do are treated by some of the best psychologists in the worlds.
Social Factors:
The Duzk’enuh do not have many social conventions, they demand respect and in turn show respect to those they deal with. Rudeness is barely tolerated and considered a sign of low intelligence. Most Duzk’enuh will simply ignore any fool around them. The honor of Duzk’enuh is legendary and their respect of those worthy of it knows no bounds. Duzk’enuh will lie, but not when they do not need to and almost never if they solemnly swear to withhold their word. Visitors or other races in Duzk’enuh strongholds are given more leeway than natives, but after a certain time are expected to conform to the sparse social demands of their fortresses. The Duzk’enuh marry within their social ladder and rarely will a marriage occur if the two parties involved have drastically different ranks. The Ideal Duzk’enuh works hard at what he excels at and eventually raises in rank as high as possible. Those Duzk’enuh that wish to live a life completely opposed to this, those that wish to steal, pillage, and destroy are either put to death or banished from civilized Duzk’enuh strongholds. If one is willing to go by the conventions of the fortress, however, there is no rank that cannot be achieved and there are even examples of poor low ranking Duzk’enuh rising to the highest of positions.
Religion:
The Duzk’enuh worship the founder of their fortresses. Each fortress was taken over by a legendary and incredibly ancient Duzk’enuh that is regarded by all those from its fortress as a living god that guides them and is the chief authority. All that these living heroes demand is respect and obedience. There are almost no celebrations or specific times of worship, but instead every action of every Duzk’enuh is seen as a symbol of respect for their personal god. Certain Duzk’enuh have also started cults that worship certain Themes such as honor, war, courage, etc. Death is another subject that the Duzk’enuh deal with in a utilitarian fashion. When family or friends die, there is a brief celebration in which everyone shows a sign of respect for the deceased’s lifetime accomplishments. Then life moves on, and the deceased is carried on only in memories.
Transportation:
The Duzk’enuh do not generally travel that much, Each kingdom-fortress is their center of operation and while they may war against certain surrounding kingdoms, there is not much need for travel outside of mass troop marches.
Protection:
A race that is as militant as the Duzk’enuh have very few problems protecting themselves from destructive forces. Their fortresses are nigh impregnable and their military might is unmatched by most kingdoms surrounding them. Large weapons are also often used as well as airship, tanks, artillery cannons, and other massive weaponry.
Duzk’enuh Racial Traits:
• +2 Strength
• +2 Dexterity
• +2 Constitution
• - 2 Wisdom
• - 2 Charisma
• Medium sized creatures
• Duzk’enuh base speed 30
• Low-light vision
• +1 Natural armor class
• Because of the location of Duzk’enuh nostrils they can stay mostly concealed underwater and still breathe.
• Duzk’enuh have bony spurs protruding from their elbows and knees. These are weapons that all Duzk’enuh have proficiency with. They do 1d8 (x2) damage and deal piercing damage. If a Duzk’enuh gains an exotic weapon proficiency with these spurs, they do 1d10 (x3) damage instead. These weapons can be used while grappling and the Duzk’enuh cannot be disarmed.
• Duzk’enuh gain two free exotic weapon proficiencies at first level which can be used on any weapons the character desires.
• At 3rd level the Duzk’enuh automatically gains the feat Weapon Specialization with one of the weapons he used his exotic weapon proficiencies on. He gains this feat even if he doesn’t fit the normal requirements.
• All Duzk’enuh can use an extra attack to use their horns, and headbut for 1d4 damage.
• +2 morale bonus to saving throws against fear and pain-related effects
• Automatic Languages: Luzian Imperial Common and Duzk’enuh, Bonus languages:
• Favored Class: Fighter or Monk
I have been working for the last several years on my own homebrew using Flavor from such sources as Jack Vance's Dying Earth, Ken Hood's Sleeping Imperium, Gene Wolfe's Book of the New Sun, The anime Last Exile, and Nausicaa of the Valley of Wind, etc. As any project of this scope it is incomplete but I have come fairly far. I have a full document detailing the rules governing the homebrew, but suffice to say that it is a high powered campaign world and even the basic races are significantly more powerful that a standard campaign.
These worlds in my campaign have existed for millions of years with intelligent species and none of them except the humans resemble any typical fantasy races. I have tried my best to make every race unique, although I have obviously taken inspiration (in some cases, STRONG inspiration) from various sources (I'm sure some of you will spot some of them), In a few cases I have even stolen ideas directly, although for the most part I have tried to change them enough that it is not direct plagerism (is that how it is spelled?) and I have always given credit to my sources of inspiration.
Remember, these races are meant to be balanced against EACH OTHER, not any other standard.
I have decided to include two races per post from now on as this should give people sufficient material to comment on. Please let me know what you think, be it constructive critisism or even just a nod that you like them (or dislike them).
Links to the other races of Ej'aeka
Humans of the Empire
The Aon'daaf and Axud'fia
The Eif'veum and Juga'doiq
The Nokwmaa and Nup'tsuu
The Uas'raok and Zuufu'nien
And now, the Dax'jeut and the Duzk'enuh:
(Please note that ONLY game statistics are Open Game Content and all the flavour text is MY own, PLEASE do not use it without my express permission.
Dax’jeut:
The Dax’jeut are a species of troll that are comprised almost entirely out of rock and stone. They are somewhat primitive but gentle giants that live in the colder climates of Ej’aeka. They are nomadic and live on a diet of rocks, the more valuable the rock, the more of a delicacy it is. The Dax’jeut occasionally make their way down from cold that they enjoy and settle in another race’s city. They are always valued as soldiers and warriors.
History:
The Dax’jeut do not have a detailed chronological history. Their past is kept in songs and chants that can take days to recite. These songs speak of a time in which the Dax’jeut were simple, unthinking rocks. The Originators experimented with creating working brains out of super conducting crystal. When these experiments were successful, the Originators worked on creating silicone based life forms. They then combined these technologies to create the Dax’jeut. The Dax’jeut learned much from their creators and never went through the wars and violence that most other cultures went through to make the same advances. The Dax’jeut believe that they exist for no reason other than to exist. They work to advance themselves, and through their tribal songs, remember the advances they have made in the past. This peaceful mindset, and its accompanying purpose, has made the Dax’jeut one of the more tolerable races in Ej’aeka. The Dax’jeut believe their songs with every ounce of their being (which is saying quite a bit), and direct their lives to the pursuit of new knowledge and humanitarian advances.
Physical Appearance:
The Dax’jeut are large humanoids made entirely out of stone. Different ethnicities of Dax’jeut contain different types of stone, so the rough appearance is varied. Dax’jeut contain but a single sex and reproduce by actually carving a piece of their own brain to donate to their young one. All Dax’jeut are close to three meters tall and are almost two meters wide. They weigh between 450-600 Kg. They have long, thick arms that end in four equally spaced, stubby fingers. Their legs are relatively short and the combination of long torso and large head with exaggerated or non-existent facial features combine to make the Dax’jeut truly monstrous in appearance. Eyes are usually a clear stone of some sort and Dax’jeut teeth are made of solid diamond. Other than mouth and eyes, however, most Dax’jeut have faces that are barely humanoid. The Dax’jeut have no body hair of any type, although certain fashion conscious Dax’jeut will grow moss or lichen in a similar fashion to hair. The average Dax’jeut speaks slowly and with difficulty and has trouble with anything but simple concepts. This is only because the “average” Dax’jeut is found in temperate climates where their intelligence is negatively affected. In the cold climes that the Dax’jeut call their homeland and Dax’jeut is likely to be quick of wit, and willing to speak with eloquence on almost any subject.
Possessions:
The Dax’jeut value their histories more than anything else. These are always in the form of oral epic tales and songs. The Dax'jeut also desire to possess Originator equipment allowing them to further their advancement. They desire to become part of their own history above all else and any advanced scientific equipment is cherished. Dax’jeut scientists are highly valued not only because they are experts when in cold climates, but also because they are some of the best equipped in Ej’aeka. The Dax’jeut do not use weapons often. They require nothing more than rock working tools to harvest their food, and most Dax’jeut do not need to concern themselves with defense. Likewise, Dax’jeut armor is redundant and most conventional weapons simply bounce off their rock hide doing negligible damage.
Living Conditions:
The Dax’jeut live a nomadic life in the cold wastes of Ej’aeka. Anywhere that regularly stays below 0 degrees Celsius is prime Dax’jeut territory. The Dax’jeut travel in groups of twenty to thirty individuals grouped in yurt villages. These camps travel the wastes in search of good food, new experiences, and simply for the travel itself. There are several large caverns high in certain mountain ranges that are permanent Dax’jeut cities. These caverns are kept at the coldest temperature possible and are home to all of the research facilities used by the Dax’jeut. In these sub-zero caverns, all living Dax’jeut are incredibly intelligent and those considered bright in normal temperatures can think beyond almost anyone else in the world.
Calendar:
The Dax’jeut do not keep a racial record of time. Their songs record incredibly accurate and detailed histories of Dax’jeut accomplishments in the order they occurred, but they do not record the time of occurrence. When speaking of time with other races, the standard calendar is used. As a long lived race, the Dax’jeut do not normally keep especial track of the days, or even years that pass.
Social Skills:
The Dax’jeut treat all living creatures with an innate benevolence. The typical racial outlook is one of easygoing acceptance. An outsider in Dax’jeut society (a rare occurrence) is made to feel as welcome as possible. Dax’jeut that have traveled to other cultures fined that their decreased intelligence socially limits them and is the cause of much scorn and taunting. Most Dax’jeut have taken this in stride, but some find that their anger boils over and they become hot-tempered raging morons. In Dax’jeut society, the most respected members are those that have accomplished things worth remembering. The singers of their history are greatly respected, as are the scientists that strive to make breakthroughs. With the exception of these, most Dax’jeut treat each other as equals.
Diet:
Dax’jeut are unusual in that they are a silicon based life form. Because of this, they actually eat mineral matter of several types. Different types of rock make up the base diet of a Dax’jeut. The purer forms of rock are considered delicacies, and gemstones often are used to garnish a particularly appetizing meal. Precious metals can also be eaten, but in great quantities, they rarely agree with the Dax’jeut. Dax’jeut tribes travel from quarry to quarry gathering rock for food. A full grown Dax’jeut must consume three to four pounds of rock per day to survive, although most prefer to eat a bit more than that. The Dax’jeut do not need to consume liquids, but certain types of acid have an effect on Dax’jeut similar to that of alcohol on other races. The Dax’jeut dine alone, or in small groups gathered to hear their sung histories.
Fashion and Dress:
The Dax’jeut rarely wear clothing. Often the only clothing used is a small loin-cloth used because it is the social convention of the other races. In formal occasions among other races, the Dax’jeut will sometimes commission the manufacture of full outfits simply for cosmetic appeal. Although clothing is considered unimportant to the Dax’jeut, some degree of body decoration is used by most. Tattoos are common and created by chipping a design in the Dax’jeut and then filling it with molten metal or paint. Small gemstone or precious metal studs are also sometimes affixed to their skin.
Education:
Dax’jeut all learn the basics of rock collection, and therefore know some small degree about mining. Many Dax’jeut can neither read nor write, although literacy is becoming more common. Many Dax’jeut simply do not learn any essential skills that they do not wish to learn. As a race with almost no natural predators the Dax’jeut have been able to develop as each individual would wish to.
Communication:
The Dax’jeut have their own language. It is guttural and sounds gravelly as if many rocks were clashing together with every word (which, if fact, they are). Interspersed with this guttural clashing is a soft shrill and whine of crystal humming. When they are singing, the Dax’jeut sound of intense crystal tones against a back beat of crushing bass. Dax’jeut hand motions are slow and when they are used to illustrate a point they are used in slow sweeping motions. Dax’jeut curses are resounding booms that echo through the surrounding air. The Dax’jeut are not commonly literate, as their histories are kept orally, and their voices are generally loud enough to warn an entire tribe of danger.
Professions:
The Dax’jeut scientists are generally comprised of Warlocks and Psionics. The tribal history-singers are almost always bards and this is the most respected profession that a young Dax’jeut can aspire to. The life of constant contemplation in wilderness areas also leads to a high occurrence of monks. Very few Dax’jeut have either the motivation, manual dexterity, or the intelligence to follow the path of the rogue.
Medicine:
The Dax’jeut posses some strange manner of life force that they can heal even wounds in the rock that they consist of. Major wounds in a Dax’jeut will slowly but surely heal into rocky “scars” that can then be sanded off by the Dax’jeut. This ability does not work any more efficiently than any other beings though, and simply allows the Dax’jeut to heal naturally. Dax’jeut do not have many healers. As a naturally resilient race, the Dax’jeut usually can live through just about anything.
Social Factors:
Dax’jeut are naturally friendly creatures. Even when subjected to the warmer temperature, the Dax’jeut only desire to peacefully coexist with others. The very rare individuals that break this mold are universally shunned by other Dax’jeut everywhere. Dax’jeut are usually considered honest creatures because they are regarded as being either too intelligent to want to lie (in colder temperatures) or too dumb to successfully lie (in warmer temperatures). The Dax’jeut are an asexual creature. They reproduce by meditating and humming a special crystal keening for several days. At the end of this time the Dax’jeut begins to grow a tumorous lump on their heads. Over the next ten years, the Dax’jeut has the lump gradually grow until it becomes a roughly spherical lump 25 centimeters in diameter. The Dax’jeut must then chisel the tumor from their head, which then takes another year to heal. The tumor continues to grow for another year before breaking out of its shell as an infant Dax’jeut that is only one meter tall. Because this cycle of reproduction is so time consuming and unpleasant for the parent, The Dax’jeut only rarely have children.
Religion:
The Dax’jeut have their own religion, which their history-singers are a part of. Their church worships the idea of quiet self-contemplation leading to astounding breakthroughs. A fairly “Zen’ like organization. The church explains that contemplation of the surrounding world can allow one to find amazing breakthroughs (scientific or otherwise). This quest to increase sum total knowledge of the society is seen as the ultimate and final purpose.
Transportation:
The Dax’jeut travel very slowly using either their own legs, or occasionally large sleds to move their yurt tribes from location to location. Some of the largest Dax’jeut cavern-cities have large, slow moving, wheeled vehicles that patrol the surrounding areas.
Protection:
The Dax’jeut have never needed to protect themselves before. Very little in the natural world can harm a typical Dax’jeut and therefore they often care little about physical harm.
Dax’jeut Racial Traits:
• +4 constitution
• +6 Strength
• - 8 Dexterity
• - 4 intelligence
• Large sized creatures
• Dax’jeut base speed is 20 although this is not reduced by carrying heavy loads.
• Damage resistance 5/0
• Natural armor +5
• +5 Hit points at first level
• Both a benefit and a penalty the Dax’jeut have teeth made of diamond. A young Dax’jeut is born with 32 teeth, through fights, robbery, and when he is simply hard up for money he may lose teeth. A Dax’jeut needs at least two teeth to continue eating rocks; otherwise they must eat only rock powder. Each Diamond tooth is worth five hundred gold pieces.
• A Dax’jeut’s intelligence varies with the temperature because its brain is made of super-conducting crystal. At temperatures less than 0 degrees Celsius their intelligence is raised by +2 points. For every 5 degrees below 0 the Dax’jeut temporarily gains an additional point of intelligence. At temperatures of over 50 degrees Celsius their intelligence is lowered by –4 points to a minimum of three. The Dax’jeut maintains the ability to speak, although with great difficulty.
• Ignore natural heat and cold of any temperature, magical heat and cold deal normal damage
• Dax’jeut eat rocks and only rocks therefore the availability of rock is vital to the Dax’jeut.
• Automatic Languages: Dax’jeut
• Favored Class: Bard or Monk
Duzk’enuh:
The Duzk’enuh are a race of warlike, noble and honorable humanoids. They are tall with broad shoulders, strong features and an incredibly militant society. They rule the areas surrounding their immense kingdom-fortresses and occasionally wage war against nearby kingdoms.
History:
The Duzk’enuh believe that they have been bred for one purpose, to be the best warriors in the universe. They do not believe that a single god created them and do not follow any set pattern of churches. Each Duzk’enuh fortress has its own set of traditions and the founder of each clan is considered to be a living (for they do still live) god, and the basis for that Fortresses’ tradition. The Duzk’enuh tradition states that all were created from specific breeding practices to create a strong and powerfully intelligent race. The Duzk’enuh Traditions have histories that follow their conquests and defeats in agonizing, epic detail. Most Duzk’enuh records deal only with their fortress and the immediate surrounding area. Because of this, their histories are highly specific to an area, but also highly accurate. Duzk’enuh believe with their hearts and souls in the Traditions of old, and use these stories for advice and strategy.
Physical Appearance:
Duzk’enuh have large and muscular builds. They have sharp, bony protrusions about six inches long extending from their elbows and knees, and two 3 inch horns protruding through their upper forehead. They are slightly taller and broader on average than humans. On average a male weighs between 100 and 150 Kg, and is between 2 and 2.3 meters tall. Females are slightly less muscular and average in weight from 90 to 120 Kg, while varying between 1.8 and 2.1 meters. Their skin shade is basically human, but with grayish tones. The entire face is similar to a broad, strong human’s face but with no nose. Where the nose would be there is simply smooth, flat skin. Duzk’enuh breath and smell through small holes at the base of their horns. The rest of the face has a look of feral civilization to it, a sophisticated mouth with a large solid jaw, prominent lower canines (though not tusks by any means) and intelligent eyes with large, thick brows. In place of the nose there are often, but not always, complicated tattoos that show what tribe the Duzk’enuh is from. Their hair is often black and thick, and is customarily worn long and tied back so as not to conceal the small horns that are carved with symbols on meaningful occasions. Duzk’enuh eyes are often dark, but occasionally are golden or even more rarely blue. Duzk’enuh males grow facial hair, and although the common style is to keep clean shaven, they will occasionally grow elaborate facial hair. The Duzk’enuh language is filled with curt and abrupt words. Every word is kept to a minimum of difficulty and length, allowing complex messages to be said in a fairly short time.
Possessions:
The Duzk’enuh are a militant race. They view their ability to coordinate themselves in an efficient manner to be of the utmost import. All Duzk’enuh are trained from a young age to fight, work with others, and generally to be the most effective military force they can be. All Duzk’enuh are expected to own several weapons and to know how to use these effectively. Generally most Duzk’enuh are trained in the use of a blade, a pole arm, and a ranged weapon. All Duzk’enuh keep their weapons in the best working condition possible and neglect of a weapon is a serious crime in their Fortresses. Duzk’enuh armor is elaborate and incredibly protective. They outfit themselves with finely crafted suits of lightweight materials, hardly allowing for a single weak point. Again, all Duzk’enuh are required to keep their armor in working order, and ready to wear at a moments notice. If anyone were to attack the Duzk’enuh every single being, man, woman and child, would rise up to fight back.
Living Quarters:
The Duzk’enuh rule from immense steel and ceramic fortresses from another age. These large castles use technology that is far beyond the current normal. There are only several of these buildings and most of them are more than enough to house a Duzk’enuh kingdom. While the Duzk’enuh only have several strongholds, around those castles their power is absolute. The Duzk’enuh population is probably near thirty to forty million individuals at any given time. The Fortresses are massive towers that stretch several thousand feet into the air. Entire kingdoms are housed inside these fortresses. They are well defended and quite perfect for the militant Duzk’enuh. Never once has another race been able to take one of these fortresses from the Duzk’enuh.
Calendar:
The Duzk’enuh use the standard calendar and have few holidays. Those holidays that they do have are given over to celebration of past conquests and military parades. Duzk’enuh days are highly organized and most follow a strict schedule of waking, eating, working, and sleeping. All Duzk’enuh settlements have highly accurate clocks all over that chime with the hours, allowing most Duzk’enuh to know exactly what time it is whenever they want.
Social Skills:
The Duzk’enuh are surprisingly accepting of other races. All other races are treated with equal civility and friendliness. Certainly the Duzk’enuh will declare war on some surrounding nations, but it is almost never because they dislike the inhabitants of those areas, but instead because the area holds a highly strategic advantage. Most other races enjoy Duzk’enuh for their polite behavior although they do try to keep their cities as far as humanly possible from the fortresses. Inside the Duzk’enuh fortresses all politeness is slightly curter than outside. This is considered acceptable as long as respect for ones’ superiors is kept at all times.
Diet:
The Duzk’enuh farm the lands around their fortresses, and also have massive herds of animals for eating. At any time a given fortress will be supported by the food being raised around it. Each fortress also has massive stores of grain and cured meat in case of a siege. In the unlikely possibility that they ever could not leave their fortress, the Duzk’enuh would use their stores as well as the hydroponic gardens inside their fortresses to live indefinitely. Dining with the Duzk’enuh is an interesting experience, as food is eaten in giant mess halls, allowing quick and efficient food consumption. Duzk’enuh food is most often simple and filling, satisfying without being overly rich or elaborate.
Fashion and Dress:
Duzk’enuh fashion is incredibly utilitarian. Because the majority of Duzk’enuh work some position or another in the military most professions have a certain specific uniform. Many retired Duzk’enuh are so proud of their previous accomplishments that they wear their previous awards and qualifications on their civilian dress. Non-uniform clothing tends to be geared toward ease of use and aesthetic pleasure. All native Duzk’enuh clothing is created to be as intimidating as possible, and uniforms are considered failures if they do not immediately command respect from a viewer. Most of these fashions are made from high quality, durable fibers meant to last a long time in all conditions. Colors are usually muted and only subtly contrast, and especially bright colors are considered somewhat out of place in all but the most extravagant of outfits. Duzk’enuh dress clothes are incredibly intricate yet functional clothes meant for social occasions.
Education:
Males and females are considered completely equal in all matters and are taught from a young age all the skills necessary for a militant race. Primarily how to fight effectively with many weapons, but also strategy, tactics, diplomacy, reading and writing, survival, and command. In mid-childhood all Duzk’enuh are required to go to school which continues for many years and is completely compulsory. Duzk’enuh that are illiterate or uneducated are almost completely unheard of and only arise in cases where the child was not raised in their culture.
Communication
Duzk’enuh use a curt, yet strangely beautiful language. It has been perfected for millions of years for military use and has an incomparable vocabulary for anything pertaining to warfare. It sounds like a somewhat guttural and curt form of Japanese. The Duzk’enuh are also educated in the Luzian Imperial Common tongue. Duzk’enuh names are not usually very descriptive except in the case of transportation, weapons, and armor. For these things the Duzk’enuh create elaborate and beautiful names. Body language is almost never used and implies an intimacy that is uncomfortable in social situations. Most Duzk’enuh are honorable enough that they will keep any oath that they make, although they consider oaths taken under duress, as well as oaths made to other oathbreakers, to be invalid. The Duzk’enuh have announcement systems built within their fortresses and can quickly alert the entire kingdom-fortress to anything in only a few moments. When meeting someone for the first time it is considered good manners to cover one’s eyes and bow the head slightly before looking up. This is also the traditional greeting of an inferior to a superior. This is of course unnecessary in friendly social situations and is only used when formal behavior is necessary. Since Duzk’enuh society is clearly separated into ranks, it is very important to properly greet one’s superiors.
Professions:
The Duzk’enuh are all required to serve in the military for at least six standard years after they graduate from school. The Duzk’enuh have a place for almost all professions in their militant society. Warriors, mages, scouts, medics, historians, all of these are necessary and regarded with respect. Those who follow the path of the Warlock are used as elite artillery troops, although they are also given isolation and not allowed to memorize spells unless they are kept under guard in a safe enclosed room. Thieves that practice their trade are given very little leeway, and penalties for theft are very high. Any trade that can be turned to the advantage of the military is considered and valid and honorable one.
Medicine:
The Duzk’enuh have combat medics as well as doctors, surgeons, and other specialized healers. Most of these are quite effective, and the Duzk’enuh combat medics are considered some of the best in the world. Very few Duzk’enuh become mentally unstable and those that do are treated by some of the best psychologists in the worlds.
Social Factors:
The Duzk’enuh do not have many social conventions, they demand respect and in turn show respect to those they deal with. Rudeness is barely tolerated and considered a sign of low intelligence. Most Duzk’enuh will simply ignore any fool around them. The honor of Duzk’enuh is legendary and their respect of those worthy of it knows no bounds. Duzk’enuh will lie, but not when they do not need to and almost never if they solemnly swear to withhold their word. Visitors or other races in Duzk’enuh strongholds are given more leeway than natives, but after a certain time are expected to conform to the sparse social demands of their fortresses. The Duzk’enuh marry within their social ladder and rarely will a marriage occur if the two parties involved have drastically different ranks. The Ideal Duzk’enuh works hard at what he excels at and eventually raises in rank as high as possible. Those Duzk’enuh that wish to live a life completely opposed to this, those that wish to steal, pillage, and destroy are either put to death or banished from civilized Duzk’enuh strongholds. If one is willing to go by the conventions of the fortress, however, there is no rank that cannot be achieved and there are even examples of poor low ranking Duzk’enuh rising to the highest of positions.
Religion:
The Duzk’enuh worship the founder of their fortresses. Each fortress was taken over by a legendary and incredibly ancient Duzk’enuh that is regarded by all those from its fortress as a living god that guides them and is the chief authority. All that these living heroes demand is respect and obedience. There are almost no celebrations or specific times of worship, but instead every action of every Duzk’enuh is seen as a symbol of respect for their personal god. Certain Duzk’enuh have also started cults that worship certain Themes such as honor, war, courage, etc. Death is another subject that the Duzk’enuh deal with in a utilitarian fashion. When family or friends die, there is a brief celebration in which everyone shows a sign of respect for the deceased’s lifetime accomplishments. Then life moves on, and the deceased is carried on only in memories.
Transportation:
The Duzk’enuh do not generally travel that much, Each kingdom-fortress is their center of operation and while they may war against certain surrounding kingdoms, there is not much need for travel outside of mass troop marches.
Protection:
A race that is as militant as the Duzk’enuh have very few problems protecting themselves from destructive forces. Their fortresses are nigh impregnable and their military might is unmatched by most kingdoms surrounding them. Large weapons are also often used as well as airship, tanks, artillery cannons, and other massive weaponry.
Duzk’enuh Racial Traits:
• +2 Strength
• +2 Dexterity
• +2 Constitution
• - 2 Wisdom
• - 2 Charisma
• Medium sized creatures
• Duzk’enuh base speed 30
• Low-light vision
• +1 Natural armor class
• Because of the location of Duzk’enuh nostrils they can stay mostly concealed underwater and still breathe.
• Duzk’enuh have bony spurs protruding from their elbows and knees. These are weapons that all Duzk’enuh have proficiency with. They do 1d8 (x2) damage and deal piercing damage. If a Duzk’enuh gains an exotic weapon proficiency with these spurs, they do 1d10 (x3) damage instead. These weapons can be used while grappling and the Duzk’enuh cannot be disarmed.
• Duzk’enuh gain two free exotic weapon proficiencies at first level which can be used on any weapons the character desires.
• At 3rd level the Duzk’enuh automatically gains the feat Weapon Specialization with one of the weapons he used his exotic weapon proficiencies on. He gains this feat even if he doesn’t fit the normal requirements.
• All Duzk’enuh can use an extra attack to use their horns, and headbut for 1d4 damage.
• +2 morale bonus to saving throws against fear and pain-related effects
• Automatic Languages: Luzian Imperial Common and Duzk’enuh, Bonus languages:
• Favored Class: Fighter or Monk
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