New humanoid race based on Citadel Miniatures

So, in my homebrew campaign, I've eliminated most of the D&D races. No elves. No dwarves. No halflings or gnomes. Not even any orcs, goblinoids, gnolls, medusas, ogres, etc. that seem to teem all over the face of every other campaign setting.

Instead, I have humans. Oh, and the humans have been bred over centuries by slavers, leading to breeds of humans. The model here is something akin to what we've done over the centuries with the domestic dog; we've got herding dogs like border collies, we've got sled dogs like huskies, we've got great pyrenees and St. Bernards, we've got chihuahuas and cocker spaniels, we've got pointers, we've got Irish wolfhounds... anyway, I could go on, but you get the point. My campaign has the Bred; about half a dozen races that are really mostly humans, except they vary in appearance and mechanics somewhat. More information available on my campaign website.

Anyway, despite the fact that I really like that aspect of my campaign, I do miss having some more alien races at times, and in a scenario in which breeders may well have been breeding other creatures besides humans as well (after all, we have breeds of horses, cattle, sheep, cats, etc. in addition to dogs) then I can have some other, stranger races lurking about in dark corners of my campaign setting as well. And for some reason, as I've been thinking about this, I've been turned to some Games Workshop material.

The first idea I had was for a ratmen type of race; after all, rats are pretty ubiquitous, and are definitely survivors. It does make sense that the ancient Breeders may have experimented with them at some time in the past. Besides that, the Games Workhop skaven models are pretty darn cool, and Scarred Lands already did us all a favor by converting them into d20 under the guise of their ratmen race detailed in Creature Collection, Creature Collection II and Warrens of the Ratmen. The basic ratman is a roughly humanoid rat, barely medium sized and fairly lanky -- probably 4-5 feet tall and not much more than 100 lbs. Here's a pretty good picture of the miniatures. Another breed, the rat ogres (represented by the stats for maulers from Warrens of the Ratmen are really, really cool -- as this picture shows. It's also easy to add things like rat swarms, dire rats and even rat things from the d20 Call of Cthulhu book as being associated with the ratmen, and if I really want to, I can come up with a daemonic patron for the race, although the paint job on that one is a bit, er, on the colorful side.

Sort of along those same lines, I've always been intrigued by the Beastmen of Warhammer, and the latest models are by far the best, looking still very bestial, but not having goat heads per se; the muzzles are generally considerably flatter and slightly more humanoid.

Probably my favorite idea, though, is to try and do something with the kroot -- great models, stupid name. One of the things I actually really like about the kroot is that there are several critters that all look like they came from the same stock; perfectly in line with the idea of mad breeders creating blasphemous creations in the dim past. All of the kroot-creatures have tough, leathery hide, blunt but ridged and sharpened beaks, and long quills like that of monstrous porcupines at various spots on their body. This page shows a few of the varieties, including the basic plan; a tall yet tough and wiry guy, the doglike predators, and a large, ape-like or ogre-like variety. This link shows the chaser/hunter types alone, and this one shows the ape/ogre variety. If I want to get really crazy (and spendy), I can add these other varieties that are hand cast in resin from Forge World -- riding beasts that look a bit like beaked and quilled tyranosaurians. There are even larger varieties of that latter here and here.

The biggest problem for these guys from my perspective is that they're all holding laser guns, but that's not beyond my ability to model, and other than that, they look quite primitive. Well, I also think the name kroot is pretty stupid, but I'm certainly capable of changing that. I'm actually excited to try and write up a culture and backstory for these as the private project of some ancient rogue breeder that wasn't happy with his human stock of slaves. I'll probably post some more on that front right here later, but I'm curious if anyone has any thoughts first; how would you add these miniatures as an NPC race to your campaign, what would you make them like, would you start fresh with stats or borrow something else (half thinking of making them mechanically be simply gnolls or something like that).
 

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I think making the kroot into a D&D race is a great idea. I've got a bunch of them, wanting to do the same thing for my campaign, but I haven't got 'round to it. The kroot hounds (I think that's what they're called) are cool looking as well, I think.
 

Wow, a celebrity reply; I'm sure I'll get lots of attention to this thread now!
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At least, it's nice to see that somebody thinks like I do here. For "lunch" today I actually drove over to the nearby Games Workshop store and checked out some kroot guys sitting in one of the display cases. It looks like their weapons are less futuristic in appearance than I thought, and I could actually use them as is in my setting (where I use the Freeport firearms rules; they could be muskets with some bayonets or something attached.) I'd probably have to do some work to the Krootox to use it, but I was actually thinking of converting that up without the guy standing on him anyway; a little snipping with the shears and filing the feet off, and some green stuff to fix him up, and I'm good to go.

For rules, I think I'd go with the gnoll rules for the basic kroot after all, after combing through it to make sure there's no rules that don't really fit. The gorax, a bestial ape/ogre creature from Monsternomicon would probably work well for the krootox, and the kroot hounds can simply be wolves or hyenas with the feral template from Savage Species or something like that. If I decide to plonk down some cash for the Gnarloccs (£40, which comes to, what $60-65 USDs?) I can think about what stats to use for them, but that shouldn't be hard either.

I still haven't thought too much about their culture, other than I think it would make sense to give them a vaguely avian physiognamy; that is, sexual dimorphism is greatly reduced relative to mammals, with the exception of color cues. That is, the males generally have more brightly colored and patterned quills (and even skin) while females are slightly larger and more dully colored. Because they will lay eggs, females aren't laid up while pregnant, and as the actually larger of the two sexes, are likely to traditionally be the leaders of the race, in a reversal of gender roles in most human societies. Males are more aggressive and hormone driven, while the females will be more canny; the leaders and strategists of the race, and then it comes right down to it, probably the more dangerous combatants more often then not (note: I will not be making sexual dimorphism of any kind visible in the rules; this is fluff.)

I'll have to think some more about what else I can do with the kroot to adapt them to d20.
 
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I have been thinking about the same idea! Yes, the appearance of the guns does not appear to be too far off a flint lock tech. I actually bought a box of them as well as a krootox,4 kroothounds, and a shaper. I have seen those knarlocks before (they look great), but boy are they expensive!

The kroot ( or Spatak {Spay-tak} in my homebrew )are an offshoot of a more bestial core jungle race that includes many other animals ( based on the kroot hound/krootox etc.. - a good portion of the creatures from that region share the same ancestry - ). They gained access to older powder weapon technology about 100 years ago from a radical splinter group of sun god worshipping dwarves. The dwarves were hoping to use the Spatak as a buffer between themselves and the rapidly colonizing humans "invading" their continent.

Here is what I have been thinking about for the evolved Spatak IMC as a PC race:

+2 Dex, +2 Con, -2 Int, -2 Cha
Medium sized
30 feet base land speed
low light vision
+1 Natural Armor
+2 racial bonus on saves versus poison
Special Racial ability : sharp quills ( provides a bonus vs grapple attempts - still thinking about the details here - see below)
Ranger as favored class ( also qualifies for my racially restricted witch/shaman core class - )
Probably LA+1 ( especially justified if I go the natural poison route - again, see below )

I'm also thinking about adding a special ability that allows the Spatak to "break off" upto #/day of their mane quills. These segments are perfectly balanced for shooting through a blowgun. Coated with local poisonous plant resins of course... The idea still needs some work. Maybe the poison should be naturally occuring - (inside the quills? )
 
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BFG! Howdy!

What's really freaky is whenever the two of us have posts in the same thread, there's an eery similarity to our opinions all the time. ;)

Hey, does this campaign setting of yours have a webpage?
 

Hey JD,

First, I like the idea of Bred races- thats very different and original. I've actually been eyeing the kroots for a while now too, trying to figure out how I'd use them in a fantasy game, and your ideas are pretty cool. I have a few observations based on their anatomy and what they remind me of. I'll post them as additions/substitutions to BFG's posted stats (which are cool ideas too).

- I'd up the base landspeed to 40 ft. Kroots remind me mostly of large predatory ground birds, like the ostrich or the prehistoric axebeak.
- Going with the pred ground bird idea, I'd remove the low light vision, and add a +5 racial bonus to Jump, and maybe give them the Run feat. If you've ever seen large ground birds, the things are fast (if not graceful), and have powerful legs for running and leaping.
- As you suggested, the quills would probably be used in mating displays, interpersonal communication, and for defense. Since they are on the back of the head and shoulders, I'm not sure about the bonus to grapple attempts, since they would rarely come into play there. Maybe if someone tried to grapple the kroot from behind, he'd risk an attack from the quills at the kroot's BAB (no Str or Dex mods), which does 1d4 damage, plus breaks quills off in the wound doing an additional 1 hp per round until removed. Also, I could see the kroot fanning out its quills as a warning/intimidation display along with a hiss or screech, possibly giving them a +2 racial bonus to Intimidate checks.
- LA +1 sounds about right.

As far as society, if they do take after predatory birds, they are probably nomadic or semi-nomadic, roaming their territory in search of food. I wouldn't imagine they would have a large/developed social structure, and would likely skirmish with other kroots in neighboring hunting areas for territory and hunting grounds. Kroot males might engage in ritualized combat for leadership or breeding rights, and would have a very strict pecking order. Since sexual dimorphism isn't as pronounced in kroot and the females are just as large and strong as the males, they likely also take part in the hunt, with the young tagging along behind to watch kroot hunting tactics. The Hunt itself might be a religious ritual for them, presided over by the leader and a shaman, and a portion of the kill might be dedicated to the god/spirits. Kroot look like they have an unusal nose and upper head region- perhaps there are numerous air passages or sinuses in there that let them make warbling or eerie calls during the hunt to coordinate their tactics, with litte danger of prey realizing what is going on. Perhaps kroot also demarkate their hunting domains with grisly totems of past kills, stretched up on trees or primitive scaffolding. I wouldn't imagine they get along too well with other species, seeing them as food, and they might be puzzled by things like heavy armor or other "civilized" trappings.
 

Have you guys looked at GW's description of the kroot? It might lead to some interesting ideas for these critters. If you stat them out according to GW, they should get a bonus to dex and str, and a penalty to con and wisdom, possibly charisma. Or, neutral them out on stats and give them a modified rage ability that temp boosts their str and dex. According to GW, they have the ability to hyper accelerate their speed and dex for a limited time, then drop to normal. I agree that Ranger is the perfect base class for them.
Also, the GW fluff paints them as being able to adopt the genetic traits of creatures they feed upon. The shapers main task is to direct the feeding habits of his clan so that they progress instead of stagnate. The krootox and kroot hounds are examples of stagnated offshoots of the kroot race. I think that that could have some seriously fun backstory to a player race. Not sure if what, if any, mechanics game-wise it would have, though. But it would be neat to have a character that eats the creatures it kills. The RP possibilities are too cool. :p
 

Hey JD!

I have started a few web pages for Nebadon ( I was using that name before Eberron was announced - but it sounds too similar for my liking, so this might change ) but nothing that has lasted. I am not running this campaign yet, as I was waiting for the IKCG to come out before I finished writing the player primer. Hopefully soon... Our Scarred Land campaign needs some time to wrap up, and my free time for writing has been rapidly diminished with a new puppy in the house.. someday...

Also, I'm not good with HTML, and I need web hosting too. The free website for dummies hosting sites I have used in the past only allow a limited number of pages etc...

I'd be willing to share my word file with my Nebadon in progress notes with you sometime though. Section 15 stuff may be a problem for me on the web too.

Check out the attached ( shrunken ) rough world map :

Here is a run down of the major races of Nebadon. Some are accordant, but many are not:

Race Subrace

Andon
Andongar
Andvursa
Goblin: Bogrin/ No-Dan-Kar
Havdon
Havona
Havongar
Havursa
Lakai: Lakai/Neraphim
Ongar
Ogrun
Sangik: Rhulic/Tir-Na-Bor
Skaven
Spatak
Trollkin
Uversa: Quarlani/Iosan
Uzar
Wolfen
Zar

Some names are just placeholders for concepts I like from other places ( IK, Confrontation, Warhammer - I'm sure you know what is from where ). There seems like a lot of races here, but this includes typical cross breeding between the major accordant races.

Yes, The citadel skaven are perfect obviously - some have great guns and other low "tech" too.
 

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I've never read anything from GW about the kroot, but when I see them I think about the not-really-all-that-human-anymore Hyperborians, sort of as portrayed in the recent Conan comic from Dark Horse. Aloof, mystical and so forth (I know there are lots of kind of bestial kroot figs, but I'm drawn toward the more wizardly-looking guys.) Maybe the kroot themselves (or whatever you'll call them) are a diamorphic race, with savage fighter types and aloof wizard types organized into distinct castes. Maybe one is superior to the other or perhaps their society is built around a careful balance of power that could come into play in interesting ways in the campaign.

I dunno. I'm just riffing looking at the unpainted kroot on my shelf.

Edit: Plus, I'm just liking saying "kroot" a lot. Kroot kroot kroot.
 
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interesting campaign, JD. :)

i used a similar idea in an old Fantasy Hero campaign world i created many years ago. there had been an ancient empire which had access to a higher level of magic than presently available. they had used magic to create a handful of modified human races as slaves. each race had a special ability that made them useful workers, and a visible "mark" that set them apart from normal humans so that they could be distinguished at a glance. (for example, the "porters" were huge, ogre-sized humans designed for lifting heavy loads for long periods of time. they had orange skin and no head or body hair. the "trackers" had incredibly keen senses (especially smell), and had dark blue skin and hair.)

Joshua Dyal said:
For rules, I think I'd go with the gnoll rules for the basic kroot after all, after combing through it to make sure there's no rules that don't really fit.
good choice. gnolls are my favorite humanoids, and they have good stats for a monstrous race. for a different campaign, i used gnoll stats for my goat-headed carnivorous beastman race. ;)

Joshua Dyal said:
I still haven't thought too much about their culture, other than I think it would make sense to give them a vaguely avian physiognamy; that is, sexual dimorphism is greatly reduced relative to mammals, with the exception of color cues.
i thought birds were more sexually dimorphic than mammals? or am i just getting side-tracked by the color issue?

Joshua Dyal said:
Males are more aggressive and hormone driven, while the females will be more canny; the leaders and strategists of the race, and then it comes right down to it, probably the more dangerous combatants more often then not
have you ever read any of David Brin's Uplift novels? there's an avian race in those books (the Gubru, or something to that effect) that seem to have a culture similar to what you described IIRC. (complicated by their hermaphroditism... most Gubru are neuter, and community groups are led by a trio. the three leaders vie for power amongst themselves -- the winner becomes female and the other two leaders become male.)
 

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