Welcome back to Otherworldly Patron! I've been working on a new world for D&D for a few months, a world where the common races of most material planes are little more than myth, and the plane is consumed by the intrigue and vitriol of the Blood War. I'll be posting articles on the races and politics of this world, Dante-Iejir, over the coming months as I set it up ahead of my next campaign. One of these races are the lucans, an insectoid beetle race.
I'll be adding to this throughout the weekend, but the bulk of the lore and first draft of the traits is now done, so enjoy, and please leave me feedback (and follow me on the Twitter to!)
Lucan
They asked if they could accompany us when we
went to confront the gnoll king. They had heard of our victory in confronting
the Half-Dragon Kellandra, and wanted to document our next adventure so that it
could be recorded ‘for all time as our people’, or so they put it. A strange
phrasing, for a strange people, but we acquiesced as they wanted no spoils for
themselves. In the end, we were glad they had asked us, and not Laraek’s troupe
that went to bring the brigand Lïante and her murderous band to justice. For
when we were surrounded by the mocking pack of madness, they scorched the earth
and irradiated the gnolls back to the Abyss, before sitting back down to make
more notes as engaged the king head on. When Laraek was surrounded, there was
no such fire to learn from. Their heads are now mounted at the base of the
Amber Valley.
-
Shinsuke
Sindarin, The Serial Thrillers Vol. VII
The origin of the insectoid lucan is shrouded in mystery, and they refuse to tell outsiders anything save that
they have been placed on the material plane of Dante-Iejir by the goddess
Nidenki solely to maintain and record its history. On the rare occasions they
are encountered outside of their sequestered hive communes, it is because they
are undertaking the Observance: a sacred, lifelong pilgrimage that takes them
far and wide across the breadth of the land so that they can record a perfectly
accurate and unbiased accounting of the other races.
What few outside of the lucan
themselves know is that they were created by Nidenki at a time when the gods of
the common races had fled the plane with their creations, fearing the
corruption that the celestials, devils and demons had seeded would warp their
creations, as the plane became a manifest mortal extension of the immortals’
Blood War. Bereft at what she perceived as the abandonment of their divine
requisite to keep the beings of the outer planes in check, she wept four tears,
one for each of Dante-Iejir’s original continents. From these tears emerged the
first lucan, an intelligent insectoid race instilled with a solemn divine
purpose: to record the events that took place on this plane, absorb them, and
feed them back to her so that she could take their learnings to protect the
other material planes from befalling the same fate.
Historians of the Realm
For generations, lucans have
travelled the realm to maintain an honest record of its events, from the
geological movements of the world’s archipelagos to the political manoeuvring
of its myriad cults and island city states. Each of the major islands harbours
at least one lucan hive beneath the surface, from which they will despatch
individuals on their Qirajesh – the lifelong pilgrimage the lucans undertake in
order to uphold the sacred duty imparted to them by Nidenki.
The other races and beings of the
world welcome lucans into their communities, for they diligently produce
accurate and unbiased records of local events that they freely leave behind
when their Qirajesh calls them to the next town or company. Many wonder how the
lucans record this knowledge amongst their own kind if they don’t carry
manuscripts with them, although every lucan has a near eidetic memory for
events that they themselves have witnessed and recorded.
Some scholars assume that given
their psionic capabilities that lucans are able to freely transmit their
knowledge upon their return to the hive following the end of their Qirajesh.
Adventurers who have been their companions often speak of a bizarre earnest
request from their insectoid associates: that should the lucan die in battle,
that they sever their heads and return with it to their hive.
Those that
have honored this request are often rewarded with material treasures crafted by
the hive’s greatest artisans, and then swiftly sent on their way without being
granted access to the hive. Nobody knows for sure what the other lucans do with
the remains of their peers, and no one has ever recalled a lucan referring to
any graveyard or memorial site within their networks.
Psions of
the Pale
Lucans are a race of insectal
humanoids, their bodies encased in pearlescent chitin, their heads crowned with
ornate horns, and two sets of twitching arms with which to ply their trades. If
that didn’t startle most other humanoids who had never met one before, then their
inability to speak except through a telepathic network of pheromones most
certainly will.
That’s not to say that their
mannerisms are entirely alien in nature, in fact quite the contrary: due to
their psionic prowess, lucans are capable of demonstrating incredible empathy
for those around them. They just happen to do so telepathically, their mouths
incapable of producing any language the majority of other humanoids could
discern (although their magic wielders are eminently talented when it comes to
producing the resonant arcane frequencies necessary for many a spell).
Lucans are unique in being the
preeminent psionic people of the world, with every lucan being at least able to
communicate telepathically with other intelligent creatures. Yet many lucans
that have departed a hive for their Qirajesh have tempered their wills to augment
their combative prowess: monks that can psychicaly slash at the souls of
enemies 30 feet away, fighters that can crack minds as well as limbs with their
battle hammers, or even just expunge raw mystic energy.
Shaped to
Witness
Choosing
sides in the great war between good and evil holds no interest to lucan
society. Their duty is to Nidenki’s teachings, and maintaining a neutral,
honest history of events, wherever they might be. That isn’t to say that they
won’t defend themselves or their companions if endangered, just that they
refuse to be bought or cajoled into taking an active part in the great game.
Lucans are born
from eggs, and exist in a larval stage for the first year of their lives.
During this time, they are fed a vegan diet by hive workers to ensure that their
minds do not get sullied by any sentient material, which they then maintain as
adults. A lucan is physically fully matured by the end of this first year,
albeit genderless, but their minds remain feral and unfocused. These nymphs
spend their next years being psionically moulded by hive elders, and imbibe the
knowledge of a hundred prior generations and the history and skills that they
brought back to the hive. Their own psionic prowess is kindled and guided
during this time, so that by the age of five a lucan is a fully functioning,
capable adult ready to undertake whatever the hive requires. For the
adventurous lucans, this is undertaking the Qirajesh.
Adult lucans
are free-willed, but feel such an intense connection to their divine purpose
that they will rarely abandon it, although it is not unheard of for lucans
undertaking Qirajesh to fall prone to external influences and abandon their
pilgrimage. However, upon reaching the end of their lifecycle, most lucans will
attempt to return to their hive of origin to complete their journey. It is only
at this time that they acquire a sex.
The vast
majority of lucans spend their final year as male elders, grafting and guiding
the nymphs of the hive. But a rare few, often those that have returned with the
truest, purest history of the world, become queens: the future of the lucans
and those most closely connected to Nidenki herself. When they are chosen, they
are lead away by the elders deep within the hive into carefully protected
antechambers, where they are instructed to feast upon elder lucans. The psionic
matrices of a lucan’s brain cause the would be queen’s pheromones to
drastically alter, giving her an undying hunger that drives them to gorge on
elders, growing to a gargantuan size as her body undertakes a final
transformation into a formidable all-mother. Their psionic powers develop in kind,
shielding the entire hive from untoward attention.
By eating the
elders, the queen absorbs their memories, imparting a pure history of the world
into every egg she lays.
Lucan Names
Lucans do not have names amongst
their own kind, instead deferring to the title of their current role within the
hive, as discerned by their pheromones.
Outside the commune, they take
their names from the locations and communities that they have chosen to
chronicle as part of their Qirajesh. It is not uncommon for a lucan to
introduce themselves to strangers by the name of the town or village they are
currently residing, or the guild or adventuring company they are currently
travelling with. With every place or organisation they spend time with, they
add to that name, forming strings that always begin with their most recent
location. If they are in a large city with multiple lucan inhabitants, they
will double-barrel the location for the name-string to include a district or
distinctive landmark.
Adventurous lucans often end up
with nicknames from their companions, which they will then place at the start
of their name-string when introducing themselves, especially if they have
accomplished something momentous, as a mark of pride for having established
themselves in the annals of the world.
When creating a lucan character,
it is often best to work with your DM, with direction from your chosen
background, to identify where you have geographically come from, and use that
as the start of your name-string.
Lucan Names (places): Bryn Shander, Nightstone, Neverwinter,
Oxbridge, Habbersforth, Nyanzaru, Cocytus, Margotten, Ionta, Whitestone,
Kraghammer, The Hive, Under Sigil
Lucan Names (organisations): Zhentarim, Harper, Flaming Fist,
Silver Hand, Serial Thriller, Vox Machina, Mighty Nein, Athar, Dustmen
Lucan Traits
Your lucan character has the following racial traits.
Ability Score Increase. Your Constitution score increases by 1, and your Intelligence
score increases by 2.
Age. Lucan are fully grown
by age 1, but then undertake several years of psionic conditioning before being
considered mature adults at 5 years of age. Lucan rarely live longer than 50
years.
Alignment. Most lucan are neutral,
rarely choosing sides when it comes to good and evil, so that they can continue
to chronicle an honest history of the world. Explorers and adventurers might tend toward
chaotic, but will try and remain neutral as best as they can whilst they catalogue
the events that transpire.
Size. Lucan are between 5
and 6 feet tall. They have lean, carapaced bodies that weigh between 120 and 170
pounds. Your size is Medium.
Speed. Your base walking
speed is 30 feet.
Psionic Pheromones. Lucans are unable to form words in the same manner as most
other humanoids. Instead, they communicate telepathically through the
pheromones they secrete from their horns. You can communicate telepathically with
up to 5 creatures simultaneously that are within 120 feet of you. They must
have an Intelligence of at least 4, and you must share an understanding of at
least one language. You can communicate in this way freely with any number of
lucans or beetles within 120 feet of you (communicating with your own people is
less taxing).
You can still perform the verbal aspect of spells, as
long as you are not silenced or similarly impaired. Lucans are well versed in
replicating the frequencies and resonance of arcane power.
Starting at 3rd level, you can use your bonus action
to focus these pheromones and heighten your senses. When you do, you have blindsight
up to 60 feet. This lasts for a period of 1 minute or until you end it as a
bonus action.
Once you use this trait, you can’t use it again until
you finish a long rest.
Four-Armed. Lucan have four
arms, which allows you to wield and hold up to four hands’ worth of weapons and
equipment. While your multiple arms increase the number of items you can have
at the ready, it doesn’t increase the number of attacks you can make during
combat if you take the Attack action. You can only benefit from holding one
shield (if proficient).
Natural Armor. You
have a tough, chitinous carapace. When you aren’t wearing armor, your AC is 13
+ your Dexterity modifier. You can use your natural armor to determine your AC
if the armor you wear would leave you with a lower AC. A shield’s benefits
apply as normal while you use your natural armor.
Historian. You have proficiency in the
History and Nature skills.
Language. You can speak, read and write Common and one other language, but you can only speak using your Psionic Pheromones trait.
Language. You can speak, read and write Common and one other language, but you can only speak using your Psionic Pheromones trait.
Comments
Post a Comment