Locathah


Locathahs are fish like humanoid social creatures who live a very human-like, albeit simple, lifestyle.

Species Name: Locathah, Gill-man, Kaparl

Type: Humanoid Fish

Physical Traits: The skin is covered in fine but tough scales. The scales vary in colour from a ivory yellow on the stomach and neck to a pale yellow on the rest of the body. The fins of their ears and spine are ochre. The ear fins enhance hearing while the large eyes are designed to enhance underwater vision. The only way to distinguish males from females is a vertical ochre stripe marking the egg sac. They have fish-like heads with large eyes, either all-black or all-white (which is viewed as a good omen), and small fins where ears would normally be. Instead of hair, they have a dorsal fin and flukes' On the surface, Locathah have a typically fish-like smell.

Height: 5-6' feet

Weight: 150-180lbs

Abilities: They are able to dive down to a maximum depth of 25 metres per CON.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual, egg

INT: 3D6, WIS: 3D6, STR: 3D6, DEX: 3D6, CON: 3D6, CHA: 2D6, MR: 2D6/6D6 (swim), HPs: CON +D6

Orbit/Climate: See Earth

Feeding Habits: Locathah are omnivorous. They have both aquatic farmers and hunter-gatherers that provide a varied diet for their clan brethren.

Lifespan: 70 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Locathah have developed a society similar to that of surface humans. They have a well-developed hunter-gatherer society and a strong sense of territory. Locathah make their lairs in rocks carved into castle-like strongholds. These aquatic castles are very similar to their surface counterparts. Openings are protected by stout doors, shutters, or coral bars. Often 4D4 moray eels are used as guardbeasts. There is a 50% chance that Portuguese man-o-war jellyfish may be used as traps. A herd of giant eels is kept at the edge of each stronghold. Locathah have a communal society organized in tribes of 20 to several hundred. Each band of forty Locathah has a leader (18 hit points, treat as a 4th-level fighter) and four assistants (14 hit points, treat as 3rd-level fighters). Clans of more than 120 Locathah are led by a female chieftain (22 hit points, treat as a 5th-level fighter) accompanied by 12 guards (12-14 hit points, treat as 3rd-level fighters).
Clan chieftains are prolific egg layers. Eggs are gathered into well-guarded nurseries where they hatch after five to six months. Hatchlings are raised communally but each is assigned a “parent”, a non-warrior adult that takes personal responsibility for that hatchling.

The Locathah were slaves of the Kuo-Toa and Morkoth for centuries before liberating themselves in an uprising assisted by the sea Elves and Mermaids. Although there are still some Locathah slaves dotted around the deeper oceans, most are now free and living in more shallow waters as nomads. The reason for their enslavement, in their minds, was that their enemies took advantage of periods when the Locathah were at odds with their allies or each other and thus, fragmented. As such, they now live in tight-knit communities and, if others prove to be their allies, the Locathah will prove firm in their allegiance, trying everything in their power to keep such alliances together. Despite said history of slavery, even when treated with the utmost cruelty, they do not harbour angry or vengeful feelings towards their former captors, though they will do anything within their power short of threatening harm to their fellows to escape if enslaved by someone else. They don't believe that is shameful to be enslaved, but it is to do nothing about the situation. It is easy to unintentionally offend a Locathah as they have many unwritten rules of etiquette. If approached by a creature wielding a weapon, a Locathah will always either flee or engage in combat. They do not like to be touched by other species, interactions with others are always done at a distance. They commonly lead creatures unfamiliar with their territory by their wake-currents.

The Locathah’s stone-age technology is limited to manufacturing weapons, tools, and ornaments from available materials. More advanced or magical items are scavenged from sunken wrecks, invaders, and drowning victims. Although they defend their territories against hostile invaders, Locathah cooperate with nonhostile visitors, especially traders. Locathan coral carvings and jewelry are highly valued by art collectors and are traded for forged metals, ceramics, and durable magical items. Locathah can be hired to assist travelers in their realm. They also collect tolls from fishermen using Locathah territorial waters.

Locathah never voluntarily leave the water. They are almost helpless on land. They are limited to slow crawls because they are unused to supporting their own weight. The use of magic to fly or levitate will negate this helplessness. They risk swift suffocation as their gills dry out; after ten turns, a surfaced Locathah suffers 1 point of damage each round. If the Locathah immerses itself in water, the damage is halted.

Locathah go to great lengths to befriend surface folk, offering safe passage through the waters, pointing out dangerous reefs, and hinting at sunken treasures in return for durable ceramics and metal tools and weapons, as well as tubers, which they view as a delicacy. These creatures dislike combat and flee when disarmed or outnumbered. Locathahs hold community in the highest regard, never leaving a friend behind and often going to great lengths to retrieve a fallen companion. Locathahs work in stone, coral, and bone to produce the crude implements they use. Some take coral work to obsessive levels, with certain clans taking generations to grow their preferred medium in its desired form before carving it.

Locathah matriarchs serve their undersea tribes not only as chieftains, but also as the primary egg layers of the community. Each adult member of the tribe is responsible for raising a single young Locathah as his or her own. Locathahs tame moray eels, keeping them near their lairs as humans keep dogs. Some Locathah soldiers and hunting groups use giant moray eels as mounts, chasing down their quarry and attacking with narrow-tipped spears. More powerful aquatic races use Locathahs as slaves, abducting breeding matriarchs to produce a constant wave of new workers.

Locathah territories can be found in warm coastal sea waters. They are perfectly happy living in deeper waters, but their former captors tend to live in such places so the Locathah tribes have acclimated themselves to living in these shallows instead. Locathah try to maintain a healthy relationship with all the races of the sea, despite the difficulties this sometimes brings. They enjoy the company of Elves for the protection that they bring, as well as their fine craftsmanship of weapons. Merfolk and Locathah get along famously, Kuo-Toa and the Morkoth remain their mortal enemies.

Government: Monarchy

Population: 1,465,410

 

Creating a Locathah character

Step 1: Attributes
Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +6, +6 per level.
Step 2: Skills

Choose skills in the normal manner according to the character's class.

Step 3: Abilities

Locathah gain all the following free;

Night Vision - The character can see in absolute darkness at a distance equal to his normal sight.

Additionally Locathah start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Animal Empathy 5 Locathah can establish telepathic communication with any small fish within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Enhanced Taste 5 Can identify the specific ingredients of anything that have previously eaten, drunk or sample tasted. This includes chemicals, animals, plants, toxins and poisons.
Increased Thac0 10 +1 Thac0 with melee weapons at levels 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19.
MR Bonus 10 +1 MR per 2 CON
Natural Chameleon 5 Using this ability the Locathah can blend into and render himself nearly invisible in coral areas, kelp forests, clumps of seaweed, or any other area with dark or shaded terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled area and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop.

Nature Heal 10 Only ocean terrain maybe selected for healing at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nature Survival 5 Due to an Locathah's extensive experience and training in the ocean they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1.
Reduced Sleep 5 The character needs one hour less normal sleep per 5 CON.
Sanity Bonus 10 +1 Sanity save at levels 1, 4, 8, 12, 14, 16 and 20.
Sonar 10 The character can sense objects in total darkness including shape, distance, direction and speed while in a liquid environment. It has a radius of 10 metres per WIS, +10 metres per level radius. +1 Initiative. 
Step 5: Classes
Any but Shaman is the favoured mage class.

 

 

 

 

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