Emerging Forms - Field Guide Volume I
Emerging Forms - Field Guide Volume I
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FIELD GUIDE, VOLUME I EMERGING FORMS
CONTENTS
Author: Rodney W. West
Artist: Dave Caspall
LIDAEM...........................................................10
Author: Rodney W. West
Artist: Gillian M. Pearce
PERGOTHI.............................................................11
Author: Rodney W. West
Artist: Danilo More�i
RIN............................................................................12
Author: Rodney W. West
Artist: Bradley K. McDevi�
RYONTH................................................................13
Author: Rodney W. West
Artist: LAV Pech-Sambour
THOZERAN...........................................................14
Author: Rodney W. West
Artist: Bradley K. McDevi�
XESHAAL.........................................................15
Author: Rodney W. West
Artist: Bradley K. McDevi�
ZURE...................................................................16
Author: Rodney W. West
Artist: Bradley K. McDevi�
TABLES...................................................................17
RACIAL OVERVIEWS......................................17
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FIELD GUIDE, VOLUME I EMERGING FORMS
INTRODUCTION
What is the Field Guide?
The Field Guide is a brief synopsis of the races found in the Emerging Forms line of products from Primal
Urge Games. It provides a brief snapshot of each race, including artwork, alignment, preferred class, and
supplementary material for the races in the series. The Field Guide serves as a preview for those interested
in different volumes in the series, as well as a reference for those already using races from the series. This
volume highlights the first thirteen races from the series.
Emerging Forms is a line of products added new races to the RPG universe. The races in Emerging Forms
are intended to be different from the standard races found in RPGs. Though the races in Emerging Forms
may occasionally bear similarities to the traditional races found in the genre, their origins are far removed.
INTRODUCTION
These races are intended to serve two roles. For players, they give the opportunity to play a character with
fresh motivations. For gamemasters, they provide ready-to-use cultures for a unique campaign flair.
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FIELD GUIDE, VOLUME I EMERGING FORMS
choices. All of the standard classes and the 4 additional psionic classes are detailed in this section.
• Racial Traits: Game mechanics specific to the race.
• Class Levels: Optional class levels taken to advance racial characteristics. This section is divided
into:
• Hit Die: Hit Die gained at each level
• Class Skills: Class specific skills
• Skill Points at 1st Character Level: If the character takes a level in the racial class as their first character
level, this is the number of skill points gained.
• Skill Points at Higher Levels: number of skill points gained at each character level beyond first.
• Class Features: Different abilities gained by advancing in the class.
• Monstrous Statistics: A statistics block and combat notes to be used by the game master for using
characters of the race as monsters. This includes a 1st level warrior, and a 1st level character in the
race’s preferred class.
• Vital Statistics: Standard age, height and weight tables with humans as a comparison.
• Supplementary Material: Race specific spells, powers, weapons, poisons, or whatever else fits the
race.
INTRODUCTION
If you would like to find out more about Emerging Forms and Primal Urge Games,
visit us on the web at www.primalurgegames.com.
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FIELD GUIDE, VOLUME I EMERGING FORMS
AEGIRE
AEGIRE
Given the dangers present in swampy regions, many sages have questioned how anyone is able to safely emerge
from the swamps. Whether a lone merchant, or a group of highly trained adventurers, the sheer number of perils
points to a minimal chance of survival. Yet, the actual numbers are far higher than statistically probable. These
higher numbers are in part due to the existence of the aegire.
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FIELD GUIDE, VOLUME I EMERGING FORMS
ALRATHEEN
ALRATHEEN
They are errant thoughts of Terminus. Idle curiosity and intense desire made flesh. Awakened dreams forced into
painful consciousness. The mind of the wanderer freed from the body. They are the alratheen
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FIELD GUIDE, VOLUME I EMERGING FORMS
CYNDARIM
CYNDARIM
Universally viewed as creatures of exceptional beauty, cyndarims are a striking aquatic race. As with most things
of beauty, some feel they must be possessed. Woe to those foolish enough to try.
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FIELD GUIDE, VOLUME I EMERGING FORMS
D’AH RIEN
D’AH RIEN
Long ago, the d’ah rien were a tribal race of efficient swampland hunters. As their bodies developed, so too did their
minds. In time, the race developed powerful psionic might. D’Ah Rien civilizations spread throughout the swamps,
gems of learning amid the mire. The d’ah rien continued to advance while other emergent races rose and fell. The
d’ah rien had lesser allies during this time, but no equals. The race observed an interesting effect of this lack of peers:
their own advancement had begun to slow. A�er much contemplation, the d’ah rien realized their advancement
could only continue if others were brought up to their levels.
Author: Rodney W. West Description
Artist: Danilo More�i
Type: Monstrous Humanoid (Psionic) The D’Ah Rien are an ancient race of flying insectile
Size: Medium psions who view themselves as teachers. They freely
Alignment: Lawful Good share their knowledge with other races, hoping to
Preferred Class: Psion bring those they are nurturing close to the level of
Movement Modes: Walk 20 �., fly 40 �. (average) the d’ah rien. They believe that realizing psionic
Supplementary Material: potential is the true measure of racial maturity,
• New Psionic Powers viewing arcane might as a potential hindrance.
• Constrain Skill Because of this, the d’ah rien sometimes come into
• Skill Repository conflict with those devoted to arcane power.
• New Psionic Items Advancement
• Manacles of Constrained Skills
• Manacles of Shared Aptitude A d’ah rien’s flight ability increases with level
• New Major Artifacts advancement, allowing greater range with increased
• Gem of D’Ah Abyn maneuverability. His exoskeleton continues to
thicken, providing more protection. He also
experiences an ability score increase. If the d’ah rien
possesses any levels in a psionic class, he continues
to gain powers while advancing in his racial class.
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FIELD GUIDE, VOLUME I EMERGING FORMS
GRIZIMILAK
GRIZIMILAK
Establishing a se�lement in or near swamplands is a difficult task at best. Se�lers have to contend with disease,
vermin, flooding, predators, and a host of other conditions. While many of these can be overcome through
perseverance, some obstacles are insurmountable. Grizimilaks are one such case. More than one se�lement has been
abandoned because of these well-meaning nuisances, o�en spreading the problem to other regions.
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FIELD GUIDE, VOLUME I EMERGING FORMS
JHARDWYN
JHARDWYN
A fractured people, the jhardwyn are both much less and much more than other races. The jhardwyn are an
amalgamation of myriad races, possessed of matchless potential. They have lost the cultural building abilities
available to most races, forced to constantly wander.
Author: Rodney W. West Description
Artist: Dave Caspall
Type: Shapeshi�er All jhardwyn exist as an amalgamation of races
Size: Medium fused together from across the planes. They are able
Alignment: Chaotic Good to draw on the varied abilities of these fused races
Preferred Class: Sorcerer to a limited degree. The jhardwyn also possess
Movement Modes: Walk 30 �. tremendous natural arcane might. However, the
Supplementary Material: event that fused the race together prevents them
• New Spells from developing their true potential, forcing the
• Aphase jhardwyn into a nomadic lifestyle.
• Aphase, Greater
• Ravaging Affinity Advancement
• Ravaging Affinity, Mass
• New Weapon Special Abilities As a jhardwyn advances in level, he gains immunities
• Affinity to different a�ack types. He gains an ability score
increase, and gains more control over his constantly
shi�ing physiology.
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FIELD GUIDE, VOLUME I EMERGING FORMS
LIDAEM
LIDAEM
The subtle touch of their political guidance is all but undetectable in desert cities. They mix freely with the social
elite, the true extent of their influence going undetected by their peers. The exotic lidaem are both dependent on and
separate from other desert cultures.
Author: Rodney W. West Description
Artist: Gillian M. Pearce
Type: Humanoid (Lidaem) The lidaem are a race of desert dwelling female
Size: Medium humanoids dependent on other races for the
Alignment: Lawful Good continuation of their own race. They are masters of
Preferred Class: Wilder manipulation and political strategy. They use their
Movement Modes: Walk 30 �. natural charm and innate psionic power to ensure
Supplementary Material: the future of their people. Though not aggressive, a
• New Feats cornered lidaem possesses a powerful neural a�ack
• Blinding Neural Charge that can dispatch most foes.
• Deafening Neural Charge
• Dual Neural Charge Advancement
• Exhausting Neural Charge
• Extend Neural Charge A lidaem who advances in her racial class becomes
• Extra Neural Charge more charming, especially to males. At the same
• Fatiguing Neural Charge time, she becomes more dangers, with her neural
• Frightening Neural Charge charge becoming more potent.
• Nauseating Neural Charge
• Paralyzing Neural Charge
• Stunning Neural Charge
• Terrifying Neural Charge
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FIELD GUIDE, VOLUME I EMERGING FORMS
PERGOTHI
PERGOTHI
Once a lighthearted race, the pergothi are now a jaded people. Their ability to create artistic masterworks is
overshadowed by their rigorous military skill. The pergothi have a solemn duty to protect all aquatic creatures from
those who dwell beyond the waves.
Author: Rodney W. West Description
Artist: Danilo More�i
Type: Monstrous Humanoid (Aquatic) Pergothi are zealous guardians of the sea. Those
Size: Medium below the waves view these magnificent creatures
Alignment: Lawful Good as stalwart defenders of all that is good. Those
Preferred Class: Paladin from above the waves have a much different view.
Movement Modes: Walk 30 �., swim 40 �. Pergothi make no effort to mask their hostility
Supplementary Material: towards air-breathers, whom they view as vile
• New Feats despoilers of the sacred depths.
• Hold Firm
• Retexture Flesh Advancement
• New Magic Items
• Helm of Briny Movement An advanced pergothi gains the ability to breathe
• Hullspli�er air. She experiences an increase to ability scores
• Supple Shield and vision. She also gains limited spell-like abilities
aimed at calming others.
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FIELD GUIDE, VOLUME I EMERGING FORMS
RIN
RIN
Rin are cunning trappers who may live for centuries hidden under swampy waters. The cultural xenophobia of the
rin is the only thing keeping these intelligent, powerful creatures from pursuing conquest.
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FIELD GUIDE, VOLUME I EMERGING FORMS
RYONTH
RYONTH
They fall from the desert depths in ones and twos. As with the first drops of a monsoon, they herald a mighty storm
on the horizon. And, once the waters have passed, all that once stood will have been washed away.
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FIELD GUIDE, VOLUME I EMERGING FORMS
THOZERAN
THOZERAN
Mistaken for aquatic elementals, thozeran are creatures of myth and legend. Universally, aquatic races share stories
of the reefs that walk.
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FIELD GUIDE, VOLUME I EMERGING FORMS
XESHAAL
XESHAAL
Eyeless they see. Earless they hear. Their hunger feeds the growing emptiness that is Vahhsh.
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FIELD GUIDE, VOLUME I EMERGING FORMS
ZURE
ZURE
The desert is a ravenous beast, consuming countless realms beneath its sands. The shells beneath the dunes are the
tombstones of myths and legends. It is these barren halls that the zure call home.
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FIELD GUIDE, VOLUME I EMERGING FORMS
RACIAL OVERVIEWS
Race Type Size Alignment Preferred Class
Aegire Monstrous Humanoid Medium Neutral Good Ranger
Alratheen Outsider Small Any Psychic Warrior
Cyndarim Monstrous Humanoid (Aquatic) Medium Neutral Evil Wizard
D’Ah Rien Monstrous Humanoid (Psionic) Medium Lawful Good Psion
Grizimilak Aberration Small Chaotic Good Rogue
Jhardwyn Shapeshi�er Medium Chaotic Good Sorcerer
Lidaem Humanoid (Lidaem) Medium Lawful Good Wilder
Pergothi Monstrous Humanoid (Aquatic) Medium Lawful Good Paladin
Rin Humanoid (Reptilian) Medium Neutral Barbarian
Ryonth Monstrous Humanoid Small Lawful Evil Fighter
Thozeran Monstrous Humanoid (Aquatic) Medium Neutral Good Druid
Xeshaal Aberration Medium Chaotic Neutral Soulknife
Zure Humanoid (Zure) Small Neutral Good Bard
TABLES
Human, male 4’10” +2d10 120 lb. x (2d4) lb.
Human, female 4’5” +2d10 85 lb. x (2d4) lb.
Aegire, male 4’4” +1d10 80 lb. x (1d6) lb.
Aegire, female 4’10” +1d10 85 lb. x (1d6) lb.
Alratheen 3’8” +1d4 30 lb. x 1 lb.
Cyndarim 5’0” +1d12 90 lb. x 1 lb.
D’Ah Rien, male 5’6” +3d8 90 lb. x (1d4) lb.
D’Ah Rien, female 5’6” +3d8 90 lb. x (1d4) lb.
Grizimilak, male 3’0” +2d4 40 lb. x 1 lb.
Grizimilak, female 2’10” +1d4 35 lb. x 1 lb.
Jhardwyn, male 4’10” +2d10 120 lb. x (2d4) lb.
Jhardwyn, female 4’5” +2d10 85 lb. x (2d4) lb.
Lidaem, female 4’10” +2d6 85 lb. x (1d6) lb.
Pergothi, male 6’0” +1d10 100 lb. x (1d6) lb.
Pergothi, female 6’6” +1d12 100 lb. x (1d6) lb.
Rin, male 6’4” +2d12 280 lb. x (2d10) lb.
Rin, female 5’10” +2d12 240 lb. x (2d10) lb.
Ryonth 2’6” +2d4 25 lb. x 1 lb.
Thozeran 7’0” +1d12 250 lb. x (2d10) lb.
Xeshaal, male 4’10” +2d10 55 lb. x 1 lb.
Xeshaal, female 4’10” +2d10 55 lb x 1 lb.
Zure, male 3’6” +1d6 55 lb. x 1 lb.
Zure, female 3’4” +1d6 50 lb. x 1 lb.
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FIELD GUIDE, VOLUME I EMERGING FORMS
AGING EFFECTS
Race Middle Age 1
Old2 Venerable3 Maximum Age
Human 35 years 53 years 70 years +2d20 years
Aegire 25 years 37 years 50 years +1d20 years
Alratheen 25 years 37 years 50 years +5d10 years
Cyndarim 50 years 75 years 100 years +5d10 years
D’Ah Rien 150 years 225 years 300 years +4d% years
Grizimilak 100 years 150 years 200 years +3d% years
Jhardwyn 75 years 112 years 150 years +3d20 years
Lidaem 30 years 45 years 60 years +2d20 years
Pergothi 75 years 112 years 150 years +5d20 years
Rin 50 years 75 years 100 years +5d20 years
Ryonth 100 years 150 years 200 years +3d% years
Thozeran 1000 years 1500 years 2000 years +10d100 years
Xeshaal 90 years 135 years 180 years +5d20 years
Zure 25 years 37 years 50 years +1d20 years
1 -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2 -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
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FIELD GUIDE, VOLUME I EMERGING FORMS
SUPPLEMENTARY MATERIAL
Name Race Name Race
DISEASES
The Grime Grizimilak
FEATS
Arcane Gorge Xeshaal Extra Neural Charge Lidaem
Armored Growth Thozeran Fatiguing Neural Charge Lidaem
Blend Powder Aegire Foretaste of Vahhsh Xeshaal
Blinding Neural Charge Lidaem Frightening Neural Charge Lidaem
Bolster Psionic Migt Alratheen Greater Tentacle A�ack Cyndarim
Buffered Mind Cyndarim Grow Spur Thozeran
Cluster Dominate Mount Ryonth Hold Firm Pergothi
Combat Affinity Alratheen Husk Cache Xeshaal
Compound Awareness Alratheen Husk Conduit Xeshaal
Coral Storm Thozeran Husk Tranport Xeshaal
Cushion Impact Cyndarim Hypnotic Luminescence Cyndarim
Deafening Neural Charge Lidaem Nauseating Neural Charge Lidaem
Detach Dominated Mount Ryonth Paralyzing Neural Charge Lidaem
Dispersing Intellect Cyndarim Permeable Husk Xeshaal
TABLES
Drain Dominated Mount Ryonth Ranged Tactile Telepathy Alratheen
Drain Dominated Mount, Greater Ryonth Retexture Flesh Pergothi
Dual Neural Charge Lidaem Soak Thozeran
Electrical Shout Cyndarim Stinging Defense Cyndarim
Elemental Imbuement Thozeran Stunning Neural Charge Lidaem
Excess Poison Cyndarim Synergze Skills Lidaem
Exhausting Neural Charge Lidaem Tentacle Storm Cyndarim
Extend Neural Charge Lidaem Terrifying Neural Charge Lidaem
ITEMS
Xeshaal Grooved Hilt Xeshaal
MAGIC ITEMS
Globe of Captured Moments Zure Hullspli�er Pergothi
Goggles of Forgo�en Runes Zure Scroll Tube of Archiving Zure
Goggles of Infinite Form Zure Supple Shield Pergothi
Helm of Briny Movement Pergothi
MATERIALS
Gharid Clay Rin
PLANES
Terminus Alratheen Vahhsh Xerhaal
POISONS
Gnomblin Extract Grizimilak
PSIONIC ITEMS
Eyes of Lost Moments Zure Manacles of Shared Aptitude D’Ah Rien
Manacles of Constrained Skills D’Ah Rien
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FIELD GUIDE, VOLUME I EMERGING FORMS
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FIELD GUIDE, VOLUME I EMERGING FORMS
ROUND COUNTERS
COUNTERS
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FIELD GUIDE, VOLUME I EMERGING FORMS
SQUARE COUNTERS
COUNTERS
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FIELD GUIDE, VOLUME I EMERGING FORMS
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