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Emerging Forms - Field Guide Volume I

This document provides an introduction and overview of the Emerging Forms Field Guide Volume I from Primal Urge Games. It contains summaries and artwork for 13 new races designed for use in Dungeons & Dragons and other roleplaying games. The Field Guide serves as both a preview for the Emerging Forms series and a reference for those already using races from the series. Each race can be used independently or combined with others in custom campaigns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
96 views25 pages

Emerging Forms - Field Guide Volume I

This document provides an introduction and overview of the Emerging Forms Field Guide Volume I from Primal Urge Games. It contains summaries and artwork for 13 new races designed for use in Dungeons & Dragons and other roleplaying games. The Field Guide serves as both a preview for the Emerging Forms series and a reference for those already using races from the series. Each race can be used independently or combined with others in custom campaigns.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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EMERGING FORMS

FIELD GUIDE, VOLUME I


Wri�en By Rodney W. West
Illustrated By Dave Caspall, Bradley K. McDevi�, Jesse Mohn,
Danilo More�i, Gillian M. Pearce, LAV Pech-Sambour
Layout and Design By Rodney W. West

Requires the use of the Dungeons & Dragons® Third Edition Core Books,
published by Wizards of the Coast, Inc.
This product utilizes updated material from the v.3.5 revision.

www.primalurgegames.com

“d20 System” and the “d20 System” logo are Trademarks owned by Wizards of the Coast and are used according to the terms of the
d20 System License version 6.0. A copy of this License can be found at www.wizards.com/d20. Dungeons & Dragons®, D&D®, and
Wizards of the Coast®are registered trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used with permission.
Primal Urge Games and the Primal Urge Games logo are a trademarks of Rodney W. West. All Rights Reserved. Cyndarim and
Jhardwyn artwork ©2004-2005 Dave Caspall. Rin, Thozeran, Xeshaal, and Zure artwork ©2004-2005 Bradley K. McDevi�. Grizimilak
artwork ©2004-2005 Jesse Mohn. Aegire, D’Ah Rien, and Pergothi artwork ©2004-2005 Danilo More�i. Lidaem artwork ©2004-
2005 Gillian M. Pearce. Alratheen and Ryonth artwork ©2004-2005 Dave Caspall. All other content is ©2005 Rodney W. West. All
rights reserved. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
This edition of Emerging Forms - Field Guide, Volume I is produced under version 1.0a, 5.0, and/or dra� versions of the Open Game License, the d20
System Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast. Subsequent versions of this product will
incorporate later versions of the license, guide, and document.
Designation of Product Identity: The following items are hereby designated as Product Identity in accordance with Section 1(e) of the Open Game
License, version 1.0a: Any and all Primal Urge Games logos and identifying marks and trade dress, such as all Primal Urge Games product and
product line names including but not limited to Emerging Forms, racial names, any specific characters, monsters, creatures, and places; capitalized
names, race names, and names of places, artifacts, characters, countries, creatures, geographic locations, gods, historic events, magic items,
organizations, and abilities; any and all stories, storylines, histories, plots, thematic elements, and dialogue; and all artwork, symbols, designs,
depictions, illustrations, maps, and cartography, likenesses, poses, logos, or graphic designs, except such elements that already appear in final or
dra� versions of the d20 System Reference Document or as Open Game Content below and are already open by virtue of appearing there. The above
Product Identity is not Open Game Content.
Designation of Open Game Content: Subject to the Product Identity designation above, the following portions of Emerging Forms - Field Guide, Volume
I are designated as Open Game Content: all Racial Traits, class advancement tables and Class Features; all game mechanics for new weapons; all game
mechanics for new poisons and diseases; all new power parameters (range, duration, etc.) and game mechanics; all new spell parameters (range,
duration, etc.) and game mechanics; and anything else contained herein which is already Open Game Content by virtue of appearing in the System
Reference Document or some other Open Game Content source.

Some portions of this book which are Open Game Content originate from the System Reference Document and are ©1999-2005 Wizards of the Coast,
Inc. The remainder of these Open Game Content portions of this book are hereby added to Open Game Content and if so used, should bear the
COPYRIGHT NOTICE “Emerging Forms - Field Guide, Volume I ©2005 Rodney W. West and Primal Urge Games.” This material is protected under
the copyright laws of the United States of America. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open Game Content
herein is prohibited without express wri�en permission from Rodney W. West, except for purposes of review or use of Open Game Content consistent
with the Open Game License. The original purchaser may print or photocopy copies for his or her own personal use only.

This document is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
FIELD GUIDE, VOLUME I EMERGING FORMS

INTRODUCTION....................................................2 RANDOM HEIGHT AND WEIGHT..............17


AEGIRE.........................................................4 RANDOM STARTING AGES..........................18
Author: Rodney W. West AGING EFFECTS...............................................18
Artist: Danilo More�i SUPPLEMENTARY MATERIAL.....................19
ALRATHEEN............................................................5 COUNTERS............................................................21
Author: Rodney W. West ROUND COUNTERS........................................21
Artist: LAV Pech-Sambour SQUARE COUNTERS........................................22
CYNDARIM.........................................................6 OPEN GAME LICENSE........................................23
Author: Rodney W. West
Artist: Dave Caspall
D’AH RIEN...............................................................7
Author: Rodney W. West
Artist: Danilo More�i
GRIZIMILAK.........................................................8
Author: Rodney W. West
Artist: Jesse Mohn
JHARDWYN.........................................................9

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

1
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.

What is Emerging Forms?

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.

Do I need all the volumes?


All the volumes in Emerging Forms are designed to work atomically, with no dependency between the races.
The series takes a modular approach to races. The races are intended to be used freely with other races in
the series, as well as races found in a host of other products, including the standard fantasy races. Enough
material on the behaviors and motivations of each race is presented to weave the race into an existing
campaign world, or create a new campaign world. Purchasing a single race will not take away from your
enjoyment of the product. Of course if you enjoy one of the races, we would encourage you to pick up
other races.

What can I expect to find in Emerging Forms?


Each volume contains detailed information on a single race. If you are looking for a one or two sentence
long description of physical description or personality, then Emerging Forms is not what you are looking for.
Instead, the series explores the aspects of each race in depth, providing the foundation for the race to be
incorporated into myriad campaigns. Each volume is fully bookmarked, filled with basic racial information.
The series also contains two sheets of paper counters to help in visualization during game play.

Each volume contains the following information:


• Name: The name by which the race refers to itself.
• Overview: A brief, high level introduction to the race.
• Personality: The personality traits and outlook of standard members of the race.
• Physical Description: Physical traits which are common to members of the race. Also included in this
section are notes on styles of dress preferred by the race.
• Society: A brief overview of the society for the race.
• Relations with Other Races: How members of the race interact with other races.
• Lands: Common regions inhabited by the race and standard architectural practices.
•Alignment: The dominant alignment exhibited by members of the race.
• Language: The native language of the race, and other languages commonly spoken by the race.
• Names: Naming conventions followed by the race.
• Adventurers: The most common reason members of the race take to adventuring, and common class

2
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.

3
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.

Author: Rodney W. West Description


Artist: Danilo More�i
Type: Monstrous Humanoid The aegire are a race of centaur-like swamp dwellers
Size: Medium with a humanoid torso and insectile hindquarters.
Alignment: Neutral Good They are very ski�ish, able to quickly flee across
Preferred Class: Ranger the surface of the water. They help travelers from
Movement Modes: Walk 40 �. the shadows of the swamp. They feel a close tie to
Supplementary Material: nature, and are ardent enemies of necromancers
• New Feats and the undead.
• Blend Powder
• New Spells Advancement
• Liquid Path
• Restore the Cycle As an aegire advances in level, her movement rate
• Strengthen Surface rapidly increases. She is be�er able to distribute
• Veil of Water weight while moving across water, allowing her
• New Magic Items to move across viscous surfaces with greater
• Powder of Water Calling encumbrances. Additionally, her hunting skills
improve, allowing her to more easily hit concealed
creatures.

4
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

Author: Rodney W. West Description


Artist: LAV Pech-Sambour
Type: Outsider The alratheen are not a race in the same sense as
Size: Small many other races. They are part of a greater whole,
Alignment: Any extensions of the consciousness of Terminus. Their
Preferred Class: Psion forms compose the neural structure of the sentient
Movement Modes: Walk 20 �., as quadruped 40 �., plane. Some exist for a specific purpose, enforcing
climb 20 �. the will of Terminus. Others are merely the
Supplementary Material: embodiment of the whims of the plane. Whatever
• New Feats their reason for existence, all alratheen dogmatically
• Bolster Psionic Might follow their purpose in life.
• Combat Affinity
• Compound Awareness Advancement
• Ranged Tactile Telepathy
• Synergize Skills
An alratheen grows as it advances in level.
• New Planes
Additionally, its reach is greater than that of average
• Terminus creatures in its size category. An advanced alratheen
is able to directly assault the nervous system of
other creatures, causing non-lethal damage. At its
most advanced, an alratheen gains the ability to
spontaneously cast divine spells

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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.

Author: Rodney W. West Description


Artist: Dave Caspall
Type: Monstrous Humanoid (Aquatic) Cyndarims are aquatic mercenaries willing to sell
Size: Medium their services to the highest bidder. To the casual
Alignment: Neutral Evil observer, these beautiful aquatic wizards appear
Preferred Class: Wizard harmless. However, they are truly vicious predators,
Movement Modes: Walk 20 �., swim 40 �. possessing poisonous tentacles. Cyndarims
Supplementary Material: constantly tread the balance between the need for
• New Feats community and boundless greed. They seek power
• Buffered Mind above all else, and are willing to turn on allies
• Calculated Resistance without remorse.
• Cushion Impact
• Dispersing Intellect Advancement
• Electrical Shout
• Excess Poison As a cyndarim advances in level, its poison becomes
• Greater Tentacle A�ack more potent. Adding to the threat the cyndarim
• Hypnotic Luminescence poses, its reach with tentacle a�acks increases. The
• Stinging Defense cyndarim’s movement also changes, gaining an
• Tentacle Storm increased swim speed, and the ability to float over
solid and liquid surfaces.

6
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.

7
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.

Author: Rodney W. West Description


Artist: Jesse Mohn
Type: Aberration Grizimilaks are a troublesome creatures that
Size: Small invariably find their way into se�lements near
Alignment: Chaotic Good swamps. Their friendship is viewed as a nuisance by
Preferred Class: Rogue developed cultures. Grizimilaks have a predilection
Movement Modes: Walk 20 �., swim 20 �. for practical jokes, but also have an inability to
Supplementary Material: properly interpret emotions and reactions, making
• New Spells their unshakeable friendship a detriment. These
• Finger Trap features, combined with their ever-present oily
• Imbued Finger Trap secretions makes them a race to be avoid whenever
• New Poisons possible.
• Gnomblin Extract
• New Diseases Advancement
• The Grime
A grizimilak’s water wings become more functional
as she advances, allowing to limited gliding and
flying ability. The natural secretions that seep from
her flesh also become more toxic. Additionally, her
flesh becomes be�er able to resist piercing a�acks.

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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.

11
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.

Author: Rodney W. West Description


Artist: Bradley K. McDevi�
Type: Humanoid (Reptilian) Rin are xenophobic swamp-dwellers with a strong
Size: Medium hatred of divine power. Their massive frames and
Alignment: Neutral unpleasant behavior causes most to view the rin
Preferred Class: Barbarian as dull-wi�ed, brutish creatures. This is a façade
Movement Modes: Walk 30 �., swim 30 �. carefully cra�ed by the rin. In truth, they are
Supplementary Material: cunning trappers with a gi� for deception.
• New Spells
• Bait Advancement
• New Weapons
• Chimeric Staff As a rin gains racial class levels, his combat prowess
• Rin Trap-Hammer underwater increases. He becomes more powerful
• New Special Materials physically. Additionally, he gains a range of hunting
• Gharid Clay abilities that augment his trapping skills.

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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.

Author: Rodney W. West Description


Artist: LAV Pech-Sambour
Type: Monstrous Humanoid The ryonth are a race of ravenous slavers who will
Size: Small not rest until every living creature is their slave,
Alignment: Lawful Evil from the lowliest of creatures to the most powerful
Preferred Class: Fighter deities. They bond with mounts, driving them
Movement Modes: Walk 20 �. tirelessly, discarding the used husks. They are
Supplementary Material: found on the fringes of deserts, where their hunger
• New Feats spreads the desolate wastes.
• Cluster Dominate Mount
• Detach Dominated Mount Advancement
• Drain Dominated Mount
• Greater Drain Dominated Mount A ryonth hones its ability to effectively use a mount
as the ryonth advances. The ryonth becomes able
to usurp the special traits of the mount, using it
more than a means of locomotion. Additionally, the
variety of mount sizes and types increases.

13
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.

Author: Rodney W. West Description


Artist: Bradley K. McDevi�
Type: Monstrous Humanoid (Aquatic) Thozerans are a form of sentient coral free to roam.
Size: Medium They are careful shepherds of the oceans, providing
Alignment: Neutral Good the foundations of entire ecosystems. Thozerans are
Preferred Class: Druid tolerant, and have no interest in leadership. Instead,
Movement Modes: Walk 20 �., Swim 20 �. most see their role as support, enabling others to
Supplementary Material: thrive. However, legends tell of a colony of necrotic
• New Feats thozerans found in the deepest waters whose goal is
• Armored Growth the destruction of all other life.
• Coral Storm
• Elemental Imbuement Advancement
• Grow Spur
• Soak A thozeran becomes be�er able to resist and
regenerate damage as it advances in levels. It also
gains spell-like abilities allowing it to aid others and
summon aquatic creatures

14
FIELD GUIDE, VOLUME I EMERGING FORMS

XESHAAL

XESHAAL
Eyeless they see. Earless they hear. Their hunger feeds the growing emptiness that is Vahhsh.

Author: Rodney W. West Description


Artist: Bradley K. McDevi�
Type: Aberration Xeshaals are truly alien creatures. Their bodies are
Size: Medium living portals to the plane of Vahhsh, metabolizing
Alignment: Chaotic Neutral all that they consume on this dark plane. Their
Preferred Class: Soulknife motivations are impossible to gauge. Xeshaals are
Movement Modes: Walk 30 �. bent on experiencing all that the multiverse has to
Supplementary Material: offer, allowing Vahhsh to grow. A growing number
• New Feats of sages, including those few who have retained their
• Arcane Gorge sanity a�er traveling to Vahhsh, fear the unknown
• Foretaste of Vahhsh reason for this obsessive interest.
• Husk Cache
• Husk Conduit Advancement
• Husk Transport
• Permeable Husk The portal to Vahhsh inside of a xeshaal becomes
• New Items stronger as the xeshaal advances in racial levels. This
• Xeshaal Grooved Hilt results in the ability to consume larger creatures,
• New Planes immunity to certain damage, and the ability to
• Vahhsh instantaneously move from one location to another.
The xeshaal also gains a bonus xeshaal feat.

15
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.

Author: Rodney W. West Description


Artist: Bradley K. McDevi�
Type: Humanoid (Zure) The zure are a burrowing desert race with unmatched
Size: Small skill in finding lost lore and treasure. They are able
Alignment: Neutral Good to find cra�ed items buried beneath the sands for
Preferred Class: Bard millennia. These skill combined with unbounded
Movement Modes: Walk 20 �., burrow 10 �. enthusiasm and amiability make zure welcome
Supplementary Material: additions to any adventuring party.
• New Magic Items
• Globe of Captured Moments Advancement
• Goggles of Forgo�en Runes
• Goggles of Infinite Form A zure’s ability to detect cra�ed items becomes
• Scroll Tube of Archiving more acute as he advances in level. His burrowing
• New Psionic Items ability also increases, allowing him to reach deeper
• Eyes of Lost Moments treasure.

16
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

RANDOM HEIGHT AND WEIGHT


Race Base Height Height Modifier Base Weight Weight Modifier

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.

17
FIELD GUIDE, VOLUME I EMERGING FORMS

RANDOM STARTING AGES


Barbarian Bard Cleric
Rogue Fighter Druid
Sorcerer Paladin Monk
Soulknife Ranger Psion
Race Adulthood Wilder Psychic Warrior Wizard
Human 15 years +1d4 +1d6 +2d6
Aegire 6 years +1d4 +1d4 +1d4
Alratheen 1 year +1 +1 +1
Cyndarim 5 years +1d4 +1d6 +1d8
D’Ah Rien 60 years +4d6 +6d6 +8d6
Grizimilak 40 years +4d6 +6d6 +9d6
Jhardwyn 20 years +1d4 +1d6 +1d8
Lidaem 15 years +1d4 +1d6 +1d8
Pergothi 25 years +2d4 +2d6 +2d8
Rin 20 years +2d4 +3d6 +4d6
Ryonth 1 year +2d4 +3d6 +4d6
Thozeran 200 years +1d20 +2d20 +1d10
Xeshaal 30 years +4d6 +6d6 +8d6
Zure 5 years +1d4 +1d6 +1d8
TABLES

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.

18
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

19
FIELD GUIDE, VOLUME I EMERGING FORMS

SUPPLEMENTARY MATERIAL (CONTINUED)


Name Race Name Race
ARTIFACTS, MAJOR
Gem of D’Ah Abyn D’Ah Rien
PSIONIC POWERS
Constrain Skill D’Ah Rien Skill Repository D’Ah Rien
SPELLS
Aphase Jhardwyn Powder of Water Calling Aegire
Aphase, Greater Jhardwyn Ravaging Affinity Jhardwyn
Bait Rin Ravaging Affinity, Mass Jhardwyn
Finger Trap Grizimilak Restore the Cycle Aegire
Imbued Finger Trap Grizimilak Strengthen Surface Aegire
Liquid Path Aegire Veil of Water Aegire
WEAPONS
Chimeric Staff Rin Rin Trap-Hammer Rin
WEAPON SPECIAL ABILITIES
Affinity Jhardwyn
TABLES

20
FIELD GUIDE, VOLUME I EMERGING FORMS

ROUND COUNTERS

COUNTERS

21
FIELD GUIDE, VOLUME I EMERGING FORMS

SQUARE COUNTERS
COUNTERS

22
FIELD GUIDE, VOLUME I EMERGING FORMS

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