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(Vléshgayal (Tsolyani),
Bláshagh (Yan Koryani))
What Everyone Knows
What Scholars Know
Basic GM
Information
Secrets of
the Shunned Ones
Deep
Secrets of the Shunned Ones
What
Everyone Knows
The
Shunned Ones live far away in a valley near the lands of the Lorun. They
are tall skinny monsters who live in cities made of bronze and green
glass and they smell really, really bad, so bad that the smell alone can
kill. At least this stench lets you know they are coming and gives you a
chance to run away. They are as vicious as the Ssü and they are said to
be even better magicians, only the very bravest warriors and mightiest
magi can face them.
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What
Scholars Know
Reliable
information about the Shunned Ones is hard to come by, though scholars
from the Yan Koryani temples of Dhárm (Thúmis) and Kshór (Ksárul)
have written scrolls recounting traveller's tales about meeting them and
about their land, not all of which are accurate. Their entire valley
stinks and though it lays amidst green pastures and pleasant mountains
it is all but barren, with just a few hardy plants (including some types
of Ssumani) surviving. The river there is called the Stinking River or
Black River and it is tainted with poison. The natives of the cities of
Báni and Pechnó do not fish any where near its mouth and say that lake
creatures there are twisted and ugly.
It
is unknown exactly how many cities there are. They resemble great rings
of brass perhaps half a tsan (600 yards) in diameter with a low frosted
green dome. There are structures visible within, but no details can be
seen. Curious pipes and columns come out of the sides of the brass ring
and some of these seem to be chimneys emitting a foul smoke and
flickering flames. Few Shunned Ones are met outside their cities, and
these seem to be patrols intended to keep the rest of the world at bay.
The
Shunned Ones are unfortunately not limited to their cities. They are occasionally
seen in underworlds throughout the Five Empires and it is thought that
they have access to the Subterranean Tubeways. Such expeditions always
seem to be well equipped with Eyes, and it is clear they are seeking to
loot the treasures of the Latter Times.
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Basic
GM Information
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Str
4 Dex 6 Int 6 Will 6 Psy 6 Cha 2
CV
5, Initiative 12, HP 40, SV 8, MR 6, Pedhetl 6
Attributes:
High Pedhetl 2, Resolute 1, Emotional Control 2
Defects:
Ugly 3 (Hideous, horrible smell), Fragile 1,
Xenophobe 2
Skills:
Sword 1, Shield 1, Light XBow 1, Thrown Weapon
1, Polearm 1, Teamwork 1, Running 1
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The
stats given are for an average Shunned One solider, who will usually be equipped with a large rectangular shield, three
light 1-handed barbed spears or a long sword and an atalatl and three
barbed javelins. The atlatl adds Strx2 to the javelin range, and the
nasty barbs on the spear and javelins give them Extra Damage 2, and on a
hit doing more than SV damage to the target they will also stick in,
reducing the target’s initiative by 2. Attempting
to fight or move with such a dart stuck in your body will inflict
another 1d10 damage, and unless the person has medical assistance they
will take 1d10 damage if they try and pull it out. Their
crossbow bolts are likewise barbed, and their large shields have small
blades attached to the edges do an extra x1 damage if used to attack.
Their
usual tactic is to immobilise the enemy with javelins and spears then
retreat to long range and let the magi blast them to bits. They are not
robust creatures and do not enjoy stand up fights, becoming tired very
quickly in the hot and unpleasant atmosphere outside their domes.
The
material their equipment is made of is something of a mystery. Shunned
Ones have no Chlen as such creatures will not survive in the noxious
atmosphere of their cities and underground complexes, and most metals
corrode very rapidly when exposed to this same mix.
They
use no armour as such, and always go clad in voluminous robes of several
layers cut in elaborate shapes and equipped with a deep hood. These are
made of a light smooth silk-like cloth of some strength. Beneath this
the Shunned One is wrapped in a layer of absorbent bandages soaked in a
black ichorous ointment which is intended to protect their wrinkled skin
from damage from the harsh atmosphere of Tékumel. Some of their
magicians wear metallic coloured pectorals or the same mysterious
substance as their weapons. This clothing is the equivalent of Light
Armour, absorbing 1x damage. Within their cites they may dress
differently, but no one has been within and returned to tell.
The Shunned One stench is detectable
at 70 meters, more if down wind, and among those familiar with such
creatures will immediately start to induce panic – Command rolls may
be necessary to keep Yan Koryani, Loruni and Pygmy Folk followers from
immediately running away. Closer in the stench becomes worse and the
eyes begin to water and the head to swim; make a Will roll or lose -1
attack and defence due to distraction and fear, and repeat the roll
every 5 combat rounds.
Shunned
Ones found outside their home city will usually have a senior warrior
(Tactics 1, Command 1, Cha 4, Arrogant 1, Brutal 1) and at least one
mage (Planning 1, Analysis 1, Negotiation 1, Psychic Magic 1, Use of
Eyes 2, Str 2, Int 9, Will 9, Pedhetl 8, Arrogant 1). The Magi use all
sorts of very nasty devices – the Shunned Ones know all about Eyes and
can repair and recharge them; Abominable Eye of Detestation is the least
unpleasant you are likely to face (as Terrorisation spell, Inc range 2,
Inc Area 1, Inc Duration 2) and they will usually have an Eye of
Departing in Safety handy in case of emergencies (teleports user and
comrades within 1.5m back to a pre-determined location, ie home.
Tinkering by ignorant adventurers may result in an unfortunate
accidental and probably lethal translation to the middle of a Shunned
One city).
Shunned
One magi will all know Control of Self, and most can use Excellence,
Prorogation, Stealth, Ascertainment (very high levels – can
communicate with any species if they want to), Comprehension,
Terrorisation, Translocation, The Missile of Metallja (a great
favourite), Clairvoyance and Elicitation.
How
powerful the magi are is up to the GM, but the Shunned Ones are
universally respected and feared for their use of magic, and even in a
low magic campaign they will know some nasty attacking spells.
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Secrets
of the Shunned Ones
Warning!
Spoilers Ahead!
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The
Shunned Ones in fact use real
plastics made from actual mineral oil; their cities are built over
ancient oil wells drilled millennia ago by their ancestors, and
many of the structures inside are copies of ancient refineries and
industrial plant kept working by an order of hereditary chemical
engineers. These worthies also maintain the atmosphere of the
Shunned Ones cities and prepare the gas tanks that enable them to
survive away from their sealed environments. Their clothing is
nylon and much of their equipment is Teflon and fibreglass.
The
atmosphere of a Shunned One city is heavily tainted by chlorine as
well as chlorofluorocarbons, and any non-Shunned One breathing it
will have weeping eyes (-1 to any visual task), breathing problems
(Fragile 2 defect and Stamina roll or additional -1 to all tasks)
and a whanging headache and some disorientation (Indecisive 1,
Will save every 5 minutes or lose 1 Int and 1 Dex). In Str x 5
minutes the character must make a Stamina roll or pass out
completely, and will lose 1 Str per failed roll. When Str equals 0
the character is dead.
The
Shunned Ones for their part find the atmosphere outside their
domes nearly as unpleasant. When on a mission each Shunned One
carries a plastic canister under his robes with a valve which
puffs lovely cold chlorine into his face every 20 seconds or so,
more frequently during combat, and it is this as much as anything
else that creates the infamous nasty Shunned One smell. The
canister will last a day, and on extended trips the Shunned Ones
will carry spares. Deprived of this equipment the Shunned One will
become disorientated and panicky (-1 Int, -1 Dex) unless they make
a Will roll every ten minutes. After Strx10 minutes the lack of
chlorine will really start getting to them and they will lose 1
Str over 10 minutes there after unless they make a Stamina roll,
eventually falling into a coma and dying.
Note:
No one on Tekumel knows anything about this! On such occasions
when Shunned Ones have been slain and their bodies searched the
breathing gear has been classified as some bizarre necklace, and
has usually been discarded. If this fact becomes known, cunning
PCs might well be able to stab the bulges under the Shunned One
robes with a Decisive Blow, be able to rip off the gear in close
combat or just disconnect it in a sneak attack. Steal their supply
of canisters from their camp and life will become very hard for
them indeed, and you might even force the bastards to negotiate.
This
reliance on oil and chemicals is what has made the Shunned One
valley the desolate hellhole it is - centuries of pollution have
made the ground unable to support much plant life and most of the
animals there have cancer or respiratory illnesses. The pollution
is slowly poisoning Lake Parunál and the human and Nyaggá
populations dependent on it. The Shunned Ones themelves do not
care. They grow all their food hydroponically in algae tanks,
supplementing it with synthetic vitamins concocted from mineral
oil.
Shunned
Ones hate everyone else on Tekumel, even the Ssü and Hlüss,
regarding the whole motley crew as animals to be exploited and
used. More than any other species they realise how far they have
fallen from their old high tech state and blame each and every one
of all the other species on Tekumel collectively and personally
for the disaster. However, they can be spoken to. Use of
Benignity, forcing them into a corner where they have no chance of
escape before their chlorine runs out and use of the Amulet of
Safety Amidst Putrefaction will force them to become more
reasonable, and their magi will use Telepathy to open
negotiations. They will offer bribes of gold and gems, but it will
take a lot to force them to hand over any technological or magic
devices and they would rather die than be taken captive or reveal
their secrets. Shunned Ones sent out on a mission all have vitamin
B pills, a deadly poison to their metabolism. |
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Deep
Secrets of the Shunned Ones
Warning!
Extreme Spoilers Ahead!
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The
Shunned Ones have been in the Tekumel system since the Ssu were in
short pants; they lived (and quite possibly still live) on one of
the moons of Shichel, an unpleasant oily iceball much like a
warmer version of the moon Titan. What plans they had for the Ssu
are unknown, but even before the great disaster the Shunned Ones
could use other-planar
forces and perhaps hoped to enslave the psychically gifted Ssu
population as one vast magic battery for some nefarious scheme.
The humans beat them to it however, destroying the Ssu and taking
over Tekumel before the Shunned One plan could come to fruition.
Even
now they plot. They would very much like to reterraform Tekumel to
their own specification and know that this is possible, if only
they could penetrate the deep caves where the machinery (and
possibly the pariah deity
The Other One) still lurk. They only managed to reach their
current enclave on Tekumel from their icy hideout some ten
thousand years ago (quite long enough for the locals to say
‘they have always been there’, ignorant amnesiac barbarians
that they are) using nexus points. They have set up advance bases
to scavenge what high tech items remain and to search for the
entry to the bowels of Tekumel. They do have a scheme to sterilise
Tekumel of at least some of its inhabitants by releasing loads of
organochlorides into the atmosphere and destroy the ozone layer,
but it is taking a long time. Still the skin cancer rate among the
Loruni and N’luss is increasing, and the mutation rate round
Lake Parunal is soaring.
Ideally
they want to find a nexus point that will connect to a planet they
can call their own, but luck has not been with them and they have
not been willing to come to any
compromise with the various deities and demons of this dimension.
The
Shunned One population has been declining almost since the
isolation of Tekumel. They always needed some food imports when
living on their isolated moon, when these stopped they had to
bring in a crash plan of food synthesis that never has fully
worked. Dietary deficiencies
have drastically reduced their fertility, and they need to
cannibalise their dead comrades in recycling tanks to recover
vital nutrients. The five sexes of the Shunned Ones are merely
variants on the basic male and female. There are infertile males
and females whose sex organs have never matured due to diet
deficiency and outright neuters whose deficiency goes deeper
still. Only members of the highest magico-technical castes get
vitamin supplements as a matter of course and even then most of
their offspring lack the intelligence to qualify as members of
these castes. There is still a nexus point to the last city on the
Shunned One's moon, though this city is now all but abandoned. |
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