Footprints, the free
electronic magazine put out by Dragonsfoot, introduces the Kzaddich and Tsalakian (creator John Turcotte) in Issue 13. The original work is copyright © 2008 John Turcotte, and I make no contest to
this copyright. Moreover, I highly encourage you to check out Footprints and
the other free resources available at Dragonsfoot,
as well as dropping by their forums.
Mr. Turcotte says, in his Author’s Note, that these
creatures came to him in a dream, wherein they were part of the Fiend Folio II,
which he located in a game store in The Hague.
Kzaddich
Kzaddich: Init
+8; Atk by weapon +3 melee (by weapon) or by weapon +1 ranged (by weapon); AC
26; HD 1d8+1; MV 30’ or levitate 10’; Act 2d20; SP cannot be surprised, haste,
psionic blast, time travel, telepathy, “death throes”, magic resistance, immune
to charm and hold, self-healing, augury; SV Fort +3, Ref +7, Will +9; AL L.
A strange species from another time, or from outside time
altogether, the Kzaddich may be from the distant past or future, or from some
alternate temporal plane. They are the mortal enemies of the Tsalakians (see
below), and are most often encountered working against Tsalakian interests.
The Kzaddich (singular and plural) appear as cloaked
man-sized figures, their features completely hidden by their cowls. Their true
form appears to be an amalgamation of shifting, softly glowing spheres in a
rough approximation of a bipedal form, but this may be nothing more than what
their multi-dimensional shapes appear like to our temporally limited eyes. Their
voices sound like wind chimes, and they have a natural telepathic ability to a
range of 120’. This same telepathy allows them to make a psionic blast attack
at an enemy target within 90’, causing 2d6 damage (Will DC 15 for half).
The Kzaddich can slip in and out of the time-stream at will,
resulting in their high initiative bonus, AC, and saving throw bonuses. As a
result, they are exceedingly difficult to harm. Their magic resistance allows
them to save against any spell, even if no save is normally allowed, saving at
the spell check value if a lower DC is not listed in the spell description. If
a spell normally allows a save, the Kzaddich take half damage if the save is
failed, and are completely unaffected if they successfully save. They cannot be affected by anything, magical or
otherwise, that affects time or causes aging.
The Kzaddich perceive the past, present, and potential
futures, making them impossible to surprise, and making them able to make
predictions with a 90% chance of success. A Kzaddich can stop time twice per
day, for 2 rounds, bringing up to two touched beings with it into the stopped
time.
Although the Kzaddich are predominantly pacifists, when
attacked they can speed themselves up, gaining an additional Action Die and
increasing their move to 45’ for 1d5 rounds. A wounded Kzaddich can use an
Action Die to rapidly heal 1d3 damage. If reduced to 0 hp, or otherwise faced
with certain capture or death, a Kzaddich simply slips into the far future or
past to avoid the situation.
According to the sage Turcotte the Dreamer, “Almost nothing
is known of the Kzaddich culture. They vie against the machinations of the
Tsalakians on a scale that mortal creatures cannot comprehend and hint at a
vast war between the two races. Kzaddich do not appear to have individual names,
but often adopt pseudonyms when dealing with others (who they refer to, not
unkindly, as ‘linears’).
Tsalakians
Tsalakian: Init +5;
Atk bite +3 melee (1d4); AC 20; HD 2d8+2; MV 20’ or infinite; Act 4d20; SP bend
and fold space, teleport, empathic projection, immune to mind-affecting and
paralysis, special senses, magic resistance, free action, death throes; SV Fort
+5, Ref +9, Will +0; AL C.
The Tsalakians appear as tall men, completely enshrouded in cloaks,
their faces concealed by heavy cowls. They can speak any language, using voices
that seem to come from random, ever-changing, locations all around them. The
Tsalakians come from outside normal space-time, and their true forms are
difficult to comprehend. The sage Turcotte the Dreamer describes them,
uncloaked, as “a blurry whirl of teeth forming a rough approximation of a
man-like form.”
These creatures, said to be the servitors of some great
malign power, have no individual will of their own. Their origin is unknown,
but they seek always to cause great harm. They oppose, and are opposed by, the
Kzaddich. Preferring to work through others, they perpetually strive to bend all
other sentient beings to the will of their dread master. The sage Turcotte the
Dreamer does not identify this being, but it is suspected by some that Pesh
Joomang (http://ravencrowking.blogspot.ca/2014/06/pesh-joomang-gate-and-keeper.html),
the Patron of Patrons, might be the Dread Master of the Tsalalkians, as He is
the Dark Master of the Judges of Spellburn.
Tsalakians can bend and fold through space, and are able to
attack from multiple locations at once. They can thus attack any opponent
within 20’, and never offer a free attack when withdrawing. Although they
shuffle along when pretending to be humanoid, in truth they can travel an
infinite distance during any round, ignoring physical or magic obstacles in
their path, using an inborn form of teleportation. When slain, a Tsalakian
disappears in a howling void of folded space, getting ever smaller until it can
no longer be seen. Still, its anguished cries remain dimly audible for 1d5
rounds.
Tsalakians can detect hidden spaces, being able to “see”
around corners and through walls, floors, and ceilings. They are never
surprised, except when magic is used, for they cannot perceive invisible, out
of phase, ethereal or astral objects or creatures, although they can see
anything hidden in shadows or otherwise concealed without magic. Although Tsalakians
are generally immune to mind-affecting spells and effects, they can be fooled
by illusions. They automatically detect alignment and magic through their weird
senses.
Like the Kzaddich, Tsalakians have magic resistance which allows
them to save against any spell, even if no save is normally allowed, saving at
the spell check value if a lower DC is not listed in the spell description. If
a spell normally allows a save, a Tsalakian takes half damage if the save is
failed, and is completely unaffected if successful. In addition, they cannot be
restrained by any impediment, paralysis, or magical hold.
Tsalakians detect the emotions of others, and can project
emotions empathically, allowing them to cast cause fear at will, by using all of their Action Dice for that
round. This works similarly to the
ability to instill fear with a result of 20-23 when casting Ekim’s mystical mask, except that it
affects all targets within 20’ or the Tsalakian and the save is only DC 15. They
can project other emotions as well as fear, and the judge can use the spell
result as a rough gauge of the effects of other emotions.
The sage also wrote, “Tsalakians, when encountered, are
usually in the act of planning or carrying out some great ill, for they prefer
to work through others, themselves remaining out of the fray if possible,
revealing their fearsome abilities only if pressed. Their hatred of the Kzaddich
knows no bounds and they can detect the presence of those creatures and will
always attack them on sight.”
Psionics
Both the Kzaddich and the Tsalakians are described by their
author as having power psionic powers. Although it is beyond the scope of this
blog post to create an entire system of psychic abilities, the judge is
encouraged to consider the psionics systems presented in The Wizardarium of Calabraxis or Crawljammer#3, both of which are
resources that any self-respecting judge should own in any event. Barring those
resources, roll 1d7 and consult the table from the Githyanki/Githzerai posting on this
blog.
Uses
The eternal war between the Kzaddich and the Tsalakians could
easily appear in the background of many an adventure. Especially given the
methodology of the Tsalakians, who prefer to act through others, they could
easily be behind the events of even high-level adventures. The Kzaddich give
aid, specifically in the form of information, but prefer to avoid direct
confrontation as well.
Even so, the best use I can imagine for both creatures is in
a 0-level funnel, where the PCs may not initially know that the Kzaddich are
well-meaning. I think that would make a fun, and possibly very creepy, adventure.
Excellent!
ReplyDeleteI'd note that Turcotte contributed versions of these to the Swords & Wizardry Monster Book, so they are covered under the OGL as Open Content. The versions in that book did not have any psionic abilities, the Tsalakians having them transferred much as you do here and the Kzaddich replacing them with the following:
"They can mentally alter the density of their bodies from a weight of 0 to 500 pounds at will, heal all damage they have suffered five times per day, levitate at will, communicate telepathically within 100ft with any creature, and read psychic impressions left on objects."
So, I'd just add the ability to change their density, levitate, and read psychic impressions on objects.
Oh, I just saw how levitation is marked in DCC. Cool.
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