TEXT: Racial Repository:
  The Scyleen
  
  The Scyleen
  Racial Repository:
  Credits
  Author: Kristopher Cruz
  Editor: Lucus Palosaari
  Copy Editor: Bobbi Jean Cruz
  Artists: Jacob Blackmon, Azzedar Ranthalion
  Design and Layout: Kristopher Cruz
  Publisher: Golden Glyph Publishing
  Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
  Racial Repository: The Scyleen © 2017 Golden Glyph Publishing
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  About Golden Glyph
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  1
  The Scyleen
  From a world that is 90% oceans, the scyleen arose 
  from the depths as the dominant intelligent life. The 
  scyleen live in the shallower, safer waters along the 
  small landmasses the planet has, building elaborate 
  underwater communities. Their society is rich with 
  emotion-moving arts, music, and performances. While 
  their military strength falls behind other races, the 
  scyleen have made their mark on the world by quickly 
  forming alliances. Their ability to extract pure minerals 
  like platinum directly from ocean water has helped them 
  become popular on any planet with salty or mineral-
  rich oceans.
  Viewed as generally attractive octopusfolk, the 
  scyleen have an air of mystery about them. Largely, this 
  is due to three facts: all scyleen are female, they possess 
  latent psychic empathy, and they lead very long lives. 
  Even their elders remain generally vibrant and attractive 
  for decades until their ends. This has led to there being 
  rumors that the scyleen never actually age, though this 
  is not in any way true. They just benefit from a cellular 
  regeneration that more perfectly corrects damage 
  caused by aging than most races.
  Scyleen value emotions; to them, they’re just as valid 
  reason to make decisions as using pure logic. Being able 
  to read each other’s emotions easily, the scyleen are 
  extraordinarily conscious of the emotional well-being 
  of others, and through this most communities have an 
  impressive low record of violence between members of 
  the species. That is not to say that wars and battles never 
  happen; they do. It’s just that when the entire species has 
  an acute empathic sense, individual actions tend to be 
  more considerate of others.
  Away from their home world, the scyleen make 
  excellent diplomats, ambassadors, and performance 
  artists. Their abilities aren’t limited to just that, though; 
  scyleen psychics are valued for their insight into 
  emotions. 
  Physical Description: Scyleen are attractive 
  humanoid cephalopods with eight suckered 
  tentacles for legs that conjoin at the 
  waistline. They stand approximately 5 feet 
  tall on land, but their overall length from 
  their head to the tips of their tentacles is 
  closer to 9 feet. Instead of hair, their heads 
  have bulbous “frills” that can change color, 
  have glowing stripes, and can even move 
  according to the scyleen’s desires. Their 
  eyes are slightly larger than those of a 
  normal humanoid and are very bright 
  and expressive, coming in a wide range 
  of colors. Their nose has a pair of gill-like 
  slits along the sides instead of nostrils. All scyleen are 
  female, as there is no “male” gender of their race.
  While to an outsider the scyleen seem similar to 
  the cecaelia of some worlds, they have no clear direct 
  connection beyond a remote similarity in body shape. 
  Scyleen developed independently of the cecaelia, and 
  their differences in biology mean that they could at the 
  most be confused for distant cousins.
  A scyleen’s skin-spots vary between individuals, 
  and no one has an exact same pattern. These different 
  patterns are most easily noticed in the dark, where 
  their bioluminescence can be seen and can be dimmed 
  or brightened at will. Scyleen blood is neon blue; a 
  throwback to their cephalopod nature. Their cellular 
  regeneration is powerful enough that scyleen have been 
  known to live for hundreds of years, and even venerable 
  members of their race appear vibrant and healthy up 
  until their end.
  Society: 
  Hailing from a dangerously 
  dark, 
  mineral-rich 
  water 
  world, the scyleen developed 
  a natural bioluminescence. 
  This, in combination with 
  latent psychic empathy, 
  gave them the edge 
  they needed to survive 
  and ultimately shaped 
  their 
  way 
  of 
  life. 
  Scyleen 
  form 
  small 
  social 
  clusters 
  where 
  news travels fast and 
  everyone knows each 
  other closely. Scyleen 
  have very little sense of 
  personal space, as their 
  tentacles and close 
  
  2
  proximity make accidental touches expected. On their 
  homeworld, entwining tentacles or touching each 
  other is even encouraged in young scyleen to help 
  them develop empathy and social skills. This natural 
  propensity to touch each other has turned into a simple 
  fact of life for them that other species find invasive or 
  intrusive.
  Scyleen reproduce in a way similar to most humanoid 
  races, in that they require a sexual partner, but no genetic 
  information is transmitted between the participants. 
  This is a form of psychic gynogenesis.
  All scyleen develop with fully fertilized eggs, and 
  require a sexual partner to “activate” an egg, allowing 
  it to begin developing. A scyleen’s eggs are inert unless 
  the mother reaches a high emotional plateau while 
  empathically linked to another. This plateau and the 
  psychic energy generated is enough to randomize 
  the genes of one or more eggs and trigger gestation. 
  Though related to commonly observed cephalopods, 
  scyleen  have developed to be heterothermic instead 
  of ectothermic. Scyleen give live birth to one to two 
  children at a time.
  Familial groups of scyleen are called shoals, and 
  they are typically led by a single elder mother figure 
  called a “matron,” and are populated with dozens of 
  younger scyleen who look to the matron for guidance 
  and support. Children born into a shoal are raised by 
  their birthing parent, but the entirety of the shoal will 
  raise the child cooperatively. A matron has little need to 
  take active control of the daily activities of their shoal, 
  but matrons are more important to the greater picture 
  of a shoal’s life. This ensures that her resources and time 
  aren’t squandered, since young scyleen are typically 
  eager to please their matron. The naturally empathic 
  nature of scyleen helps shoals to rarely suffer discord, 
  but when they do, the matron’s decisions are needed to 
  settle matters. Being financially and emotionally secure 
  enough to support a shoal of one’s own is a sign of great 
  prestige among scyleen, and matrons are considered to 
  be at the apex of scyleen society.
  Relations: 
  A naturally open and cheerful species, their attempts 
  to make psychic contact with other worlds had attracted 
  the attention of other spacefaring races. After figuring 
  out that the source of their communications came 
  from below the water, trade was able to be established 
  and the scyleen acquired the technology to make their 
  own starships. Some races find them too friendly and 
  sociable. In general, their ability to easily understand the 
  emotional states of others and their open-mindedness 
  makes them excellent ambassadors to worlds beyond 
  their own, once they learn to control their personal 
  space. Dour or militant races like dwarves or half-orcs 
  find scyleen to be too talkative for their own good.
  Alignment and Religion: 
  Scyleen can be of any alignment. Scyleen generally 
  have a spiritual side, though it is more rooted in the 
  emotional link they have with everyone else around 
  them, a fact that can confuse other races. They still 
  have gods, and believers of such religions are accorded 
  respect for choosing to emotionally bond with a deity.
  Adventurers: 
  Scyleen adventurers are almost always out to sate 
  their curiosity. Some go out to learn of the different 
  worlds out there, while others seek to gain interesting 
  and unique skills that they couldn’t gain at home. 
  Some fall in love with individuals from other races and 
  follow them to the stars. Most scyleen away from home 
  were dragged away by their matron to operate oceanic 
  mining crews on other worlds, and became weary of a 
  life of toil.
  Scyleen Names: 
  Adrianna, Dionne, Eileen, Lausanne, Marina, 
  Peirene, Ursula, Zhaleh
  Scyleen Racial Traits
  +2 Dexterity, +2 Charisma, –2 Wisdom (0 RP): 
  Scyleen have vibrant personalities and great agility but 
  their openness leaves them somewhat gullible.
  Monstrous Humanoid (3 RP): 
  Scyleen 
  are 
  monstrous humanoids with the aquatic subtype.
  Medium (0 RP): Scyleen are Medium creatures and 
  have no bonuses or penalties due to their size.
  Slow and Steady on Land (–1 RP): Scyleen are slow 
  on land because the locomotion of their tentacles makes 
  rapid movement difficult. Scyleen have a base speed of 
  20 feet, but their speed is never modified by armor or 
  encumbrance.
  Swim (2 RP): Scyleen have a swim speed of 30 feet 
  and gain the +8 racial bonus on Swim checks that a 
  swim speed normally grants. 
  Amphibious (2 RP): Scyleen are amphibious and 
  can breathe both air and water.
  Deepsight (1 RP): Scyleen can see in the dark up to 
  120 feet underwater.
  Deep Dweller (2 RP): Scyleen are immune to damage 
  from water pressure; their bodies adjust instantly to 
  different depths.
  
  3
  Friendly (2 RP): Scyleen gain a +2 racial bonus to 
  Diplomacy and Sense Motive checks.
  Natural Empath (2 RP): Scyleen have natural 
  psychic aptitudes. They possess the Psychic Sensitivity 
  feat, and may use psychic skill unlocks. 
  Octopedal (4 RP): Scyleen have 8 legs and cannot 
  be tripped.
  Void Vulnerability (–2 RP): Scyleen are adapted to 
  high pressure depths and are not biologically capable of 
  handling true vacuum. They suffer 1d6 points of damage 
  each round they’re exposed to the vacuum of space, in 
  addition to the normal effects of being exposed to space.
  Languages (1 RP): Scyleen begin play speaking 
  Common and Scyleen. Scyleen with high Intelligence 
  scores can choose any language except secret languages 
  like Druidic. Scyllian is a nonverbal language that is 
  communicated through bioluminescence, gestures, and 
  body language.
  TOTAL RACIAL POINTS: 16
  Alternate Rules
  Alternate Racial Traits
  The following racial traits may be selected instead 
  of existing race racial traits. Consult your gamemaster 
  before selecting any of these new options.
  Natural Camouflage (2 RP): These scyleen are less 
  social and more reclusive than their outgoing cousins. 
  They gain a +2 racial bonus on stealth and perception 
  checks. This racial trait replaces friendly.
  Grabbing Tentacles (6 RP): Some scyleen have a 
  knack for getting uncomfortably close to others and 
  holding on with their tentacles. They gain Improved 
  Grapple as a bonus feat, and can maintain a grapple 
  and still make attacks with their main appendages. This 
  racial trait replaces friendly, natural empath, and deep 
  dweller.
  Empathic Projection (2 RP): Some scyleen are 
  better at manipulating emotions than reading them. 
  They gain +1 caster level when casting psychic spells 
  
  4
  of the enchantment school. This racial trait replaces 
  natural empath.
  Land Crawler (–2 RP): A few scyleen, who have lived 
  for generations on land, can move faster than most of 
  their kin. They have a base movement speed of 30 feet, 
  and only possess low-light vision, though that works 
  above water as well as underwater. Their movement 
  speed can be affected by armor or encumbrance. 
  This racial trait replaces slow and steady on land and 
  deepsight.
  Favored Class Options
  The following options are available to all race who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the favored class 
  reward.
  Alchemist: The alchemist gains +1/4 of a new 
  discovery
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Kineticist: Add +1/2 point of damage to kinetic 
  blasts containing the water element.
  Oracle: Add +1 on concentration checks made when 
  casting spells with the water descriptor.
  Psychic: The psychic treats her Charisma bonus as 1/3 
  point higher for the purpose of determining the number 
  of uses or rounds per day of her discipline powers.
  Sorcerer: Add +1/2 to the sorcerer’s caster level 
  when determining the range of any spells with the water 
  descriptor.
  Witch: Add one spell from the witch spell list to 
  the witch’s familiar. This spell must be at least one level 
  below the highest spell level the witch can cast. If the 
  witch ever replaces this familiar, the new familiar knows 
  these bonus spells.
  Racial Archetype
  The following racial archetype is available to scyleen 
  characters.
  Witch of the Depths (Witch)
  Scyleen who entreat with dark powers sometimes 
  retreat to the depths of their oceans, kept company only 
  by their familiars or those foolish enough to get trapped 
  in their clutches. Witches of the depths offer great boons, 
  but at a hidden, terrible cost.
  Dark Bargain (Su): As a special ritual taking 10 
  minutes, the witch can offer a target a dark bargain, 
  giving them power at a price. As part of completing 
  the bargain, if the target willingly accepts the bargain, 
  the witch may cast a single spell of the transmutation 
  or enchantment school with a duration longer than 
  instantaneous upon the target. As long as the dark 
  bargain remains in effect, the spell cast upon the 
  target has a duration of permanent. In exchange, she 
  gains a token from the target. This token is a physical 
  representation of the bargain struck. Tokens are Tiny in 
  size, have a hardness of 1, and 5 hit points. As long as 
  the witch possesses the token, she is considered to have 
  a body part from the target for the purpose of scrying 
  and similar spells. As long as the dark bargain is in 
  effect, the target suffers an effect as if under the spell 
  bestow curse. This effect cannot be removed unless the 
  token is broken or the witch relinquishes her bargain. 
  Effects that would normally remove the curse instead 
  suppresses both the curse and the beneficial spell for 24 
  hours.
  If the witch loses contact with the token for more 
  than 24 hours or it is broken or destroyed, the dark 
  bargain immediately ends.
  At 1st level, the witch of the depths can only have 
  one dark bargain in effect at a time. Creating a new dark 
  bargain destroys the prior bargain’s token. The number 
  of dark bargains the witch may have in effect at one time 
  increases by one at 6th level, and by one every 6 levels 
  thereafter to a maximum of 4 times at 18th level.
  This ability replaces her 1st, 6th, 12th, and 18th level 
  hexes.
  New Racial Rules
  The following options are available to scyleen. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Scyleen Equipment
  Scyleen have access to the following equipment.
  Octasuit
  Price 350 gp; Weight 20 lbs.
  Technically a modification of existing space suit 
  technology, the bottom half of this suit has been replaced 
  with a reinforced and stretchable latex-like material 
  that forms a perfect ‘glove’ to fit the many tentacles of 
  a scyleen. This suit protects a scyleen from the vacuum 
  of space, preventing them from being damaged by their 
  void vulnerability. Octasuits come sized for children 
  and adults, and can be configured to refresh water 
  as easily as air. The latex material is springy and self-
  sealing, protecting the wearer from vacuum in case the 
  suit is punctured.
  
  5
  Oceanic Miner
  Price 18,000 gp; Weight 8,000 lbs.
  One of the scyleen’s unique pieces of technology, 
  the oceanic miner started out as a large scale machine 
  meant to clean radioactive and toxic minerals from 
  their water, making their homes safer to live in. Once 
  space travel was discovered, a feasible means of mining 
  up rare minerals led to an innovation in the technology. 
  The oceanic miner can separate the tiny particles (1 
  part per 10 million or less) of rare minerals from the 
  surrounding water, collecting it so that it can be used 
  elsewhere. The miner can be used on other bodies of 
  water than an ocean, but cannot process other liquid 
  materials.
  This machine has been minimized greatly over the 
  years since space travel began, but it still is incredibly 
  difficult to transport, and only scyleen have sufficient 
  training to operate them so any of oceanic miners found 
  on other worlds are typically operated by a scyleen crew 
  overseen by a matron. Some planets are colonized by 
  large shoals of scyleen who operate numerous devices 
  to fuel construction efforts.
  The oceanic miner processes 20,000 gallons of water 
  (the equivalent of a large swimming pool) an hour. 
  The cycling turbines create artificial currents to draw 
  in ‘fresh’ unmined water continuously until the entire 
  volume of the body of water is depleted. For every so 
  many gallons of water processed, the miner produces 
  1 pound of materials. The oceanic miner must be set 
  to filter for a specific material, and some materials can 
  be harvested much faster than others depending on 
  their commonality. Water that has been harvested by an 
  oceanic miner no longer has the material that the miner 
  collected, so salt water can be converted to freshwater, 
  but it isn’t capable of operating in reverse. The oceanic 
  miner can store up to 100 lbs of processed solid material, 
  or 12 gallons of processed liquid material.
  Due to the very real limitations of water currents and 
  the volume of water being dispersed as it is processed, 
  oceanic miners work best singularly. Any miners 
  operating within 400 feet of each other merely divides 
  20,000 gallons an hour evenly among all miners. An 
  operator is needed during operation to keep the device 
  clear of any obstructions such as trash or sea life.
  Common Materials (common sea salt, biological 
  waste, common poisons/toxins, oil; DC 18): 1 lb (or one 
  dose) per 20,000 gallons processed.
  Uncommon Materials (engine coolant, iron oxide, 
  silver, gold; DC 23): 1 lb per 100,000 gallons
  Rare Materials (palladium, uranium, nanites, 
  mithral; DC 28) 1 lb per 500,000 gallons
  An oceanic miner is 10x10x10 and weighs 8,000 
  lbs. Operating an oceanic miner requires a Profession 
  (Water Miner) check and a team of at least 4. Using 
  an oceanic miner requires 5 charges per hour from an 
  external source.
  Scyleen Feats
  Scyleen have access to the following feats.
  Emotional Bond
  You have formed a strong emotional bond with one 
  particular person.
  Prerequisites: Scyleen, natural empath racial trait
  Benefit: You may form an emotional bond with 
  one person. Forming this bond is a ritual that lasts one 
  week. Neither you nor the person you are bonding with 
  
  6
  can move farther than 30 feet from each other. Once 
  completed, whenever the target of your emotional bond 
  is within your line of sight, you gain a +1 morale bonus 
  on saving throws. You gain a +1 morale bonus to attack 
  and damage rolls against any enemies that threaten the 
  target of your emotional bond. Any spell you cast on the 
  target of your emotional bond is cast at +1 caster level. 
  You may only have one emotional bond at any time; 
  forming a new emotional bond breaks any prior bond 
  you may have.
  Tentacled Grasp
  Spending years wrestling with siblings and friends 
  have taught you how to remain limber even when 
  they’ve grabbed you.
  Prerequisites: Scyleen, grabbing tentacles racial trait
  Benefit: You are not denied your Dexterity bonus to 
  AC while grappled. 
  Ink Jet
  You possess the ability to squirt obscuring ink from 
  your body when you feel threatened.
  Prerequisites: Scyleen
  Benefit: You can eject a cloud of ink into the water 
  around you as a standard action. Under water, this 
  operates like the fog cloud spell, except that it is affected 
  by water currents and not wind. Out of water, the ink 
  becomes a ranged touch attack against a single target 
  with a range of 30 ft. On a successful attack, the target 
  must make a Reflex save (DC 10 + 1/2 your character 
  level + Con modifier) or be blinded for 1d4 rounds.
  This ability can be used once every 1d4 minutes.
  Scyleen Traits
  Only scyleen may select these traits. These traits are 
  not alternate racial traits, but instead designed to be 
  used the with trait system introduced in the Pathfinder 
  Roleplaying Game: Advanced Player’s Guide and are 
  chosen at character creation.
  Shorewarden: You spent years patrolling the shores 
  and know how to handle rocky shoals. You gain a +1 
  trait bonus on Acrobatics and Perception checks, and 
  one of these skills is a class skill for you.
  Warrior of Depths: You were trained to fight the 
  creatures of the darkest depths. You are proficient with 
  the trident. If your class grants trident proficiency as 
  well, you gain a +1 trait bonus on attacks of opportunity 
  with tridents.
  Cacophonous Resistance: You grew up your entire 
  life surrounded by the mental “voices” of others at all 
  times and have adapted. You gain a +2 trait bonus on 
  concentration checks when casting psychic spells.
  Social Mask: Used to far more socially intrusive 
  contact than most races, what you’re thinking is much 
  harder to discern than most. The DC of Sense Motive 
  checks against you increases by 2.
  Random Starting Ages
  Adulthood      Intuitive1      Self-Taught2     Trained3
  30 years      +1d6 years    +2d4 years        +2d6 years
  1 This category includes barbarians, oracles, rogues, 
  and sorcerers,
  2 This category includes bards, cavaliers, fighters, 
  gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, 
  inquisitors, magi, monks, and wizards.
  Growing Older
  Middle Age1      Old2           Venerable3      Maximum Age
  75 years        130 years   225 years        +10d12 years
  1 At middle age, –1 to Str, Dex, and Con; +1 to Int, 
  Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, 
  and Cha.
  3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, 
  Wis, and Cha.
  Random Height and Weight
  Base Height     Height Mod   Base Weight   Weight Mod
   4 ft. 8 in.    +2d8 in. 
     110 lbs.           +(2d8x5 lbs.)
  Scyleen Colonies
  The following is an example scyleen colony that 
  adventurers may encounter when exploring worlds with 
  large oceans or numerous bodies of water. In addition 
  to the below, a colony comes with at least one oceanic 
  miner.
  N village
  Corruption +0; Crime –4; Economy 0; Law +1; Lore 
  -1; Society +5
  Qualities insular, prosperous
  Danger +0; Disadvantages none
  DEMOGRAPHICS
  Government council
  Population 136 (136 scyleen )
  Notable NPCs
  Matron Sharissa (NG scyleen expert 5/psychic 2)
  Councilor Merro (N scyleen expert 4/bard 1)
  Shorewarden Yitarra (LN scyleen fighter 2/ranger 3)
  Tidewatcher Omara (N scyleen druid 5)
  MARKETPLACE
  Base Value 500 gp; Purchase Limit 2,500 gp; 
  Spellcasting 3rd
  Minor Items 2d4; Medium Items 1d4; Major Items —
  
  7
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.; .
  System Reference Document, © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Pathfinder Campaign Setting: Technology Guide, © 2014, Paizo Inc.; Authors: James 
  Jacobs and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Class Guide, © 2014, Paizo Inc.; Authors: 
  Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim 
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  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
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  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim 
  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 2, © 2010, Paizo Publishing, LLC; Authors: 
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  K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick 
  Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook, © 2009, Paizo Inc.; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Occult Adventures, © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam 
  Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik 
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  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  The Book of Experimental Might, © 2008, Monte J. Cook; All rights reserved.
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  Starjammer © 2016 Open Gaming LLC; Authors: Peter K. Ullmann, Kirby Flake, John 
  Reyst, Troy Daniels, Michael McNeill, Manuel A. Oaxaca, Allen Snyder, Michael Ritter
  Racial Repository: The Scyleen @2017, Golden Glyph Publishing; Author: Kristopher 
  Cruz
  
  In the vast darkness of space, a glimmering 
  jewel exists with equally stunning folk populat-
  ing it.
  Welcome to Scintilla -- The Crystal Planet -- 
  home to a race of sentient gemstones called the 
  mineralites. The Crystal Planet: Player’s Guide 
  offers not only the full write up to play a race 
  of intelligent gemstones with bodies composed 
  of light and gravity, but an entire planet of 
  adventure!
  The Lagos are a race of nomadic humanoid 
  hares that spend their lives in tight-knit, but 
  flighty, family packs called droves! Living life 
  on the run for generations has bred the lagos 
  to be lean, fast and ready to bolt at a moment’s 
  notice. Though similar to their rabbit cousins, 
  they are not simply a cowardly people; their 
  culture and traditions have made them a known 
  quantity to many towns along their migratory 
  paths.
  The Lagos
  The Mineralites
  Publishing
  olden
   lyph
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Golden Glyph - Racial Repository, The Scyleen.pdf