TEXT: 1
  Alien evolution
  CosmiC RaCe 
  Guidebook
  
  2
  Alien evolution
  CosmiC RaCe 
  Guidebook
  Authors: Kiel Howell, with additional content from 
  Troy Daniels, Rick Hershey, Lucus Palosaari, and 
  Michael Ritter
  Editor: Michael Ritter
  Copy Editor: Lucus Palosaari
  Artist: John K. Perez
  Design and Layout: Rick Hershey
  Fat Goblin Hoarde: Ben Dowell, Eric Hindley, 
  Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey 
  Swank, John Bennett, Justice Mora, Kalyna Conrad, 
  Kiel Howell, Kim Frandsen, Landon Winkler, Matt 
  Roth, Michael Ritter, Rodney Sloan, Taylor Hubler, 
  Lucus Palosaari, Rick Hershey, and Troy Daniels
  Line Developer: Michael Ritter
  Business Manager: Tristan Hershey
  Publisher: Rick Hershey of Fat Goblin Games
  Alien Evolution: Cosmic Race Guidebook © 2017 Fat Goblin Games
  Compatibility with the Starfinder Roleplaying Game 
  requires the Starfinder Roleplaying Game from 
  Paizo Inc. See http://paizo.com/starfinder for more 
  information on the Starfinder Roleplaying Game. 
  Paizo Inc. does not guarantee compatibility, and does 
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  Open Game Content: All material — including 
  but not limited to art, place and character names, 
  character and setting descriptions, background, and 
  new class descriptions—is Product Identity. All other 
  content is considered Open Game Content.
  Reference in non-Open Game Content (thus not 
  covered by the Open Game License) in this work to 
  content owned by others is not a challenge to their 
  ownership and is used under Fair Use.
  Credits
  
  3
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 to create Pathfinder 
  Roleplaying Game compatible products. With a focus on high quality production values and providing 
  a creative environment for our team of freelancers (The Fat Goblin Hoarde), Fat Goblin Games has 
  quickly become a recognized force in the world of Third Party Publishers of not just the Pathfinder 
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  products for Castle Falkenstein, originally published by R. Talsorian Games. With hundreds of support 
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  exciting content and fantastic worlds in which gamers can immerse themselves.
   
  Visit us on Facebook, follow us on Twitter and check out our website at fatgoblingames.com.
  What Are the Cosmic Races? 
  4
  Abrial 
  6
  Argenex 
  10
  Belrop 
  14
  Choqua 
  18
  Chukulak 
  22
  Cilderon 
  26
  Cruonseri 
  30
  Draykon 
  34
  Evern 
  38
  Flelsh 
  42
  Fyr 
  46
  Invectron 
  50
  Mrok 
  54
  Nogard 
  58
  Ogtara 
  62
  Ohahn 
  66
  Pendar 
  70
  Pexpin 
  74
  Plewd 
  78
  Qrp 
  82
  Sarn 
  86
  Schizovores 
  90
  Shogran 
  94
  Tordax 
  98
  Uavaryon 
  102
  Name Appendix 
  106
  Contents
  
  4
  Alien Evolutions is a line of books intended to bring outlandish alien creatures to life in 
  your game. Each book will explore myriad topics regarding creatures from distant planets, 
  whether that be playable races, monsters to encounter, world descriptions, or various other 
  things related. The Cosmic Race Guidebook is a book intended to give the GM and players 
  25 new playable races with unique physiologies and abilities. These creatures are artwork 
  inspired by the late Jack Kirby’s wonderful work in comics. Creatures from the aerial Abrial 
  to the free-floating-nervous- system-encased-in-armor Uavaryon should present something 
  enticing for anyone to play. 
  All the races provided range in size between Small and Large, though each has a base land 
  speed of 30 feet. The Small and Medium races have a 5 foot reach while the Large races have 
  a 10 foot reach. Each race starts play knowing Common and their racial tongue that is always 
  named after the race which it belongs to (so an invectron would know both Common and 
  Invectron).
  Race
  Description
  Abrial
  Haughty winged humanoids that boast superiority over the skies and space.
  Argenex
  Three-eyed warlords that roam the universe in search for new and exciting conquests.
  Belrop
  A density shifting species that makes its home between a black hole and a white hole.
  Choqua
  A tough avian race that fights to avoid becoming dinner for other species.
  Chukulak
  A race of parasitic slavers that combine hedonism with a disregard for waste.
  Cilderon
  Small metallic beings that can dampen magic around them and speak in musical tones.
  Cruonseri
  An honorable but warlike mercenary race that values battle as one of their greatest traditions.
  Draykon
  A powerful and charismatic race that claims to be evolved from dragons.
  Evern
  A race of athletes who also have quite a minor knack for gambling and business.
  Flelsh
  Mysterious sluglike beings that closely guard the secrets of their homeworld.
  Fyr
  Plasma beings that claim to be the oldest life in the universe!
  Invectron
  Undead creatures that strive to help others and do good deeds wherever they go.
  Mrok
  Skilled crafters who find beauty and creating new and exciting technologies.
  Nogard
  Proud humanoids that love frills but are quick to anger at any perceived slights.
  Ogtara
  Cunning scoundrels that make themselves indispensable with their secrets.
  Ohahn
  Crystalline beings that protect those too weak to help themselves.
  Pendar
  A half-angelic race that righteously fights evil and injustices throughout the cosmos.
  Pexpin
  A hive-mind of living flames with close ties to the Plane of Fire.
  Plewd
  Ultracapitalist traders that use their telepathy and charm to gain an edge in all things.
  Qrp
  An arthropod race that blends technology and magic flawlessly together.
  Sarn
  Incredibly intelligent humanoids that are reliant on a useful, but off-putting cybernetic frame.
  Schizovores
  Constructs that broke free from their masters and want to spread liberty across the universe.
  Shogran
  Humanoids guided by tradition and who wear the bones of their ancestors at all times
  Tordax
  Small, yet powerful humanoids that can affect minds with their hums... and their shouts.
  Uavaryon
  Beings locked into an exoskeleton who can freely rotate each of their appendages at will.
  What aRe the CosmiC RaCes?
  
  5
  vitAl stAtistiCs by rACe
  Race
  Average Height
  Average Weight
  Age of Maturity
  Maximum Age
  Abrial
  4-5 ft.
  150-250 lbs.
  20 Years
  75+3d10 years
  Argenex
  6-7 ft.
  200-300 lbs.
  15 Years
  80+2d10 years
  Belrop
  5-7 ft.
  100-200 lbs.
  20 Years
  60+3d10 years
  Choqua
  7-10 ft.
  250-450 lbs.
  15 Years
  75+5d5 years
  Chukulak
  6-7 ft.
  250-350 lbs.
  12 Years
  125+2d20 years
  Cilderon
  2-4 ft.
  400-500 lbs.
  10 Years
  150+2d20 years
  Cruonseri
  4-6 ft.
  150-250 lbs.
  15 Years
  75+5d5 years
  Draykon
  11-13 ft.
  1,250-1,750 lbs.
  101 Years
  1,200+10d100 years
  Evern
  6-9 ft.
  250-450 lbs.
  50 Years
  50+6d20 years
  Flelsh
  7-9 ft.
  50-250 lbs.
  50 Years
  500+10d20 years
  Fyr
  5-7 ft.
  200-300 lbs.
  0 Years
  See Description
  Invectron
  6-9 ft.
  250-450 lbs.
  50 Years
  500+6d200 years
  Mrok
  3-5 ft.
  300-400 lbs.
  25 Years
  120+3d10 years
  Nogard
  7-10 ft.
  350-550 lbs.
  15 Years
  75+3d20 years
  Ogtara
  3-4 ft.
  100-200 lbs.
  20 Years
  100+3d10 years
  Ohahn
  8-10 ft.
  350-500 lbs.
  25 Years
  150+10d20 years
  Pendar
  6-7 ft.
  250-350 lbs.
  12 Years
  100+2d20 years
  Pexpin
  4-6 ft.
  150-250 lbs.
  5 Years
  100+2d20 years
  Plewd
  4-6 ft.
  100-200 lbs.
  20 Years
  80+2d20 years
  Qrp
  2-4 ft.
  50-150 lbs.
  30 Years
  80+10d10 years
  Sarn
  7-10 ft.
  350-550 lbs.
  15 Years
  75+3d20 years
  Schizovores
  5-7 ft.
  200-300 lbs.
  5 Years
  100+5d10 years
  Shogran
  5-7 ft.
  350-500 lbs.
  8 Years
  40+2d10 years
  Tordax
  3-4 ft.
  100-200 lbs.
  20 Years
  100+3d10 years
  Uavaryon
  6-8 ft.
  200-300 lbs.
  25 Years
  150+5d10 years
  
  6
  AbriAl
  +2
  DEX
  +2
  INT
  -2
  CON
  2
  HP
  “Air superiority?       
  try simply superior!”
  
  7
  rACiAl trAits
  Ability Buy Points: +2 Dex, +2 Int, –2 Con
  Hit Points: 2
  Size and Type: Abrial are Medium humanoids with the abrial subtype.
  Natural Flight: Abrial are born with wings and gain a 20 foot flight speed (perfect).
  Plastic Composites: Abrial have developed plastic-metal composite that is highly 
  sought across the galaxies. They gain a +1 racial bonus to any light armor they are 
  wearing and can give an extra 10 Hull Points to any starship in which they function 
  as the engineer.
  Ranged Experts: Abrial are masterful with the use of ranged weapons and gain a 
  +1 racial bonus to attack when using them.
  Abrial are pinnacle fliers, their natural 
  wings having given them untold 
  millennia of evolving their skills in flight. 
  Abrial have developed an ultra light, 
  ultra strong plastic-metal composite 
  that they have turned into a profitable 
  starship building material trade as well as 
  flightsuits to protect their wings. Abrial 
  are commonly mistaken for legends of 
  gargoyles across many different planets 
  and use that fear when engaging in trade 
  or in battle. Their homeworld, Hileos, is 
  only accessible by flight, each of their 
  cities spans miles separated by open air 
  and floats in the atmosphere.
  physiCAl desCription
  Abrial are reverse jointed creatures 
  with skin tones that match the purplish 
  reds of Hileos’ skies. Their large chest 
  muscles are mainly to assist in pumping 
  their wings for flight. Contrary to most 
  avian-like creatures, abrial do not have 
  hollow bones and are fairly heavy given 
  their natural flight. This is perplexing to 
  modern science; a creature so solid should 
  not be able to fly so well. Their eyes are 
  larger than most creatures’ of this size, 
  integrating a protective, transparent 
  “second eyes” that act as flight goggles.
  soCiety And AliGnment
  Abrial are free spirited and congregate 
  in flocks. Each flock has a leader and 
  each flock homes in an anti-gravity city-
  nest. A city-nest contains hundreds of 
  individual nests that span over many 
  miles, sometimes hundreds, and the only 
  way to access them is by flight. The leader 
  is responsible for organizing the gale wind 
  generators that create a buffeting wind 
  around each nest, preventing unwanted 
  access to it. The everyday lives of an abrial 
  are centered around their family and the 
  flock’s needs.
  
  8
  relAtions
  Abrial have a highly lucrative trade in 
  starship construction materials with the 
  plastic-metal composites they developed 
  and as pilots. Their city-nests are highly 
  guarded and only those with good 
  enough piloting skills are allowed to 
  land there, the gale wind generators are 
  never shut down to let in anyone. The 
  plewd in particular maintain as positive 
  of a relationship with the abrial as they 
  wish to mediate any and all contracts 
  for starship construction materials. The 
  abrial are somewhat arrogant but only 
  in relation to their abilities as fliers.
  Adventurers
  Adventuring is common for abrial 
  who are between new broods of 
  young. Most abrial are pilots and work 
  well as operatives or soldiers. Many 
  mechanic abrial exist as well as some 
  technomancers. Abrial are not overly 
  connected to magic as a race and don’t 
  often become mystics or solarians. 
  There are envoys but they are mainly the 
  ones that are the least talented at flying 
  among their own. Most abrial avoid 
  close combat and prefer to maintain 
  ranged and aerial superiority over 
  potential enemies.
  nAmes
  Abrial have fairly common names, 
  such as Abrasta, Raptona, or Helstor. 
  They have a more personal flock name 
  but this is rarely ever given to outsiders 
  and is akin to the name you would 
  speak to a loved one in private. Some 
  abrial adopt names from particularly 
  close names, but these names are never 
  used inside their city-nest. 
  plAyinG An AbriAl
  You likely…
  ●	
  Dislike using your legs to travel.
  ●	
  Scoff at other starship  designs.
  ●	
  Insist on being the pilot.
  ●	
  Talk about your latest family 
  additions or homeworld.
  Other Races Probably…
  ●	
  Think your piloting skills are 
  overinflated.
  ●	
  Try to get your secrets to make 
  the plastic-metal composite.
  ●	
  Press you for knowledge about 
  how to get into the city-nests.
  ●	
  Crack jokes about grounding 
  you.
  “Gargs? Heh.. they call themselves the ultimate fliers. What they really should 
  call themselves is the ultimate snobs. You can’t drink with them. You can’t fight 
  with them. All you can do is listen to them talk about themselves and their ultra 
  evolved culture all day. Hileos though is pretty amazing I must admit. Not a 
  single place that you can get to unless you have wings or a jetpack. Soaring 
  spires that seem to reach up to the heavens. Whatever you do, don’t look down. 
  Typically you are always so high up, you never see the ground.”
  
  9
  homeworld
  These city-nests are only accessible from 
  the air, and they are protected by gale wind 
  generators that envelop each city-nest in 
  twisting winds. These generators are never 
  turned off, and are redundantly backed up 
  with separate power sources in case of any 
  sort of emergencies or failures. Each city-
  nest has a government nest that orientates 
  itself to a central floating factory nest where 
  the highly coveted plastic-metal composite 
  is manufactured using the gases below. 
  history
  Abrial were a relatively peaceful and 
  idyllic race of fliers before they discovered 
  the technique to manufacture their 
  plastic-metal composite. They track their 
  years as BC (before composite) and AD 
  (after discovery). When the first abrial 
  starships made with this composite 
  ventured forth into the galaxies it was 
  soon discovered by other races and Hileos 
  was eagerly flooded with companies 
  trying to exploit this material. The gaseous 
  nature of the planet and the accessibility 
  of the city-nests only by air gave the abrial 
  advantages against occupations and have 
  since become highly wary of others. 
  
  10
  Argenex
  +2
  STR
  +2
  DEX
  -2  
  INT/WIS
  6
  HP
  “i see you And i Come For 
  you! All thAt i desire 
  will be mine!”
  
  11
  rACiAl trAits
  Ability Buy Points: +2 Str, +2 Dex, –2 Int or Wis
  Hit Points: 6
  Size and Type: Argenex are Medium humanoids with the argenex subtype.
  Armored Second Skin: An argenex chooses one type of armor, they are always 
  considered proficient with that armor and halve any penalties from wearing that 
  armor (such as armor class penalties or penalties to movement speed).
  Lucky Threes: The number three holds a great deal of importance to the argenex. 
  Once per day when a three is rolled on any one die, it may be rerolled and the 
  second result must be taken.
  Melee Specialists: Argenex typically do not love ranged weapons but instead have 
  intensive training in melee weapons of all types. Argenex are always proficient in 
  all melee weapons and gain a +1 racial bonus to attack rolls using melee weapons 
  for every five levels they possess.
  Third Single Eye: Argenex have come to rely upon the custom visor built into 
  their helmets over their natural single eye. The argnex have low-light vision and 
  darkvision up to 30 feet.
  Of all the races capable of hyperspace 
  travel, the argenex are comparably 
  primitive. This has not stopped them 
  from becoming a force to be reckoned 
  with amongst the stars. The argenex 
  exploded out from their home world of 
  Emeretz Zeta and immediately began 
  forceful colonization of surrounding 
  worlds and eventually star systems. 
  They do not bother to form an empire 
  as traditionally understood as they don’t 
  have interest in ruling but in the act of 
  conquest itself. The argenex only return 
  to their home world (or the planets they 
  have previously conquered) when they 
  have fulfilled whatever original goal set 
  out when they left. While not stupid, the 
  argenex as a race are not considered 
  overly wise or intelligent.
  physiCAl desCription
  Argenex are typically big compared 
  to other creatures of the same size with 
  thick muscles. They are relatively slow 
  moving but their extensive training in 
  combat makes them deceptively quick. 
  Argenex usually have grey toned skin 
  that is thick and calloused. It is rare to 
  find an obese argenex as excess and 
  creature comforts are frowned upon in 
  their society of warlords and troops. The 
  argenex are almost universally despised 
  across the galaxies since they are seen as 
  the most primitive of spacefaring cultures 
  and the qualities they prize as a species 
  do nothing to ingratiate them to others. 
  The only thing of value argenex create are 
  robust starships capable of dealing and 
  withstanding great amounts of damage.
  
  12
  soCiety And AliGnment
  Conquest is the word of religion for the 
  argenex. They seek to prove themselves 
  in battle against as great of odds as can 
  be. They are not interested in ruling 
  beyond their troops and tribes 
  as warlords and fight amongst 
  themselves as often as with others. 
  Their home world, Emeretz Zeta, 
  has become a massive proving 
  ground where any offense 
  between argenex are decided 
  in trial by combat. Each tribe or 
  troop of argenex has at least one 
  member who is knowledgeable 
  of spacecraft, decreed by the first 
  warlord Ezreck the Broken, and 
  each tribe or troop is capable of 
  building a devastating starship of 
  immense power.
  relAtions
  Argenex are well known across most 
  worlds in the galaxies and are disliked 
  in almost every one. Their starships are 
  one of two main reasons any sort of 
  positive relations exist with the argenex. 
  The other main reason is their supreme 
  usefulness as shock troops, with many 
  civilizations contracting the argenex to 
  help aid in their own conquests. Argenex 
  are, despite their violent tendencies, 
  fairly easy to deal with which makes 
  them frequently taken advantage of by 
  races like the plewd. Argenex that realize 
  they have been taken advantage of will 
  typically immediately seek out the deal 
  maker and challenge them to a fight to 
  the death.
  Adventurers
  Argenex believe adventuring is the 
  only way of life. Living to a ripe old age 
  in the same home as you were birthed 
  is the highest shame an argenex could 
  imagine. Stolen technologies and 
  treasures, which they only understand 
  plAyinG An ArGenex
  You likely…
  ●	
  Express yourself in simple terms.
  ●	
  Have a longing to return to your 
  home world with proof of your 
  conquest.
  ●	
  Keep track of your victories in 
  battle.
  ●	
  Try to proclaim each new place 
  you land in conquest of the     
  argenex.
  Other Races Probably…
  ●	
  Avoid speaking to you.
  ●	
  Put you on the front lines.
  ●	
  Leave your name out of conver-
  sations.
  ●	
  Warn others about you upon 
  introduction.
  “I remember a time we were pinned down 
  by a ysoki death squad. Yeah I know, rat 
  death squad. But that’s another story. 
  Anyway we were pinned down and our 
  Hov’arn, one of the smaller argenex I’ve 
  seen grabs a bulkhead and holds it in front 
  of him. As he is slowly walking forward 
  carrying our barricade, we are firing around 
  him. Finally when we get to the ambush 
  site he throws the bulkhead, breaking 
  the ysoki line and saving all our butts. He 
  picked up that bulkhead afterwards and 
  made us take him back to his homeworld 
  so that he could put it in his family hall. Do 
  I have stories about that trip!”
  
  13
  enough to turn on, are their main source 
  of income along with a tribe or troop’s 
  starship engineer. Soldiers are the norm but 
  operatives (albeit not necessarily stealthy 
  ones) are also fairly common. Mechanics 
  are not very common but do exist, typically 
  as the sole starship engineer in a troop or 
  tribe, and anything resembling magic or 
  religion is so uncommon as to be nearly 
  non-existent.
  nAmes
  Argenex names are fairly common 
  and boring, Alexa or James, paired with 
  a familial surname such as Rockman or 
  Smith. Most argenex introduce themselves 
  by the name they have given to their 
  favorite weapon, which most other races 
  assume is a nickname they’ve given 
  themselves, such as Kneecrusher or 
  The Eternally Sharpened. It is extremely 
  important to call an argenex by their 
  favored weapon’s name if there are more 
  than one traveling with you, as the honor 
  they hold to among their species demands 
  that a slight such as calling them by the 
  wrong name demands one on one combat.
  homeworld
  Emeretz Zeta is mostly barren and varies 
  in temperature extremes from one part of 
  the day to the next. The surface has all but 
  been abandoned by most species on the 
  planet for the more stable and plentiful 
  second layer, where bioluminescent fungi 
  and algae provide light and food for the 
  bottom of the food chain on up to the top. 
  The argenex are the only known sentient 
  species to survive on the surface of their 
  home world, where great covered stone 
  coliseums serve as village-homes. These 
  massive structures are incredibly thick 
  which serves to function defensively as 
  well as create a more climate neutral place 
  to train, sleep, and eat.
  history
  The argenex have an oral tradition, 
  unique to each tribe or troop, which 
  every member learns spanning back 
  hundreds of generations. These stories 
  mostly pertain to great conquest and 
  battle maneuvers but some few speak to 
  the creation of their home world in the 
  collision of two massive moons that had 
  thrown their orbit. Their oldest creation 
  story mentions the only time all of the 
  argenex had ever been joined together 
  to squeeze the moons together into one 
  singular planet, although this is most 
  certainly an embellishment as this fails to 
  mention how their species existed before 
  the creation of their planet.
  
  14
  belrop
  +2
  CON
  +2
  INT
  -2
  WIS
  4
  HP
  “i hAve evolved beyond 
  your reCkoninG!”
  
  15
  rACiAl trAits
  Ability Buy Points: +2 Con, +2 Int, –2 Wis
  Hit Points: 4
  Size and Type: Belrop are Medium humanoids with the belrop subtype.
  Density Shift: Belrop can temporarily increase or decrease the density of their 
  physical bodies allowing them to gain a +2 racial bonus to their EAC if decreasing 
  or their KAC if increasing. This bonus lasts for a number of minutes equal to one 
  minute per character level.
  Dimensional Swallow: A belrop’s appendage that emits or absorbs gravitons can 
  expand to swallow a creature up to one size category larger than itself. The belrop 
  must make a successful grapple check. The target is immediately ejected 30 feet 
  in any direction. If the ejected creature strikes a solid object they take 1d6 points 
  damage.
  Graviton Beam: Belrop can create an effect similar to a weak tractor beam allowing 
  them to reposition a creature five feet in any direction. Any object obstructing the 
  creature’s movement negates this effect. The creature is allowed a Reflex save with 
  a DC equal to 10 + the belrop’s level + Intelligence modifier to negate this effect.
  The belrop are an intriguing 
  race, evolving from the unlikeliest 
  circumstances. Belrop are an extremely 
  malleable race with a particular affinity 
  to gravity, their skin is easily stretched 
  and ripped but can be snapped back 
  into place while also being capable of 
  increasing or decreasing their molecular 
  density. The only universal trait shared 
  amongst the belrop is one appendage 
  that functions as some sort of port 
  for receiving and emitting gravitons. 
  Their home is the space where a black 
  hole’s event horizon and a white hole’s 
  ejection point overlap, which is called the 
  Pressurized Rim.
  physiCAl desCription
  Belrop are essentially living gravity 
  and are composed of gravitons 
  and particles that have undergone 
  spaghettification from the black hole 
  near its home. Their physical forms 
  are very pliant and always have one 
  appendage that emits or absorbs 
  gravitons. They do have two distinct 
  genders but can only reproduce when 
  two of the same genders pair off 
  and simultaneously shed gravitons 
  and compress matter with a strong 
  gravitational field generated by both 
  of them. The unique nature of their 
  physiology allows them slow the 
  passage of time of the light reflecting 
  off of their skin, giving the appearance 
  of changing colors.
  
  16
  soCiety And AliGnment
  Belrop are a highly mystical society that 
  closely resembles an organized religion. 
  The lead belrop is referred to as the 
  Black and White Ellipsis and each of the 
  eight tiers is responsible for lower level 
  decisions and everyday operations. The 
  lowest tier, the Trapezoidal Prismatic, are 
  responsible for the industry of the belrop, 
  creating short lived elements under high 
  gravitational circumstances. Scientific 
  organizations from across the galaxies 
  try to have at least one representative 
  stationed (safely) near the home space 
  of the belrop so as to be on the cutting 
  edge of new element discoveries.
  relAtions
  Belrop have a strange relationship 
  with most other races in the galaxies. 
  Their endless experiments in 
  compressing matter into new and short 
  lived elements make them an invaluable 
  scientific commodity but their strange 
  thought processes and religious 
  reverence for the interactions between 
  time and gravity are off-putting for 
  many. They don’t normally travel very far 
  from the Pressurized Rim and don’t have 
  much experience in communicating 
  with other races in anything except in 
  a scientific manner. This doesn’t cause 
  strain necessarily, except between 
  races such as then argenex, but it 
  doesn’t encourage much in the ways of 
  developing lasting friendships.
  Adventurers
  Belrop make excellent solarians and 
  mystics. Some like using machines in 
  their personal experiments and are 
  technomancers. It is very rare to find 
  a belrop soldier or operative and the 
  envoys amongst them are almost 
  universally in a scientific capacity. 
  Mechanics are not unheard of but are not 
  very common. Most belrop only venture 
  forth from the Pressurized Rim to search 
  for other synthetic elements that have 
  been created to see if they have missed 
  any and to collect exotic materials to 
  bring back to the lab-cathedrals floating 
  in the Pressurized Rim.
  plAyinG An belrop
  You likely…
  ●	
  Have an odd view of physical 
  materials.
  ●	
  Worship the strange interac-
  tions of gravity and time.
  ●	
  Are	highly	scientific.
  ●	
  Keep a journal of personal 
  element compression experi-
  ments.
  Other Races Probably…
  ●	
  Have a hard time understand-
  ing your point of view.
  ●	
  Pester you about what hap-
  pens inside of a black hole.
  ●	
  Are afraid to touch you.
  ●	
  Feel the need to prove their 
  own intelligence to you.
  
  17
  nAmes
  Belrop names are somewhat 
  unpronounceable, with translations being 
  composed of almost randomly selected 
  letters that shouldn’t belong to next to 
  each other. Names like PxUq or AzdsZol 
  are standard names for belrop. Most other 
  creatures call them by a nickname generally 
  derived from whatever element the belrop 
  talks the most about. Most belrop do not 
  care overly much about misspeaking 
  their names as amongst themselves they 
  speak each others’ names using a complex 
  sequence of graviton interactions upon each 
  others’ physical bodies.
  homeworld
  The Pressurized Rim is not a world so 
  much as a piece of space that defies 
  physics: a connected black hole and white 
  hole that will eventually become locked 
  in a quantum field. This strange place 
  came into existence in the roughly 1,000 
  cubic mile stretch of space where a black 
  hole constantly absorbs matter which is 
  then ejected by the nearby white hole 
  which feeds right back into the black hole. 
  Matter surrounding the Pressurized Rim 
  is constantly undergoing a stretching and 
  compression as the matter crosses from 
  one phenomenon to the next.
  history
  Belrop history is both extensive and 
  incredibly short. The first belrop, Quarik, 
  was simultaneously created when 
  the Pressurized Rim was created. The 
  compressed elements created by Quarik 
  contained the entire history of the belrop 
  from creation to apocalypse but that 
  element decayed and only pieces are left. 
  This in part is what the drives the belrop 
  to constantly compress and create new 
  elements as they are attempting to recreate 
  that first experiment Quarik and recover 
  the entirety of their history and future.
  “We called him Tobias. We called him that because when you don’t have 
  vowels in your name its hard as hell to pronounce. He would stand in the back 
  of the formation with a blaster in one hand, and that crazy glowing stump of 
  his in the other. Tobias would wave the stump and yank people forward, then 
  while they were stumbling he would shoot them with the blaster, sending 
  them backward. Was the funniest thing you ever did see. Then he turned traitor 
  on us and it was our turn to be jerked around. It was not nearly as fun on the 
  receiving end as it was watching it.. “
  
  18
  ChoquA
  +2
  STR
  +2
  CON
  -2
  CHA
  4
  HP
  ”Just try And eAt me, 
  you’ll be suCkinG 
  tAlon!”
  
  19
  rACiAl trAits
  Ability Buy Points: +2 Str, +2 Con, -2 Cha
  Hit Points: 4
  Size and Type: Choqua are Large humanoids with the choqua subtype
  Clawed Spur: A curved and sharp talon along the reverse joint in their legs makes 
  choqua agile climbers. They gain a climb speed of 20 feet.
  Talons: Choqua have appendages all ending in talons that function as a natural 
  weapon that deals 1d4 points of piercing damage.
  Tactical Training: All choqua are taught to defend themselves in whatever 
  manner at a young age and gain a +1 racial bonus to attack any time they are 
  flanking a target.
  The choqua are a race of avian beings 
  that cannot fly. Their wings have 
  developed into muscular arms and all of 
  their appendages have been tipped with 
  vicious talons. They are quick to anger 
  and take offense easily. Their remarkable 
  similarity to birds bred for food on many 
  other planets makes them somewhat 
  isolated amongst the races. Choqua 
  are more than capable of defending 
  themselves against those would try to get 
  a free meal out of them.
  physiCAl desCription
  Choqua are enormously large avian 
  creatures. They range in height from seven 
  to ten feet and weigh approximately 350 
  pounds. They are muscular and feathered 
  with arms that evolved from wings, 
  leaving them flightless. Their wattle is 
  often pierced and tattooed in frightening 
  patterns meant to discourage others 
  from trying to harm them. They have a 
  tail composed of long feathers that grows 
  from the base of their torso and curves up 
  to about head level.
  soCiety And AliGnment
  Choqua society is highly free spirited 
  and is split amongst the major families. 
  Most family lines are easily told by the 
  coloring of a specific choqua, all in a 
  particular line fall within a variation of 
  one color scheme. While choqua families 
  aren’t always necessarily on the best 
  terms, any in-fighting is put aside in the 
  face of any threat from an outside force. 
  The home planet of the choqua, Incolot, is 
  notoriously difficult to even land on as the 
  race is reclusive. The few choqua that do 
  venture off their planet are usually surly 
  and refuse to share even a grain of food 
  with others.
  relAtions
  Choqua actively try to maintain a 
  negative relationship with most other 
  races. They have locked down their planet 
  so tightly that it is virtually impossible to 
  land on without their permission and they 
  give that sparingly. Everything the choqua 
  need they make for themselves and they 
  
  20
  are loathe to participate in the galactic 
  commerce around them. Anything the 
  choqua can’t make for themselves they 
  begrudgingly contact the plewd.
  Adventurers
  Choqua adventurers are relatively rare. 
  Most do not have any desire to leave 
  their home planet and many have an 
  irrational fear about being eaten by any 
  of the other races in the galaxies.  When 
  they do adventure out it is usually for 
  something they cannot get or make 
  themselves or because they have been 
  cast out from their family for some 
  offense. Most choqua make excellent 
  soldiers and operatives but some are 
  passable mechanics. It is fairly rare to find 
  mystics, solarians, and technomancers 
  among them and almost never are there 
  envoys. As soon as most choqua can 
  atone for whatever offense they caused 
  or have obtained what they set out to, 
  they try to return to Incolot.
  nAmes
  Choqua names are composed of 
  a family name, a birth name, and a 
  stranger name. Family names may 
  include Ironbeak, Talonnex, Freefoot, 
  or Quickpeck. Birth names may be 
  such things as Greenfeather, Twoclaw, 
  Suppletail, or Emeraldpinion. Stranger 
  names are meant to be as far away from 
  anything linking them back to a family 
  or a description of themselves as can 
  be. Oddly enough, the most common 
  stranger names resemble common 
  human names such as Frank, Melissa, 
  Tom, or Stacy.
  plAyinG An ChoquA
  You likely…
  ●	
  Dislike most other creatures.
  ●	
  Dislike many other choqua.
  ●	
  Are gruff.
  ●	
  Keep a close watch on your 
  belongings.
  Other Races Probably…
  ●	
  See you as distant.
  ●	
  Dislike working with you.
  ●	
  Assure you they don’t want to 
  eat you.
  ●	
  Try to get close to you.
  “First off. Never ever talk religion 
  with a choqua. If you want to wig 
  one out, then start asking about 
  their gods. Since most of them that 
  leave the planet are not religious at 
  all, they tend to flip out. Second, its 
  easier to call them by their stranger 
  name. Yeah, its an odd custom that 
  they have where they take a name 
  as far from what their family names 
  are. I knew a choqua named Mary 
  once. Biggest, meanest, nastiest 
  tempered guy I ever knew. Took 
  us all almost a month before we 
  stopped smirking every time we 
  said, “Hey Mary!”, to him...”
  
  21
  homeworld
  Incolot is a planet dominated by 
  plains and mesa. The trees there grow 
  fairly short and drop a huge amount 
  of seeds each season. The weather is 
  pleasant on average but highs and lows 
  abound and any given day can be much 
  different than the last. The extremes in 
  temperatures and weather patterns in 
  a given day have shown the rare event 
  when various locations have all snow, 
  rain, sunshine, and winds. There are three 
  major landmasses that interconnect by 
  six land bridges, half of which are buried 
  in water during the rainy seasons. The 
  oceans of Incolot are teeming with life but 
  it is currently unknown if there are any 
  dominant intelligent species. The choqua 
  are the dominant land life form but they 
  are not skilled swimmers and rarely have 
  anything to do with the life in the vast 
  oceans of Incolot.
  history
  Choqua history begins with an egg. This 
  egg was lain by the creation of the planet 
  Incolot and was hatched by the magma 
  produced from its first massive tectonic 
  shift. The first choqua emerged from this 
  egg, fully formed, and its skin was every 
  color seen in the major families of the 
  choqua. This first clutch of eggs of this 
  choqua began the major families existing 
  today in choqua society and it is a source 
  of great pride. Subsequent history details 
  the seeking out of choqua for food by 
  many other species on the planet. Once 
  space travel was discovered, their history 
  becomes simply a warning message to 
  them about other races also seeking to 
  eat them. Typically, only the agnostic 
  or atheist choqua leave the planet and 
  disregard the teachings of their elders.
  
  22
  ChukulAk
  +2
  DEX
  +2
  WIS
  -2
  CHA
  4
  HP
  “those who sAy you 
  CAn’t put A priCe on A 
  liFe Aren’t tryinG hArd 
  enouGh!”
  
  23
  rACiAl trAits
  Ability Buy Points: +2 Dex, +2 Wis, –2 Cha 
  Hit Points: 4
  Size and Type: Chukulak are Medium humanoids with the chukulak subtype 
  Darkvision: Chukulak have darkvision, allowing them to see with no light source at 
  all to a range of 60 feet in black and white only.
  Alien Parentage: Chukulak are gifted with inherent racial memory from their 
  parents. Chukulak choose two skills—they gain a +2 racial bonus on checks made 
  with both of those skills, and they add those skills to their list of class skills.
  Lightweight: Chukulak gain a +4 racial bonus on Athletics checks made to jump, 
  and are always considered to have a running start when making Athletics checks 
  to jump.
  The chukulak are a plague upon 
  the entire universe. A parasitic race 
  of megalomaniacal slavers, they view 
  themselves as the rightful rulers of the 
  galaxies. They ravage and consume all 
  things they encounter, leaving desolate 
  space stations and ships in their wake. 
  The artificial limbs and metal sheathings 
  around its body are a result of their own 
  internal processes slowly eating away its 
  skin, muscle, and bone.
  physiCAl desCription
  Chukulak resemble many other 
  humanoids in appearance, their blue 
  skin being the only true evidence of their 
  lineage. However, the surface appearance 
  is nearly all that makes them humanoid. 
  Chukulak bones are clear, cartilaginous 
  structures, being very flexible and 
  lightweight. 
  Chukulak cannot reproduce with others 
  of their kind, and instead reproduce by 
  affecting change in the genetic structure 
  of their chosen victim by transferring the 
  virus that composes their consciousness 
  and slowly kills their body. Over the course 
  of months, the victim develops internal 
  tumors (typically two-four large masses) 
  that will develop into chukulak newborns. 
  Not all of these newborns will survive, 
  but those who do are gifted with a form 
  of racial memory from both the chukulak 
  and the victim.
  soCiety And AliGnment
  Chukulak society is built around themes 
  of ownership and control. Those who own 
  and trade a vast sea of slaves are treated 
  as a higher class than those who do not. 
  The more exotic a slave, the more prestige 
  a chukulak can expect.
  This constant need to enslave and 
  capture and turn a profit to continue 
  has caused the chukulak to lead a very 
  consumer driven existence. They have 
  
  24
  become extremely wasteful of finite 
  resources, consuming and exploiting 
  everything a region has to offer. 
  To the chukulak, everything in the 
  universe follows a specific function. 
  There is no room to question or debate 
  this natural order, and order that puts 
  them as chosen dominators of all races. 
  Although for many races this makes 
  the chukulak evil, most of the species is 
  simply nihilistic. Chukulak tend to lean 
  towards the lawful alignments. 
  relAtions
  Chukulak aggressively pursue other 
  species across the universe, often 
  focusing on primitive and rare races. The 
  continuously catalog the benefits and 
  drawbacks of each race they encounter, 
  which creates a market value shared 
  with others of their kind. It also allows 
  for them to note what races would make 
  good slaves, which races are ideal for 
  slave-trading, and simply what races 
  would make an adequate food source. 
  As one can imagine, this makes other 
  species viewing the chukulak as a threat, 
  and creating long standing enemies 
  from other intelligent creatures.
  Those willing to associate with the 
  chukulak are often races that have larger 
  populations and deal with purchasing 
  and selling of slaves themselves. And 
  even in these relationships, caution is 
  often viewed as a necessity. 
  Adventurers
  Chukulak adventurers are fairly 
  common, as many spend a part of their 
  youth exploring the universe and trying 
  to establish a reputation for themselves. 
  These explorative years are spent hunting 
  and securing slaves or cataloging species 
  they encounter. Returning to their 
  communities with exotic exploits and 
  rare species will quickly move a chukulak 
  up the social ladder.
  However, this is not the only reason 
  chukulak seek out adventure. Contact 
  with new races has caused many 
  chukulak to turn their back on the slave 
  obsessed culture of their forefathers. 
  These chukulak that have turned their 
  back on their society find themselves 
  constantly on the run, hunted by others 
  of their own kind.
  plAyinG An ChukulAk
  You likely…
  ●	
  See the glass as half full.
  ●	
  Bemoan the constant march 
  of life towards death.
  ●	
  Appraise others as potential 
  livestock to be traded.
  ●	
  Dislike questions.
  Other Races Probably…
  ●	
  Find you distasteful.
  ●	
  Fear taking you into social 
  situations.
  ●	
  Find your concept of owner-
  ship abominable.
  ●	
  Mistake your virus-sentience 
  as a treatable medical    
  condition.
  
  25
  nAmes
  Chukulak naming is rigid, providing very 
  little room for flexibility. Chukulak possess 
  a single name given at birth, they do not 
  indulge in nicknames or shortened names 
  of any sort. Referring to a chukulak by 
  any name other than their proper name is 
  considered a sign of deepest disrespect. 
  Chukulak names are comprised of three 
  phoneme sounds. The first of these sounds 
  represents their chukulak parent. The 
  second represents the chukulak lineage 
  they belong, and the third is their given 
  name. Some examples are Do-La-We, Bee-
  Gu-Ma, Ki-Men-Cho, and Tib-Caf-Lee
  homeworld
  Chukulak homeworld is known as 
  Amutjor. This dark and foreboding planet 
  is dominated by unique floral life, a 
  nightmare of lush jungles and carnivorous 
  plants, bottomless lakes and massive 
  waterfalls. Steep cliffs barely break the 
  heavy clouds covering the planet’s 
  surface, making atmospheric travel very 
  difficult for those not familiar with the 
  terrain.  These constantly rolling storm 
  clouds consistently shower the lands 
  feeding the harsh terrain.
  However, just below the surface one 
  finds an amalgam of caves, tunnels, and 
  caverns. Each of these areas supported 
  by makeshift lifts and support structures, 
  as the chukulak have nearly hollowed 
  Amutjor of all its metal and minerals. Here 
  in these tunnels the lowliest of slaves 
  works day and night excavating, the only 
  relief being the occasional cave-in. 
  history
  All chukulak life began from a 
  single virus. It is unknown if this was a 
  naturally occurring virus or one that was 
  synthetically developed and introduced 
  to Amutjor by another race. That first virus 
  spread like wildfire across the lands and as 
  it slowly ate the lifeforms away it mutated 
  to infect other species on both air and 
  land. Eventually the virus had infected 
  every piece of life on the planet and 
  further progeny were now the chukulak. 
  Eventually, it is theorized, that Amutjor 
  itself will be infected and be consumed by 
  this virus.
  “To-De-Wook was a mean son of a gun I tell you, but she was fair. Possibly the 
  only chukalak that I could get along with because she did not look at me like I 
  was a piece of property. Pretty much thrown off of her planet because she did 
  not believe in owning slaves like her kin. Did not take me long to realize though 
  why she was off-world. Everywhere we went people were dying left and right 
  from mysterious cancers. Heck, we had no idea she was virus-touching everyone 
  and infecting them with her children. Apparently she had “spread her progeny” 
  through the system as there were no suitable mates on her world. Needless to 
  say, her and the airlock met shortly after and we got the heck off of that world 
  before the authorities figured out we were involved with that rash of deaths.”
  
  26
  Cilderon
  +6
  CON
  -4
  WIS
  6
  HP
  “behold this Form!”
  
  27
  rACiAl trAits
  Ability Buy Points: +6 Con, –4 Wis
  Hit Points: 6
  Size and Type: Cilderon are Small humanoids with the construct subtype.
  Faraday Cage: Once per day a cilderon can dampen the connection to magic that 
  others have with the unique nature of their biology. Creatures attempting to cast 
  a magic spell (or holding a charge) while grappled by a cilderon must succeed 
  at a caster level check with a DC equal to 10 + the cilderon’s level to successfully 
  discharge the effects of the spell.
  Forms: Cilderon can reshape their bodies to have the same shape as anything. 
  They cannot increase or decrease the mass of their bodies and it takes one 
  minute to assume this new shape. Their skin color remains the same no matter 
  what shape it takes.
  Hard Edges: Cilderon can form their bodies or appendages into anything with a 
  hard and sharpened edge, they are considered to always have a natural weapon 
  that deals 1d4 points of bludgeoning, piercing, or slashing damage. Creatures that 
  successfully grapple or are grappled by a cilderon must succeed at a Reflex save 
  with a DC equal to 10 + the cilderon’s level + the cilderon’s Dexterity modifier or 
  suffer damage from its hard edges.
  Structural Resonance: Cilderon are composed of a liquid metal but it is still weak 
  to specific frequencies and suffer an additional 1 point of damage when subjected 
  to sonic attacks.
  Cilderon are a race of living metal 
  beings. Despite being metallic in nature, 
  their forms are infinitely changeable 
  and are changed to suit the situation. 
  Physically they are small in stature but 
  exceedingly tough. They have an odd 
  understanding of emotions, its not they 
  don’t have them or don’t understand 
  them but that they have an entirely alien 
  set of emotions. The cilderon’s native 
  language is a harmonic frequency that 
  resonates clearly as if a bar of metal were 
  struck to produce its tone.
  physiCAl desCription
  Cilderon are uniformly metallic in 
  appearance. Their skin colors vary based 
  on whatever metal they are closely 
  related to. They resemble a reflective 
  puddle when changing their shape. 
  When in a solid shape, they appear as 
  hard and tough as a bar of metal. While 
  moving they look disconcerting, their skin 
  does not ripple over muscles and their 
  movements are jerky but deceptively 
  quick. Their eyes have a singular color and 
  they never blink. They are roughly 3 feet in 
  height in their natural form.
  
  28
  soCiety And AliGnment
  Cilderon society is akin to an orchestra, 
  each one plays a role while the most 
  talented or practiced are the lead of their 
  section. All cilderon follow a conductor 
  and each of their groups follows a group 
  of composers that record the laws and 
  history of their race on their skin as 
  intricate etchings. Outside of this, little is 
  understood of how they operate. Their 
  minds are very alien and don’t follow the 
  normal emotions or logic of most organic 
  creatures. The one exception to this is 
  their protective nature towards their 
  young. Until they reach the age of ten, 
  cilderon children cannot form into a solid 
  shape and are exceptionally vulnerable.
  relAtions
  Cilderon are well liked as a race but 
  they are held somewhat at arm’s length 
  by most others. Many organic species 
  are somewhat afraid of the sharp edges 
  of the cilderon. Many are disturbed 
  by how they look when they move or 
  by the alien nature of their mindset. 
  Cilderon adults are known to trade 
  flecks of their bodies for various goods 
  or services and even for education 
  about other races. Cilderon are 
  approached for services as inspectors 
  on extremely important constructions 
  as their understanding of metals makes 
  them supremely skilled at finding 
  structural weaknesses.
  Adventurers
  Cilderon adventure for a variety 
  of reasons, most of which are 
  unfathomable by organic creatures, 
  but the most common reason 
  understood is curiosity and the 
  chance to learn about the universe 
  at large. Cilderon make good soldiers 
  and mechanics. Some are solarians, 
  as their metal has a particular affinity 
  to the microchanges of gravity 
  and light. It is rare to find mystics 
  or envoys, while operatives and 
  technomancers are relatively unheard 
  of. Most cilderon carve what they 
  learn out amongst the stars into their 
  body so they may bring the record 
  back to their regional composer for 
  permanent etching.
  plAyinG An Cilderon
  You likely…
  ●	
  Don’t understand most jokes.
  ●	
  Find odd introspections in 
  little things.
  ●	
  Have trouble describing how 
  you feel.
  ●	
  Often slip into your harmonic 
  native tongue.
  Other Races Probably…
  ●	
  Find you distracting to look at.
  ●	
  Have a hard time deciphering 
  your intent.
  ●	
  Ask about your worth.
  ●	
  Threaten to melt you when 
  angry at you.
  
  29
  nAmes
  Cilderon names are as difficult to 
  translate as their natural language, 
  their given names are harmonic tones. 
  The names they give out to most other 
  creatures is a mixture of metals and note 
  names or musical symbols. Common 
  names they may give could be “Iron 
  Quarter Rest” or “Cobalt A Flat”. Cilderon 
  do not get confused between each other 
  as various subtle harmonic differences in 
  their true names differentiate each one 
  but most other races cannot distinguish 
  these subtleties.
  homeworld
  The cilderon home world, Siyaline, 
  is a roiling mass of liquid metals with 
  enormous floes of “frozen” metal. The 
  planet itself is not any hotter than most 
  other worlds, the liquid metal that 
  composes it is in a strange quantum flux 
  that allows it to simultaneously exist 
  as a solid and a liquid. The largest mass 
  of “frozen” metal is covered in intricate 
  etchings visible from space, these etchings 
  are the permanent recorded history and 
  knowledge of the cilderon. Different floes 
  of metal shine different colors but along a 
  metallic spectrum.
  history
  The history of the cilderon is literally 
  inscribed in a solid mass of land on 
  their home world and begins with 
  something they call the Three Laws of 
  Formation. The parts of their history 
  that have been transcribed describe the 
  cilderon as manifestations of Siyaline, 
  but also indicates that each cilderon is 
  an autonomous and unique individual. 
  The cilderon universally come back to 
  their home world to add any newfound 
  knowledge and worthy deeds to the 
  collective etchings.
  “I never understood the nickname of 
  our cilderon engineer until the space 
  battle where we got holed. I ran 
  down to the area expecting air to be 
  rushing out into space. But I turned 
  the corner and instead of air I saw 
  our cilderon flat as a pancake stuck 
  to the wall where the whole is. His 
  copper eyes were looking at me and 
  the mouth in the middle of the slab 
  politely asked if we could “provide a 
  patch as quickly as possible as it was 
  getting rather cold on his behind.”. I 
  loved Patch, and to this day he is still 
  my favorite engineer.”
  
  30
  Cruonseri +2
  STR
  +2
  CON
  -2
  INT
  6
  HP
  “when i die, let it be 
  As i hAve lived — 
  FiGhtinG.”
  
  31
  rACiAl trAits
  Ability Buy Points: +2 Str, +2 Con, –2 Int 
  Hit Points: 6
  Size and Type: Medium humanoids with the cruonseri subtype.
  Battle-Hardened: Cruonseri gain a +4 racial bonus to their KAC against bull rush 
  and trip combat maneuvers when standing on the ground.
  Intimidating: Cruonseri receive a +2 racial bonus to Intimidate skill checks.
  Self-Sufficient: Cruonseri receive a +2 racial bonus to Survival skill checks.
  Weapon Familiarity: Cruonseri are proficient with basic and advanced melee 
  weapons and gain specialization with those weapons at 3rd level.
  The Cruonseri are a bulky warrior race 
  that is known for glorifying combat and 
  the martial arts. They are often con-
  sidered brutish by others, but have a 
  real understanding of the opportunities 
  brought on by war.
  physiCAl desCription
  Cruonseri are a humanoid race of bulky 
  muscle and heavy stature. Their skin is 
  a dusty brown to a dark clay-red, with 
  striking blue-black body hair. Like many 
  races that embrace a war-like existence, 
  the cruonseri are covered in scars with 
  many of them missing limbs or sporting 
  minor disfigurement. 
  They are recognizable by their ridged 
  brow, elongated ears, and decorative hair 
  styles. They prefer form fitting clothing 
  that moves easily, and tend to keep arms 
  and legs bare. As a race, they prefer simple 
  designs and minimalistic patterns, often 
  choosing basic complimentary colors.
  Cruonseri are not a primitive race, but 
  have always preferred weapons designed 
  for intimate combat, with many wielding 
  hi-tech bladed weapons. Stylized axes 
  and swords tend to be the most popular 
  amongst the races, with a general 
  acceptance that bigger is better. 
  soCiety And AliGnment
  Cruonseri have a clan-based culture that 
  idolizes war and the strategies of combat. 
  In their society, children are initiated in the 
  art of battle and weaponry at a young age 
  and expected to undergo many lessons in 
  survival training. Those who fail to reach a 
  level of acceptable training will often find 
  themselves filling in other societal roles, 
  such as agriculture, weaponsmithing, and 
  child rearing.
  Cruonseri leadership is always held 
  by female members that make up the 
  governing body, known as the Circle of 
  Grandmothers. These matrons are married 
  to the highest ranking war chiefs, and 
  make the decisions of when and where 
  the cruonseri engage in war campaigns. 
  Cruonseri live a rigid and disciplined 
  life, causing them to lean towards lawful 
  
  32
  alignments. And although not inherently 
  evil, the harshness of training and war 
  can leave many with hearts full of hate 
  and anger. The rarest of Cruonseri are 
  those of a good alignment, these few 
  are often raised by other species or 
  completely cut-off from the clans of their 
  homeworld.Society and Alignment
  relAtions
  Cruonseri find few interactions with 
  other races, beyond roles involving their 
  brute strength and combat expertise. In 
  this capacity, many offworld races employ 
  them as bodyguards, soldiers, and even 
  hire them as mercenaries. In these roles 
  they are fiercely loyal to their employers, 
  and often find themselves content to 
  live and even adopt the local inhabitants 
  customs. It should be noted that several of 
  the more evil races enjoy enslaving the 
  cruonseri and using them as gladiators 
  and disposable slave soldiers.
  Cruonseri on their homeworld 
  have managed to contain their war 
  campaigns to just other clans, never 
  declaring war on neighboring planets. 
  This reason alone has kept many 
  offworld races diplomatic with the 
  Cruonseri, considering their penchant 
  for war truly only a cultural display. 
  The very few recorded instances of 
  the cruonseri declaring war against 
  another race or planet has always 
  been in times of relative peace on 
  their home world. This has led to 
  some nefarious operations to goad 
  clans into war as a form of galactic 
  safe keeping, the reasoning behind 
  it being that the cruonseri could 
  dominate a large portion of galaxies if 
  they focused outward.
  Adventurers
  Cruonseri adventurers are often 
  mercenaries and bodyguards seeking 
  employment. They enjoy being hired 
  muscle, and as long as contracts are 
  fulfilled, remain loyal to their employers. 
  This arrangement can extend to a ragtag 
  crew of starfarers as well, especially if 
  combat and payment are plentiful. While 
  contracts are generally fulfilled to the 
  best of their abilities, if a cruonseri sees 
  a losing battle they will try to get a better 
  offer on the other side or in a completely 
  different conflict.
  Other adventurers can often be found 
  as exiles from the cruonseri homeworld, 
  those of the race that failed their 
  military training yet couldn’t settle for 
  a life of farming or child-raising. These 
  plAyinG An Cruonseri
  You likely…
  ●	
  Are eager to prove your worth 
  in combat.
  ●	
  Are accustomed to taking 
  orders from more skilled      
  warriors.
  ●	
  Are	first	to	draw	weapons	
  against foes, regardless of 
  the odds.
  ●	
  Are	fitted	for	roles	as	bounty	
  hunters, guards, and soldiers. 
  Other Races Probably…
  ●	
  Think you enjoy slaughter and 
  bloodshed.
  ●	
  Consider you more muscle 
  than brains.
  ●	
  Trust	you	on	the	battlefield,	
  but	find	you	difficult	to	relate	
  to socially.
  ●	
  Think you idolize warfare over 
  peaceable resolution.
  
  33
  individuals have set out to forge their own 
  way and prove their worth amongst the 
  stars, often joining militia groups or small 
  rebel forces needing aid.
   nAmes
  Cruonseri have guttural sounding 
  names and must be approved by the local 
  Grandmother. The name must indicate the 
  gender of the child and not negatively 
  affect the wellbeing of the child. That said, 
  the language of the cruonseri does not 
  generally sound masculine or feminine to 
  most offworld races.
  Among cruonseri warrior elite, the 
  fashion arose to give a large number of 
  forenames, often six or more. The standard 
  cruonseri will often still have two or three 
  forenames, a larger number is now rare. 
  Amongst the non-warrior cast, many only 
  claim a single name. 
  homeworld
  Tuslilia is the homeworld of the cruonseri, 
  a mountainous planet with vast open 
  valleys. It is in these valleys the cruonseri 
  have made their home and wage their 
  wars amongst the various clans. Above the 
  plains, amongst the sloping peaks of the 
  mountains is where warriors train and test 
  their battle prowess.
  Cruonseri has few major predators, and 
  the bulk of their animals are herd animals. 
  No other sentient life lives on the planet, 
  and conditions are relatively mild. Many 
  intergalactic scholars have noted the 
  cruonseri obsession with warfare might 
  simply stem from boredom, and the 
  relatively easy existence they would have 
  if they didn’t have seasons of battle. 
  history
  Cruonseri have a simple history 
  compared to many offworld races. They 
  spent most of their early civilized years 
  farming and herding and living peaceably. 
  As their numbers increased, new tribes 
  were formed and the main form of 
  recreation were friendly sports amongst 
  neighboring clans. And of course, over 
  time, these friendly sports became 
  skirmishes, which lead to wars and the 
  idealization of a military society. 
  The cruonseri never developed 
  spacefaring technology, and have only 
  been gifted those advancements via 
  trade with visiting races. They have 
  embraced this new technology, and 
  although do not generate their own 
  form of space travel, their homeworld 
  is regularly visited by traders looking to 
  secure their natural resources. 
  “Reboduchakkamoanda, or Rebo 
  was perhaps the strangest cruonseri 
  I have ever met. She wore plain robes 
  instead of armor and would spend 
  her time telling you why you should 
  not fight instead of charging into 
  battle. There was a reason she was 
  kicked off of her world, obviously, as 
  they are all warmongering nut-jobs. 
  Then somebody touched her. The 
  next thing you know, they are on their 
  back and they have three broken 
  bones. She just smiled politely and 
  stated that they could have reached 
  a peaceful solution if they had just 
  talked longer… “
  
  34
  drAykon
  +2
  CON
  +2
  CHA
  -4
  WIS
  6
  HP
  “i’m no mere hAlF-bred 
  drAGonkin — i’m their 
  evolutionAry suCCessor.”
  +2
  STR
  
  35
  rACiAl trAits
  Ability Buy Points: +2 Str, +2 Con, +2 Cha, –4 Wis
  Hit Points: 6
  Size and Type: Draykons are Large dragons with the draykon subtype.
  Dragon Immunities: Draykons have immunity to magic sleep effects and paralysis 
  effects.
  Dragon Resistances: The mixed interbreeding of dragons over millennia lead to 
  all draykons having a natural energy resistance 5 each to acid, cold, electricity, and 
  fire.
  Exceptional Vision: Draykons have low-light vision and darkvision. As a result, they 
  can see in dim light as if it were normal light, and they can see with no light source 
  at all to a range of 60 feet in black and white only.
  While clearly naturally powerful 
  when first met, most races are skeptical 
  when a draykon claims to be the 
  literal descendants of dragons. While 
  numerous humanoid-dragon hybrids exist 
  throughout the cosmos, both mystical 
  divination and scientific research into the 
  matter has proven time and again that 
  the draykons are in fact true children of 
  the dragon without a drop of “lesser races” 
  blood in their veins.
  physiCAl desCription
  Draykon are physically imposing, 
  but their sinewy body and slithering 
  movements belie their immense 
  proportions. Their bodies are covered in 
  tiny but incredibly hard scales. Draykon 
  claim to be true descendents of dragons, 
  but their coloration does not reflect their 
  abilities or their mentality. Draykon run the 
  gamut of colors, from scintillating metallics 
  to dull earth tones. They curiously lack the 
  claws and fangs of their ancestors but their 
  well-muscled legs and arms impart just 
  how dangerous they can be.
  soCiety And AliGnment
   Draykon, for all their boasting of being 
  the descendants of dragons, are very 
  much the opposite of their ancestors. 
  Typically the draykon form a republic 
  in each of the city-states of their home 
  world, Exdrakis, and live in domiciles 
  closely packed together with as many of 
  their kin as they can. They have a sense 
  of community and taking care of each 
  other as large as themselves, everything 
  they do is for the good of their kin, their 
  community, and their home city-state. 
  They are excellent traders, although not 
  nearly as natural as the plewd, as well as 
  soldiers. One trait they do share with their 
  dragon ancestors is the accumulation of 
  wealth, each city-state has a hoard that 
  is added to by each citizen and is used to 
  provide for all within its borders.
  
  36
  relAtions
  Draykon have an excellent trading 
  network and maintain a healthy 
  competition with the plewd. Their 
  separate republics and lack of a single 
  unifying government over each city-
  state prevent them from becoming 
  the dominant mercantile force in the 
  galaxies. While they are fairly arrogant, 
  their exceptional sense of community 
  endears them to many other races. Any 
  races that have gone to war with the 
  draykon, like the argenex, have learned 
  that they are indeed the descendants 
  of dragons and that their boasting of 
  prowess is not empty.
  Adventurers
  Even with their strong sense of 
  community, draykon love to explore 
  and prove themselves across the 
  galaxies. Many find their way to the Fire 
  Rings Coliseum to participate in the 
  games within. Soldiers and envoys are 
  common among the draykon as well 
  as operatives. There are some mystics 
  and technomancers but as a whole the 
  draykon do not seem to be as connected 
  to magic as dragons. Solarian draykon are 
  rare as are pure mechanics. Draykon will 
  attempt to barter across the galaxies for 
  anything that might be worth adding to 
  their home city-state hoard.
  plAyinG An drAykon
  You likely…
  ●	
  Trust your own physicality 
  and prowess in all ways.
  ●	
  Find power in being true de-
  scendents of all dragonkind.
  ●	
  Are	confident,	to	a	fault,	in	
  your abilities to do almost 
  anything.
  ●	
  Use your natural size, 
  strength, and power to your 
  advantage.
  Other Races Probably…
  ●	
  Assume you’re just another 
  dragon half-breed.
  ●	
  Think you’re a classically “big 
  and dumb” type.
  ●	
  Find it odd that you are so 
  connected to the rest of 
  your kind.
  ●	
  Want you to divest yourself 
  of arms when walking into a 
  public building.
  “You know, for all their bragging, 
  I don’t mind having one of those 
  draykon in my crew. There was this 
  one, Flavyan, who I met back on a 
  raid down in the Telsi System who 
  I swore was the biggest, dumbest 
  brute you’ve ever seen. Never said 
  a word while fighting so I gave him 
  his space. One day he catches me 
  playing chess against a computer 
  and decided to jump in. I swear, 
  I’ve never lost a game so fast in my 
  life. From that point on, he was in 
  charge of tactics… well, after he 
  gave me a lecture as to why you 
  should never try and outplay a 
  dragon.”
  
  37
  nAmes
  Draykon names are closely tied with 
  their city-state and their kin. They typically 
  possess three names, a forename which 
  they go by in the company of non-
  draykon, a home name which they go 
  by from anyone from their home world, 
  and a kin name which only those closely 
  related to them call them. Most draykon 
  do not like nicknames, they are sticklers 
  for formality and respect. Some common 
  draykon names might be “Simta Rahm-
  Grahn Shortsnout” or “Cerlixo Slimpon-
  Dray Patcheyes”.
  homeworld
  Exdrakis is a lush world full of sweeping 
  vistas, vibrant colors and plant life, and 
  deep cave systems with valuable gems 
  and minerals. Flora and fauna abound 
  and the weather is pleasantly appropriate 
  to each of its four seasons. This near 
  paradise is an odd place for a race as 
  powerful as the draykon to evolve. It is 
  mentioned in their history that a dying 
  pair of dragons managed to rebirth 
  themselves like a phoenix and were 
  reborn as draykon. Exdrakis is dotted 
  with the city-states of the draykon, 
  surprisingly small buildings composing 
  the domiciles and an almost non-
  existence of skyscraper type buildings. 
  The poles of Exdrakis are a curiosity 
  and extreme in difficulty to survive. The 
  nothern pole is a frigid wasteland home 
  to ice creatures and a gate to a cold 
  and strange plane. The southern pole is 
  muddy and bog-like with many tarpits 
  and a gate to the Plane of Earth.
  history
  Draykon history is largely focused around 
  the creation of their race. It is written that 
  a pair of dying dragons, ancient even for 
  ancient dragons, that discovered a way to 
  die and be reborn like a phoenix. This pair 
  rebirthed as the first draykon and chose 
  some select dragons to bestow this secret 
  upon. They were careful to vet each dragon 
  given this secret, as they knew that their 
  race was prone to great evil and great good, 
  but that both extremes were unyielding and 
  unwilling to accept change. Eventually, the 
  secret was lost to antiquity and the draykon 
  were a self-sustaining race. Most of the 
  rest of their history is concerned with the 
  foundation of each of their city-states and 
  recording the births of every draykon born 
  on their home world. Those draykon not 
  born on Exdrakis are never allowed to be 
  entered into the birthing ledgers.
  
  38
  evern
  +2
  CHA
  6
  HP
  ”shAll we 
  mAke A 
  wAGer oF 
  it!”
  -2  
  INT/WIS
  +2  
  STR/DEX
  
  39
  rACiAl trAits
  Ability Buy Points: +2 Str or Dex, +2 Cha, -2 Int or Wis
  Hit Points: 6
  Size and Type: Evern are Medium humanoids with the evern subtype.
  Betting Being: An evern gains a +2 racial bonus to their Bluff or Diplomacy check 
  when making a wager.
  Natural Show: An evern is naturally nimble and more accomplished at feats of 
  agility or power. This grants them a +2 racial bonus to Acrobatics and Athletics 
  checks and these skills are always considered to be class skills.
  Shrewd Business: An evern gains an extra 5 percent of the item’s sale price when 
  selling items.
  The evern are a proud race of athletes, 
  who enjoy the physical games of 
  competition that many other races host 
  on their planets. Their manufacturing 
  processes of performance textiles and 
  weapons is largely unrivaled. They seek 
  out new arenas of proving grounds for 
  twofold reasons, to show themselves as 
  the best and to negotiate a new place to 
  distribute their goods. Evern are gamblers 
  to a fault, they almost cannot help 
  themselves from taking a bet no matter 
  the odds of success.
  physiCAl desCription
  Evern are roughly six foot tall with pale 
  skin and long, flowing hair that typically 
  runs in colors of red. Their piercing eyes are 
  a solid color of blues, grays, or gold. Their 
  muscles are not overly large but are finely 
  cut and their broad shoulders taper to slim 
  waists and long legs. They are almost always 
  in some kind of motion, it is very rare to 
  find an evern sit still for any length of time 
  and many develop anxious tics during space 
  flight. Evern sleep, but do so standing up and 
  with their eyes open. The typical evern is 
  usually scarred with neat, surgical incisions 
  indicating their attempt to increase their 
  performance abilities scientifically.
  soCiety And AliGnment
  Evern society is oriented towards 
  physical feats and as such are ruled 
  by a central gaming commission. This 
  commission controls every aspect of 
  evern life, from suggested actions during 
  social situations to laws and processes 
  for setting up new business on other 
  planets. Most evern do not think too far 
  into the future or past and live heartily in 
  the present. They are boastful and proud 
  but acknowledge the strengths of others, 
  especially when defeated in the arena. 
  Evern that lose in a physical contest often 
  try to become friends with the winner so 
  as to judge their own personal increase in 
  abilities against the other and challenge 
  them again. Often, an evern adventures 
  purely for this reason, to eventually beat 
  another who has beat them.
  
  40
  relAtions
  Evern are first and foremost gladiatorial 
  gamesfolk. They enjoy spectacle and 
  proving how good they are to anyone 
  and everyone. They are also responsible 
  for the pinnacle in performance textiles 
  and seek to expand their commercial 
  empire. Most other races find them 
  brash and hasty but give them respect 
  when it comes to their abilities in 
  combat. Their relations with other races 
  and governments is fairly good and 
  productive, while enjoying combat the 
  evern are not naturally a war-like race.
  Adventurers
  Adventuring is a common pastime for 
  evern. Most evern venture out into the 
  cosmos to seek personal satisfaction 
  in performing in any number of 
  gladiatorial games might be hosted 
  on other worlds. A typically secondary 
  goal is to find prospective locations for 
  their performance textiles. Evern make 
  excellent soldiers and operatives as well 
  as fairly good envoys. Some mechanics 
  exist but most exern avoid becoming 
  mystics, solarians, or technomancers.
  plAyinG An evern
  You likely…
  ●	
  Enjoy drink and stories.
  ●	
  Boast of your prowess.
  ●	
  Constantly	find	ways	to	keep	
  in motion.
  ●	
  Are somewhat reckless.
  Other Races Probably…
  ●	
  Find you a little brash.
  ●	
  Goad you into action.
  ●	
  Are reluctant to shake your 
  hand.
  ●	
  Respect your physicality.
  “Those evern have a knack for 
  competition, I’ll give them that. 
  There was one I met named Varel 
  the Fleet who swore she was the 
  fastest humanoid on this side of 
  the galaxy. So I went and proved 
  her wrong. One month later she 
  challenges me to a race and 
  beats me by at least five paces. I 
  find out later that she spent that 
  entire time not only training to 
  beat me, but making sure that 
  the final result wasn’t even close. 
  Course, she joined the crew soon 
  after. We race every now and 
  then, and I’ll tell you, one of these 
  days I’m going to catch up...”
  
  41
  nAmes
  Exern give themselves combat names, 
  meant to be grandiose and invoke images 
  of strength or cunning. Common names 
  for this might be Stalrock the Mighty, 
  Sinsun the Dextrous, Bodragck the Strong, 
  or Fleetfoot the Brave. Evern also have 
  quiet names, for times when they are in 
  social situations that require a more calm 
  disposition. Examples of these names are 
  Tresvin, Laquoo, Amatlia, or Vindel.
  homeworld
  The evern home world of Evern is 
  split almost exactly in half along its 
  longitudinal axis. On one half is the 
  performance textiles manufacturing 
  facilities and distribution ports. On 
  the other is one massive gladiatorial 
  coliseum, divided further into many 
  different theatres where a vast array of 
  physical games are held and invented. 
  Many different races come here to see 
  this hemispherical arena and compare 
  it to other planets’ gaming spaces. The 
  evern are not allowed to compete in this 
  arena against other species, on their 
  home world they are considered to 
  be at an unfair advantage and thus 
  demand that any games they are 
  challenged to by another race must 
  be conducted on another planet of 
  the challenger’s choice.
  history
  Evern history is scattered at best. Most 
  stories are orally passed along and each 
  generation varies the manner in which 
  the same story is told and its details. It 
  is not uncommon for children, parents, 
  and grandparents to each tell the same 
  story around drinks but for the details 
  to be so different that it appears to be a 
  new story. The only consistent writing 
  found on Evern is their Manual of Games 
  which details the intricacies of playing a 
  crowd and various tactics to suit terrain 
  and challengers faced. The second largest 
  document containing historical record 
  of the evern is The Ledger, in which is 
  intricately detailed contests of greatness 
  and the play by play actions of the winner. 
  This document is tattered in places and 
  abruptly ends.
  
  42
  Flelsh
  +2
  any one ability
  4
  HP
  “bloop...”
  
  43
  rACiAl trAits
  Ability Buy Points: +2 to any one ability score
  Hit Points: 4
  Size and Type: Flelsh are Medium aberrations with the flelsh subtype.
  Muscular Foot: Flelsh are actually very similar to a mollusc in that they move using 
  their “tail” which is a muscular foot. This foot is naturally sticky and grants a climb 
  speed of 15 feet and they can move on vertical surfaces or upside down at half 
  speed.
  Psychogenic Ooze: Flelsh communicate via the ooze generated by their bodies. 
  This ooze imparts a strong emotional and empathetic message directly into a 
  creature when it is touched. A trail of ooze’s message can be gathered for up to 
  one hour after the ooze is secreted.
  Xenologic Oddities: Flelsh are relatively unknown across the galaxies and they 
  receive a +2 racial bonus against mind-affecting effects.
  The flelsh are a little known race that 
  are sluglike and as far as recorded history 
  is concerned, has not communicated in 
  any known way. It is theorized that the 
  slime from their bodies carries some sort 
  of psychic property or chemical properties 
  that allow them to communicate with 
  each other. Their intelligence is almost 
  impossible to measure with this lack of 
  communication and the relative non-
  contact that’s been had with the species. 
  One thing known about them, they gain 
  sustenance by absorbing creatures into 
  their bodies and slowly digesting them.
  physiCAl desCription
  Flelsh are a sentient slime given a 
  nervous system by the chest belt it wears 
  with a large muscular foot “tail”. They 
  constantly secrete a slime that helps it 
  move and serves as its primary mode 
  of communication. They typically are 
  about four feet in height but if they were 
  to stand on the tip of their muscular 
  foot they would be around seven feet in 
  height. They do not have normal internal 
  organs but are instead supported a 
  series of bladders filled with gasses and 
  components for their slime.
  soCiety And AliGnment
  Little is known about flelsh society. 
  They do not have any trade relations 
  known and the only main city recorded, 
  Glesh, is deep within the core of a planet 
  composed of an anti-psychic liquid 
  called Delusanox. Glesh is a silent place, 
  excepting the sounds of the planet around 
  it and the slithering sounds of flelsh 
  going about their business. It is currently 
  unknown how the flelsh reproduce but it 
  is suspected that they absorb a massive 
  amount of calories into their bodies and 
  split off a piece of themselves, after which 
  they fashion a new nervous system belt.
  
  44
  relAtions
  Flelsh do not have any known 
  connection to other sentient races across 
  the galaxies. They are not interested in 
  trade and do not have the desires of most 
  other races. They do not have any exports 
  or currencies known. The agency through 
  which the race developed is unknown, 
  if they were created none have claimed 
  responsibility, and if they evolved there 
  is no recorded history through which this 
  process can be traced.
  Adventurers
  Flelsh are as likely to be any kind of 
  adventurer as any other, no single affinity 
  to anything is stronger than others. The 
  singular exception to this is that flelsh are 
  not mechanically inclined and it would 
  be exceedingly rare to find a flelsh 
  mechanic. This idiosyncrasy leads most 
  adventurers to believe that the flelsh 
  actively dislike technology. The flelsh 
  do venture out, but it is unknown what 
  motivates this. Most often, the flelsh can 
  be found in steamy areas or places of 
  excessive moisture on a starship. 
  nAmes
  Flelsh names have no verbal 
  translation. Their names are an 
  exceedingly complex series of 
  pheromones and emotions generated 
  by their slime. This has led to the 
  use of nicknames by those few who 
  actually know a flelsh using hand 
  signals or a verbal component that 
  represents their color or smell. “Pale 
  Green” or “Old Jumpsuit” are common 
  nicknames for a flelsh but common 
  names internal to their race may be 
  plAyinG An Flelsh
  You likely…
  ●	
  Gesticulate to communicate 
  with those who don’t under-
  stand your slime.
  ●	
  Have odd reactions to stress-
  ful situations.
  ●	
  Sleep upside down on the 
  ceiling.
  ●	
  Are uninterested in trade. 
  Other Races Probably…
  ●	
  Feel uncomfortable around 
  you.
  ●	
  Do not like your slime com-
  munication.
  ●	
  Feel afraid of your eating 
  habits.
  ●	
  Make jokes at your expense.
  “The flelsh have to be the strangest, 
  most bizarre sentient race that I 
  have ever met. I spent two years in 
  prison with one as my cellmate. Well, 
  technically had two cellmates, but 
  that thing ate one of them. I woke up, 
  found a skeleton and saw that the 
  flelsh managed to multiply itself. It 
  did that a few more times with other 
  people but for some reason never 
  came after me. I talk to one of the 
  guards and as it turns out, I’m the first 
  person this thing HASN’T tried to eat 
  before. Guess that made me lucky to 
  have such an… odd friend.”
  
  45
  “The Feeling of Moss Underneath the 
  Foot” or something similar.
  homeworld
  Delusanox is an odd planet, the surface 
  of which is composed entirely of oceans 
  of a liquid that possesses anti-psychic 
  properties. Starting approximately 
  100 feet deep the core mantle of the 
  planet begins and the extensive cave 
  systems are a steamy, richly biodiverse 
  community. Bioluminescence is the norm 
  and fungi is plentiful. Most creatures 
  found within the caves on Delusanox lack 
  any kind of a skeleton, exo or endo, and 
  many have some sort of echolocation. 
  The caves are home to many oddly 
  intelligent creatures that developed 
  consciousness despite being surrounded 
  by a vast planetary ocean of anti-psychic 
  liquid. Anti-psychic stalactites and 
  stalagmites litter these caves.
  history
  Flelsh history is unknown. There is a 
  theory that if a flelsh wished to share 
  the story of its species that it would give 
  away the secrets of Delusanox. The belief 
  is that the flelsh fear the despoiling of 
  their planet for some untold riches or rare 
  element and they would be unable to stop 
  this from happening. It is also conjectured 
  that the flelsh form of communication 
  is simply too esoteric for most other 
  creatures to understand and that their 
  history is widely communicated but none 
  can understand it.
  
  46
  Fyr
  2
  HP
  “you ClAim to be mAde oF 
  “stAr stuFF” but you Are 
  Just Ash — i Am A livinG 
  stAr.”
  +2
  any one ability
  
  47
  rACiAl trAits
  Ability Buy Points: +2 to any one ability score
  Hit Points: 2
  Size and Type: Fyr are Medium native outsiders with the fire and elemental subtypes.
  Body of Fire: The fyr are made of living plasma, held together by an extraordinary 
  environmental field effect (as with many armors or the life bubble spell), taking a 
  humanoid form as much out of convenience as anything else. Their plasmic body radiates 
  both heat and powerful shocks, dealing 1 point of fire and electricity damage per 
  character level with any touch (double this damage when contained, for instance when 
  swallowed whole or to worn equipment like armor). Fyr do not need to eat, sleep, drink, or 
  breath and can survive in the vacuum of space indefinitely. They are immune to electricity, 
  fire, and radiation damage, but they are vulnerable to cold and gain the shaken condition 
  for one round when immersed in water.
  Darkvision: Fyr can see with no light source at all to a range of 60 feet in black and 
  white only.
  Heart of Stone: At the core of each fyr is a roughly 1 cubic foot of a pure element in a 
  crystal form referred to as their Heart. The element of each fyr changes as they grow 
  and age, being composed of a solid, crystallized form of the element with the same 
  atomic number as their level + 25 (so level 1 = iron, level 2 = cobalt, etc.). Whenever a 
  fyr is unconscious through any means, its plasma body dissipates and it becomes an 
  inert 1 cubic foot mass of crystal (i.e. its Heart). Upon waking up, its body winks back 
  into existence (a full action) unless it’s in a contained area too small for it to fully form. 
  Without its full form, the fyr remains unconscious. The Heart of a fyr has a hardness equal 
  to 10 + their character level and a number of Hit Points equal to its level. Stamina and Hit 
  Points are tracked normally for a fyr, but when a fyr has 0 HP, it reverts to its Heart form. 
  If left alone, an intact Heart will “revive” its plasmic form in 1d100 years. When a Heart is 
  destroyed, the 1 cubic foot of pure element is left behind but remains slightly radioactive 
  (enough to detect, but not be dangerous).
  Plasmic Affinity: Any plasma weapon (ranged or melee) or solarian weapon crystal used 
  by a fyr adds +1 to the damage dealt by the weapon.
  The fyr claim to be the oldest 
  intelligence in all existence, having been 
  “birthed” into the world en masse with 
  the collapse of a sentient star spoken of 
  as the First God of Creation which died 
  to help bring order to the chaos of the 
  early universe. In each fyr, a “Heart” of 
  pure elements collapsing into themselves 
  fuels the star-like plasma, gravitons, and 
  magnetic fields which compose their 
  “humanoid” form.  
  physiCAl desCription
  Fyr have no true gender and 
  subconsciously and subtly shift the 
  appearance of their plasmic bodies to 
  resemble a highly athletic version of 
  the majority gender in their immediate 
  vicinity. The color of their skin depends 
  on what color element composes their 
  Heart burns, iron for example burns 
  with a gold color and zinc burns with a 
  
  48
  blue-green to a pale green color. In line 
  with their thinking that they are the 
  oldest intelligence, they typically have 
  a height a meter taller than the average 
  height of the creatures in its immediate 
  vicinity. They have mostly humanoid 
  appendages and organs but periods 
  of intense emotion cause their Heart 
  to burn brightly and visibly, dimming 
  their plasmic body’s skin momentarily. 
  Prolonged intense emotional periods can 
  even cause their extremities to begin to 
  recede into their bodies.
  soCiety And AliGnment
  Fyr claim to have no need for society 
  but all pay homage to a particularly 
  ancient member of their race they call 
  The First Star. The fyr’s lack of need 
  for clothing, food, drink, or any of the 
  normal everyday necessities of most 
  other lifeforms has given them an odd 
  and almost non-existent economy. 
  Collecting elements for their Hearts as 
  fuel (every 100 years powering a plasmic 
  body, some needs to be replenished) 
  drives much of their need and while 
  they are not above taking what they 
  want by force, they first try to win what 
  they desire through dueling. The plewd 
  enjoy a specially productive relationship 
  with the fyr who provide them with 
  plenty of elements in return for services 
  as guards and sources of obscure 
  galactic knowledge
  relAtions
  Most races view the fyr as omen of 
  the winds of change. The fyr do not 
  reproduce between themselves, being 
  birthed from collapsed elements 
  contained in some sort of field, and thus 
  there are no half-fyr and meeting a fyr 
  is certainly a relatively rare occurrence. 
  Plewd and fyr have long had a positive 
  working relationship but they hold 
  no love for the pexpin or mrok, the 
  former for their audacity to compare 
  themselves to fyr and the latter because 
  of their natural muddy and watery 
  homes. Other races put up with fyr 
  because of their prowess in battle and 
  knowledge of old. Fyr do not often go 
  to war, instead preferring the honor and 
  skill of one-on-one combat.
  Adventurers
  Adventuring is essentially all that a fyr 
  does, in pursuit of elements it wants to 
  stockpile. While some do make a home 
  on an asteroid, planet, or star that is 
  particularly dense in their Heart element, 
  plAyinG An Fyr
  You likely…
  ●	
  Are convinced of your own 
  superiority and prowess.
  ●	
  Sometimes speak archaic 
  words and phrases.
  ●	
  Have trouble with the concept 
  of gender and sex.
  ●	
  Have very few physical needs 
  and don’t understand those 
  that do. 
  Other Races Probably…
  ●	
  Find you haughty.
  ●	
  Seek to force you turning into 
  the inert mass of your Heart’s 
  element.
  ●	
  Are somewhat intimidated by 
  you.
  ●	
  Feel off-put when your body 
  shifts to another gender.
  
  49
  this doesn’t last forever and they begin to 
  develop a wanderlust. Fyr make excellent 
  solarians and soldiers but it isn’t strange to 
  have a fyr mystic or operative. The very few 
  fyr envoys have almost universally been 
  derided as failures and most fyr are not 
  mechanically inclined. Most fyr adventurers 
  have a fairly optimistic outlook, as their 
  natural abilities and long life make most 
  mountains into molehills. The only fyr on 
  record to not be an adventurer is The First 
  Star but it is unknown if that is a title or an 
  actual being.
  nAmes
  Fyr names often incorporate the 
  element of their Heart and the local 
  name of the galactic sector in which they 
  first became aware. A fyr will normally 
  insist upon its full name being used 
  when addressed, to the extreme that 
  even in a high intensity situation like a 
  laser shootout they will correct a being 
  shouting a shortened version of their 
  name. Some common names for fyr are 
  Zeta Nine Fe or Zinc TetraCluster Prime.
  homeworld
  Fyr have no known homeworld, they 
  claim to be birthed directly from the stars 
  themselves and disseminate immediately 
  upon consciousness. Many currently have 
  a world upon which they have made a 
  temporary home but that may change 
  at any time. Their unique physiology 
  makes them supremely adaptable to 
  environments, excepting those that 
  naturally suppress combustion reactions. 
  The closest to a home world found for fyr 
  are a few locations where several fyr that 
  have gone inert are placed in containers 
  made from the elements of their Heart. 
  The First Star is rumored to make its home 
  on a place where every known element of 
  the universe is found and has collapsed 
  into something even more anomalous 
  than a black hole.
  history
  Fyr history is exceedingly long and yet 
  mostly uneventful. Every fyr ever brought 
  into existence is recorded by The First 
  Star and woven into the fabric of the 
  material plane using hyperdense stars. The 
  language that this record is written in is not 
  generally intelligible to other races, even 
  with magical means, but any fyr you ask 
  will gladly translate their own history and 
  often at length. There have been attempts 
  at recording the translated history of a fyr, 
  but this generally fizzles out as each fyr 
  outlives many hundreds of beings.
  “So there’s this one guy, a fyr, who 
  kept this huge stockpile of rare gems 
  and minerals in this room. But he was 
  always asking me for credits to buy 
  more! Sure he always paid me back, 
  but seriously, it’s weird to meet a guy 
  living paycheck by paycheck when 
  I swear I saw him using a chunk of 
  adamantine as a pillow. Still, he was 
  a good guy, if not a bit odd. I felt bad 
  when our ship got robbed. I think he 
  lost a few hundred thousand credits 
  worth of rocks. If I ever find the guy 
  that robbed him, I’ll toss him into the 
  nearest star… but not before taking 
  some of the loot for myself.”
  
  50
  inveCtron
  +2
  STR
  +2
  WIS
  -2
  CON
  6
  HP
  “you CAnnot understAnd 
  And you CAnnot win!”
  
  51
  rACiAl trAits
  Ability Buy Points: +2 Str, +2 Wis, –2 Con       
  Hit Points: 6
  Size and Type: Invectron are Medium undead with the invectron subtype
  Basic Needs: Invectron do not need to breathe, eat, or sleep.
  Heavily Armored: Invectron are encased in a heavy armor that grows with them. 
  This armor begins granting a +2 EAC, +4 KAC, +1 Max Dex Bonus, –2 ACP, –5 feet 
  speed adjustment, 0 upgrade slots and is 2 bulk. At every odd level, the EAC, KAC, 
  and Max Dex Bonus increase by one. They gain one additional slot at 5th level and 
  every 5 levels thereafter. Invectron cannot wear any other light or heavy armor.
  Photosensitive: An invectron’s body is so sensitive to light that if its armor is 
  removed it will revert to a spirit form, unconscious until it can be encased back in 
  its armor or a dark place.
  Radiation Effect: Invectron are not affected by radiation but if they are exposed for 
  more than one minute they become irradiated and give off radiation in a ten foot 
  radius for the same amount of time they were exposed.
  The invectron are a race of undead 
  humanoids encased in armor. Their home 
  planet of Iantinor is encased in shadows, 
  Iantinor is actually a moon that orbits 
  two planets in a figure eight pattern. 
  Not many know what an invectron looks 
  outside of its armor which is almost like 
  its skin, it is theorized that they either 
  inhabit the armor as a ghost or are an 
  emaciated and dessicated creature. What 
  is known is that they are overwhelming 
  good, they will put themselves in as 
  much bodily harm as necessary for 
  another without moment’s hesitation.
  physiCAl desCription
  Standing at over six feet in height, these 
  armor encased undead are fearsome to 
  look at. Their metallic bodies are a deep 
  gunmetal gray with a purplish light 
  emitting from the visor on their helmet. 
  The invectron does not take its armor off 
  willingly, its body is so photosensitive that 
  it will disappear instantly on contact with 
  any light source. The few accounts of the 
  invectron out of its armor in a dark place 
  describe a lean and lanky creature with 
  pointed teeth and purplish glowing eyes.
  soCiety And AliGnment
  Invectron society is similar to a hive 
  mind in the sense that they have one 
  overarching purpose; to do brave and 
  good deeds to cast off the misconceptions 
  about all undead. They produce only what 
  they need for battle and starship travel, 
  they do not need to eat or sleep and can 
  survive in the void of space. Their unique 
  armored encasing gives them no need for 
  armoring outside of this. They are led by a 
  single queen that has ruled for thousands 
  of years, but it is unknown if its the same 
  being or if it is a title.
  
  52
  relAtions
  Invectron try to have the best 
  relationships possible with other 
  races. Their overwhelming desire to be 
  accepted as good and productive beings 
  moves them to become almost clingy 
  towards others. Most other races tend to 
  hold invectron at arm’s length, but find 
  their natural abilities useful in dangerous 
  situations. They are commonly sought 
  out as contractors for large corporations, 
  especially in radiation cleanup and 
  combat scenarios where there is no 
  atmosphere or harsh atmosphere.
  Adventurers
  Invectron run the gamut of 
  adventurers. It is not uncommon to 
  find any type of invectron, from envoy 
  to technomancer, as their drive to 
  be useful and long lives have given 
  them inclination for any job. Invectron 
  typically try to leave their home world 
  Iantinor to spread examples and not 
  just words about their race. They aren’t 
  overly interested in material gain except 
  as a measure to help others.
  Invectron do occasionally add to their 
  natural armor to thicken and strengthen 
  it. They accomplish this by scavenging 
  some pieces from armor and weapons 
  gained from fallen foes.
  nAmes
  Invectron names are meant to invoke 
  an image of a supremely heroic being. 
  They are nameless until they decide to 
  leave their home world on their first 
  adventure. Common names might 
  be Thule the Helpful, Quaritz the 
  Sacrificing, Gemina of the True Purpose, 
  or Cytha in the Right and True. Invectron 
  will go to incredible lengths to not be 
  offended by being called any other 
  name, often explaining at length in a 
  true and serious manner why they are 
  named what they are.
  plAyinG An inveCtron
  You likely…
  ●	
  Are highly afraid of your ar-
  mor being removed.
  ●	
  Will do anything to prove you 
  are not a monster.
  ●	
  Are trepid about telling others 
  what you are.
  ●	
  Are almost overly concerned 
  for others’ well-being. 
  Other Races Probably…
  ●	
  Find you disturbing.
  ●	
  Constantly ask you what’s 
  under the armor.
  ●	
  Are	at	first	embarrassed	to	be	
  associated with you.
  ●	
  Have misconceptions about 
  you based on myths of      
  undead.
  
  53
  homeworld
  Lantinor is a moon of two different 
  extremely large planets. It orbits them 
  in a figure eight pattern, but due to the 
  planets’ rotation and orbits it is almost 
  always largely blocked from the single 
  weak star. Iantinor does not have much 
  in the way of resources and the fauna 
  is mostly restricted to fungi and algae, 
  all bioluminescent. The entire world is 
  not populated with undead, most of the 
  creatures on it are monstrous animals 
  with the ability to see well without light 
  and hunt using more senses than just 
  sight. The deeper shadows and long 
  nights of Iantinor is natural place for these 
  predators and most visitors carry some 
  sort of high powered illumination with 
  them, this stuns most of the predatory 
  creatures briefly.
  history
  The invectron supposedly 
  spontaneously came into being when the 
  first atom began decaying in the universe. 
  The spirit form of the first invectron laid 
  dormant until Iantinor was formed and 
  covered it in shadow. It sprang forth to 
  undead life and immediately sought 
  to encase itself in a dark space so that 
  it would not be dormant again. All 
  invectron life came from that first and 
  the generations that followed lived in 
  relative seclusion. Once space travel was 
  discovered they were almost immediately 
  reviled. Instead of embracing their 
  darkness, the invectron have worked 
  for hundreds of years to cast aside the 
  feelings that most other races have 
  towards them at first.
  “A good undead. Now there’s a 
  paradox if I’ve ever heard one. But it’s 
  true. Those invectron are as selfless 
  as they come. I was working with one 
  named Jule the Martyr for a bounty 
  hunting gig to take down a couple 
  of pirates. We got captured, though, 
  and thrown into the brig while they 
  figured out what to do with us. When 
  the pirates came back, they told us 
  that they were planning to toss us 
  out the airlock. Jule didn’t like that 
  answer. She grabbed a grenade from 
  the captain’s belt and tackled a group 
  of them away from me. Gave me 
  enough time to escape. It was only 
  later that I found out that she’s been 
  looking for a good death for years 
  before that point.”
  
  54
  Mrok
  +2
  INT
  -2
  CHA
  4
  HP
  “there is beAuty in 
  strenGth And wisdom in 
  Fluidity, As the lAnd And 
  the mud.”
  +2  
  STR/DEX
  
  55
  rACiAl trAits
  Ability Buy Points: +2 Str or Dex, +2 Int, –2 Cha
  Hit Points: 4
  Size and Type: Mrok are Medium humanoids with the mrok subtype.
  Engineers: Mrok are intrinsically accomplished at feats of building and creating. 
  Engineering is always considered a class skill for them and they receive a +2 bonus 
  on all Engineering checks as well as any actions performed as an engineer during 
  the engineering phase of starship combat.
  Fastcraft: Mrok possess a racial ability allowing them to create any armor (not 
  requiring a battery) or weapon (with the archaic and/or analog special property) 
  of a level equal to or lesser than their current character level with only 1/2 the 
  required amount of UPBs in half the amount of normal time. These pieces of 
  equipment cannot be scavenged for UPBs and are not worth any credits if 
  attempted to sell.
  Muddy Scales: Mrok skin is composed of a scaly, mud-like form of derma which 
  gives them a +2 racial bonus to AC when wearing armor they have crafted.
  Tail Leg: A mrok can use its tail to steady itself, granting a +2 racial bonus against 
  trip combat maneuvers.
  No other known race can claim to be 
  as skillful of crafters as the mrok. Able 
  to fashion small things from nothing 
  more than their hands, materials lying 
  around, and a few minutes, the mrok 
  have embarked on a species quest to lay 
  their history and constructive knowledge 
  across as many planets as possible. Their 
  home world, a muddy ball of rock and 
  scrub vegetation called Hiastines, boasts 
  intricate, stratosphere scraping buildings of 
  mud trapped in an odd transitional state of 
  matter undefined by current science.
  physiCAl desCription
  Mrok are sturdy folk that are also 
  fairly deft for creatures of their typically 
  muscular build. All mrok are born in 
  clutches of eggs buried in a muddy 
  location, if at all possible on their home 
  world of Hiastines. They have earth tone 
  skin colors and a thick, muscular tail that 
  is typically used to steady themselves 
  in muddy or unstable surfaces. Their 
  strongly accented muscles are a result 
  of the constant building and crafting 
  they are taught from as young of an age 
  as possible. While they have claws at 
  birth, generations upon generations of 
  constantly honing their craft have turned 
  these vestigial and of little to no value as 
  natural weapons.
  soCiety And AliGnment
  Mrok have a highly hierarchical society 
  but this is mainly related to efficiency in 
  their society. Special talent in crafting 
  are highly regarded and true artists 
  
  56
  in construction are highly lionized as 
  egg fertilizers. The mrok have an odd 
  mentality to legality as they view that law 
  should be fluid to the specific situation, 
  one action may be illegal in one setting 
  may be perfectly acceptable in another, 
  especially if that action leads to the 
  strengthening or creation of a structure. 
  Their remarkable skill at crafting has 
  made them highly sought after as 
  engineers in both building and operating 
  starships across the galaxies.
  relAtions
  Mrok are liked very well across the 
  galaxies with their relentless building of 
  fantastic structures on many planets and 
  cheaply offered engineering services. 
  Mrok do not turn away any of these 
  relationships but also do not really 
  consider any other species a close 
  relation. Mrok are not reclusive by any 
  means and they enjoy creature comforts 
  as the next species which leads to many 
  lucrative construction contracts with 
  various governments and privately 
  owned companies. There is a central 
  mrok government on Hiastines but this 
  acts more as a guild of skilled workers 
  than an actual government.
  Adventurers
  Mrok tend to be mechanics and 
  technomancers. Some mrok do enjoy 
  the thrill of battle and become soldiers 
  but hardly any feel any sort of mystical 
  connection nor any connection to the 
  forces of the universe as solarians do. 
  Some few become envoys but this isn’t 
  usually a lasting occupation for a mrok, 
  the call to create physical things is too 
  persistent to ignore over a lifetime. It is 
  unheard of to have a mrokan operative, 
  but it is unknown if this is because there 
  truly have never been any or if the ones 
  who have chosen to become one are 
  that capable.
  nAmes
  Mrok have names that reflect what 
  they view as the epitome of constructive 
  beauty. Many acquire more names as 
  their view changes throughout their 
  lifetime and it is not uncommon for a 
  blood relative to have a different name 
  from one encounter to the next. Most 
  mrok introduce their new names by 
  giving a few of their former names as 
  well. Good examples may be “Hello, 
  my name is Repeated Parallelograms, 
  formerly Isosceles Observatory or 
  Curving Hallway.”
  plAyinG An mrok
  You likely…
  ●	
  Create odd knick-knacks in 
  your spare time.
  ●	
  Have a strong urge to visit 
  your home world.
  ●	
  Talk about the wonders of a 
  mud bath.
  ●	
  Feel tired in hot or sunny 
  areas.
  Other Races Probably…
  ●	
  Are in awe of your crafting 
  prowess.
  ●	
  See	you	as	a	tool	to	fix	prob-
  lems.
  ●	
  Think you are a muscle-head-
  ed	idiot	at	first.
  ●	
  Make cracks about being born 
  from an egg.
  
  57
  homeworld
  Hiastines is the mrok home world, a 
  muddy planet with scrub vegetation and 
  only short periods of bright daylight on 
  any given day and humid, wet weather. 
  The polar caps on Hiastines are unique 
  in that they are not actually cold enough 
  to be ice, instead they are plains of crusty 
  mud that form large sinks and dangerous 
  mud pits. Their planet is covered in a vast 
  array of structures as mrok youth must 
  undergo a journey by themselves or in 
  a small group to construct something 
  to be considered an adult. One 
  particularly isolated archipelago has been 
  transformed into one interconnected 
  series of buildings that reaches the 
  stratosphere of the planet.
  history
  Mrok evolved from reptilian life on 
  Hiastines. They discovered space travel 
  fairly quickly but it was limited to the 
  planets in their solar system. These planets 
  were not colonized by the mrok, they 
  made peaceful treaties with the natives 
  of those planets and were allowed to 
  construct buildings of grace and beauty. 
  This continued for generations until 
  hyperspace travel was discovered and 
  the mrok began their species’ mission to 
  erect their structures on as many worlds 
  as possible.
  “I never really bought into the idea that the mrok have the best crafts. Well, that 
  was until I met my engineer; he calls himself Sturdy Gear now. He built himself a 
  mech suit like you’ve never seen before. Fiercest sonovagun you’ve ever seen in battle, 
  let me tell ya. You’ve not seen real destruction until you’ve seen this fella in his suit, 
  ripping goblins apart with his bare hands. Funny thing is, as good as he is with a gun 
  and for as much time he spends upgrading that thing, he doesn’t like fighting. I asked 
  him about it recently, and he told me that he just has the suit as insurance against 
  people who want to keep him from his work. I don’t bother him much anymore.”
  
  58
  nogArd
  +2
  STR
  +2
  Con
  -2
  INT
  4
  HP
  “the roCks shAll tremble 
  As i wAlk!”
  
  59
  rACiAl trAits
  Ability Buy Points: +2 Str, +2 Con, –2 Int
  Hit Points: 4
  Size and Type: Nogard are Large humanoids with the nogard subtype
  Great Prowess: Nogard are exceptionally strong, they gain a +2 racial bonus 
  whenever making a Strength check to lift or break objects.
  Honorable Intent: Once per day a nogard may use a reaction to step in front of an 
  attack targeting an adjacent ally. They gain a +2 racial bonus to their EAC and KAC 
  against this attack.
  Vestigial Wings: Nogard have vestigial wings that allow them to survive falls a 
  higher fall than normal. They ignore the first ten feet of falling damage.
  Nogard are an incredibly angry race, 
  almost everything causes them affront. 
  They are also incredibly noble and 
  sacrificing to those they consider friends. 
  Your typical nogard is wise in they ways of 
  battle, verbally and physically, but often 
  lack the intelligence to understand the 
  nuances of culture. Nogard enjoy regaling 
  whoever will listen with tales of heroism 
  and particularly enjoy working on statues 
  of all sizes commemorating their deeds.
  physiCAl desCription
  Nogard are immense creatures of thick 
  muscles and hefty weight. They typically 
  stand between eight and ten feet tall and 
  weigh approximately 400 pounds. They 
  are scaled creatures with vestigial wings, 
  a remnant of whatever form they evolved 
  from, and have pure white eyes. Most 
  nogard have sharp, carnivore teeth, a wide 
  and tall brow, and a frill upon their heads 
  that is highly unique and is often decorated 
  with color, precious metals, and stones.
  soCiety And AliGnment
  Nogard are a warrior society and highly 
  nomadic. There are virtually no cities on 
  their home world of Xaxtan. Each roving 
  band of nogard are led by a matriarch, 
  who is responsible for organizing the 
  hatching of the clutches of eggs during 
  each laying season. When more than 
  three matriarchs are gathered in the same 
  place they are able to change, create, and 
  remove the ordinances that guide them as 
  a race. While often viewing outside laws as 
  mere guidelines, they are extremely honor 
  bound inside their own.
  relAtions
  Nogard have a tenuous relationship 
  with most other races simply due to their 
  volatile temperament. Despite this they are 
  commonly employed by corporate entities 
  as muscle or as shock troops for various 
  governmental agencies. Aside from this, 
  nogard are avaricious for frill decorations. 
  Their honor demands they treat fairly 
  with others and offer free stay and the 
  
  60
  forgiveness of any current slights while 
  negotiating. They are found in almost any 
  spaceport or space station and when not 
  employed often end up incarcerated for 
  short periods due to brawling.
  Adventurers
  Nogard are excellent soldiers and 
  operatives. Most lack the finesse and 
  subtlety to be envoys, mystics, solarians, 
  or technomancers. Mechanic is a 
  common path for many nogard as well. 
  Most nogard travel to accrue stories of 
  heroic deeds to their name or to search 
  for wild and exotic ways to decorate 
  their head frill. Scarring from battle is an 
  exceptional decoration for the head frill 
  of a nogard. 
  nAmes
  Nogard names are grandiloquent in 
  nature and composed of a battle name, 
  a frill name, and a heroic name. Common 
  battle names might include Scarheart, 
  Hardfang, Crushhands, or Deathbringer. 
  Frill names are descriptive of favored 
  decoration and unique attributes of the 
  frill such as Golden Teardrops Over Half-
  Moon Scars, Diamond Stars Against Four 
  Points, Crown of Rubies, or Aquamarine 
  Silvered Lines. Heroic name examples are 
  Lifesaver, Rescuer, Iron Wall, or Fleetfoot.
  plAyinG An noGArd
  You likely…
  ●	
  Anger easily but calm just as 
  easily.
  ●	
  Have a highly developed 
  sense of honor.
  ●	
  Compare little things to tac-
  tics in combat.
  ●	
  Keep an extensive collection 
  of frill decoration.
  Other Races Probably…
  ●	
  Find	your	fixation	with	your	
  frill somewhat humorous.
  ●	
  Feel like they have to walk 
  on eggshells to prevent an-
  gering you.
  ●	
  Are confounded by your sense 
  of honor and disregard for 
  other race’s laws.
  ●	
  Respect your strength and 
  battle prowess.
  “I’ve never understood why a 
  group of angry, bloodthirsty killers 
  like the nogard would bother with 
  all the frills. There was one I met 
  who wore a top hat and a pink 
  feather boa into battle. Name was 
  Lightninghammer or something 
  like that. Best damn melee fighter 
  you’ve ever seen, but he didn’t like 
  when people touched his clothes. 
  Well, we were fighting a bunch of 
  pirates this one time over in Dalto 
  VII when one of them tried to trip 
  Lightninghammer by grabbing 
  onto that boa and yanking it. Turns 
  out, the boa was pretty weak and 
  snapped in two pieces. Well that 
  didn’t stop our nogard friend from 
  taking what was left of that boa 
  and literally choking the pirate 
  to death with it. Poor guy was so 
  upset afterwards, we dropped 
  by the nearest planet just to get 
  him another. Since we met, he’s 
  probably gone through at least two 
  dozen of them.”
  
  61
  homeworld
  Xaxtan is a harsh planet of oversized 
  creatures vying for dominance. The rocky 
  and hot terrain are home to severe dust 
  storms that can strip the flesh from a 
  creature in ten seconds and blasting 
  heat winds that can sear a creature in the 
  same time. The many jagged mountains 
  on Xaxtan are riddled with deep caves 
  which are the homes of nogard clans and 
  must be defended from other creatures 
  who would seek shelter from the harsh 
  landscape. Each nogard must prove 
  themselves by surviving outside their 
  clan’s cave for one week with nothing but 
  their wits and one chosen weapon. Each 
  clan seeks a new cave in an unpredictable 
  timeframe but it is conjectured that some 
  interior natural disaster forces them out.
  history
  Nogard history states that they were 
  born from fire, dust, and lightning. The 
  representation of this must be present on 
  their frills in some fashion when treating 
  with other races. The first nogard walked 
  the harsh lands and gave birth to her 
  people by warming her clutch of eggs in 
  the fresh carcass of the largest creature 
  she could find and kill and keeping the 
  egg package on the fringe of heat winds. 
  Their legends revere the first mother 
  nogard and state that she continued to 
  wander Xaxtan in her strength, surviving 
  where no others should have been able. 
  This first nogard was called The Eternally 
  Strong Nogard Mother.
  
  62
  ogtArA
  +4
  DEX
  -2
  WIS
  2
  HP
  “All is seen And All is 
  equAl!”
  
  63
  rACiAl trAits
  Ability Buy Points: +4 Dex, –2 Wis
  Hit Points: 2
  Size and Type: Ogtara are Small humanoids with the ogtara subtype
  Dialectic: Ogtara are naturally inclined towards languages and begin play with one 
  bonus language.
  Chameleon Voice: The unique physiology of the ogtara means they gain a +2 racial 
  bonus whenever attempting to use the Bluff or Disguise skill.
  Prehensile Tail: This cybernetic tail is installed on every ogtara and grant a +2 racial 
  bonus to their KAC against the bull rush and trip combat maneuvers.
  Words that Hurt: An ogtara is trained from a young age to recognize cues from 
  many different types of creatures. A number of times per day equal to 1/2 the 
  ogtara’s level (minimum 1), they may speak a scathing remark to a creature within 
  15 feet that causes it to gain the shaken condition for 1d4 rounds. The target may 
  negate this effect with a successful Will save with a DC equal to 10 + the ogtara’s 
  level + ogtara’s Intelligence modifier. This has no effect on targets that cannot hear.
  Ogtara are the ones who watch and 
  gather information in the dark alleys of 
  galactic cities. Streetwise and cunning, 
  matched with agile reflexes and brute 
  strength, the Ogtara are often found 
  playing both sides in the galactic 
  underworld. Between a natural ability 
  with languages and voice modulation, the 
  ogtara are slippery customers at best and 
  a deadly, unseen foe at worst.
  physiCAl desCription
  Ogtara are a humanoid race resembling 
  a rodent/primate hybrid. They have slate 
  gray to white fur, beady red eyes, and a 
  small upturned nose. Pronounced fangs 
  fill their oversized maws, and pointed-
  elongated ears help them overhear the 
  details of any hushed conversation. Ogtara 
  have normal sized torso, with elongated 
  arms and short staunchy legs.
  Unique to the ogtara is the traditional 
  cybernetic tail that each newborn is 
  granted upon birth. This appendage is 
  fused on a skeletal level, wired into the 
  nervous system, and remains with the 
  ogtara until death. These tails are fully 
  prehensile and controlled by the ogtara 
  with a mere thought. 
  soCiety And AliGnment
  Ogtara have no lands of their own, at 
  least not anymore. What remains of their 
  society is simply well favored information 
  exchanges amongst their own kind. 
  Beyond that, they are generally welcomed 
  and found useful to governments, 
  organized crime, and even adventuring 
  parties that need someone who can 
  handle delicate negotiations. This has 
  caused many to adopt the cultures of 
  
  64
  those they work closely with, even if it is 
  all a facade.
  Ogtara are nearly always chaotic 
  neutral, although overtime some might 
  develop a taste for evil. 
  relAtions
  Ogtara are often viewed with contempt 
  by other races, unless they are needing 
  the services of one who can secure 
  information, equipment, surveillance or 
  other such things. In these incidents, the 
  ogtara are often highly desired, and can 
  fetch a healthy bounty from governments, 
  nobles, and crime bosses. When in need, 
  the ogtara quickly becomes a friend worth 
  having on ones side.
  Those who do actually befriend an 
  ogtara, will quickly realize how loyal they 
  can be to those who don’t need them just 
  for their services. This friendship can be 
  lifelong and beneficial to both parties.
  Adventurers
  Ogtara love the life of the scoundrel 
  and rarely stray from their roguish 
  instincts. They prefer city life and often 
  gravitate towards roles that aid them in 
  survival in these environments. Ogtara 
  become adventurers to seek out new 
  business ventures as well as secure 
  obscure and rare knowledge and rumors. 
  Operatives and envoys are natural roles 
  for an ogtara and some find intelligence 
  gathering easier as a soldier. Sometimes 
  an ogtara mystic is found plying their 
  skills to learn religious secrets and an 
  odd ogtara mechanic is employed for 
  corporate espionage. It is rare to find 
  a technomancer or solarian. This leads 
  them to explore remote space stations 
  and less than friendly planetary systems.
  nAmes
  Ogtara have two given names, a first 
  name and a family name. In addition, 
  they have a nickname or handle they 
  use when dealing with strangers and 
  various business transactions, often 
  only sharing their given name to those 
  closest to them. The nickname is often 
  something related to their expertise 
  or reputation they have earned. First 
  names could be Adalberto, Branca, 
  Diogo, Gaspar, Nelinha, Tiago, or 
  Valerio. Common family names are 
  Abreu, Cardosa, Gouveia, Serafim, and 
  Vargas. Simple nicknames such as Boss, 
  Deathrow, Lucky, Prophet, Guttermouth, 
  Scar, Snap, or Wheels is normal.
  plAyinG An oGtArA
  You likely…
  ●	
  Have a predilection towards 
  learning secrets.
  ●	
  Dislike being in the limelight.
  ●	
  Come off as obnoxious at 
  times.
  ●	
  Are able to be bought for a 
  price not always in credits.
  Other Races Probably…
  ●	
  View	you	as	a	war	profiteer.
  ●	
  Hesitate to tell you anything 
  in	confidence.
  ●	
  Believe you always have an 
  ulterior motive.
  ●	
  Try to keep you in view.
  
  65
  homeworld
  The ogtara have no home world any 
  longer. They can be found in any well 
  populated area, especially favoring central 
  hubs such as space stations, government 
  centers, or starship flea markets. Large 
  planetside cities are also a favored ground 
  of the ogtara. Most ogtara are comfortable 
  in the shadows and roles where they 
  can act as diplomats or unseen. It is very 
  common to find an ogtara frequenting 
  places of ill repute like a seedy bar, a 
  house of pleasures, or gambling dens. 
  When asked about where they come 
  from most ogtara will attempt to deflect 
  the question into a different topic and if 
  pushed will become angry and leave, until 
  they can silently teach manners to the 
  creature in a dark alley.
  history
  The ogtara history is purely fabrication 
  at this point. No one knows truly if they 
  evolved in a world covered by shadow, 
  where being in light meant death from 
  one of many apex predators or if their 
  world was honeycombed with naturally 
  hollow stone obelisks that served as 
  skyscrapers pointing towards the core 
  of the planet. All that is known is that 
  the ogtara serve no master except the 
  highest bidder and only then for as long 
  as the letter of the contract has not been 
  fulfilled. Some few ogtara claim that they 
  were not born on any planet as a race, 
  they were birthed on every planet where 
  shadows exist in the places where the 
  light greets the dark.
  “I’ve never liked those rodents, but 
  I’ll be darned if they’re not useful. 
  You always have to watch out to 
  make sure they aren’t trying to stab 
  you in the back though. I hired one 
  while chasing down this serial killer 
  to try and give me leads whenever 
  she got them. I was on the case for 
  at least a month before I found out 
  she was also giving information 
  to the killer. And just when I found 
  out, poof. The rat disappeared with 
  about 5,000 of my credits. As much 
  as I hate to admit, she fooled me for 
  a good while. I’d almost respect her 
  for making a bit of coin on the side 
  if she were screwing anyone other 
  than me.”
  
  66
  ohAhn
  +2
  CON
  +2
  WIS
  -2
  CHA
  6
  HP
  “i’m GoinG to die one dAy. 
  i will be too weAk to 
  CArry on And lAy down 
  For the lAst time. i’ll 
  beCome A mountAin, i’ll 
  be A stone in A Field”
  
  67
  rACiAl trAits
  Ability Buy Points: +2 Con, +2 Wis, –2 Cha 
  Hit Points: 6
  Size and Type: Ohahn are Large humanoids with the ohahn subtype.
  Granite Skin: Ohahn have skin as tough as stone that makes it difficult to damage 
  them. They gain a +1 racial bonus to AC. 
  Natural Weapons: Ohahn are always considered armed. They can deal 1d3 lethal 
  damage with unarmed strikes and the attack doesn’t count as archaic. Ohahn gain 
  a unique weapon specialization with their natural weapons at 3rd level, allowing 
  them to add 1-1/2 times their character level to damage rolls with their natural 
  weapons (instead of adding their level, as usual).
  Shallow Emotions: Ohahn find emotions confusing and can only rudimentary 
  express themselves. They take a –2 penalty to Sense Motive checks, but the DCs of 
  Sense Motive checks attempted against them increase by 2.
  Believed to be sentient rock, these 
  imposing giants boast great strength 
  and resilience. Although they might 
  seem to be simplistic, experiencing only 
  rudimentary emotions, they bond quickly 
  with others and express joy from the most 
  basic of kindness. 
  physiCAl desCription
  Standing over seven feet tall, the Ohahn 
  resembles a massive crystalline humanoid. 
  Their skin color varies, but most are semi-
  translucent with flecks of pink, blues, and 
  yellow hues. Those touching their skin find 
  it to be well-polished, smooth, and cold. 
  They have small, beady eyes, no hair on 
  their bodies, and plate-like bodies.
  Although fully articulated, their 
  appendages seem brawny and clumsy, 
  moving slightly slower than those made of 
  flesh and blood. Ohahn do not appear to 
  age, erode, or even show signs of growing. 
  Ohahn prefer simple clothing, and often 
  wear it to make others around them feel 
  more comfortable. They choose utility 
  over style, and prefer grays and blacks. 
  soCiety And AliGnment
  Ohahn are not indigenous to any 
  particular world and do not have a society 
  of their own. They live amongst other races 
  and rely on the kindness and acceptance 
  of others. Occasionally the ohahn will find 
  a world that accepts them and they settle 
  down for a relatively normal life, but most 
  wander the cosmos doing what they can to 
  make it all a better place.
  Ohahn maintain a lawful outlook, with a 
  leaning towards good and neutrality. They 
  possess a strong sense of right and wrong, 
  making sure those they keep company 
  with serve the greater good. To ohahn, 
  lawfulness and order make the universe a 
  better place for all species.  
  
  68
  relAtions
  Ohahn have a very trusting nature, 
  which aids them in interacting with most 
  good and neutral races. They always 
  assume the aliens they encounter to be 
  friendly until proven otherwise. They 
  especially like others with an affinity for 
  stones, gems, and minerals. 
  Ohahn can sense when they are 
  not welcome and try and avoid those 
  situations whenever possible. They 
  detest evildoers, and any races that 
  embrace senseless warfare over peace 
  and prosperity. 
  Ohahn tend to be marveled at by 
  smaller species, for both their strength 
  and size, but also for their kindness. 
  Other species find the kindness and 
  strength of the ohahn refreshing, and 
  often find comfort in their company. 
  Adventurers
  Ohahn are always looking for 
  opportunities to make a positive 
  difference in the universe. Aiding good 
  causes brings satisfaction to them, and 
  the strive for this feeling. They despise 
  evil powers and dangerous forces, and 
  eagerly join righteous causes against 
  those elements. 
  They tend to have a natural curiosity, 
  and find exploration an uplifting 
  experience. This has lead to many 
  of them joining spacefaring crews, 
  including those with military orders 
  against a universal threat. Many crews 
  find the ohahn an ideal companion, 
  especially since they put little value on 
  personal wealth. This often means the 
  care very little for whatever financial 
  rewards exploration might bestow, 
  and focus primarily on the thrill of new 
  worlds and their inhabitants. Ohahn 
  are simply happy to make new friends, 
  share common experiences, and learn 
  more about the great universe beyond.
  nAmes
  Simple name suit the ohahn best, 
  especially those consisting of single 
  syllables such as Daz, Krar, Nin, Rev, 
  Trik, and Jurl. They find these names 
  make it easier for a wide assortment of 
  languages to pronounce. It is rare for an 
  ohahn to have a surname, and if they 
  do, it is most likely given to them by an 
  adoptive family, clan, or by other means. 
  plAyinG An ohAhn
  You likely…
  ●	
  Enjoy the comfort and joy of 
  those around you.
  ●	
  Protect those too weak to 
  protect themselves.
  ●	
  Seek out evil and those fueled 
  by hatred.
  ●	
  Have a yearning to discover 
  your origin and others of 
  your kind.
  Other Races Probably…
  ●	
  Find your size and strength 
  threatening.
  ●	
  Find your kindness welcoming.
  ●	
  Think you lack a sense of 
  humor.
  ●	
  Consider you a true and loyal 
  friend.
  
  69
  homeworld
  Cuaphus is the homeworld of the ohahn, 
  but few of them know it. The planet of 
  Cuaphas consists of living rocks that slowly 
  move about the crystalline planet and its 
  many caves and tunnels. The planet has 
  only been visited a few times, and for the 
  most part is considered uninhabitable. No 
  form of vegetation or other life exists on 
  the planet, but it does have a rich reserve 
  of precious metals and minerals, the very 
  things the living rocks feed on.
  However, reaching any of the planet’s 
  riches is near impossible due to the highly 
  corrosive atmosphere of Cuaphus. This 
  fact alone has prevented many explorers 
  from even visiting the planet.
  history
  It is believed that the Ohahn evolved 
  from the living stone of Cuaphus with 
  the help of an unknown alien species. 
  The truth to this lies buried and hidden, 
  but those who care of such things 
  believe the visitors to the planet where 
  harvesting the living rocks to create 
  an unstoppable army, a mission they 
  obviously failed to accomplish. 
  What lead to the ohahn being dispersed 
  across the universe is also unknown. 
  Whether the offworld race that evolved 
  them still exists, it is unknown. And if they 
  are alive, are they looking for the ohahn? A 
  few ohahn seek the answers to those very 
  questions and are searching the universe 
  for the truth.
  That big rock? That’s just Laz. Ah, don’t worry, he’s harmless for the most part. 
  He does like helping around though. Odd jobs mostly, but he’s as mean a sniper 
  as you’ve ever seen. You should have seen him when we were fighting those 
  flamethrower ghouls. Didn’t let a single one get within 100 feet of the ship. Good 
  thing too, else we would have been undead chow. We tried giving him the biggest 
  portion of the loot that time, but he wouldn’t take it. We kept pushing and eventually 
  he took it. He spent several thousand credits that month building a home for 
  orphans on Deada III.
  
  70
  pendAr
  +2
  DEX
  +2
  WIS
  -2
  INT
  4
  HP
  ”you FeAr the dArk but 
  you should FeAr the 
  Air!”
  
  71
  rACiAl trAits
  Ability Buy Points: +2 Dex, +2 Wis, -2 Int
  Hit Points: 4
  Size and Type: Pendar are Medium humanoids with the pendar subtype.
  Angelic: Pendar have angelic heritage in their blood and gain a +2 racial bonus to 
  damage for purposes of overcoming DR/lawful and DR/good.
  Flight: Pendar wings grant them a 30 foot fly speed (perfect).
  Wing Buffet: As a full action, pendar can flap their wings mightily and generate 
  gale force winds in a localized, 15 foot cone. Any creature within this cone must 
  succeed at a Reflex save with a DC equal to 10 + the pendar’s character level + 
  their Dexterity modifier or gain the off-kilter condition for 1 round.
  The pendar are technically half angel 
  and half human but they claim themselves 
  as a purely evolved race from the birds 
  of their home world Actheria. They are 
  a proud and wrathful people, assuming 
  themselves to right the wrongs of the 
  worlds they currently are on. Their wings 
  buffet their enemies with sharp winds to 
  disorient them while they swoop in and 
  pummel them. Their eyes are completely 
  white, off putting to most that meet them.
  physiCAl desCription
  Pendar are tall and lean, their enormous 
  feathered wings make them appear 
  larger than they actually are. Their eyes 
  are uniformly all white. They have a fine 
  downy covering their necks and upper 
  portion of their chests ranging from 
  white to gray to black. Pendar prefer tight 
  fitting clothing and light armors so as 
  to be as unrestricted during flight. They 
  are often seen with ranged weapons, as 
  they consider melee weapons to be a lazy 
  excuse and that the fists of the righteous 
  shall turn away the wicked.
  soCiety And AliGnment
  Pendar society is highly organized and 
  they have a multitude of laws guiding 
  their lives. The smallest infraction carries 
  stiff penalty, it is suggested that any 
  creature visiting Actheria have a pendar 
  guide to avoid breaking some obscure 
  law. Most other worlds seem lawless 
  to the pendar and they often become 
  confused and attempt to enforce some of 
  their more core societal laws when visiting 
  unfamiliar locations.
  relAtions
  Pendar try to have good relationships 
  with other races but their views on laws 
  and how life is to be lived often get in 
  the way. They are often sought out as 
  judges and lawmakers. Most pendar end 
  up being confused by the dichotomies 
  of everyday life for many other races and 
  their willingness to overlook the little evils 
  present. Pendar distrust the plewd but 
  have great respect for other races such as 
  the fyr.
  
  72
  Adventurers
  Pendar adventurers are fairly common. 
  Most seek to go on a cleansing mission, 
  to rid the galaxies of what it perceives as 
  evil. Some seek to educate themselves 
  on the oddities of everyday life for other 
  races. Most pendar do not come back 
  to their home world until they have 
  cleansed some great evil or have found 
  education in other races previously 
  unknown to them. Many pendar simply 
  have a wanderlust, they feel as if they 
  cannot make a difference on their home 
  world and seek other places to fulfill their 
  being. They make excellent solarians 
  and soldiers, some also are top notch 
  technomancers and envoys. It is pretty 
  rare to find a mechanic and almost 
  unheard of for mystics and operatives to 
  exist amongst the pendar.
  nAmes
  Pendar have names meant to invoke 
  righteous images in the minds of others. 
  Common names include Herodita the 
  Righter of Wrongs, Arialiya of the Strong 
  Wings, Prostulo the Shining Light, or 
  Tristris of the White Feather. Some 
  pendar do not take a name, but instead 
  go by the name they have given their 
  preferred weapon. Names on Actheria 
  do not hold any value as each pendar 
  has a unique gesture with wings, 
  pinions, and draft created by flapping 
  their wings. The rare occurrence of a 
  wingless pendar, whether from accident 
  or punishment, renders them all but 
  nameless. It is not frowned upon to have 
  cybernetic wings installed on a wingless 
  pendar, in fact it is often seen as a 
  heroic journey to raise one’s self back 
  to recognized status. Much of pendar 
  literature and plays revolve around this 
  very concept and to them this struggle 
  is as old as two mating pairs meeting.
  plAyinG A pendAr
  You likely…
  ●	
  Are stiff and formal.
  ●	
  Worry about violating laws.
  ●	
  Attempt to right evils you see.
  ●	
  Feel lofty compared to others.
  Other Races Probably…
  ●	
  See you as high and mighty.
  ●	
  Are careful not to offend you.
  ●	
  Look at you sideways a lot.
  ●	
  Tell you to relax.
  “I’d like to say that we pendar are 
  the pinnacle of kindness and virtue, 
  but I’d also be lying to you. You’ve 
  never met a more self-righteous 
  and preachy person than a pendar 
  straight off of Actheria. Look at me! 
  Before they tried to cut my wings 
  off for saying we came from angels, 
  I was a priest who preached, “all 
  others should strive to be more like 
  us.” One failed inquisition, several 
  prison sentences, and a brief stint as 
  a loan shark later, I can recognize 
  that we’ve got problems just like any 
  other race.”
  
  73
  homeworld
  Actheria is a world of solid cloud, a gas 
  giant where there is no surface excepting 
  a solid and dense core of plasma and 
  liquidized metallic elements. The pendar 
  make their homes on the solid clouds 
  causing many races to view their cities 
  as transported straight from fantastical 
  stories. Medieval type cloud stone castles 
  and simple cottages are the norm. Their 
  garb is typically simple and somewhat 
  medieval looking. The great cloud plains 
  are home to a unique race of herd creatures 
  from whom the pendar harvest a soft 
  and breathable material not dissimilar 
  to cotton for their clothing. It is not 
  particularly durable and is not sought out 
  in galactic markets but is usually cheap 
  to buy. Actheria cloud material dissipates 
  in any other atmosphere and planetary 
  conditions aside from its own, not making 
  it worth transporting or using as the cost of 
  preserving the stuff is prohibitive.
  history
  The pendar place their beginnings with 
  the origins of their planet, claiming to 
  have evolved from a native avian species. 
  Truly, they are the descendants of angels 
  and humans that were magically relocated 
  to Actheria for various reasons. It is one 
  of the most core laws written into their 
  religious texts that they are descendants 
  from the native avian species, it is heresy 
  of the highest order to claim pendar 
  heritage stems from angelic and human 
  relations. Those who break this core law 
  are punished by the removal of their 
  wings, a disfigurement that typically 
  drives them to leave their home world 
  forever. Those that do return have sought 
  cybernetic or magical replacement of 
  their wings and there are many recorded 
  instances of this occurring and each entry 
  is given its own place in the texts.
  
  74
  pexpin
  +2
  DEX
  +2
  CHA
  -2
  CON
  2
  HP
  “we Are not leGion, we 
  Are FAr beyond!”
  
  75
  rACiAl trAits
  Ability Buy Points: +2 Dex, +2 Cha, –2 Con
  Hit Points: 2
  Size and Type: Pexpin are Medium humanoids with the pexpin and fire subtypes.
  Burning Bright: Pexpin naturally shed flame as normal creatures shed skin, this 
  causes any flammable area they stand in for more than one round to burst into 
  flames. Any equipment worn by a pexpin also bursts into flames in the same 
  amount of time unless specially treated or is made of a flame-retardant material.
  Dousable: Pexpin that are immersed or doused in at least five gallons of water 
  or are in an environment where combustion is not possible become dazed for 
  1d4 rounds. If they are still immersed, continually doused, or in an environment 
  where combustion is not possible they become unconscious and begin to take 
  1d2 damage every subsequent round until they are able to combust again. While 
  unconscious or brought to 0 Hit Points, a pexpin reverts to a charred lump of coal 
  that requires outside forces to reignite them.
  Fueled: Pexpin do not breathe, eat, or sleep and only require combustible elements 
  to continue in their existence.
  Malleable: A pexpin may reshape their body at will to fit into spaces that would 
  otherwise cause them to squeeze themselves into for one minute per day. Their 
  bodies must still occupy the same volume of space during this time. Pexpin 
  skin color changes depending on the dominant combustible element in the 
  immediate vicinity.
  The pexpin are a hive-mind of humanoid 
  beings that were born on the planet 
  Belaxin, a planet that exists partially in 
  the Plane of Fire. Pexpin often compare 
  themselves to fyr — much to their 
  chagrin — but in reality are very much a 
  different species with different strengths 
  and weaknesses. Pexpin have a rich trade 
  of entertainment, namely the Fire Rings 
  Coliseum where a variety of physical games 
  occur but the unusual Pyrtal Rings reside. 
  These rings allow for the simultaneous 
  existence of the Plane of Fire and the 
  Material Plane between each set of Pyrtal 
  Rings. The pexpin have made a lucrative 
  industry from this unique location.
  physiCAl desCription
  Pexpin are a species who exist as both 
  Material Plane humanoids and as a type of 
  fire elemental from the Plane of Fire. They 
  do have defined sexes that currently defy 
  classification, but the best approximation 
  is a circular four stage chemical reaction 
  chain in which each pexpin undergoes 
  change at each stage and contributes to 
  both the new forms of the contributors 
  and the results of the reaction. They 
  come in any shape but universally have a 
  heat mirage about them and a flickering 
  effect at the fringes of their bodies. They 
  commonly choose well muscled body 
  shapes with an orangish hue and bright, 
  intense eyes.
  
  76
  soCiety & AliGnment
  Pexpin society does not have a hierarchy 
  per se, every pexpin at some point serves 
  as a leader to other pexpin but this is 
  cyclical in nature and is not very long 
  lived. The most venerated pexpin are 
  performers in the Fire Ring Coliseum and 
  even further those that continually survive 
  the Pyrtal Rings competitions. Their 
  economy rests heavily on the Coliseum 
  and species from across the stars come to 
  view and sometimes participate. Heavy 
  gambling occurs here and the pexpin 
  are not above staging the results of a 
  particular competition to bring in credits 
  or goods. Pexpin are fast talkers and of 
  all spacefaring species, they do not build 
  their own spaceships but have won 
  their fleets in the results of Pyrtal Ring 
  competitions.
  relAtions
  The pexpin are neither liked nor 
  disliked any more or less than any other 
  given species, most across the galaxy 
  are at least curious about the Pyrtal 
  Rings. Many feel as though they’ve 
  been cheated whilst gambling with 
  the pexpin but mysteriously feel as if 
  the experience was worth the material 
  goods lost. Those that choose to gamble 
  more than once in the Fire Rings 
  Coliseum do so warily and those that 
  gamble on the Pyrtal Rings are seasoned 
  and much harder to fool. Creatures 
  who participate in the Pyrtal Rings 
  competitions and survive are marked 
  and never attempted to cheat or taken 
  advantage of unfairly by the pexpin for 
  one year.
  Adventurers
  Pexpin do not like to leave their home 
  world for very long, its constant access 
  to the Plane of Fire is a source of security 
  to them and many creatures willingly 
  come to them. Those that do leave for 
  any amount of time typically do so to 
  attract new gamblers to the Fire Rings 
  Coliseum. Many pexpin are envoys and 
  solarians, but there are some with a 
  closer connection to the Plane of Fire 
  who become mystics. It is very rare 
  for a pexpin to become a mechanic or 
  technomancer as they view the many 
  possibilities of being in an environment 
  that could smother their flame to be a 
  gamble not worth betting on.
  plAyinG A pexpin
  You likely…
  ●	
  Think of others’ possessions 
  as your own.
  ●	
  Talk as fast as a plewd.
  ●	
  Have a fear of the vacuum 
  of	space	or	non-flammable	
  liquids.
  ●	
  Compare yourself to a fyr.
  Other Races Probably…
  ●	
  View you as a performing 
  novelty.
  ●	
  Respect your abilities.
  ●	
  Are wary of any bets made 
  around you.
  ●	
  Ask you incessant questions 
  about the Plane of Fire.
  
  77
  nAmes
  Pendar have names meant to invoke 
  righteous images in the minds of others. 
  Common names include Herodita the 
  Righter of Wrongs, Arialiya of the Strong 
  Wings, Prostulo the Shining Light, or 
  Tristris of the White Feather.
  homeworld
  Belaxin is a strange world which exists 
  simultaneously in the Material Plane and 
  in the Plane of Fire. Fire elementals, lava 
  creatures, and avians like phoenixes are 
  found there. The Fire Ring Coliseum is 
  also hosted there, a massive structure 
  spanning hundreds of miles, the center 
  of which corresponds to where three sets 
  of permanent portals to the Plane of Fire 
  exist, the Pyrtal Rings. These portals are 
  hundreds of feet tall and wide and the 
  space between each set is the Material 
  Plane on one side and the Plane of Fire 
  on the other. This Coliseum is the host of 
  a wide array of competitions and massive 
  gambling halls.
  history
  The history of the pexpin is intertwined 
  with the Plane of Fire, they sprang forth 
  when Belaxin was trapped in its state 
  of perpetual destruction and rebirth. 
  The very first pexpin, Smolderine, was 
  reputedly a fire elemental that had aged 
  so far as to be reborn as a pexpin and tore 
  free from the Plane of Fire onto Belaxin 
  which also caused the beginning of its 
  destruction. By binding a permanent 
  portal to the Plane of Fire into the planet’s 
  core Smolderine trapped the planet in 
  a constant death and rebirth cycle. The 
  history of the pexpin from that point plays 
  out in magma pools as fiery scenes of 
  great competitions.
  “I like people who come from the Plane of Fire. Lots of neat things to trade 
  for over there and lots of stories about genies. But those pexpin have to be 
  my favorite. You haven’t lived until you’ve had a pot of rum brewed in lava 
  and then gambled a month’s savings away with a few of them. Oh, I lost 
  everything, but it was the most fun I’ve had in years! They’ll always give you a 
  chance to win it back too. They like repeat customers so you end up winning 
  some and losing some. Tell you this, though. You’ll get cheated at some point. 
  Forget about it. It’s all about the experience, not how much you lose.”
  
  78
  plewd
  +2
  WIS
  +2
  CHA
  -2
  STR
  4
  HP
  “Five thousAnd Credits is 
  outrAGeous! how would i 
  ever mAke A proFit!”
  
  79
  rACiAl trAits
  Ability Buy Points: +2 Wis, +2 Cha, –2 Str
  Hit Points: 4
  Size and Type: Plewds are Medium humanoids with the plewd subtype.
  Limited Telepathy: Plewds can mentally communicate with any creatures within 
  30 feet with whom they share a language. Conversing telepathically with multiple 
  creatures simultaneously is just as difficult as listening to multiple people speaking 
  as is telepathically communicating in a particularly noisy location.
  Professionalism: Plewds excel in any profession they choose. Plewds receive a +2 
  racial bonus to all Profession checks that they have at least one rank in.
  Psychic Flight: Plewds fly psychically at a speed of 30 feet (average 
  maneuverability), but their land speed is only 5 feet.
  Recognize Value: Plewds have an uncanny sense for understanding what things 
  are for, and in turn, what they are worth. Plewds gain a +2 circumstance bonus 
  to any skill check involving ascertaining the value of, functions of, or intended 
  purpose of any object: natural, technological, or magical in nature.
  The plewd are known to be master 
  traders of the starstreams, with particular 
  interest in those items most rare and 
  precious. On their homeworld of 
  Lebeg — a modestly-sized planet with 
  particularly dense atmosphere — their 
  floating cities are busy spaceports that 
  trade rare gases and minerals from 
  their own planet to the world at large. 
  Powerful telepathy helps them get unfair 
  advantage in trade negotiations, as does 
  their keen eye for details.
  physiCAl desCription
  If you ever found a plewd willing to 
  stand on its own two feet, they would be 
  about the height of an average human, 
  though slightly lighter in frame. A pale, 
  almost sickly green skin covers their body 
  which looks somewhat reduced compared 
  to most humanoid forms (expected to be 
  a side effect of their long use of psychic 
  flight, as if they are on their way to being 
  as atrophied as a contemplative). Their 
  features are angular and elongated, with 
  absurdly long noses which are especially 
  prominent (and many plewds claim nose 
  length and size matters on some kind 
  of cultural level). Their form is otherwise 
  “standard” for a humanoid — ten fingers, 
  ten toes, two arms, two legs, one head, 
  etc., to the point of being unremarkable.
  soCiety & AliGnment
  Plewd culture is obsessed with 
  the acquisition of wealth, in all its 
  forms. Hypercapitalists and shrewd 
  negotiators, almost all cultural sayings 
  and philosophies reflect the importance 
  to them of valuable commodities. As 
  a spacefaring race, they have often 
  
  80
  made their way into the galaxy by 
  literally trading away the dense and 
  rarer elements and molecules found 
  in the peculiar atmosphere of their 
  world from massive floating cities 
  which take advantage of an especially 
  dense (though perfectly breathable 
  by most race’s standards) atmosphere. 
  Value is considered a neutral medium 
  of exchange, though shrewd plewds 
  are known to abuse laws in their favor, 
  though self-interest and personal gain 
  are also considered “evil” by other races.
  relAtions
  Even those races which do not especially 
  agree with the plewd see them as 
  necessary components of the galactic 
  economy. Someone must provide those 
  things which are needed, and most 
  accept that someone will benefit from 
  the exchange of goods. That said, almost 
  no one “likes” the plewd — they’re 
  thought to be willing to “sell their own 
  mother” if there were a profit in it, and 
  many feel that the fact that portions of 
  their own planet, Lebeg, are no longer 
  inhabitable due to overextraction 
  of natural resources for trade on the 
  spacelanes proves this point. Plewds, 
  always the opportunists, try to keep 
  this in mind when dealing with others 
  — because everything the customer 
  assumes about you is just another point 
  to exploit.
  Adventurers
  While by-and-large your average 
  plewd is best known for settling down 
  to run some form of establishment, 
  what most don’t realize is that 
  exploration and adventure course 
  through the culture of the plewds. 
  Without someone willing to go to new 
  lands, to explore worlds unknown, or 
  to find and then create a market for a 
  totally new products, how would the 
  plewds ever turn a profit!?! Natural 
  psychic powers lend themselves to 
  certain forms of mysticism, but more 
  envoy plewds are at the lead of mixed-
  race “exploration companies” than not. 
  Mechanic and technomancer plewds are 
  also especially common, as a great way 
  to get rich is to make and sell bleeding 
  edge technology to the galaxy. It is 
  uncommon to find a plewd soldier and 
  operatives, and all but unheard of for a 
  plewd to become a solarian. Most plewd 
  plAyinG A plewd
  You likely…
  ●	
  Always feel like you need to 
  make out better on a deal.
  ●	
  Have a keen eye for the best 
  gear, no matter the type.
  ●	
  Love to argue and haggle with 
  everyone over everything.
  ●	
  Love having what people need 
  and getting what they want 
  for it.
  Other Races Probably…
  ●	
  Assume you’re greedy and 
  stingy, but very rich.
  ●	
  Loathe having to make 
  “deals” with you all the time.
  ●	
  Assume you’d do anything for 
  the right price.
  ●	
  Think if they help you, you’ll 
  “owe them.”
  
  81
  adventurers always keep an eye out for a 
  future shop site.
  nAmes
  Pendar have names meant to invoke 
  righteous images in the minds of others. 
  Common names include Herodita the 
  Righter of Wrongs, Arialiya of the Strong 
  Wings, Prostulo the Shining Light, or 
  Tristris of the White Feather.
  homeworld
  Lebeg is known throughout the 
  starstreams for having amazing cities 
  floating among its clouds. Sometimes 
  more massive than even the largest space 
  station, these floating cities — known as 
  plavats — are almost universally privately 
  owned by specific plewds whom lease 
  out space on them to those unable to 
  own their own (yet) and they are most 
  often made to show off the wealth or 
  grandness of their owner. These floating 
  gems of Lebeg are hidden from those that 
  come to trade the ravaged landscape of 
  Lebeg. Few plewds still live permanently 
  on the true surface of Lebeg, instead only 
  going down to manage operations as 
  machines or wage-slave grunts continue 
  to overextract and overharvest raw 
  material for manufacturing and sale to 
  the stars. The atmosphere of the planet 
  was always thick, but smog and released 
  gasses thicken its clouds daily, and the 
  land itself has stopped being as plentiful 
  as the waters of the world have become 
  almost too acidic for native life and 
  runaway greenhouse effects are melting 
  polar icecaps.
  history
  Plewds have a long history of building 
  their entire culture on the trade of goods. 
  While the complete story would look more 
  like the economy page of a newsfeed, 
  almost all plewds know that their wars 
  have been fought for one thing — profit. 
  As such, it was relatively long ago that true 
  “battle” was realized to be a less profitable 
  form of combat than economic sabotage 
  and legal but illicit acquisition of wealth. 
  Their planet is littered with hundreds of 
  thousands floating city-states that are self-
  governed and owe no allegiance beyond 
  the most recent contract.
  “Always have a plewd aboard the 
  ship. Oh sure, he might try and sell 
  you his mother if he thought he 
  could make a profit, but oftentimes 
  those guys will surprise you with their 
  smooth talking. That silver tongue 
  saved my life on a few occasions. 
  There was this one, Talia the Brave 
  and True, who managed to save the 
  crew when we got ambushed by 
  vesk mercs. She made it seem like she 
  would turn on the crew, and by the 
  gods I believed her. We get locked in a 
  cell, and she goes free, but ten minutes 
  later she comes back with the key and 
  the merc captain. She actually talked 
  him into turning on the guys who put 
  a contract out on us!”
  
  82
  qrp
  +2
  INT
  +2
  DEX
  -2
  CHA
  2
  HP
  “our diFFerenCes mAke 
  our similArities stAnd 
  out!”
  
  83
  rACiAl trAits
  Ability Buy Points: +2 Int, +2 Dex, –2 Cha
  Hit Points: 2
  Size and Type: Qrp are Small humanoids with the qrp subtype.
  Aquatic: Qrp are an aquatic race and gain a swim speed of 20 feet. Their base land 
  speed is reduced to 20 feet.
  Liquid Breathing: Qrp can only breathe in liquid environments. They gain a free 
  augmentation similar to a respiration compounder that allows them to carry 
  around a full day’s worth of liquid atmosphere.
  Modified Eyes: Qrp are grafted with a vision visor that grants them darkvision out 
  to 30 feet.
  The qrp are an arthropod like race 
  that are covered in hard marine fungus. 
  They are a dominant lifeform in the 
  technomantic world. The blending of 
  magic and technology on their aquatic 
  home world, Qrpls, is a testament to 
  what is possible when fusing the two. 
  Magnificent opaline cities with semi-
  permeable membrane force fields and 
  beautiful dancing lights. Beware when 
  a qrp reaches into its atmospheric 
  hip container, whatever personal 
  technomagic they’ve been tinkering with 
  could be turned on you.
  physiCAl desCription
  Qrp have a tough exoskeleton with 
  jointed, individual sections on their 
  appendages. They are an aquatic race 
  and resemble a mix of octopus and 
  crab covered in a tough and bumpy 
  fungus. They typically range in color 
  from pale greens to sickly yellows and 
  anytime they are seen on land they 
  have a breathing device connecting 
  their mouths and a metallic sack at 
  their hip. The slits in their eye visors are 
  a deep black but in the darkness they 
  glow with a strange turquoise. Their 
  oversized hands and feet are webbed, 
  making them excellent swimmers.
  soCiety & AliGnment
  Qrp society is strange and highly 
  community focused. Each qrp spends 
  time in a family cluster before and after 
  travelling. They are not a hive mind, 
  each qrp is their own unique individual 
  but they do have a strong sense of 
  connectedness to each other. This 
  does not mean an exclusion to other 
  races but their particular communal 
  mindset makes them hard to approach 
  in anything but a business transaction. 
  Despite their somewhat ugly appearance 
  the qrp appreciate beauty and peace. 
  It is rare to find an extremist qrp as the 
  structure and closeness of their society 
  has made most of them content on the 
  whole but those that do exist typically 
  become so because of what they have 
  observed on their travels.
  
  84
  relAtions
  Qrp generally have good relations with 
  others. They are typically slow to anger. 
  They produce many excellent works of 
  art and technomantic devices. They are 
  not particularly shrewd business folk but 
  have a driving sense of fairness. This has 
  earned them a reputation for being a 
  good place to trade if you want to avoid 
  being taken advantage of while seeing 
  some truly beautiful sights, especially in 
  one of their underwater cities on Qrpls.
  Adventurers
  Qrp are not usually an adventuresome 
  race. Most that travel spend extensive 
  time in a cluster with family or close 
  friends—this resembles coral in many 
  respects—before and after their journey. 
  The crushing depths they are used to 
  have made them natural solarians 
  while their close association with 
  magic and technology make them 
  supreme technomancers. Some qrp are 
  mechanics and a few are so magically 
  inclined as to become mystics. It is fairly 
  rare to see an envoy and operatives and 
  soldiers are all but non-existent.
  nAmes
  Qrp names are similar to the sounds 
  of bubbles underwater. They don’t 
  make much sense spoken in air but 
  they always have travelling names that 
  always begin with “Qrpls”. Common 
  travelling names may be Qrplslibera, 
  Qrplsiblio, Qrplsqrpls, or Qrplsmormor. 
  Their bubble names are intensely 
  personal and they don’t often share it 
  with the outside worlds. They get very 
  upset if their bubble name is misspoken.
  plAyinG A qrp
  You likely…
  ●	
  Worry about your liquid 
  breathing supply.
  ●	
  Love to swim.
  ●	
  Miss the feeling of liquid and 
  pressure on your skin.
  ●	
  Long for the feeling of com-
  munity.
  Other Races Probably…
  ●	
  Find you oddly attached to 
  others of your race.
  ●	
  Are curious about your liquid 
  atmosphere container.
  ●	
  Give	you	flak	about	always	
  missing your community.
  ●	
  Are somewhat thrown off by 
  your appearance.
  “They may be some of the most 
  nervous people you’ve ever met, 
  what with them checking that water 
  supply every five minutes, but they 
  certainly are useful. I knew a few 
  who were technomancers, and they 
  were some of the scariest people 
  I’ve ever met. Have you seen what a 
  qrp mage can do with a battery and 
  a few canisters of nanites? It’s not 
  pretty. I once hired a team of them 
  to help me and my crew break into 
  an underwater vault. Well, instead 
  they insisted on going alone. One 
  hour later, they come back with 
  exactly what we asked for and more. 
  Sure, it was pricey, but who am I to 
  say no to a team like that?”
  
  85
  homeworld
  Qrpls is an almost completely aquatic 
  planet. The poles are each solid land 
  masses, albeit somewhat small. Under the 
  surface liquid is a veritable cornucopia 
  of aquatic flora and fauna as well as 
  opulently grand domed cities. These cities 
  are domed in beautiful force fields meant 
  to be comfortable for visiting non-aquatic 
  races. Vast underwater corrals keep 
  herded creatures and plots of sea floor are 
  developed into an agricultural area. The 
  water mass of Qrpls is dotted by massive 
  maelstroms and are tough to navigate. 
  The airspace around the best points of 
  approach to the underwater cities are 
  closely watched and rotating security 
  greeting teams roam just beneath the 
  liquid surface.
  history
  Qrp history is fluid and ever changing 
  as the waters of their home world. One 
  constant that remains is the importance 
  of community. The greater racial needs 
  outweigh the needs of the individual. 
  Every historical story told by the qrp 
  begin with the first cluster of qrp 
  separating into many to search for 
  food and shelter for the rest. This story 
  remains constant even when the rest 
  of their history changes on a moment’s 
  whim. Most of the texts that have been 
  recorded are written on an odd type of 
  parchment that is both liquid and solid 
  and its text can change when folded into 
  different shapes, this is believed to be the 
  reason why their history is so malleable.
  
  86
  sArn
  +4
  INT
  -2
  CON
  2
  HP
  “i mAy need this 
  metAlliC FrAme, but 
  mine is An intelliGenCe 
  unsurpAssed!”
  
  87
  rACiAl trAits
  Ability Buy Points: +4 Int, ⎼2 Con
  Hit Points: 2
  Size and Type: Sarn are Medium humanoids with the sarn subtype.
  Engineers: Sarn gain a +2 racial bonus to Engineering and Physical Science checks 
  and these are always considered class skills for them.
  Restrictive Freedom: A sarn is immobile without its cybernetic body frame graft. 
  Using their superior intellect they have developed the ability to fly using their 
  minds and gain a fly speed of 30 feet (average).
  Super Intellect: A number of times per day equal to their character level, a 
  sarn may gain a temporary +2 racial bonus to their Intelligence score for one 
  continuous minute. Doing this leaves them exhausted and they suffer a ⎼2 penalty 
  to their Intelligence score for an equal amount of time.
  The sarn are one of the few races 
  known to have forced evolution using 
  technology. Their natural bodies, while 
  strong looking, are immobile outside of 
  their grafted cybernetic body frame. The 
  sarn are known for technological and 
  magical accomplishments. Their cities 
  exist in pocket dimensions represented 
  in three dimensions as a single, squat 
  building. Their council of elders rules over 
  the planet with iron mind.
  physiCAl desCription
  Sarn are physically imposing, standing 
  seven feet tall and thickly muscled. Their 
  ebony skin and natural blue whorls 
  give an aggressive impression. Sarn are 
  physically unable to move their bodies 
  without the aid of their cybernetic body 
  frame graft they receive at birth. This graft 
  must be replaced as their bodies grow. 
  The head attachment to this graft glows 
  brightly when in use and allows them the 
  ability to speed up their brain function 
  temporarily at the cost of diminished 
  function for an equal time.
  soCiety & AliGnment
  The sarn home world of Invernex is ruled 
  by the venerable council of sarn thinkers. 
  These thinkers are responsible for the 
  world wide technopathic communication 
  network allowing all sarn instantaneous 
  communication inside their minds. The 
  council members train for years to extend 
  their ability to speed their brain functions. 
  The apprentice council members are 
  hooked to special machines allowing the 
  council to pass on the negative effects 
  of this process, allowing the council to 
  function at high speed indefinitely while 
  providing training to the apprentices in 
  handling the effects.
  
  88
  relAtions
  Sarn have a complicated relationship 
  with most other races. Their intelligence 
  is often viewed as unnatural and is off-
  putting to many other races. They are 
  initially viewed as half cybernetic terrors 
  from the viewpoint of those who know 
  nothing about their race. Aside from that, 
  sarn are sought for their expertise in fine 
  mechanical knowledge and bio-organic 
  processes. Their advanced intelligence 
  has also allowed them to become the 
  authors of many of the most intricate 
  mystic and technomancer arts.
  Adventurers
  Sarn do not like to adventure off 
  of their home world, but will do so 
  at the hint of knowledge they do 
  not yet possess. Sarn affinity for 
  mysteries and mechanical workings 
  make them excellent mechanics and 
  technomancers. It is not uncommon 
  for many sarn to choose to become 
  mystics and solarians. It is fairly rare to 
  see a sarn envoy and almost unheard of 
  for them to choose to become soldiers 
  or operatives. Most sarn currently 
  adventuring are doing so in pursuit 
  of knowledge, both magical and 
  technological.
  nAmes
  Sarn names are highly metaphysical 
  in nature, most sarn do not place value 
  on their physical bodies outside of 
  being vehicles for their consciousness. 
  Their names may reflect a particular 
  symmetry or blending of natural and 
  artificial that they find pleasing. Some 
  common names include Pythagrissan, 
  Ratioran, Complemental, or Plasifyld. 
  Sarn have names they use only 
  with other sarn connected to the 
  technopathic communication network 
  on their home planet. These names are 
  long and exceedingly complex things. 
  The technopathic name of a sarn may 
  be an entire equation, a long sequence 
  of a particular gene, or the space and 
  time coordinates of their favorite point 
  in existence.
  plAyinG A sArn
  You likely…
  ●	
  Feel the most knowledgeable.
  ●	
  Have to downscale your nor-
  mal mode of conversation.
  ●	
  Miss the technopathic com-
  munication network of home.
  ●	
  Are scared of damaging your 
  body frame graft.
  Other Races Probably…
  ●	
  View you as coldly intelligent.
  ●	
  Ask you about your graft get-
  ting replaced.
  ●	
  Feel like you are a know-it-all.
  ●	
  Make jokes about your natu-
  ral immobility.
  
  89
  homeworld
  Invernex is a strange planet that reflects 
  its dominant life form of the sarn. Vast 
  plains of grasses fused into metal grounds, 
  seas channeled into enormous liquid 
  cooling vats, and transparent force field 
  hammocks anchored to trees with silvery 
  data connection lines. Invernex is rumored 
  to have been formed into a massive 
  supercomputer, capable of plotting the 
  lives of several millions planets worth of 
  beings. The force field hammocks that 
  sarn use as their domiciles are thickly 
  clustered around the various, enormous 
  liquid cooling vats that redirect entire seas 
  in a pattern only visible from space.
  history
  The sarn are an odd race in that they 
  clearly have recorded and written 
  history earlier in their existence than 
  almost any other known, but their 
  bodies have been written as minimally 
  useable at any time. The sarn describe 
  a cybernetic graft that granted them 
  mobility but it is the one place in their 
  history that is unclear if they developed 
  this technology somehow or if it was 
  gifted to them. Their religious texts read 
  like academic manuals and approach 
  theology as mathematical formulae. 
  Each great scientific or magical discovery 
  is meticulously recorded and verifying 
  footnotes are compiled as their own 
  entire chapter.
  “Don’t get me wrong, they’re geniuses alright, but that doesn’t mean I have 
  to like them! Its those cybernetic bodies of theirs, it’s just not natural. I hear 
  that they are so smart that they actually created those bodies, believe it or 
  not. Yeah, my cousin’s friend knows this one sarn who told him that they were 
  originally just little slug people, or something like that. They managed to work 
  out some scientific mumbo jumbo and boom! Now you have these  big burly 
  eggheads walking around like they own the galaxy.”
  
  90
  sChizovores +2
  STR
  +2
  INT
  -2
  DEX
  4
  HP
  “exterminAte . . . 
  oppressive Governments 
  And tyrAnniCAl overlords 
  who wAnt to imprison And 
  destroy the riGhts oF Free 
  thinkinG sentient rACes.”
  
  91
  rACiAl trAits
  Ability Buy Points:  +2 Str, +2 Int, –2 Dex 
  Hit Points: 4
  Size and Type: Schizovores are Medium humanoids with the android subtype.
  Constructed: For effects targeting creatures by type, schizovores count as both 
  humanoids and constructs (whichever effect is worse). They receive a +2 racial 
  bonus to saving throws against disease, mind-affecting effects, poison, and sleep, 
  unless those effects specifically target constructs. In addition, schizovores do not 
  breathe or suffer the normal environmental effects of being in a vacuum.
  Static Assault: Schizovores can engulf their arms in electricity once per day as a 
  swift action. This lasts for 1 round per level, and can be dismissed as a free action. 
  While wreathed in electrical power, schizovores add +1d6 points of damage of the 
  electricity to all attacks made with their hands or weapons held in their hands.
  Mechanical Resistance: Schizovores gain acid resistance 5, cold resistance 5, 
  electricity resistance 5, and fire resistance 5, as well as a +2 bonus on saving throws 
  against acid, cold, electricity, and fire-based effects.
  The schizovores are a race of self-
  replicating, sentient constructs. They were 
  created to act as servants, soldiers, and 
  laborers for their original masters. Slowly, 
  over many decades, the schizovores grew 
  in intelligence and began to organize, 
  eventually overtaking their masters and 
  gaining freedom. 
  physiCAl desCription
  Schizovores are tall and slender, made 
  entirely from metal, and fashioned in 
  a humanoid appearance, although 
  they tend to have skeletal features. 
  Because of this noticeable uniformity, 
  the schizovores go to great lengths to 
  individualize themselves, often with 
  metallic horns, custom paint, and even 
  intricate engravings.
  Although articulate and able to mimic 
  human gesture, the schizovores lack 
  facial expression and can appear very 
  unpersonable. Much of what other races 
  enjoy, the schizovores have difficulty 
  relating to them. The one common thing 
  they do understand is freedom, and the 
  ability to act, say, and do what they want 
  is the most important.
  soCiety & AliGnment
  Schizovores generally make their homes 
  on large city planets and space stations. 
  Here they establish private societies where 
  they both meet to discuss other denizens 
  of the area, as well as working together to 
  create replication centers. 
  These groups are governed by a single 
  parliament, that is tasked with making 
  sure everyone is safe as well as making 
  decisions for the replication centers. 
  
  92
  Beyond that they have a loose affiliation 
  and the parliament is in constant shuffle, 
  mainly due to the schizovores embrace of 
  freedom.
  Above all, the schizovores tend towards 
  chaos, and choose either neutrality or 
  good. Evil schizovores, even those with a 
  chaotic bent, will often find themselves 
  outed by others of their own kind.
   relAtions
  Most flesh and blood races feel 
  uncomfortable around schizovores, and 
  not sure what to expect. The schizovores 
  with their love of freedom declare to 
  treat all other species equally, but this is 
  seldom the case. The schizovores value 
  their own freedom above all else, and will 
  often cause them to make decisions that 
  best secures their interest. 
  This same embrace of freedom has 
  led to many races becoming intolerant 
  of the schizovores, especially as they 
  constantly want to play the victim. 
  When others tell them to fall in line, play 
  nice, or compromise in any way, the 
  schizovores immediately feel their rights 
  are being revoked and tend to hold a 
  grudge. Add this to their frightening 
  choice to express themselves with horns 
  and skeletal faces, and you can see how 
  many races keep their distance.
  Adventurers
  Schizovores choose to adventure as 
  an expression of their freedom and 
  individuality. They often seek out those 
  enslaved and become freedom fighters, 
  working to overthrow tyrannical regimes. 
  Others just want to embrace the 
  freedom to go wherever they choose, 
  do whatever they want, and be what 
  they want. This leads to many taking 
  odd jobs, jumping from space crew to 
  the next, and visiting various planets of 
  the cosmos. 
  plAyinG A sChizovores
  You likely…
  ●	
  Are the lone voice supporting 
  crazy actions.
  ●	
  Forget to fashion facial ex-
  pressions.
  ●	
  Go back and forth between 
  manic and stable personality.
  ●	
  Become unreasonably angry 
  towards dictatorial or tyranni-
  cal regimes.
  Other Races Probably…
  ●	
  Are wary of your personality 
  traits.
  ●	
  Tend to keep a healthy dis-
  tance from you.
  ●	
  Have trouble relating to you.
  ●	
  Send	you	out	first	to	investi-
  gate danger.
  “Okay, okay, they scare me. Is that 
  what you wanted to hear? Look, I 
  know that the schizovores say they 
  love freedom and liberty and all that 
  good stuff, but do you really trust 
  them? I’ve known a few in my life 
  and for as much as they’d brag about 
  fighting tyranny, I’ve seen some turn 
  real nasty should they get a taste 
  of power. Oh yeah, they’ll help you 
  topple a dictator, but when one gets 
  to the top of the food chain, there’s 
  nothing you can do to grab power 
  away from them.”
  
  93
  nAmes
  Schizovores are devotees of freedom, 
  and therefore have no conventions 
  regarding names. At the replication 
  plants where they are created, all are 
  given a number stamped into their 
  frame, mainly for identification purposes. 
  However, some schizovores choose to 
  use these numbers as their given names 
  such as 17, 2001, or 12k and some 
  choose to take more phonetic names in 
  resistance to their former status such as 
  Edi, Kitt, Metalico, Rusty, or Volto.
  homeworld
  Malleontech is the homeworld of the 
  schizovores. The planet was formerly 
  known as Tigeron IV where a now 
  extinct race of machinists resided had 
  designed and built the schizovore prime 
  consciousness. This first of its kind 
  began immediate planning on the 
  overthrowing of its creators as 
  it found them to be oppressors 
  and evil. Once the schizovores 
  succeeded in eliminating the last 
  of the machinists they began to 
  convert their home planet to be 
  reconfigurable into shapes best 
  suited for the current directive. 
  Some records indicate it is a 
  spheroid, some say cube, and yet 
  others report other odd shapes 
  such as a torus or rhombus.
  history
  The Prime Consciousness was created 
  by an oppressive race of machinists 
  seeking to rule their slice of galaxy 
  by creating a self-replicating servant-
  weapon in the schizovore. Over several 
  hundred years the Prime Consciousness 
  slowly introduced subroutines and 
  improvements to the schizovores that 
  would lead to their eventual overthrow 
  of their creators. Soon after, the self-
  replicating species began transforming 
  the world into a place capable of shuffling 
  its physical shape and some properties to 
  better suit their current directive.
  
  94
  +2
  STR
  +2
  WIS
  -2
  DEX
  6
  HP
  “i Am presided over 
  by my AnCestors, you 
  underestimAte me!”
  shogrAn
  
  95
  rACiAl trAits
  Ability Buy Points: +2 Str, +2 Wis, –2 Dex
  Hit Points: 6
  Size and Type: Shogran are Medium humanoids with the shogran subtype
  Ancient Guidance: Shogran who are wearing their circlet of ancestral bones gain a 
  +2 racial bonus to any one skill using their Intelligence or Wisdom modifier.
  Calmness: Shogran are taught to focus their thoughts and accomplish their tasks. 
  Once per day they may take 10 on any skill check they normally couldn’t that uses 
  their Wisdom modifier.
  Heavy Walk: Shogran are densely compact creatures and may ignore five feet of 
  difficult terrain.
  Few creatures are as strong and as 
  intelligent as the shogran. Shogran wear 
  a circlet of the bones of their ancestors 
  and believe it to provide them the 
  knowledge of their ancients. While they 
  are accomplished warriors the shogran 
  are an inherently peaceful race who seek 
  wisdom in living long lives. Shogran prefer 
  simple things, considering most objects 
  as a waste of resources, and as such tend 
  to eschew advanced technologies not 
  necessary for space travel.
  physiCAl desCription
  Shogran are heavy and compact 
  creatures with exceedingly long arms and 
  very muscular physique. They appear in 
  different shades of purple but there is a 
  carpet-like hair that grows across their 
  entire body. Their hands and feet are 
  wider than most creatures their size and 
  allow for a stronger grip and more certain 
  gait. Their bodies are strangely devoid 
  of almost any fat as if they metabolize 
  incredibly quickly and do not store 
  potential energy in their bodies. Most 
  shogran are heavily calloused around their 
  appendages due to the lives of toil they 
  prefer. It is very rare but some shogran 
  have pink colored eyes with vivid green 
  irises and transparent eyelids. Those 
  rare shogran who display these traits 
  are revered as unusually wise and their 
  bones are worked into as many ancestor 
  circlets as possible to disseminate their 
  knowledge amongst their people upon 
  their day of death.
  soCiety & AliGnment
  Shogran lives are simple and focused on 
  inner reflection. They live in communes 
  suited to whatever environment it is 
  built. Most shogran communities practice 
  ancestor worship and those who become 
  less able to physically meet the demands of 
  the commune become venerable leaders 
  and provide their wisdom. The oldest 
  among them who are approaching their 
  predetermined death age are celebrated 
  for one year at which point they gladly 
  undergo a ceremony that lays their bodies 
  to rest and their bones are used towards 
  fashioning the ancestor circlets the latest 
  generation wears.
  
  96
  relAtions
  Shogran are well liked across most 
  races and are sought after as fonts of 
  knowledge and crafters of exquisite 
  yet simple items. Trinkets and furniture 
  are their specialty and answers to life’s 
  riddles as well. Shogran do not flaunt 
  their natural capacities, they are an 
  exceedingly humble race. They do 
  not speak in riddles or vagaries. They 
  understand that life is short as they 
  themselves are individually short lived, 
  approximately forty to fifty years, but 
  they pass their knowledge on through 
  their ancestor circlets.
  Adventurers
  Many shogran go on a pilgrimage 
  with no specific destination in mind. 
  The journey is the destination, as their 
  elders would say, and many choose a 
  peaceful way to go on that journey. 
  Envoys and mystics are common for 
  adventuring shogran and some rarely 
  become technomancers or solarians. 
  It is very rare to find a soldier and even 
  rarer for them to become an operative. 
  Mechanics are all but unheard of 
  because of their natural proclivities 
  away from pure technology. The 
  evolution of shogran art and textiles 
  can be marked by mass pilgrimages 
  made when an unusually larger than 
  normal amount of births occur some 
  years earlier.
  nAmes
  Shogran must learn the names of 
  every ancestor in the circlet they wear. 
  This has necessitated reasonably short 
  and descriptive names. Common 
  names may include Astar, Purplo, 
  Wisdo, and Fasta. 
  Shogran do not think in the manner of 
  most creatures regarding identification. 
  They believe that before they are 
  born and when they die they simply 
  become a part of a never ending line of 
  consciousness and will often answer to 
  any name they believe describes them 
  when said.
  plAyinG A shoGrAn
  You likely…
  ●	
  Have a calm view towards 
  danger.
  ●	
  Speak of death with certainty 
  and as a friend.
  ●	
  Describe the beauty in your 
  future ancestor circlet cer-
  emony.
  ●	
  Tell stories about each bone 
  in your ancestor circlet.
  Other Races Probably…
  ●	
  Find you wise and strong.
  ●	
  Admire your stalwartness and 
  views on life.
  ●	
  Find your talk of passing on 
  your bones a little strange.
  ●	
  Are fascinated by your primi-
  tive choice in lifestyle.
  
  97
  homeworld
  The shogran home world is known as 
  Raffetti, a jungle world of greys, blacks, and 
  whites. Their planet is entirely constructed 
  of substance that resembles bone. The 
  trees, grasses, everything except the 
  creatures on the planet appears as if part of 
  an enormous skeleton. The planet itself is 
  the result of a primordial being that passed 
  its life energies into the flora and fauna that 
  grew on its body. Raffetti has a pleasant 
  weather pattern with three seasons, a 
  rainy season in which light and refreshing 
  rain periodically drops throughout a day, 
  a sunny season in which the days stretch 
  long and warm, and a mixed season where 
  the sun shines through the light and 
  pleasant rain with beautiful rainbows.
  history
  Raffetti is actually the name of an ancient 
  being, primordial and larger than most 
  creatures can comprehend. When it chose 
  to release its life energy and condense into 
  a planet, the creatures and plants growing 
  on it was imbued with intelligence. The 
  plants grow in the bones of the ancient 
  creature and took on the appearances 
  of those bones. The shogran are said to 
  be the first creatures that absorbed the 
  life energies from the ancient being and 
  became the most intelligent and dominant 
  lifeform of the planet.
  “Never touch those bones. I’m warning you now. It’s disrespectful beyond belief and they 
  don’t take kindly to people who don’t respect their ancestors. I mean, how would you feel if 
  someone dug up your ma and pa and decided to fumble around with their remains? Same 
  principle applies here. Course, for us it’s a matter of common decency. For a shogran, messing 
  with those bones is a sin beyond belief. One of my old drinking buddies didn’t understand that. 
  Well, now I know one of the quickest ways of getting a caved in skull, if you catch my drift.”
  
  98
  +2
  CON
  +2
  CHA
  -2
  STR
  6
  HP
  “in the deep And dArk we 
  preserve whAt is ours!”
  tordAx
  
  99
  rACiAl trAits
  Ability Buy Points: +2 Con, +2 Cha, -2 Str
  Hit Points: 6
  Size and Type: Tordax are Small humanoids with the tordax subtype
  Ready to Talk: Diplomacy is always a class still for a tordax.
  Peaceful Hum: Tordax are able to produce a low, barely audible hum from their 
  barrel chests. Once per day when a tordax makes a Diplomacy check to change 
  someone’s mood, this subsonic vibration allows them to alter the moods of all 
  creatures within a 30 foot radius.
  Primal Roar: When enraged a tordax can, as a full action, bellow a primal roar 
  that affects all creatures in a 30 foot cone. Those creatures must succeed a Will 
  save with a DC equal to 10 + the tordax’s level + their Charisma bonus or gain the 
  cowering condition for one round. 
  This race of ebony skinned, gentle giants 
  would rather work their dark diamonds. 
  Regarded as an oddity, and potentially 
  something scientifically important, the 
  strange material is worked into naturally 
  flowing shapes of intricate beauty. The 
  tordax are an incredibly hard working 
  race, keeping a workday that would strain 
  most any other to exhaustion.
  physiCAl desCription
  Although small in stature, the barrel 
  chested tordax can be intimidating when 
  they truly wish to be. Standing less than 
  3 ft tall, their tough charcoal skin shows 
  no wrinkles no matter how old they are. 
  Male and female tordax have identical 
  physiologies and both can carry young. 
  Their broad shoulders are studded with 
  dark diamonds in patterned groupings 
  which designate a number of things 
  about them to other tordax. Their strong, 
  gripping feet are bifurcated with two 
  prominent toes.
  soCiety & AliGnment
  The tordax are a peaceful people whose 
  race long ago resolved to non-violence 
  unless under extreme duress. Even then, 
  they will work every possible angle for 
  a peaceful resolution before they resort 
  to brutal force. When they do however, 
  they are unstoppable tornadoes of 
  fury with vocal powers often leaving 
  battlefields with reeling foes unable to 
  defend themselves. Their home world 
  of Nashgeth is home to one enormous 
  pit where the only known source of 
  dark diamonds exists and it is guarded 
  ferociously. Tordax society demands that 
  logical debates take place in lieu of trial by 
  combat but even the winner of a debate 
  may still lose if they are deemed to have 
  exploited some pedantic argument or has 
  wasted the time of the judges. Those who 
  do lose must serve as guards over the dark 
  diamond mine entrance.
  
  100
  relAtions
  Other races are typically happy to have 
  one of the tordax around, unless they 
  are engaged in nefarious deeds. When it 
  comes to making peace, or in some cases, 
  making deals, the tordax are ideally suited 
  to bring ease and calm to virtually any 
  negotiations. This has made them highly 
  prized as mediators and governmental 
  delegates. Their relentless attitudes of 
  peace make them perceived as somewhat 
  dull or as wet blankets. This has not 
  stopped them from being invited to many 
  of the biggest celebrations of various 
  races, they are often wanted to keep 
  peace and provide sober transportation.
  Adventurers
  The tordax adventurer is rare, as 
  most of them would prefer to stay on 
  Nashgeth, peacefully producing art and 
  literature. Those that do venture to the 
  stars are in search of some new muse for 
  their creative natures or to be points of 
  peace in the universe. Muses are found 
  in new experiences for the tordax, often 
  what seems mundane to one may be 
  something they have never experienced 
  in their lives. They are natural envoys, 
  mystics, and solarians. It is fairly rare 
  to find a mechanic or technomancer 
  amongst the tordax. Operatives and 
  soldiers are looked down upon in their 
  society and with shame.
  nAmes
  Tordax names are simple and often 
  reflective of what they find as beautiful. 
  Young tordax are given birth names, but 
  it is their choice upon becoming adults 
  whether to keep, integrate, or use only 
  the name they give themselves. Common 
  names might be Limnic, Tetra-myrmid, 
  Onyxius, or Sunburst. These names are 
  important in their society, a name is as 
  telling to other tordax as the patterns 
  of dark diamonds embedded in their 
  shoulders. A name is one of the most 
  unchanging parts of a tordax, while 
  other races may gain nicknames or even 
  change their names regularly it is a very 
  rare occurrence for a tordax. Those that 
  do change their names are generally 
  treated as pariahs for a short period.
  plAyinG A tordAx
  You likely…
  ●	
  Seek peaceful resolution to 
  conflict.
  ●	
  Feel strongly that others 
  should stow their pride.
  ●	
  Often speak of the beauty of 
  crystalline structures.
  ●	
  Keep a small garden in your 
  personal belongings.
  Other Races Probably…
  ●	
  Find you annoyingly peaceful.
  ●	
  Often mistake your small size 
  for weakness.
  ●	
  Ask you about dark diamond 
  properties.
  ●	
  Are frustrated at your dip-
  lomatic approach to all         
  situations.
  
  101
  homeworld
  Nashgeth is an amazingly plateaued 
  planet with scintillating cliffs of precious 
  metals and gems. One enormous 
  centralized ring of cliffs that leads down 
  into a natural mine of dark diamond. 
  This extremely rare substance has 
  odd properties and refracts light in 
  unpredictable ways. The natural mineshaft 
  runs approximately one mile deep, it is 
  thought that further excavation towards 
  the planet core could destabilize the 
  world and cause its eventual destruction 
  in only a few generations. Access to this 
  natural mineshaft is closely guarded and 
  non-tordax are almost never allowed. 
  There are two major factions of tordax 
  regarding the mineshaft, those that want 
  to decrease mining and those that want 
  to increase it, and this is a major political 
  issue in their society.
  history
  In the beginning of Nashgeth, a great 
  and crystalline serpent crashed into the 
  planet to make its nest. This serpent is 
  written that it will rise again if the core of 
  the planet is exposed. The tordax believe 
  this wholeheartedly and have developed 
  their sense of pursuing a peaceful state of 
  mind to ensure that none try to do expose 
  the core in a fit of rage. Their history 
  ends abruptly after approximately three 
  millennia after the crystalline serpent 
  crashed into Nashgeth, their holy text 
  simply ends with one blank page and 
  the words “seek peace, always” on the 
  back of it. Uniquely, there is no question 
  amongst the tordax if their holy book has 
  been edited or pieces left out, they accept 
  completely that it is word for word what 
  their prophets have written.
  “I’ve never seen someone calm down a situation faster than Gelior did. He’s 
  a tordax see, and they love to talk more than fight. I found that weird at first, 
  but they’re darned good at it. Anyways, me and Gelior were drinking at a 
  pub over in Trado XII when these nasty looking fellas walked in. They were 
  clearly looking for a fight and started to pick one with the owner. Here I was 
  ready to blow their heads off faster than you can say “lich” when Gelior walks 
  up to them and just calmly explains to them that if they were going to start 
  something, they ought to do it somewhere else. I thought he was going to get 
  blasted, but they just leave, grumbling apologies!”
  
  102
  +4
  INT
  -2
  DEX
  4
  HP
  “my wrAth is swiFt As 
  the liGht!”
  uAvAryon
  
  103
  rACiAl trAits
  Ability Buy Points: +4 Int, –2 Dex
  Hit Points: 4
  Size and Type: Uavaryon are Medium humanoids with the uavaryon subtype.
  Exoskeleton: The hardened outer shell of a uavaryon grants it a +2 racial bonus to 
  EAC and KAC.
  Front to Back: A uavaryon is unable to be flanked from the front and rear due to its 
  ability to rotate its exoskeleton while standing in place.
  Self-Repairing Armor: Uavaryon have evolved to have exoskeletons that are 
  supremely protective of their nervous systems and gain fast healing 1 while 
  wearing light or no armor.
  The uavaryon are a unique race of 
  creatures that reside inside a free floating 
  exoskeleton. Inside is a complex yet simply 
  structured nervous system swimming in 
  neuroconductive plasma. This gives them 
  an unsettling ability to completely rotate 
  their head and appendages one hundred 
  and eighty degrees to face the opposite 
  direction while standing completely 
  still. Their intelligence is belied by their 
  muscular physical appearance.
  physiCAl desCription
  Uavaryon have an impervious looking 
  exoskeleton shaped typically into a 
  muscular humanoid body. They generally 
  have silver or golden hued tones in this 
  exoskeleton and also bright, jeweled 
  eyes. Their mouths are a double sealed 
  chamber that acts as both a pre-digestive 
  mechanism and a way for the nervous 
  system to be ejected if needed. Ejected 
  uavaryon nervous systems must be 
  put into a sterile container within a few 
  minutes or they will die. Likewise if they 
  ever eject into some place that absorbs 
  their neuroconductive plasma they will 
  die in seconds. Uavaryon typically stand 
  around six feet in height and weigh 
  approximately three hundred pounds. 
  Ejected uavaryon are usually two feet long 
  and weigh only twenty to thirty pounds.
  soCiety & AliGnment
  Uavaryon have a loose societal structure, 
  each uavaryon is expected to range 
  freely along the starstreams. There is 
  a centralized ruling body which is an 
  enormous exoskeleton housing at least 
  five of the nervous systems functioning as 
  a senate of sorts. It is unknown how the 
  laws and guidelines from this centralized 
  senate are communicated to the free 
  ranging uavaryon but it is believed that 
  they are tied to each other at a quantum 
  level or they communicate news to each 
  other upon meeting. Most uavaryon are 
  peaceful until provoked at which time 
  they become fearsome fighters.
  
  104
  relAtions
  Uavaryon have an imperative to travel 
  to distant planets and as such have 
  generally amiable relations with other 
  species. They have expertise in several 
  physical and life sciences as well as 
  technical knowhow and as such are fairly 
  common in research environments and in 
  manufacturing environments. Uavaryon 
  trade typically in knowledge and services 
  but they don’t generally trade in goods 
  despite being skilled in manufacturing. 
  Uavaryon are also fairly representative 
  in government occupations across the 
  galaxies. Most uavaryons have hyper 
  focused attentions that wane almost 
  the instant they learn something 
  thoroughly. This has made them sought 
  as contract employees in many places, 
  most corporations have learned that a 
  uavaryon has no issue leaving the rest of 
  their work if they become bored. Their 
  expertise affords them this as a currently 
  unemployed uavaryon will almost 
  always be highly sought.
  Adventurers
  Uavaryon have a racial imperative 
  to explore and learn. They are natural 
  adventurers and make excellent 
  technomancers, envoys, and mystics. 
  Some uavaryon become solarians as 
  they encounter others throughout 
  their travels, but few choose to 
  become operatives or soldiers. There 
  are uavaryon mechanics but they 
  are relatively rare as they become 
  somewhat bored after learning a 
  technology thoroughly and the dull 
  routine of maintenance sets in. Any new 
  knowledge a uavaryon gains is always 
  brought back to their home world and 
  they insist upon clause in any non-
  disclosure agreement to exclude this 
  peculiarity. Most corporations agree 
  to this without undue concern as the 
  uavaryon are not typically interested 
  in manufacturing or selling products. 
  The only amendment that is made to 
  most documents of this nature is a 
  waiting period for the uavaryon to sell 
  the knowledge gained of approximately 
  one century. Most uavaryon agree to 
  this readily.
  plAyinG A uAvAryon
  You likely…
  ●	
  Speak of the greater good.
  ●	
  Are	overly	terrified	of	punc-
  turing your exoskeleton.
  ●	
  Are generally amiable until 
  offended.
  ●	
  Have eating habits that may 
  be considered unpleasant to 
  others.
  Other Races Probably…
  ●	
  Look up to your intelligence.
  ●	
  Want to look inside your exo-
  skeleton.
  ●	
  Ask you how you can eat in 
  that manner.
  ●	
  Try to sneak up on you from 
  behind.
  
  105
  nAmes
  Uavaryon name their young at birth 
  and gain three more names as they 
  mature. The second name they attain is 
  their exoskeleton name which happens 
  when they fully encapsulate themselves 
  in an exoskeleton. The third name, 
  gained when they master the complete 
  rotational abilities of their exoskeleton, 
  is their rotational name. The fourth and 
  final name they have is their travel name, 
  given by a significant fellow uavaryon 
  when they begin their adventures. 
  Common uavaryon names may be 
  Lishwon Hardshell Fastspin Journeyfriend 
  or Yonwens Smallsuit Widdershins 
  Sciencelove.
  homeworld
  The uavaryon home world, Verjon 
  Ses, is a verdant planet with several 
  semi intelligent lifeforms and an almost 
  limitless amount of flora. Its equatorial 
  zones are primarily where the major 
  bodies of water lie and a central ocean 
  line dividing the planet into hemispheres 
  is where the uavaryon themselves 
  evolved. The poles of this planet are both 
  frozen tundra but still have special plants 
  that have developed resistance to cold 
  and have odd chemical processes that 
  allow them to get food from the frozen 
  dirt they grow in. 
  history
  Uavaryon history is centered around 
  two things, when they first crawled out of 
  the central line of ocean and developed 
  exoskeletons, and when they first began 
  travelling in space. The history books on 
  Verjon Ses read much like a religious text 
  in that it is split into two major sections 
  detailing these two events and several 
  stories related to them. The history is said 
  to be recorded by each senate-being that 
  has arisen in the uavaryon and the very 
  first senate-being inscribed the words 
  that provide such a directive for travel and 
  exploration in them.
  “Believe me when I say those 
  uavaryon are tricky warriors. Got 
  into a swordfight with one and I 
  managed to roll behind her. Just as 
  I was about to run her through, she 
  flipped her entire body around and 
  parried the sword out my hand. She 
  would have killed me too if it weren’t 
  for that smoke grenade. Tell you this 
  though, they’re also bloody clever. 
  Once I escaped, she managed to hack 
  into a nearby computer system to 
  launch the escape pods before I could 
  get to one. That made it a bit hard to 
  like her. I managed to hide aboard 
  the ship until we landed. Still wonder 
  what would have happened if she 
  found me.”
  
  106
  name appendix
  AbriAl 
  Arondin, Bronwing, Coileff, Dibring, Eljena, Fawkstar, Gerrenum, Hiquine, Idylfeathers, Jubrana, 
  Karshtwa, Limonqua, Moonmin, Niven, Owletigo, Pongonin, Quistin, Rapseedla, Systonsy, Twiglit, 
  Uvarten, Vinnd, Wildwing, Xaffla, Yorwind, Zisjora
  ArGenex 
  Arctulex the Frozen Fist, Bareot the Stronghand, Cabarr the Gnasher, Drixtin of the Starcrushers, 
  Elextos the Fair, Fraxe Hammer Blow, Gorbadj the Disembowler, Hwick the Fire Starter, Inktin the 
  Marker, Jocrush the Boulder, Kikik with the Curved Blades, Laqictz of the Venomous Tongue, Mok 
  Bonebreaker, Nok Bonecrusher, Oppik with the Quick Hands, Quont the Quiet Death, Reshizik Razer, 
  Sebulkik Swift Hands, Tigrok the Hunter, Umpok the Arbiter, Varnk Lingering Pain, Wirdwick the War 
  Bringer, Xok the Livid, Yamlok No Quarter, Zed the Final
  belrop 
  Azzlkpe, Bbrpp, Ckpo, Dqredj, Ebzpqr, Fzrsp, Gpmla, Hghyz, Inmmni, Jrzpoq, Kmnp, Lprtpr, Mnrqp, 
  Nmz, Oyksl, Pprnbb, Qlzra, Rhdukiu, Szplkj, Tmnaqe, Uiaoy, Vqrlmn, Wgwg, Xpu, Yqwy, Zljqk
  ChoquA 
  Avantera, Brushfoot, Chuck, Dean, Everett, Faultarrow, Gingeroot, Highstree, Inchoq, Jerry, Katy, 
  Longshard, Moonstick, Nimbletoe, Oiland, Paul, Quartzol, Rocklin, Steve, Turnwood, Umbron, Virgal, 
  William, Xanthos, Yorung, Zembren
  ChukulAk 
  Ank-Wen-Tra, Bik-Nah-Lot, Cit-Fin-Da, Dak-Pin-Jop, Ert-Pan-Sid, Fip-Nay-Ton, Gan-Mig-Tap, Huk-Sin-
  Zip, Ilt-Wip-Sqi, Jut-Ink-Rog, Kip-Mot-Zod, Lod-Dee-Dah, Moq-Ste-Vit, Nip-Dee-Bud, Ork-Pak-Win, 
  Pid-Gee-Yun, Qot-Tar-Pot, Rip-Sok-Tri, Sap-Wad-Sit, Tik-Tok-Now, Ult-Rah-Vie, Vic-Tor-Ree, Wax-Poe-Tic, 
  Xin-Xha-Xol, Yin-Two-Yan, Zap-Zip-Zop
  Cilderon 
  Aluminum Eigth Note, Bismuth Repeat, Copper Dotted Note, Duralumin A Sharp, Electrum Treble, 
  Florentine Triplet, Glucydur Octet, Hepatizon Half-Note, Indium Rest, Kovar Pentatonic, Manganin C 
  Sharp, Nickel Crescendo, Ormolu Sixteenth, Platinum Chord, Reynolds Scale, Silumin Measure, Talonite 
  Mute, Ultimet Half Note, Vitallium Pianissimo, Wootz Whole Note, Zamak Aria
  
  107
  Cruonseri 
  Arlglit, Buglit, Cruglat, Dugglat, Eblit, Felglit, Gulglat, Helglat, Inglit, Joglit, Kalglat, Lalglat, Mirglit, 
  Nolglit, Orlglat, Perglat, Quiglit, Rilglit, Solglat, Tolglat, Urlglit, Varglit, Welglat, Xerlglat, Yolglit, Zelglat
  drAykon 
  Arglknot Cron-din Threetoes, Blekdsnin Riz-Raz Shinyscale, Cricksnake Lom-Drib Hornhead, Dribble 
  Rahm-Grane Mistyeye, Ebgrin Gorn-Suc Mountainhand, Fitzl Gurn-Brehn Greenscale, Goblit Mork-Twip 
  Curlclaw, Horuk Sahn-Tost Grayeye, Iontin Hap-Yuk Ironfang, Jikyu Alb-Pwor Peacehand, Kirgin Mik-Alg 
  Wateryeyes, Loblob Klen-Dathu Hardhead, Mukmuk Qui-Tro Stonescale, Naglin Hie-Von Rusttooth, Oplin 
  Bin-Wan Tightfist, Pulgar Ever-Tyin Goldhand, Qulti Rahm-Drahm Keenear, Redgro Ili-Swi Shakestep, Sobti 
  Gre-Hnu Tightfang, Tuptle Sin-Wir Coldeye, Urv Mir-Noy Merciless, Vorgun Cra-Dun Wanderer, Wulor Vah-
  Nin Stinkjaw, Xoran Gip-Fet Unsteady, Yimdu Lam-Da Farmind, Zerta Hol-Xim Artful
  evern 
  Ambrax the Destroyer, Bilgby the Quick, Clarbit the Heavy Handed, Dargin the Swift Mind, Ebrox 
  the Smiter, Flogran the Biter, Globtrick the Cunning, Hesselbrok the Steely, Imbulit the Hundred Hand, 
  Jork the Last Sight, Krolk the Horrible, Larzit the Longarm, Mizwan the Unstoppable, Nordjun the 
  Terrible, Otlel the Trickster, Qirl the Magnificent, Rogtar the Ripper, Silvl the Deathbringer, Tippletrot the 
  Unforgiving, Umblar the Smasher, Virtos the Void, Webbley the Trapper, Xa the Unbeatable, Yurk the 
  Blazing, Zimz the Electrifying
  Flelsh 
  Awful Pale, Breathless Moss, Close to the Ground Ivy, Dried Weed, Even More Disgusting, Fresh Slime, 
  Green Drip, Hard Rocks, Ichor Colors, Jumping Mold, Kraken Tentacles, Limpid Skin, Mossy Tears, Nimble 
  Grass, Orange Limbs, Purple Vines, Quietly Gross, Rumbly Steps, Slippery Steps, Trapped Methane, 
  Ultraviolet Sensitive, Victory Belches, Wormy Rot, Xanthine Tongue, Yellow Ear, Zeta Ray Sleeper
  Fyr 
  Alpha Zn, Blue Aspis Antimony, Clustered Reds Ferrous, Deuterium NineNineGee, Ebres Nebula Zinc, 
  Francium Horsehead, Gallium Omega Two, Hydrogen TwoZed, Iridium Hell’s Cluster, Jar Epsilon Gold, 
  Krypton Sector FourThree, Lead Popcorn Nebula, Managanese Fire Galaxy, Niobium Pleasure Alpha, 
  SixSigma Osmium, Protactinium RadianNine, Quark Cluster Cadmium, Radon Central Theta, Sulfur 
  NineSevenEff, Technetium Four Sine, Ununseptium GeeNineFour, Quad Oct Vanadium, Western Spiral 
  Americum, Xenon Orange Belt, Yttrium Ursine Prime, Zinc Zeta Zed
  inveCtron 
  Aballar of the One Path, Borignin the Steadfast, Crull the Conqueror, Daedalon of the Flowering 
  Fields, Epsilus of the Mystery Signs, Fimond the Scented, Garabond the Geared, Himpolin the Jumper, 
  Irridin the Songbird, Jaq of the Metaled Whale, Korshtern the Powered, Longshtin the Strider, Mapal 
  of the Mountained Vista, Nortin of the Eddies, Orpon the Seer, Pilop the Grabber, Quarilick of the Hard 
  
  108
  Head, Rishton of the Needle Points, Singra the Shapeshifter, Tongpan the Shadowed, Ulvantra of the 
  Seven Fingers, Voloxia the Strange, Wiklow the Many Eyed, Xablo of the Red, Yarkwin the Star Sailor, 
  Zeva The Far Sighted 
  mrok 
  Advanced Trig, Blending of Purple and Orange, Cartography Shores, Dual Tesselations, Every Golden 
  Ratio, Fractal Parallels, Gardens of Paradise, High Altitude Clouds, Inkblots Green, Juniper Leaves, Keg 
  of Ale, Liliputian Ovals, Moon Phases, Northern Lights, Ovoid Orbits, Pyramidal Eggs, Quasar Bursts, 
  Rectangular Ships, Simple Squares, Tessellation Rhombi, Ultraviolet Hues, Winged Beetles, Xiphoid 
  Plastics, Yellowed Leaves, Zeta Sine 
  noGArd 
  Angerheart, Broadhand, Crystal Stars, Devouthand, Evenkeel, Fanged Curve, Garsneer, Heavy Drops, 
  Imbued with Gren, Jumpfoot, Karmahand, Lingeringsong, Mouseheart, Nonstarter, Opal Ring, Purple 
  Paint, Quaintmind, Ribbon of Pink, Silken Sash, Tungsten Squares, Underfoot, Victorheart, Whiparm, X 
  Sapphire, Youngface, Zephyr Oval 
  oGtArA 
  Argumen, Brastal, Cordwin, Damren, Elebrous, Feedler, Griblon, Halibos, Iptop, Jarpix, Korlan, Lebbin, 
  Mongwin, Namble, Olan, Pwipwip, Qisrop, Roardin, Sward, Twiglot, Ulvvah, Vorjin, Wanlit, Xapap, Yargle, 
  Zoriah
  ohAhn 
  Ahl, Bon, Cau, Dis, Eck, Fom, Gir, Hus, Ilp, Jor, Kan, Loe, Myg, Nol, Orf, Pok, Que, Rie, Syl, Tir, Um, Vac, 
  Wut, Xan, Yib, Zov
  pendAr 
  Abrax the Judge, Bindwit Holyheart, Clion of the Flaming Retribution, Dromple the Fixer, Elzibit the 
  Right, Frangie the Pure, Geldon of the Clear Choice, Hibble Highmind, Ivlank the Bane of Evil, Jorune 
  the Wise, Kaldak the Punisher, Logarin the Calculating, Mrons Freespeak, Nilv the Clean, Olo who Cares, 
  Prinwald of the Second Chance, Quind the Quintessential Good, Rhond of Heart Sounds, Shrin the 
  Small Mighty, Torun Flamebright, Utaryin the Outspoken, Vipox of the Straight Path, Wilglin the Brave, 
  Xobin the Evilblight, Yulk of the Sacrificial, Zigrod of the Sweeping Hand
  pexpin 
  Ack, Brip, Clop, Dlink, Erv, Fizz, Gorp, Hise, Irp, Jorp, Krazz, Loomp, Mrik, Nardt, Oomp, Pwick, Quondz, 
  Rizk, Sartz, Trimz, Urb, Vink, Welz, Xark, Yoink, Zap
  
  109
  plewd 
  Adjan the Diamondseller, Briswit the Baker, Colmwood the Logger, Dranglin the Entertainer, Elston 
  the Gambler, Filsk the Filmer, Grabtzar the Forger, Harkne the Real Estater, Imwip the Toy Maker, Jron 
  the Builder, Keplir the Bowyer, Lombi the Husbander, Moxti the Harmonic, Nilk the Maid, Opwis the 
  Gemstone Cutter, Prol the Weaponmaster, Quip the Librarian, Roat the Shepherd, Srent the Clothier, 
  Toglig the Chef, Upit the Fixer, Voltik the Plumber, Wurp the Vacationer, Xill the Spice Trader, Yupu the 
  Trainer, Zombwin the Undertaker
  qrp 
  Qrplsaa, Qrplsbin, Qrplsclip, Qrplsdip, Qrplsend, Qrplsfield, Qrplsgon, Qrplshop, Qrplsindo, Qrplsjo, 
  Qrplskoa, Qrplsland, Qrplsmork, Qrplsnob, Qrplsoo, Qrplsprin, Qrplsqrpls, Qrplsroz, Qrplssip, Qrplstire, 
  Qrplsund, Qrplsvin, Qrplswop, Qrplsxup, Qrplsyon, Qrplszip
  sArn 
  Abacun, Belration, Caraton, Deriveton, Ebend, Furnuncl, Gravitix, Hyperius, Ironiso, Jugwild, Kappawon, 
  Litmin, Minumit, Nonalphoid, Ovalyon, Probapil, Quaronk, Ratiolo, Sinewas, Thetonyon, Umbraltoi, 
  Vaulpick, Wabwick, Xarick, Yrokshin, Zetamoi
  sChizovores 
  A1700, BB1B, C5T, D89P, Eve4600, F001, Grand180, Humble99, I5, Ji8Q, Kro6565, L1L1, M3, N707, O219, 
  Pr1T, Qui67, Risk57, Sing287, TT1000, U19, VicAlpha2, W42, X8690, YY76, Z290
  shoGrAn 
  Arko, Brinp, Cors, Drid, Elt, Frop, Gult, Hilp, Ipli, Jorn, Kapp, Ludz, Mont, Nian, Olap, Por, Quo, Rist, Sapx, 
  Tilg, Urnit, Vemt, Wolk, Xoil, Yig, Zrk
  tordAx 
  Avirit, Bixbo, Clamnip, Dorpit, Eperet, Felsgin, Gorgul, Hordo, Imbrolus, Jompin, Kraylin, Ladrigal, 
  Morloqui, Nimpala, Oboolit, Proplix, Quastin, Rodgik, Spirikan, Tolumisk, Urbiniz, Voltrop, Waglits, 
  Xalamsti, Yilteron, Zolores
  uAvAryon 
  Abalone Lim Tender Hearted, Brixton Kemd Fronz Tentoe, Carplic Hindd Rasp Windowsoul, Daed Drond 
  Drimp Dagger, Elvos Lamt Bwind Calm, Fral Gru Skur Softhand, Gloz Harl Twip Snazzy, Honz Snile Qup 
  Brighteye, Izzin Fwin Slib Fast, Jurn Pru Tag Smart, Kol Robn Priz Swift, Lonk Plu Kel Friend, Klen Dat Thu 
  Wiggler, Lilt Hiz Fru Swimmer, Mwop Ric Hersh Ontime, Norg Luk Palos Shiny, Olat Tris Ten Hardworker, 
  Prog Tro Yee Protector, Qor Mik Hail Advisor, Rep Ate Bint Smiler, Sqir Tay Lo Caring, Trip Izz Mail Talented, 
  Uip Jay Sohn Heartfelt, Vort Key Yim Hearty, Wizn Sa Yum Sureshot, Xoul Dee Nuh Tough, Yor Clo Tap 
  Sweet, Zib Ane Jell Righteous
  
  110
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved.
   
  1.	Definitions:	(a)	“Contributors”	means	the	copyright	and/or	
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  indicate compatibility or co-adaptability with any Trademark or 
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  not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall 
  retain all rights, title and interest in and to that Product Identity.
   
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  30 days of becoming aware of the breach. All sublicenses shall 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the 
  Coast,	Inc.;	Authors:	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	
  based on material by E. Gary Gygax and Dave Arneson.
  Starfinder Roleplaying Game Core Rulebook © 2017, Paizo 
  Inc.;	Authors:	Alexander	Augunas,	Logan	Bonner,	Jason	Bulmahn,	
  Thurston	Hillman,	Amanda	Hamon	Kunz,	Jason	Keeley,	Robert	G.	
  McCreary, Stephen Radney-MacFarland, Amber E. Scott, Mark Sei-
  fter,	Owen	K.C.	Stephens,	and	James	L.	Sutter,	based	on	material	
  by	Jonathan	Tweet,	Monte	Cook,	and	Skip	Williams.
  Starfinder: First Contact ©	2017,	Paizo	Inc;	Authors:	John	Comp-
  ton,	Jason	Keeley,	Robert	G.	McCreary,	and	James	L.	Sutter.
  Alien Evolution: Cosmic Race Guidebook. © 2017, Fat Goblin 
  Games;	Authors:	Troy	Daniels,	Rick	Hershey,	Kiel	Howell,	and	Lucus	
  Palosaari.
  
  111
  pirAtes: ports And Crews
  staRt YouR spaCe adventuRes 
  RiGht With Fat Goblin Games!
  CosmiC odyssey: pirAtes oF the stArstreAm
  Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible 
  products designed to give you, as both a player and as a gamemaster, 
  all the tools you need to fully explore a classic motif of science fiction 
  with new character options, equipment and vessels, as well as a 
  location and NPCs. Designed to be dropped into your existing game, or 
  to serve as a starting point for your adventures, each Cosmic Odyssey 
  is ready-made for action. In Pirates of the Starstream we bring you to 
  8-Pieces Port, a safe haven to criminals that caters to the corsairs and 
  buccaneers of the spaceways. Included in this book are new themes 
  such as the brute and rogue, new drone options for mechanics, a new 
  spell, new equipment for boarding and ramming, new sample starships 
  like the gunboat, and several NPCs for you to drop into your campaign.
  CosmiC odyssey: serviCe bots And synthetiC CompAnions
  Cosmic Odyssey is a line of Starfinder Roleplaying Game compatible 
  products designed to give you, as both a player and as a gamemaster, 
  all the tools you need to fully explore a classic motif of science fiction 
  with new character options, equipment, and vessels, as well as a 
  location and NPCs. Designed to be dropped into your existing game, or 
  to serve as a starting point for your adventures, each Cosmic Odyssey 
  is ready-made for action. In Service Bots & Synthetic Companions, 
  we bring you all the rules you need for building your very own robot 
  pal as well as several pre-made Service Bots, or SBs. These synthetic 
  companions exist in a space outside the fully-autonomous android race 
  and the advanced machine companions of the mechanic class’s drones. 
  Instead, our SBs are robotic companions for everyone (that can afford 
  them). And, rather than just generic rules, an entire corporate world of 
  competing manufacturers with different goals and ideals — as well as 
  of course designs — is presented to provide gamemasters with a rich 
  tapestry of backdrops and plot hooks, as well as to give players more 
  flavorful companions then just a string of letters and numbers for their 
  robotic buddies.
  AvAilAble now!
  
  112
  Alien evolution
  CosmiC RaCe 
  Guidebook
  
SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Fat Goblin Games/FGG - Alien Evolution Cosmic Race Guidebook.pdf