(Illustration by Kim Sokol comes from the Paizo Blog and is
© Paizo Publishing.)
After all this time, I think we finally have it: a worthy
subterranean human race.
Drow have elves.
Dwarves have duergar. Gnomes have
svirfneblin. Orcs have…well, orcs. Halflings have no one cares (or dark creepers
if you’re being kind). You get the
idea.
But subterranean humans have tended to be confined to lost
cities or are so corrupted/devolved by life underground that they are no longer
recognizable human. In the first
category we have “basic”/Known World D&D’s Cynidiceans, Greyhawk’s Lerara
(once again I’m pointing you to the excellent Dragon #241), and Forgotten Realms’ Deep Imaskarri. In the latter, we have morlocks, dark folk,
and even (in certain canons) skulks or derros.
Those are great races, but none are what you’d call human anymore (and
only dark folk really build civilizations of their own, rather than squatting
in caverns or occupying ruins). Unless
I’ve majorly overlooked something, we’ve never had a human race that was both
recognizably human and spread out throughout the Darklands/Underdark/Deepearth.
And then here come the munavris. Are they human with a dash of something
extra? Sure, they’re telepathic
albinos. Do they have a distinctive
culture? Yeah, the telepathy and the need
for genetic diversity have led to open minds and even opener relationships;
they also worship the empyreal lords and fight in jade armor. Can they go toe-to-toe with the drow and
duergar realms? They don’t have to,
because they sail purple-sailed ivory ships across subterranean seas, battling urdefhans
and retreating to jade islands that ward off aboleths. And to top it all off,
they’ve got a neat object reading ability that lets them use almost any device—including
weapons, armor, or spell-trigger items for a short period of time. That alone makes them instantly iconic. (And you can even play them as a PC race!)
All in all, I think the munavri are a real coup. And they belong on the underground seas of
your game world.
Based out of the
sunken city of Mushroot, adventurers find a magical torc made of a metal
they don’t recognize. Assuming they can
smuggle it past the duergar tax agents, their dark dancer fixer agrees to set
them up with someone who can help. He arranges
a meeting with a strange, pale humanoid.
The woman, who calls herself a munavri, barely needs to touch the item
to recover the command word, and offers hints as to its origin. But she will
not reveal more until the adventurers allow her to accompany them on their
journey.
Most airships don’t
do well on seas—and they have no
business being underground! But when a
waterspout seizes the Falcon’s Promise
and plucks it out of the sky, that’s where a party of adventurers find
themselves: floating on a vast ebony lake in an unthinkably large cavern. An encounter with a water orm goes badly when
a jittery crewmember looses a harpoon at it.
They are only saved by the arrival of munavri corsairs, who warn them
that far worse threats await them if they cannot get their ship aloft or under
sail soon. (And how they will get back
to the open sky is another question entirely…)
The Spear of Prophecy
is a jagged shard of jade the size of a mountain erupting from the Stillwind
Plains. A monastery sits about halfway
up, carved into the Spear itself.
Pilgrims who go to treat with the light-shy, prophecy-spinning monks,
oracles, occultists who dwell there have no idea that the monastery leads all
the way down to a sunken sea miles beneath, patrolled by the monks’ far more piratical
kinfolk.
—Occult Bestiary
34 & Pathfinder Bestiary 6 197
Personally, I’m not enough of a sci-fi or old-school
psionics fan to really geek out over telepathy.
If I were running a campaign I’d probably skip that and just concentrate
on the advanced object reading—that’s an awesome enough mental power for any
race.
On another personal note, I’m really conflicted by the
munavri art. It’s excellently done and all the details are right—that jade
armor even actually looks wearable!—but the overall sense is off. I totally get how it happened…the art order
was probably for an agile, good-aligned, albino human psychic race in jade
armor…and the artist delivered. But the
pose is that of a fey trickster—every time I see it, I get the sense that if we
filled in the white background, we’d see this munavri lounging on a toadstool
chatting with Alice and the Caterpillar. For a sense of munavris as badass,
aboleth- and urdefhan-fighting sailors of subterranean seas, Darklands Revisited’s art is sketchier
in detail but more on point in terms of tone.
No comments:
Post a Comment