A Feature by Fenrir-Lunaris
This month we begin a new feature called "Mazes and Hamsters"; a
project to convert the various races found through out the OHRRPGCE
universe into playable character races for Dungeons and Dragons (3.5
edition). Most of these won't look, or sound, or even read like
any of the bizarre characters we've come to know. But that's all
right! Let's begin by looking at our first race...
The most well known inhabitants of the land of Walthros
, Walthrosian "fish" are an intelligent,
gregarious race of craftsmen, traders, and warrior-scholars dedicated
to their mysterious arts.
Walthrosians have a strong tendency to become
enraptured in their work, devoting themselves with a steadfast
determination to see a particular task to its completion. Some
individuals have been known to go for days without rest in pursuit of
whatever goal they have set. This steadfast determination of
theirs has stereotyped the race as being relatively narrow-sighted in
their goals - though a given Walthrosian will (with few exceptions) be
an expert in their field. They have produced more then their fair
share of powerful wizards and well-articulated leaders.
Physical Description -
Walthrosian Fish tend to have varying shapes and
forms like most fish, though they share a common body structure.
Their bodies tend to be portly and rounded, a good three or more feet
across, with large mouths and bright, attentive eyes. A pair of
fin-like "arms" with surprising dexterity enable them to grasp and
manipulate objects. Most Walthrosians also seem to be capable of
breathing both air and water, though some wizards and researchers have
speculated that the "capes" that seem to grow from their sides and
backs are actually an elaborate set of highly specialized gills.
Outside of their aquatic environment, Walthrosians also appear to be
capable of a limited form of levitation, though they cannot truly fly,
and any attempt to do so quickly tires them. Male Walthrosian
Fish tend to be more colorful, with a wide range of bright colored
scales, fins, and patterns all over their bodies, though there are
exceptions. Most seem to have relatively short lifespans,
reaching adulthood by about 12 years, and rarely living more than a
In their homeland of Walthros, these fish often find
themselves allied with Selkies, Lizardfolk, and an assortment of
diminutive mice-folk. They do not openly wage war, though a few
notable individuals have formed mercenary parties for the purpose of
rooting their lands of monsters, such as Yuks, Blarrgs, and Ralz.
They bear no strong prejudices against other races, and are usually
accepting of strangers and travelers within their lands.
Walthrosians often find themselves
cast as the group "leader" in a troupe of mixed races, though they are
by no means expertly suited to that role.
Most Walthrosians tend to be lawful neutral,
preferring an orderly, rigid lifestyle that allows them time to pursue
their crafts and hobbies, though by and large they have a generous
streak. Adventurers among their race often display more divergent
ethical and moral values than their racial norm.
Walthrosian Lands -
Walthrosian Fish tend to build their communities in
and around reefs where they can cultivate their major crops of
kelp-weed and domesticated yuks. Though a few of their kind have
established settlements in the mountains, most Walthrosians do not
venture far from the sea. As a result, they are also expert
navigators, familiar with the coastlines and shoals surrounding their
homes, and have a great depth of knowledge about the creatures that
inhabit them. Much of their nautical knowledge deals with which
creatures are edible, and how best to cook them. Their cuisine is
very strongly nuanced, with great variations between each settlement,
though most non-Walthrosians would find their food unpalatable at best.
Their society is led by a very loosely organized
band of clergy who have devoted themselves to the patron saint of their
race, Bobblin Surlaw, a commoner who has been elevated throughout the
years to a status of near-godhood for his legendary exploits.
Among his exploits was the discovery and protection of a certain series
of enormous magical jewels, and the construction of shrines and temples
to house these jewels. Every Walthrosian hopes one day to have
visited each of these shrines in their lifetime, and many adventurers
of their race have set out on a pilgrimage of sorts to achieve this
Walthrosian Fish have their own language, with a few
distinct dialects and inflections which differ from settlement to
settlement. They also tend to pick up the languages of other
aquatic races that live near them, such as merfolk, sahaguin, and in
some cases the bizarre speech of the various monsters that hail from
their native lands. Adventurers among their race quickly learn
the common tongue, though they have trouble pronouncing certain sounds,
the unfounded appearance of being slow witted.
Walthrosian Fish who find themselves on the
adventuring path are a strange lot. They are usually acolytes of their
clergy in training or on a pilgrimage to find the shrines left behind
by their patron, Bobblin. Others are wizards in search of
fantastic tomes and rare artifacts they've been studying, and have been
drawn out of their reef-citadels in pursuit of them. Others are
simply out for a sense of wanderlust, and are out to find some new
"thing" to direct their attention to for a while. The world is a
big place, and the Walthrosians are sure to find their place in it.
* +2 Intelligence, -2 Strength, - 2 Constitution : Walthrosians are
quick to pick up on new skills and eager to embrace new
experiences. Their delicate bodies however are not suited to hard
labor or warfare, and they shy away from hostility when possible.
* Small: As a small creature, Walthrosian Fish gain a +1 size bonus to
Armor Class, a +1 size bonus to attack rolls, and a +4 bonus to
Hide checks, but they use smaller weapons than humans use, and their
lifting and carrying capacities are three-quarters of those of a medium
* Walthrosians' base land speed is 20 feet, though in water their speed
is doubled to 40 feet.
* +4 racial bonus on Move Silently and Swim checks.
* Their bodies actually levitate a few small inches off the ground, so
they might not trigger traps or be hampered by environmental hazards or
obstacles other races might encounter.
* Weapon Proficiency : Walthrosian Fish receive the Martial Weapon
Proficiency feats for the short sword, dagger, spear, trident, and
glaive. They tend to use pole arms for hunting.
* Innate ability to breathe both water and air. A Walthrosian
Fish is equally at home in aquatic and terrestrial environments.
* Automatic Languages : Walthrosian and Common. Bonus languages:
Sahaguin, Mermaid. Walthrosians tend to also know the languages of
creatures that make their living by the sea, though they may not be
good at articulating those languages.
*Favored Class: Cleric, Psionicist. A multiclass Walthrosian’s
Cleric or Psionicist class does not count when determining whether he
takes an experience point penalty.