TIMINITS
The
timinit insect folk first appeared in Second Age Jrustela, but as they
lack any
discernable mythology or history of their own, their precise origin is
unknown.
The God Learners brought many of them to western Pamaltela, where their
descendants still live. Unlike the human inhabitants of that land, the
timinits
survived the destruction of most of Jrustela, and inhabit some of the
shattered
islands that remain above the water there. There are many different
types of
timinit, many of which are mutually hostile. Most have short life spans
by
comparison with other races; ten years is typical, while some timinits,
collectively known as Ephemerae, live for only a single year. Some of
the more
common species are listed below.
Most timinit species have a particular
ability at
which they excel, and which is typically much higher than the other
abilities in their keyword, typically starting at at least 10W, even
for a character with other keyword abilities at 17. These abilities are
listed immediately below the Innate abilities for each species. Most
timinits use Common Magic, although some (especially the Blattenites),
use Animism, albeit of a kind unfamiliar to most humans.
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BLATTENITE
(Magniplaneta
fimiphagus)
Chitin +2, Hear Noise 2W, Large 2W, Remorseless 10W, Resist Ingested
Poison 12W, Strong 2W, Tough 10W
Two-handed
Sword Fighting 10W
Other
common keyword abilities: Make
Weapons, Move Silently
Magic: Gorakiki
Tradition
Typical
weapons &
armour: two-handed sword
+5, shield +1
Distribution:
Umathela,
Jrustela
Habitat: Any
These
bulky timinits have dark brown to black chitin and rounded heads with
large
eyes and long antennae. They are over seven feet in height and
significantly
heavier than a human. They are among the most feared of timinit
species, for
they often attack human settlements and do so without any remorse or
signs of
conscience.
Blattenites
are nocturnal creatures, able to see as well at night as during the
day. They
are scavengers, and subsist primarily on carrion, but are not averse to
killing
animals and then leaving them to rot for a few days until they are
edible. If
necessary they can subsist on plants or on fresh meat, but they find
that these
lack the ideal favour of a partially decomposed corpse. They readily
consume
their own dead.
As a
result of their unsavoury habits, about a third of blattenites carry
some form
of disease, to which they themselves are completely immune. Anyone
wounded by a
disease-carrying blattenite may be exposed to that disease.
They
are gregarious creatures, although they do not build their own
dwellings. They live
in nomadic clans, and occasionally settle for a few weeks in the
remains of a
raided settlement before moving on elsewhere. However, they have
relatively
little in the way of social organisation, and have no visible leaders
and no
particular regard for their shamans.
After
being laid, the eggs are attached to the females’ abdomens, and
carried
about
until they hatch. The young are smaller versions of the adults, and are
cared
for communally, although they are expected to find their own food from
a very
early age. Blattenites live for up to twenty years; unusually long for
timinits.
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BROWN-BANDED
ARACHAN
(Arachnoides
fulviclavis)
Chitin
+1, Climb 10W, Large 12,
Produce Strong Glue 15W, Strong 18,
Tough 2W
Weaving 10W
Other common keyword abilities:
Ambush, Set Trap, Sword
Combat, Throw Dart, Tracking
Magic: Common magic
and animism
Typical
weapons
&
armour: large sword +4,
darts +1, shield +2 (a very few also wear shellac
armour +2)
Distribution:
Jrustela
Habitat: Forests
There
are many species of timinit commonly referred to as ‘arachans’, some of
which
are actually insectoid, rather than spider-like. All species of
arachan are obligatory carnivores, and cannot
gain any nutrition from vegetable matter. They will eat almost any kind
of
fresh animal matter, and have no taboo against the consumption of
sentient
creatures. They have even been known to eat each other if sufficiently
hungry,
which may explain their generally solitary nature. In most arachan
societies
complex rituals have been developed which must be undertaken whenever
two
individuals meet, and which ensure that one will not attempt to eat the
other.
Commonly, the visitor presents the resident with a gift of food, but
many
subtle and even artistic variations exist; for example the Red-patch
Arachans
pluck the strands of small, special, webs like a musical instrument.
These
rituals vary from species to species, and so arachans of different
species will
avoid each other as far as possible, unless they have somehow been able
to
learn the correct greeting ritual.
Brown-banded
Arachans
are a particularly common eight-limbed species, using their rear four
limbs for
walking, and the front four as arms. They have no necks, so that they
are
unable to turn their heads independently of the rest of their upper
torso.
Their name comes from the mottled pattern of brown stripes on their
black,
hairy, bodies. Brown-banded Arachans also have two large, dimly
glowing, red
eyes above their mouthparts, with many smaller eyes to either side.
This
is one of the most sophisticated and intelligent of timinit species,
although
too alien to be readily comprehensible to humans. They weave complex
and
beautiful silken webs both as dwelling places and to entrap animals in,
but
they also hunt for prey. The silk they spin is so thin that the
individual
threads are almost invisible, yet so strong that a knife will not cut
it and
most humans cannot break it (Resist Damage 10W). Of
course, being flexible, it can be easily moved aside, but the webs used
to
catch prey are coated with glue, making this a risky proposition. Many
brown-banded arachans know magic to augment the glue on their webs, or
make the
webs even more effective as traps.
Brown-banded
Arachans lay a dozen or so eggs, which the female guards fiercely.
These hatch
into miniature versions of the adult, which will be cared for by the
mother for
about a year before they grow large enough to venture out on their own.
From
that point, they will no longer be welcome at their mother’s home
unless they
perform the proper ritual. They live for around 10 years.
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DERMAPTON
(Labidellum
servus)
Chitin +1, Acute Hearing 5W, Move Silently
2W, Sniff Out
Food 12W, Tough 2W
Know Local Area
10W
Other common
keyword abilities:
Hide in Cover, Know Foreign Timinits, Scavenge Goods
Magic: Common Magic
Distribution:
Umathela, Jrustela
Habitat:
Any
These
small timinits are one of the very few to cooperate (albeit passively)
with
other species. Somewhat shorter than the typical human, they have slim
bodies
with plain brown chitin and short, leathery, vestigial wings. They have
long
antennae, and a pair of pincers at the end of their abdomen.
Dermaptons
will eat nearly anything organic, but they prefer foods that will not
fight
back. For the most part, they are found in the dwellings of larger,
communal
timinits such as Myrmidons, where they clean out debris and consume the
bodies
of the dead. They even perform this service for their own dead,
although they
gain no magical benefits from this in the way that Scorpion Folk do.
Even the
most hostile species seem to ignore them, as if unaware of their
presence (a
rare exception are the blattenites which will readily attack them if it
is
profitable to do so). In turn, the dermaptons are generally peaceful,
and have
not been observed to attack other insect-folk.
They
are nocturnal, and only wander through the hive in the dead of night.
They
spend the day sleeping in earth-lined holes, natural caves or abandoned
store-rooms of the host species. The eggs hatch into miniature versions
of the
adults, which are cared for by the parents until they attain adulthood
at
around a year of age. If there are sufficient dermaptons already in a
nest, as
is quite often the case, the young adults will leave in search of
another. As a
result, it is not unusual to encounter them in the wild, where they eat
plants
and scavenge the bodies of dead animals to survive until they find a
better
home. Dermaptons live for around six years.
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LUCAN
(Lucanoides
scutifer)
Mandibles 5W +3, Tough
Chitin +5, Hear Intruder 5W, Large 18,
Strong 10W, Tough 5W
Common keyword abilities: 4-handed Sword Combat, Climbing
Magic:
Common Magic,
especially
including Frighten Enemy charm and Heal Injury charm
Typical Weapons
&
Armour: 4-handed sword +6
Distribution: Umathela,
Jrustela
Habitat:
Highland forests
Lucans
are the probably the single most common of all the timinit species.
They
resemble beetles, and stand about five feet tall. They stand on their
hind
legs, and use their other four limbs as arms. All lucans sport large
mandibles,
although they are largest in the males. They live in small communities
among
piles of rotten lumber, and will often seek out lumber from elsewhere,
including human cabins, to expand their settlements. Lucans are
herbivorous and
peaceful if not threatened. Females live for fifteen years and the
males only
half that long. Young lucans are grubs which hatch from eggs laid
inside the
logs; they pupate at the end of their first year and then metamorphose
into the
adult form a season later.
If threatened,
lucans fight back with huge swords wielded in all four of their hands.
Some
lucans instead employ great four-handed shields, and attack with their
mandibles. |
BLUE-POINT
MYRMIDON
(Myrmidon
bellophilus)
Chitin
+2, Acute Vision 18, Agile 18,
Rapid Reflexes 2W, Run Fast 18,
Strong 2W, Tough 2W
Spear
Combat 10W
Other
common keyword abilities:
Brave, Dodge Attack, Javelin Combat, Tactics
Magic: Common
Magic, especially including Heal Wounds feat and Sever Limbs feat
Typical weapons
&
armour: Spears +3, shellac
armour +2
Distribution: Jrustela
Habitat:
Open terrain
These
warlike timinits are typically seven and a half feet tall, but have
thin,
attenuated bodies. Like most other timinits, they have two legs and
four arms,
and immobile faces with twitching mandibles and faceted eyes. Myrmidons
live in
large hives of up to a thousand individuals, which extend both above
and below
ground. There are several different types, all of which war constantly
with
each other.
Blue Point
myrmidons are the most common type, and have an
eggshell
white colour with spots of bright blue at their joints and at the tips
of their
limbs. Each subtype uses different weapons and magic.
Although
they are among the most technologically advanced and sophisticated of
the
timinit species, it is still difficult for humans to trade with
myrmidons
because of their alien nature. Their desires are inscrutable to humans,
and
while they will sometimes allow humans to leave their lands with great
treasure, at others they will kill them out of hand. None the less, it
is
possible for a determined or clever human to come to understand the
race, and
to deal safely with them; they are not capricious as the dragonewts
are, and
always act according to their own codes.
Blue-point
myrmidons fight with a spear in each pair of hands, and may also throw
up to
four spears at a time at their foes. They prefer to fight in large
bands and
they act with perfect military precision, despite their lack of leaders.
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ODONATITE
(Anaxoides
aetas)
Chitin +1, Fly Fast 12W, Large 2W, Racial Memory
5W, See All
Around 15W
Common keyword abilities:
Aerobatics, Unarmed Combat, Spot Prey
Magic: Common Magic,
especially
including Rapid Movement talent
Distribution:
Jrustela
Habitat: Near
freshwater
This
is the largest of the many species of Ephemerae, or short-lived
Timinits. They
are born in the spring, but die in the winter after they lay their eggs
for the
following year. Odonatites resemble humanoid dragonflies, with tall,
very
slender bodies and a metallic sheen. They have brightly coloured
chitin,
differing from individual to individual and becoming darker as they
age. They
are generally friendly with most other species, most of whom they
regard as
immortal, unchanging deities. However, they themselves are solitary,
and gather
together only in mid-summer to mate.
The
young, aquatic, nymphs resemble stingworms, and are non-sentient.
Adults lay
their eggs in fresh-water lakes. These hatch in Sacred Time, and then
remain as
water-breathing larvae for 10 weeks. The Odonatite only becomes
self-aware when
it sheds its nymphal skin in early Fireseason and emerges as an adult.
It then
has a mere 14-18 weeks to mate and to live out its entire sentient life
before
it dies of old age.
Like
most Ephemera, Odonatites have an ability to ‘remember’ things learnt
or
observed by their ancestors. This ability is not perfect, and extends
back a
limited number of generations (apply a -3 circumstance modifier per
generation). Events witnessed only as a larva are vague and often
difficult for
the adult to interpret. Despite the imperfection of this ability, it
does at
least allow Ephemerae to retain their languages and culture down the
years when
none will ever see their parents or offspring.
Odonatites are
carnivorous, eating small fish, frogs and mammals, but they are
harmless to
other creatures unless provoked. Even then, their preferred tactic is
to fly
away as quickly and as nimbly as possible. Because of their huge,
wrap-around
eyes, they have a very wide angle of vision, and they are also able to
turn
their heads through 180 degrees, so that they can see behind their
backs if
necessary. This can make it difficult to chase them successfully.
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