Pterrans of the Hinterlands, version 1.0

This material has been created in Free Year 11 of the Tyr calendar.
The "Expanded and Revised Dark Sun Campaign Setting" was used as a reference for rules and storyline.

Table of contents

  • Pterran society
  • Current concerns of the Pterrans
  • Physical aspects and statistics
  • Classes for Pterran PCs and NPCs
  • Typical Pterran kits
  • New Pterran kits
  • Some Pterran NPCs

  • Pterran society

    There is approximatly 10,000 pterrans living in the Hinterlands. Most of these are found in two great villages, Pterran Vale (4,000) and Lost Scale (2,000). Other settlements are scattered around the plains and are home to about 50 to 200 pterrans each.

    Pterran society is led by a triumvirate: the Warrior, the Druid and the Psionicist. In every pterran group, these three major Paths of Life are each represented by an Elder, each one being the older of his class and, by tradition, of true neutral alignment. In fact, pterran society as a whole tend to be true neutral. In Pterran Vale and Lost Scale, the triumvirate takes all the decisions. In the small settlements, the triumvirate is more enclined to consult people and has a reduced importance in day-to-day affairs. All other warriors, druids and psionicists are considered a bit like nobility and have a high social status. Farmers, herders, thieves, traders, artists, etc., follow what is called lesser Paths of Life, and they are constituing the common people of the pterrans. The concept of slavery is not present in pterran society.

    By his own manners and regardless of class and alignment, every pterran is dedicated to the Earth Mother (the name they give to the world of Athas). A pterran will engage in many celebrations throughout the day, each one giving thanks to the Earth Mother and reinforcing a pterran's belief and faith. Pterrans truly believe to be the Earth Mother's best sons.

    There is no real concept of family in the mind of the pterrans. A female pterran giving birth to a young pterran won't necessarily be the one who will care for the child, neither the pterran who coupled with the female. In fact, pterran couples stay together only for reproduction then go separate ways, and mothers leave their child alone after birth. This is not seen like a cruel act among pterrans, because this way the Earth Mother is given first the care of her new sons, a right she owns since she is the mother of all living things. So, new-born pterrans are raised and given first name by anybody who happens to come by them, this until they are old enough to choose a Path of Life (some pterrans can have up to 20 different guardians). At this time, an individual becomes a full independant member of the pterran community by announcing in front of the Triumvirate of his village the choice of his Life Path, as well as a last name consisting in a pair of terms that will represent him well (ex.: Goldeye).

    The Path of the Warrior is a way of life that regroups all the fighters, rangers and gladiators. It is a tradition for a pterran Warrior to catch a young wild pterrax (large pteradon-like creature capable of flight) or to reach a nest to capture pterrax eggs in order to prove his worth. Accomplishment of this task grants them special recognition among their people. Taken apart political leaders, the Warriors of the pterrans are weaponcrafters, hunters, pterrax riders, guards or scouts.

    The Path of the Druid is followed by all the pterrans who proved that their faith in and devotion to the Earth Mother is above average by coming back to their people after an exile of six months somewhere on Athas. The Druids are the priests of the pterrans who entertain the worship of the Earth Mother and instil in their people the customs of daily celebrations to the Earth. They are also the most revered of pterran individuals and are looked upon as holy men and women. Many pterran Druids make their life more as medicine men and women than priests.

    The Path of the Psionicist is the major path that is finding the fewer candidates among pterrans. To be recognized as a Psionicist, one must succeed in an attempt to mentally communicate with an elder. Thus, all pterran Psionicists are telepaths. Those with psionic powers who do not master the telepathic discipline are looked upon as if they were simple wild talents with great potential, nothing better. Most of the Psionicists are bureaucrats and scholars. Many are interested in studying languages and history, and often go in adventure to learn about the world and the other sons of the Earth Mother. In short, they are the intellectuals of pterran society. They are also good at all diplomatic stuff.


    Current concerns of the Pterrans

    The tohr-kreen invasion

    Following the Great Earthquake, the civilized kreens from the Crimson Savanna raised a wall to close the gap that was created in the Jagged Cliffs, preventing by the way any undesired intrusion from people coming by the Hinterlands. But recently, informations reported by some adventurers told that the tohr-kreens may well be using this wall as an outpost to eventually launch a major attack to invade the Hinterlands and the Tablelands. In fact, many powerful tohr-kreen scouts have been seen around Pterran Vale and Lost Scale and the invasion is really beginning to look like an impending threat. Adding to this, many wandering tribes of thri-kreen have lately proposed an alliance to the pterrans, so the Triumvirates of all the villages have truly made it a major concern.

    The Renegades

    A young pterran psionicist named Ranacc Mindcrusher intended, 30 years ago, to become a true recognized Psionicist despite the fact he did not yet succeed in communicating mentally. His point was that he truly believed his psychometabolic powers to be sufficient to impress the Elders. But Ranacc was simply told that though his Will was great, he was not able yet to control the Way with enough purity, so the title of Psionicist he would not have. Disgusted by these standards on which the Elders based their evaluation, he decided to create a guild of non-telepath psionicists which eventually became a guild of rogues too. Today, he's still at the head of this dark organization called the Renegades, which is based in Pterran Vale, and is a constant concern for all the pterrans. (see kits and NPCs sections for more)


    Physical aspects and statistics

    Pterrans are reptiloids with light brown, scaly skin who grow to be about 6 feet tall. A pterran stands upright in the humanoid configuration, though his two arms end in three-fingered, talon-clawed hands with opposable thumbs, and his two legs end in three-toed feet. A finlike growth juts from the back of a pterran's head, and he has a short tail and two shoulder stubs, probably remnants of wings that vanished generations ago.

    Pterran characters receive a bonus of +1 in Strength because of their natural, muscular build. But due to a lack of flexibility and an awkward morphology, they substract 1 from their Dexterity score.
    Pterrans also have a strong will and are a very faithful kind of people. They thus add 1 to their Wisdom score. On the other hand, their alien look and somewhat strange way of seeing things penalize them of 1 point in Charisma.

    Pterrans don't like to use their claws (2x 1d4) when fighting and do this only in last resort and they no longer use their bite as a form of attack. Finally, their tough and scaly hide allows them to have a natural base Armor Class of 8.


    Classes for Pterran PCs and NPCs

    Pterrans can be fighters, rangers, gladiators, druids, psionicists, thieves and traders. They have unlimited advancement in both druid and psionicist classes.

    Multi-class combinations include fighter/thief, psionicist/thief, fighter/trader and psionicist/trader. Multi-classed pterran PCs are generally pterrans who were not able to be recognized as true Warriors or Psionicists because of their strong tendancies toward theft or mercantile endeavours. There are no fighter/psionicist among pterrans because combining two major Paths of Life is just too much for them to accomplish. Also, a pterran Druid may never be part of a multi-class combination, because it would mean a failure to the purity of his dedication to the Earth Mother, something she would never tolerate. Finally, pterrans cannot be clerics. To prefer a single element in nature instead of worshipping the Earth Mother is an aberration for them. They just see the elements as a whole that cannot be divided.


    Typical Pterran kits

    Pterrans have strong customs and a deep respect of traditions. Despite the fact that their role will no longer be the same with the wind of change blowing on the Hinterlands, following are three basic kits that very well represent the way of things in pterran society.

    Pterrax rider
    (Single-classed Fighter)

    The pride of many pterran warriors is to have subdued a young wild pterrax. Though it is a common accomplishment, only a few select ones will be called true pterrax riders. Mostly found in the village of Lost Scale, pterrax riders are fighters who are so closely related to their flying mount that they decided to dedicate it their life. In Lost Scale, they are the main military force, but some are used as look-outs or become adventurers.

    Weapon proficiencies:
    Pterrax riders must specialize in either a pole arm or a missile weapon. This apart, they can be proficient with any weapon they like.

    Non-weapon proficiencies:
    Bonus proficiencies: Airborne riding-pterrax
    Required proficiencies: Animal training-pterrax, direction sense.
    Recommanded proficiencies (general): Hunting, water find, leatherworking, weather sense.
    Recommanded proficiencies (warrior): Animal lore, tactics-any flying animal or monster, tactics-tohr-kreen.

    Equipment:
    Members of this kit start with a trained pterrax geared with a saddle.

    Pterrax statistics:
    AC 7; MV Fl 12(B)(C when mounted); HD 5; #Att 3; Dam 1d8/1d8/2d6; Psionics; SZ L; ML 8-10; MTHAC0 18; MAC 6; PSP 40; Attack PB, II; Defense IF, TIW, MB.
    Psychometabolism: Complete Healing, Animal Affinity, Biofeedback, Flesh Armor, Lend Health.
    Telepathy: Conceal Thoughts, Empathy, Life Detection, plus 1 science and 4 devotions.

    Special Benefits:
    - The pterrax rider is so well accustomed to fight on his flying pterrax that he gets +1 to hit targets on the ground.
    - The pterrax rider can make his pterrax attack (physically or psionically) in a round instead of making an attack himself.
    - When on his flying pterrax, the pterrax rider AC is reduced by 1 because of the speed of his mount.

    Special Hindrances:
    - The pterrax rider must provide to the needs of his mount by giving it 4 gallons of water daily as well as 3 portions of food. If this is not done, the pterrax will refuse to fly and will cumulate a 10% chance of dying per day until complete rehydration and feeding.
    - Every time the pterrax rider is missed by 1 on the throw of an opponent (ex.: 12 when 13 was required to hit), the pterrax is hit. The same is true for the pterrax rider when it is the pterrax that was the target.
    - Due to a lack of training in ground combat, the pterrax rider suffer from a -2 penalty to hit when fighting on his two feet.

    Wealth Options:
    Members of this kit start with the money normally allowed for a warrior.

    Weaponcrafter
    (Gladiator)

    Lost Scale has its pterrax riders, and Pterran Vale has its weaponcrafters. Both constitute the elite military force of their respective village, but here ends the similarity. Actually, weaponcrafters are reclusive gladiators who have only one passion: weapons. Every single moment of their life is devoted in a way to create, use, repair or improve weapons. Their favorite material is bone, mostly because it is the more common in the Hinterlands, but also to follow a long Pterran Vale tradition of excellence in bonecrafting.

    Weapon proficiencies:
    Because they are gladiators, weaponcrafters are proficient with every weapon. They may also specialize with any number of weapon they like.

    Non-weapon proficiencies:
    Bonus proficiencies: Weaponsmithing (bone).
    Required proficiencies: Weapon improvisation.
    Recommanded proficiencies (general): Bargain.
    Recommanded proficiencies (warrior): Armor optimization, armorer, bowyer/fletcher, endurance, survival-(scrub plains, stony barrens or sandy wastes), tactics-any.

    Equipment:
    Members of this kit start with two bone weapons with obsidian/stone breaking statistics (see appendix).

    Special Benefits:
    - Everytime the weaponcrafter is finished creating a weapon, he makes a weaponsmithing check. If successful, the bone weapon is treated as an obsidian/stone weapon regarding breaking statistics.

    Special Hindrances:
    - Because they spend so much time working on weapons, weaponcrafters advance slowly in non-weapon proficiencies. They thus get non-weapon proficiencies as if they were rogues.

    Wealth Options:
    Members of this kit start with the money normally allowed for a warrior.

    Renegade
    (Multi-classed psionicist)

    When a pterran psionicist is not recognized by the Elders as a true Psionicist, anger or cowardice may take him over. Despite that he wants to follow the Path of the Psionicist, the pterran is in the impossibility to earn his rightful place in society. Those who find themselves in this situation often go knocking at the door of the Renegades' Guild. The Renegades are an underground group of rejected psionicists who conduct a very well-organized network of thefts, double-dealings and mercantile activities around the Hinterlands. Many are sent abroad by the leader Ranacc Mindcrusher to retrieve important items or to fetch some informations. Renegade psionicists totally go against the established power of the Triumvirate and do not respect the superiority of the three major Paths of Life.

    Alignment restriction:
    Only lawful evil and neutral evil characters can be Renegades.

    Weapon proficiencies:
    Members of this kit may only select weapons allowed to psionicists.

    Non-weapon proficiencies:
    Bonus proficiencies: Contact, information gathering.
    Required proficiencies: Mental armor, forgery, sign language.
    Recommanded (general): Artistic ability, bargain, psionic detection.
    Recommanded (psionicist): Harness subconscious, meditative focus, mental armor (extra slot).
    Recommanded (rogue): Gaming, set snares.

    Equipment:
    Members of this kit start with a vial of debilitating poison containing 4 uses (see below for effects).

    Special Benefits:
    - Renegade psionicists are proficient in the brewing of a special poison that has been banned from pterran society decades ago. With the proper ingredients in hand, they can produce a single application once a day. The poison must be injected and causes a loss of Strength and Constitution at the rate of 1 point/hour when the target's save (at -2) has missed, or 1 point/day when it was successful. A slow poison spell reduces the loss to 1 point/day and stops the loss in one of the two characteristics (DM choice); neutralize poison eliminates all the effects. The points can be completly restored with two days of full rest. A heal spell restores all the lost points instantly. (When used on a monster, to simplify the rule, a missed save causes an instant loss of 1d8 points and a penalty of -1 to hit and damage. There is no effect when the save is successful.)
    - When in Pterran Vale, they can be provided with shelter, standard equipment (including special poison ingredients), goods and healing services at the Renegades' Guild.

    Special Hindrances:
    - Because telepathic psionic abilities were not developped as a primary discipline and knowing the importance that the Elders give to this fact, all telepathic powers are prohibited to be used by a Renegade psionicist.
    - Renegade psionicists are shunned by their fellow pterrans. They thus receive a -4 penalty to reaction adjustment when meeting with other pterrans.

    Wealth Options:
    Members of this kit must start with the money allowed for a rogue.


    New Pterran kits

    Pterran society was recently greatly distressed by the Great Earthquake and the spreading word that armies of tohr-kreens are about to invade the Hinterlands. «The Earth Mother is asking us to do something, and fast», concluded the Triumvirates of both Pterran Vale and Lost Scale. Major gatherings occured in each village, and volunteers were asked to leave their homes and the Hinterlands to seek some help in any way possible.
    This resulted in the three new kits described next.

    Earth Mother Champion
    (Ranger)

    A first group of volunteers was asked to reduce the presence of evil in the world and bring the other races to their cause. Those pterrans became the Earth Mother Champions. In the eyes of the Triumvirates, evil will be taking further on good with the tohr-kreens invasion and nature will be unbalanced, hurting the greatness of the Earth Mother. Balance must be reestablished before it is too late. Earth Mother Champions roam the world to find new allies, new friends and ultimately sensibilize them to the call of the Earth Mother and the importance of her cause. They are the paladins of Athas, and they swore that no evil will get out of their way alive.

    Weapon proficiencies:
    Champions have the bonus proficiency «Two-weapon style» which allow them to fight with two weapons of the same size without penalty, taking count of the natural ability of rangers to fight with two weapons.

    Non-weapon proficiencies:
    Bonus proficiencies: Survival-(scrub plains, stony barrens or sandy wastes), tracking.
    Required proficiencies: Modern language-common, tactics-tohr-kreen.
    Recommanded (general): Heat protection, water find, etiquette, contact, mental armor.
    Recommanded (warrior): Survival-(scrub plains, stony barrens or sandy wastes), tactics-any.

    Equipment:
    Champions are favored by their people and receive many useful gifts before starting their adventuring life. They thus begin with a magical fruit of healing, a leather armor and a bone weapon without spending their starting money.

    Special Benefits:
    - Champions can feel the presence of evil. It is only a vague and indistinct impression they have, not a precise power.
    - When fighting against evil monsters or NPC, they get a +1 bonus to hit and damage.

    Special Hindrances:
    - Because they're so dedicated to eliminate evil, champions receive a -6 penalty to reaction adjustment when meeting evil characters.
    - They must attack evil monsters and NPC as soon as they are given a good opportunity. If they deliberately avoid a confrontation with those, champions should be penalized in xp for role-play by their DM.

    Wealth Options:
    Members of this kit must start with the money normally allowed for a warrior.

    Missionnary
    (Druid)

    Some pterran druids were given the task of wandering Athas in hope of spreading the belief to as many people and races they can that the Earth Mother is the one and only force in nature, and that she has the answers concerning the recent events. It is the duty of the missionnaries to travel the world telling everybody that being united as the sons of the Earth Mother is the only way to survive and prosper, and that giving her respect is like giving strength to the land. For this, they tend to join with groups of adventurers because it is a way of protection as well as a practical way to get to potential believers.

    Weapon proficiencies:
    Like every druid, missionnaries may be proficient with any weapon, but they generally favor less mighty weapons like quarterstaff, club or dagger.

    Non-weapon proficiencies:
    Bonus proficiencies: Survival-(scrub plains, stony barrens or sandy wastes).
    Required proficiencies: Modern language-common, religion, healing.
    Recommanded (general): Agriculture, contact, etiquette, fire-building, water find.
    Recommanded (priest): Herbalism, somatic concealment, local history-Hinterlands.

    Equipment:
    Members of this kit start with no special equipment.

    Special Benefits:
    - Missionnaries are important and useful people for every Spirit of the Land. For this reason, they are granted major access to all spheres of priest spells. They still have a specific guarded land under their protection.

    Special Hindrances:
    - Many tribes do not give a warm welcome to a pterran trying to convert their beliefs, and a missionnary may often becomes an ennemy of shamans and wandering clerics. Many will want him dead, forcing him to always look behind his shoulder wherever he is.

    Wealth Options:
    Members of this kit must start with the money normally allowed for a priest, but any money not spent on equipment when creating the missionnary is lost.

    Envoy
    (Single- or multi-classed trader)

    Another mean to create new helpful relationships with outsiders is certainly by doing some trade with other settlements and cities. The Elders of the pterrans understood this and made a decision. Despite the low social status of the pterran traders, some were given the opportunity to become special envoys in the Hinterlands and the Tablelands in order to establish new trade routes with Lost Scale and Pterran Vale, and also to increase the civilized pterran's presence among other races affairs. The first successful trade route with a city of the Tablelands was realized by Ptellacc Goldeye (see Mystery of the Ancients adventure) with the city-state of Tyr.

    Weapon proficiencies:
    Even if they can be proficient with any weapon, envoys tend to prefer common weapons that can be found easily like dagger, impaler, carrikal, short and long sword, etc.

    Non-weapon proficiencies:
    Bonus proficiencies: Bargain.
    Required proficiencies: Modern language-common, appraising.
    Recommanded (general): Psionic detection, contact, mental armor, heraldry-trading houses, direction sense, modern language-(elf or thri-kreen).
    Recommanded (rogue): Information gathering, gem cutting.
    Recommanded (warrior): Survival-(scrub plains, stony barrens or sandy wastes), survival-(mountains or forest).

    Equipment:
    The envoy start with a backpack full of trading goods from the Hinterlands. Items may be fruits, drinks, weapons, tools, pieces of art, etc., and the envoy must set the prices he wants for each from the start. The total value of all these items must be no more than 200cp, or 2gp.

    Special Benefits:
    - Envoys receive 2d4 pterran agents at 3rd level. These agents are level 1 traders which can be used the same way as the agents any trader gains when reaching the 10th level.
    - Every ceramic piece of profit they make is worth 1 xp when given to their Triumvirate, which is in fact the patron they are working for.

    Special Hindrances:
    - As just said, all the profit envoys make must be returned to their village, and failure to do so results in the envoy's banishment from all the pterran society. He will also lose his pterran agents gained at 3rd level if they fail a loyalty check on a d20 (10 base + charisma modifier; see also Loyalty in DMG). An envoy becoming freelance will receive a penalty of -3 to reaction adjustment when meeting with other pterrans, because he will be well known as an outlaw and a defector.

    Wealth Options:
    Members of this kit must start with the money normally allowed for a trader, which is the double of a normal rogue.


    Some Pterran NPCs

    Ranacc Mindcrusher
    Male Psionicist/Thief, level 10/12, Lawful Evil

    Str 16 AC 4 (Dexterity, Leather armor, Biofeedback)
    Dex 15
    Con 16 Hit Points 60
    Int 13
    Wis 17
    Cha 9

    Ranacc is an old but strong pterran with a very scary look, wearing long robes of a deep red color. He no longer leaves the dark chamber where he lives, under the Renegades' Guild. Currently, he's setting up a plot to overthrow the Pterran Vale's Triumvirate in a way to get in command of all the pterrans. Many of his minions Renegades are in quest for some powerful psionic items and he is waiting for their return to unfold his obscure plan. Death field and Life draining are two psionic powers Ranacc likes to use when punishing or attacking. Apart from wearing his necklace of biofeedback at all times, he always has a vial of debilitative poison (see Renegade kit) and his metal dagger +2 close at hand.

    Bikarr Moonshine
    Male Druid, level 13, True Neutral

    Str 18 AC 8
    Dex 10
    Con 15 Hit Points 65
    Int 14
    Wis 19
    Cha 16

    Bikarr is the current Druid Elder in the Triumvirate of Pterran Vale. What very few people know is that he is also the guardian of Pterran Vale, the village being based on his guarded land. Despite his venerable age, Bikarr is still looking like in his prime and never hesitate to go out if there is a need to eliminate some threatening creatures. He frequently appears before his people to preach for the Earth Mother and is very active in the decisions of the Triumvirate. Of course, he is concerned about the tohr-kreens, but he is also aware of the plans of Ranacc Mindcrusher and is keeping an eye on him. Bikarr owns a superb stone halberd +3 that he found in the Kalidnay ruins some years ago while adventuring, and he likes to use it in melee combat, protected by a magical vestment. He always has 2 or 3 fruits of extra-healing in his pouch.

    Garr Sharpsword
    Male Gladiator (Weaponcrafter), level 8, Chaotic Good

    Str 21 AC 3 (Scale mail armor, Dexterity)
    Dex 15
    Con 16 Hit Points 80
    Int 17
    Wis 8
    Cha 10

    Garr is the most renowned of all the weaponcrafters of Pterran Vale. His bone weapons are of the greatest quality found in all the Hinterlands and maybe the Tablelands. Sometimes tough to deal with, he will easily sell his weapons for a good price to someone flattering him. Garr is a tall, muscular and mighty warrior who usually fights with two bone carrikals or two bone axes of his own making, of course. He is also famous to have killed a trin one on one that was attacking a farm by surprise.

    Stillmicc Armblood
    Female Ranger (Earth Mother Champion), level 7, Neutral Good

    Str 20 AC 6 (Leather armor)
    Dex 13
    Con 19 Hit Points 91
    Int 14
    Wis 15
    Cha 14

    Stillmicc was the first to volunteer to become an Earth Mother Champion. She is a stout pterran with eyes that seem to be reaching inside the mind of the people she stares at. She recently joined with a party of varied races adventurers which was heading to the North of the Hinterlands. Stillmicc is wanted by the Night Runners elf tribe because she has killed six of its members that were ambushing a pair of nobles going out of Tyr. To thank her, they gave her 30 gp! In combat, she fights very furiously with two metal long swords she bought after she saved the two human nobles.

    Rugatt Silverclaw
    Male Fighter/Trader (Envoy), level 6/6, Lawful Neutral

    Str 16 AC 1 (Hide armor, Dexterity)
    Dex 17
    Con 12 Hit Points 42
    Int 12
    Wis 15
    Cha 18

    After Ptellacc Goldeye (see Mystery of the Ancients adventure) successfully established a trade route with Tyr, thanks to the help of some unknown but ressourceful adventurers, a dozen of other pterran envoys departed from Pterran Vale and Lost Scale toward new trading and adventuring challenge. Rugatt was one of them. Heading for Gulg, he expects to convince the hunter templars of Gulg to let him meet with the Oba, Lalali-Puy herself. Well-organized and very confident, he is sure to succeed in his mission. In fact, that may be easier than he thinks it will, because knowing the intents of the Oba to become the Queen of all the races of Athas, she will surely find in the pterrans' quest an interesting opportunity to make some new worshippers. Rugatt has 6 pterran followers with him, is armed with two metal daggers and will always try to talk before going into fight.