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A very different Mind-set: Playing Zhochal in Mystara

by Geoff Gander from Threshold Magazine issue 20

Surveyor, there is a task to be completed,” said the figure seated on the pedestal.

Surveyor advanced towards the other. The lighting in the First's chamber was dimmer than in the surrounding corridors. The conductive veins in the living walls throbbed weakly. Surveyor listened. The life pulse of the Citadel had ebbed noticeably, despite reallocating all of the Heart's energy to repairs. “This one awaits direction,” said Surveyor.

A grouping of humans has entered our domain,” said the First. “Preliminary observations indicate that these could be the individuals that recently eliminated the rival outpost that once lay to the southeast. If this is so their power would be considerable. The identities of these humans must be ascertained.”

This one concurs,” said Surveyor. “Yet, this one is unfamiliar with the identities of humans thus mentioned. This one is compelled to suggest delegating this function to Senior Surveyor.” Surveyor stepped back and relaxed its tentacles. “This one awaits a decision.”

Senior Surveyor is unable.”

This one shall perform as directed.”

[Image: Zhochal illustration]
Caption: It is a drawing made by the explorer Professor vander Klil in his younger years. 1




The text in the art is displayed here, to give extra clarity.
Research Art Zochal
Location; Continent Skothar (secret)

Wings;
Arm Tentacles, Head, Thorax, Elytra, Wing, Haltere, Wing, Abdomen, Leg Tentacles.
The balancing Haltere are always opposed in movement to the Wing, creating a vibrating sound in flight.

In group this is a fearsome sound.

Creature;

Zochal Poleaxe, Thorax, Abdomen, Eggsacks, Tibia

Arm Tentacles with 3 tentacle fingers 6"-9" and higher placed tentacle thumb 4"-5"

Elytra (Hard Outer Wings), 3'1"-3'9" Dark Green Metallic.

Opens like a Beetle sideways.

Height; 5'9"-6'5"

Length Body; 6'3"-7'6"

Weight; 130-195 LBS

Leg Tentacles similar to arm tentacles

Warrior
High Protein Food

-increased strength
-scaled, barbed, metallic brown chitinuous skin
-Harder, Wider skull
-Light beige tentacles, Probosci, cheeks

Infiltrator
Normal Protein Food

-smooth dark metallic chitinuous skin
-slender shape
-dark probosci, cheeks and tentacles
-variant dark colors (Brown, Bleu, Black, Green)

Scholar
Low Protein Food

-slender, long, very light coloured Chitinuous skin.
Bulging "skull"
enlarged brain
somewhat longer more agile tentacles and proboscid

Zochal base Flight Pattern


Introduction:

This article provides rules for a new race and character-class package for the Mystara campaign setting: an alien race known as the zhochal. The zhochal are loosely inspired by H.P. Lovecraft's Mi-Go (also known as the Fungi from Yuggoth); however, they are far from being a malicious race bent on experimenting on humanity for their own selfish aims. Instead, the zhochal are beings with a full range of motivations and personalities—they are simply very, very different, and playing one offers interesting challenges and opportunities.

When I originally designed them, the zhochal were far more faithful to Lovercraft's Mi-Go, as they were intended to be a race that originated in another dimension who discovered the Outer Beings and chose to venerate them (as opposed to being a created servitor race). This positioned them as a handy nemesis for any campaign, as a highly intelligent, utterly inhuman race that willingly embraced a pantheon of beings bent on destroying the universe not out of malice, but because they simply wanted to replace it with something of their own. The zhochal did, in fact, work quite well as opponents in my campaign.

Ideas evolve over time (as they are wont to do), and I soon saw great roleplaying potential in such a race. I played one (who had a human disguise) in a Play by Email Campaign (with the GM's permission, of course), without the other players' knowledge. I quickly discovered that not only were the zhochal fun (but challenging) to play; their very alien mindset presented an incredibly rich roleplaying experience because I was forced to look at everything through new eyes. This was especially true for social situations (some very interesting in-character discussions were had). This article is the result of my experiences with that campaign, combined with numerous discussions with my players, many hours of deep thought, and play-testing.

Using the Zhochal Player Character Race in Your Campaign:

Saying the zhochal are not your typical Player Character (PC) race would be an understatement. Their physiology, mindset, and social organisation are products of a completely alien environment and, despite having lived on Mystara for approximately three millennia, these elements remain deeply rooted in their being. Just about every form of behaviour and reaction we take for granted as human beings—which we can safely extrapolate to elves, dwarves, halflings, and even orcs—cannot be done for the zhochal.

For example, almost all social beings engage in “small talk” and use body language of one form or another, the purpose of which can be to reinforce social bonds, to assess status, to demonstrate dominance, or to determine sexual availability. The zhochal, however, do not engage in nonverbal communication, use superfluous gestures or engage in small talk because of their hive-like and rigidly hierarchical social structure. All members of the collective are equal under their leader (who is known as the First), and therefore there is no social status to gain or lose; although more experienced zhochal often act as teachers, imparting their wisdom for the betterment of the collective. Likewise, the zhochal are asexual, so there is no reason to solicit a mate. Thus, even if a zhochal is wearing a human guise they will not pick up on social cues that we take for granted, nor will they use gestures, unless they are thoroughly schooled in human behaviour. As a result, they will come across as very odd and will likely arouse suspicion.

As a result, playing a zhochal (at least as described in this article) is something that requires more attention on the part of both the player and the DM than most other classes require. This is a character who is a fish-out-of-water in almost every sense, for whom many experiences other races take for granted will be—at first—novel, confusing, overwhelming, and possibly dangerous. However, because a zhochal PC will likely be adventuring with “native” Mystarans, there are also many opportunities for character growth. In this sense, players can use a zhochal PC to explore social concepts such as belonging, identity, and morality to a greater depth. I would add that the zhochal is a race/class that is ideally suited to players who are not only familiar with roleplaying, but who are willing and prepared to play a character that will need to grow and change if it is to thrive. Playing one will probably also require a discussion with the DM as to how the race will fit into the campaign.

******

Hrothgar peered into the mist. A rasping voice had told him to stop, and a shadowy figure landed not far from him to examine the drawing Galfridus had made for him. The man had said it would guarantee them safe conduct with this group of zhochal, and he had not deceived them yet. There’s always a first time, though, he thought.

Another silhouette emerged from the mist, this one human-shaped, which resolved itself into a young woman. Hrothgar didn’t really pay too much attention to appearances—especially those of other races—but he had seen enough humans to know that this one was…average. She had straight brown hair, brown eyes, a pale complexion with no markings to speak of. She’d just melt into a crowd, said a voice in his head. She tottered up to the dwarf, as though unsure of her footing, and stopped half a dozen paces away.

This one is designated as Surveyor,” said the woman without preamble. She stood at attention and waited, her eyes focused on Hrothgar's face.

Ah, who?” Hrothgar looked behind him to see if any other strangers had shown up, but saw nothing but mist. He could only assume the rest of the party was still behind him somewhere.

This one,” said the woman. She directed a finger towards herself.

Wha-oh!” said Hrothgar. “Right. You are Surveyor. Nice name. I'm Hrothgar Hammerfast.”

This one?” asked the woman, pointing towards him.

Yes. Me. This one is designated as Hrothgar.” He jabbed himself with a thumb for added effect.

The woman known as Surveyor stepped closer and prodded Hrothgar's beard. “This one has the stature of a juvenile human, yet possesses facial hair. Perplexing.”

Hey, ah, normally I don't let people touch me beard, but I suppose I'll let it go this time. I'm a dwarf.”

Dwarf,” said Surveyor slowly. “Dwarf.” She seemed to roll the word around her mouth. “Hrothgar Hammerfast does not travel alone. The First would speak with this sub-collective. Information must be exchanged.”

Ah, right then. I suppose we've come to the right place.” Hrothgar let out a long breath. He had actually been a little worried for a moment. He turned back to the party, who were presumably still back there somewhere and hopefully not dead. “The way's clear, gang,” he called out.

[Image: Mi-Go illustration]
Caption: An illustration of the Lovecraftian creature that inspired the zhochal

Description:

In their natural form the zhochal (a rough approximation of what they call themselves) are vaguely insect-like creatures averaging 6’ in height. They have a mottled greenish-grey carapace, with six appendages (two segmented legs and four two-foot long, highly dextrous tentacles at the “chest” level). When desired, they can split their carapace in the back to produce two light green membranous wings (much like a beetle), which emit a low whirring noise when in motion.

Their heads are oval-shaped and extend, crest-like, backwards. Their faces are dominated by three red, saucer-sized eyes, each of which is capable of independent movement (zhochal cannot be flanked when in their natural forms). They do not have proper jaws, and instead have four thin, foot-long tubes, each ending with a tiny toothless mouth. Because of this arrangement, they are fully capable of communicating while eating (they find single-mouthed creatures to be very limited). Although capable of producing a full range of sounds, a zhochal’s voice in its natural form has a rasping, buzzing undertone that many listeners find disconcerting.

In combat, zhochal may attack up to two times with their tentacles, or wield a one- or two-handed weapon. When fighting, they may also swoop down on a foe, and if a successful attack roll is made, they can grab their opponent and try to haul them into the air and then drop them from great heights.

Zhochal PCs can be guardians (fighters), infiltrators (thieves), or scholars (magic users). Each of these classes has the same abilities as their human equivalents (i.e., guardians have fighter combat options at later levels, infiltrators have thief skills), with the exception that scholars, when assuming a guise (see Shapeshifting – below) are allowed to wear any non-metallic armour, and may use any one-handed weapon.

Due to the otherworldly nature of the zhochal, and their extensive historical association with the Outer Beings, Mystaran Immortals will not grant spells to them (even if prayed to fervently). As a result, the only “divine” magic available to the zhochal derives from the Outer Beings (who are generally considered to be evil). As a typical heroic adventuring campaign does not allow evil characters, zhochal cannot be clerics. Furthermore, there is a 25% chance that any clerical spell cast on a zhochal—even healing—will fail.

From the old examination scriptures of Professor vander Klil;

All zochal have dark green metallic Elytra (wingshield), varying in intensity only. Other body section colors vary by class, which is dictated by diet, or some genetic coloring. Zochal receive an adjusted diet in their initial growing phase. It seems they have an egg, then Larval, then main individual phase, making the initial growing phase the Larval phase. Each diet varies by protein content. Low amounts increase the yield of the brain, but lower physique, high amounts increase physique, alter skin, but lower intelligence. The donut-shaped bulge of the Scholar class harbours the in size increased brain, making it capable to memorize and cast magical spells.

The yellowish translucent Zochal wings (with brown-yellow veins) and Dark brown Haltere together cause a vibrating sound (in respect equal to the sound of a Bluebell fly), but in groups combined into the fear-causing humm (hear here; https://www.youtube.com/watch?v=YvZNEcqWf0w.This humm together with the typical flight pattern (see art) is a fear inspiring approach, similar to a fear aura of Dragons, being effective if heard.

DM; The Warrior, not only has 1d8 Hp/HD but a +2 on their strength and constitution, but a -2 on intelligence and wisdom. The Scholar thus has 1d4 Hp/HD and a +2 on Intelligence, +1 on Wisdom, and a -2 on Strength and constitution. The Infiltrator will have no such adjustments and being 1d6Hp/HD. The Warrior class has a barbed harder skin, not only does this skin give 1 point of damage to soft-skin creatures upon contact, it also provides a higher Armor Value (or better Armor Class) of +1. The other classes will have no adjusted AC or AV.

Society:

Although they are not insects, the zhochal are intensely hierarchical and behave in a very hive-like manner. Each well-functioning member of a community is assigned a specific role by their First, and they are expected to perform that role without question until they die, or unless the First reassigns them. Most zhochal perform their duties to the best of their abilities without complaint; they are so thoroughly programmed that the concept of job dissatisfaction, or dereliction of duty, is foreign to most of them. This behaviour is not a conscious choice, but something that is genetically coded into their being. A small percentage, however, do possess an individualistic streak, and while they still feel intense pressure to conform and serve the greater interests of the collective, they are apt to propose new ways of doing things, or to (politely and with discretion, usually) question actions that might not be ideal. This is not a flaw, but a means of ensuring the race’s survival. In the event that the First of a collective is killed, one of the more individualistic zhochal will notice the sudden absence of a co-ordinating force, and become a replacement. In most cases there are few enough individualistic zhochal in a collective that this sudden ascension is not challenged, and genetically-driven, pragmatic communitarian impulses do the rest; although a large number zhochal found in adventuring parties would also possess the individualist streak. Hierarchical and collective impulses are always lurking in the background of an individual zhochal’s psyche—any sizeable gathering (more than six) of zhochal, even if they had each been living independently for years beforehand, will automatically feel the urge to forge subconscious mental links with each other in order to create a collective. One of their number will then become a First, and will begin assigning societal roles.

Although the zhochal have unique personalities and a sense of identity, the idea of having a name is foreign to them. The zhochal know who they are and define themselves publicly by their function. Due to their hive-like social organisation, the needs of the collective always supersede those of the individual (even unto the death of the individual, if that is what the community requires), and the notion of putting personal wants and needs first is considered a form of insanity. In fact, within the collective the ambient psychic link that exists between all the members creates a low-pitched, pleasing buzz or murmur that tamps down individualistic tendencies and impulses, and strengthens group solidarity. Most Mystaran societies, by contrast, with their emphasis on individuality, are considered highly chaotic at best, and utterly mad at worst. Thus, conformity and deference to authority are virtues of the highest order.

This strong communitarian focus, combined with their inborn ability to detect members of their own species, means that prolonged isolation is traumatic—many zhochal would go insane (especially if the isolation is sudden and prolonged), but some make painful adaptations and become true individuals. Even in the latter case, however, the desire to find a group of any kind (such as an adventuring party) as a surrogate collective is very strong. Isolation is, in fact, the worst form of punishment meted out in a collective; death is preferable. Due to their highly structured society, most collectives act in what would be considered a “lawful” manner; however, their highly rational, communitarian, deterministic outlook on life often comes across as being very cold to outsiders. Hence, most zhochal PCs should be neutral.

Individually, zhochal do feel emotions—of a sort. Notions of personal sadness, anger, and happiness are confusing enough that hive philosophers have spent decades analysing observations of other races from the field and writing about them. While they possess an instinct for self-preservation, and in most circumstances would never wish to die or be harmed, zhochal do not feel fear, they merely want to continue contributing to the collective. An accidental death of a worker, for example, is cause for regret and worry—not for the life lost, but because the collective has lost a contributor and overall well-being may suffer. A murder might be avenged out of a desire to prevent the perpetrator from doing so again, not out of revenge. Happiness is especially confusing, as fulfilling one’s duties competently is seen as a satisfying end in itself. However, when the collective succeeds in something important, the community’s mood is elevated. Zhochal who live as individuals for prolonged periods can experience and express emotional states that more closely approach those of other races—but even so they are not as strong.

The zhochal are asexual, and reproduce through parthenogenesis (self-reproduction without fertilisation) upon receipt of specific biochemical signals from the First. They find the sexual duality of most native Mystaran species to be both illogical and biologically unnecessary. Offspring develop in black spherical pods measuring 1-2’ in diameter, and are fully functional when they hatch (although much smaller in size). Maturation takes up to ten years, during which a function is assigned and training is provided. The typical zhochal lifespan is between 150-250 years, and they are fully active until 3-6 months before death, at which time they degenerate rapidly. The oldest zhochal records state that in their home dimension they lived for many centuries.

Zhochal physiology allows them to function without food or rest for far longer than many other races can manage. Two hours of rest per 24-hour period, and one moderate-sized meal every two days, is sufficient; although it is common for them to eat every 3-4 days instead. A zhochal can survive comfortably without food for one week, after which the effects of starvation must be considered. Most can function without sleep (which resembles a sort of quiet meditation) for one week without suffering the ill effects of fatigue. In their natural environment the zhochal grow their food, which resembles grey pond scum, in special dedicated vats. This food is tasteless, but nourishing (other races find it incredibly bland, but digestible). The notion that food should do anything beyond sustaining life is a strange concept. Zhochal are capable of digesting “native” foods, but most find the flavours to be overwhelming and the profusion of textures to be unpleasant.

*****

The zhochal landed in a forest clearing. The sun was rapidly sinking towards the horizon, but true night would not begin for another hour or so. The First's instructions had been clear: Artifacts from a rival stronghold had been acquired by a group of armed humans, and were being shipped secretly by caravan to the city. Infiltrators in the city had reported the presence of other zhochal—logically, these could only be members of a rival collective. The caravan must be boarded, and the cargo searched, before it entered the city.

It looked at the greenish-grey band that encircled one of its tentacles. It could not travel in its natural state, but the last experience with the guise had been quite difficult. Action is necessary, it thought. It directed a mental signal to the ring, which warmed noticeably within seconds. A rippling sensation passed through its body as it felt its internal organs shift, and its tentacles fuse into two arms. It felt lighter and heavier at the same time. The world itself seemed to flatten, as though it could only be viewed through a narrow aperture. How humans were able to thrive despite having only two eyes linked in binocular vision remained a mystery.

When the last echoes of the sensation died down, it gazed at its body. Pinkish flesh had replaced its exoskeleton, and where its dextrous tentacles had been were now five-pronged human hands. It touched its face with one hand. Gone were its four mouths. Instead, a single toothy orifice permitted the ingestion of nutriment. The guise would suffice.

The adhesive sac, containing human clothing, lay on the ground nearby—it had had the sense, at least, to set that aside so it would not be destroyed by the transformation. Some articles were genuine, but most were copies of observed human clothing styles, manufactured by the collective using their own vat-grown fibres. More practice is needed, it thought, as it donned the clothing awkwardly.

Finally, the last item of clothing was on. It was time to head out to the road to wait for the caravan, which would be along soon. It was not unnatural for caravans to permit lone humans to board them to ride to the nearest settlement—this behaviour had been documented numerous times. The zhochal permitted itself a feeling of satisfaction. Success is feasible, it thought.

Shapeshifting:

After their arrival on Mystara the zhochal learned very quickly that they would only survive through disguise and subterfuge. Within a few generations they developed the techniques required to craft items to allow them to walk unmolested among the locals. Today, these items—most often rings, but they can take other forms—are ubiquitous enough that most communities have enough to send out small parties to spy on, or do business with, local populations. Regardless of their form, shapeshifting devices work only as long as they are worn—if they are knocked off or destroyed the zhochal reverts to its true form. Transformation takes one round (ten seconds), and if reverting back to its true form a zhochal must take care to remove any clothing it wishes to keep. It is assumed that zhochal PCs have been sent into the broader world on a mission, and therefore they will be equipped with such items—at least initially. Once transformed, a zhochal may remain in its altered state for as long as it wishes; although many do not enjoy being “trapped” inside a body that functions in an awkward manner.

Players must decide what their guise, or “alter ego”, looks like at character creation. Once a guise is chosen, it cannot be changed. All zhochal guises are human (they have reasoned that humans attract the least amount of attention), and although they are asexual it is not uncommon for some to prefer “playing” one gender over another when disguised, or (among experienced zhochal infiltrators) to adopt guises over time that have certain traits in common (such as a specific eye or hair colour). Hive philosophers have pondered this phenomenon for centuries, and some speculate that the first guise chosen is one that expresses the individual zhochal’s personality in some way. Once selected, a guise does not change (i.e., hair and nails do not grow), nor does it age. Experienced zhochal infiltrators, who are more likely than any other group to use guises, take care not to use a specific guise, or to stay in one place, for more than 10-20 years in order to avoid suspicion; although old guises may be re-adopted if enough time has passed since its last use.

It should be noted that most zhochal who venture into the outside world receive training on human anatomy, including typical physical characteristics (such as hair colour and complexion) for the region in which they inhabit before assuming a guise. This is done to ensure that the guise does not attract undue attention. In cases where the training in unavailable, or incomplete, the shapeshifting device’s rudimentary intelligence guides and “corrects” a zhochal’s choices, to ensure that a four-armed hermaphrodite (for example) is not chosen. Unless the zhochal specifies particular characteristics, the default human model is a brown eyed, brown-haired male or female of average appearance, build, and complexion, with no noticeable facial features such as scars, moles, or facial hair.

Guises are not illusions, enchantments, or spells; they are actual physical transformations, all the way down to the skeletal structure. The main clues that give away a disguised zhochal’s true nature are its blood (a runny yellow fluid), the location of its three hearts (in the abdomen—stabbing them in the chest is not fatal), and its metabolism (they still require very little food or rest). Experienced zhochal infiltrators feign sleep (or keep a very low profile), and force themselves to eat more regularly, in order to avoid suspicion.

Most zhochal are only capable of mastering one guise, but older, more experienced specimens can retain two or three. Extremely powerful zhochal are capable of shapeshifting without an item of any sort, which suggests that this is actually an inborn ability that requires a visible focus to activate, and practice to master. The fact that a zhochal’s guise does not change if they use different shapeshifting devices, and seems to be part of them, supports this theory. In game terms, a PC starts off with one guise, and can acquire a new one every ten experience levels, to a maximum of three.

*****

Jortan Elstam read the report a third time. There was no mistaking it—they had proof that Martin Hallonica had set up an elaborate money laundering scheme. There was no way the man was going to escape this time. He rang a bell on his desk. The door creaked open and a young man poked his head in. “Sir?” he asked.

Get me the man who wrote this report.”

Moments later a nondescript man in a brown doublet appeared in the doorway. “I understand you wished to speak with me, Chief Investigator,” he said. Jortan narrowed his eyes. He had read the man's file before he arrived. Connal Lynneldon was from Corunglain. No known run-ins with the law, no real family to speak of—in fact, there was very little written about him.

Yes, Lynneldon. I read your report. I wanted you to know that it was excellent, and we shall be able to apprehend Mr. Hallonica soon.”

Connal bowed. “I am indeed gratified,” he said. He stood in silence for a long moment, regarding Jortan. “Do...you...require anything further?”

As a matter of fact, yes,” said Jortan. “As I said this was impressive work. You must have an extensive network of your own, am I right?”

Connal paused, and blinked. A gentle wave of relief washed over him at the realisation that the Chief Investigator had given him a way of telling the truth without telling everything. He had been living among the humans for almost 20 cycles as an infiltrator, gathering information for his collective about the goings-on in Darokin City. His position gave him access to a great deal of information, and humans seemed to pay little attention to clerks. Yet he was still zhochal, and there were certain things that he found very difficult, such as lying to one's superior. No one had to know that he had assumed his true form the previous night in order to fly to Hallonica's house to eavesdrop. “Yes, I do.”

Good to know, Lynneldon. Carry on.”

It is a pleasure to serve,” said Connal. He bowed and left the room. Jortan smiled and placed the report in his drawer. Yes, Lynneldon was definitely an asset. One of Jortan's aides once asked, half-jokingly, whether Lynneldon ever slept. “The man can stand on his head and sing all night, for all I care,” Jortan had said. “If I had a dozen more men like him, crime would become a thing of the past.”

Getting About in the World – Movement and Magic:

Flying and Encumbrance


Although they are accomplished flyers, there is a limit to how much a zhochal can carry before it is unable to fly. The encumbrance chart below outlines how weight affects their flying ability.

[Table: Encumbrance chart]


Speed

Maximum Encumbrance (in cn./lbs.)

210’ (70’)

300/30

180’ (60’)

500/50

150’ (50’)

700/70

120’ (40’)

900/90

90’ (30’)

1,100/110

60’ (20’)

1,300/130

30’ (10’)

1,500/150

0’

1,500+/150+


Magic

Although the zhochal are a technological civilisation that originated in another dimension, they are capable of wielding the native arcane magic of Mystara (and can even sense it to a degree). However, because of their alien origins they are unable to master magic to the same extent as “native-born” species. As a consequence, zhochal scholars cannot cast spells until they reach second level, and their repertoire at 36th level is less than would be the case for magic users and elves.

However, zhochal have one advantage in that their scholars (magic users) do not need to use spell books. Their brains have a third lobe that is specifically designed to retain information—basically an internal library—and it is in this portion that spells are stored. In order to memorise a particular spell, a zhochal scholar reviews the specific memories associated with it. The effects of casting a spell, however, are identical in that it is “forgotten” temporarily.

As noted above, zhochal cannot cast divine magic. Furthermore, any clerical spell cast on them (including healing) has a 25% chance of failing. Unlike servants of the Outer Beings, the zhochal are not vulnerable to spells and magic items that specifically target those entities and their servants.

*****

Darius turned to his companion, who was sitting in front of the campfire, roasting a slice of apple on a stick. Her bandages showed clearly in the flickering firelight. Somehow her drying, yellow blood looked worse when she was in her guise. “Are you sure you want to take watch again? I mean, you've done it four times this week and even you must be getting tired.”

Evalina drew back her lips into a smile. “Rest assured if I had an issue, I would tell you. Ricardo and Harfric are still recovering from their injuries, and even though I also suffered, I am in a better state than they.”

Well, yeah, but...” Darius's voice trailed off as he grasped for a counterargument. Evalina could always be counted on to supply the logical answer to any question. He sighed and sat down on the log next to her, and studied the apple slice as it burned. It wasn't the first time Evalina had cooked food, but she had never done fruit before. He wondered, briefly, whether he really wanted to know what she was doing. “Alright,” he said, “I'll bite. What's with the apple?”

Evalina blinked and cocked her head. She glanced at his mouth before her eyes darted up to meet his once more. “But you are not...ah, yes, I understand. I am roasting this apple to better comprehend your dietary practices.”

Darius shook his head and rubbed his eyes. “I don't...understand.” Evalina had been part of the group for almost a year, and although the party had learned her secret within weeks of her joining them, everyone had quickly learned to pay closer attention to what they said around her. Metaphors were especially dangerous territory.

Oh, it is simple,” said Evalina. “Many races roast animal flesh and vegetables prior to consumption, but in all my cycles, even when I was with my...my....” she paused and stared into the fire.

Darius placed a gentle hand on her shoulder. He knew little about her kind, but he did know that they were highly social creatures. Evalina was teetering on the brink of madness when the party met her, prowling the ruins of her community and surrounded by her dead kin. Ricardo's intercession had saved her from an untimely end. “It's okay,” he said softly. “As long as you remember them, they will live on.”

Evalina nodded. “Thank you,” she said. “I am truly gratified.” She pulled the apple from the flames, blew on it, and took a bite. She chewed the charred piece of fruit thoughtfully before swallowing. “I cannot say that roasting an apple improves the flavour. I understand now why you consume them raw.”

Darius let out a sigh. Why was he not surprised? “Okay, Ev, shift’s yours. But if you ever feel like you might drop off, come see me.”

I shall, Darius,” said Evalina. “I hope you achieve a restorative sleep.”

G'night,” murmured Darius. Of course, he knew she wouldn’t wake him. Not ever. She would stay awake the whole damned night and watch over the party. But he also knew nothing would happen. Nothing ever did, when Ev was on watch.

New Skills:

Crystal Singing (Cha): This is the art of shaping crystals by emitting sub-sonic pulses. Crystal singing is an ancient art form of the zhochal, and sculptures are used to aid meditation, and to elevate moods. Each use of the skill shapes a crystal for one hour, after which it grows very imperceptibly. Very complex geometrical patterns can be created over many months. The artist’s emotional state at the time of creation also influences the shape that the crystal assumes.

Kinetics (Dex): This skill allows a zhochal to master the use of a guise to a point where they can move naturally. No skill checks are required for daily activities such as walking, running, or climbing, but the GM may ask that a check be made if the PC has to perform a complicated manoeuvre (i.e., dancing) for which they do not have the skill. Failure means that the PC trips up. Zhochal PCs without this skill can still get around in their guises, but they will be noticeably clumsy.

This skill can also be used whenever a zhochal PC learns a new Strength- or Dexterity-based skill (such as acrobatics). Such skills are learned, initially, for one physical form only—the player should note this down. All skill checks in the other form are halved unless the player makes a successful Kinetics check to determine whether they learn how to use the newly-acquired skill in both their natural form and their guise. Once a successful check is made, no further Kinetics rolls are required when using that skill. If the roll fails, the player must spend at least one week practising before attempting the check again.

Lifeshaping (INT): This skill allows the zhochal to manipulate the living protoplasmic matter that forms the basis of their civilisation to create tools, weapons, armour, and other items. Each use of the skill involves one hour of effort, and the GM will determine how many checks are required to produce an item. As a guide, an item with no moving parts (such as a sword) might require one successful check, whereas a shocklance would require five or more, due to the complexity. When shaping an item, the PC may only make one check per day, and must keep the item in a specially prepared nutrient bath for the duration of the work. If the item is removed for more than one hour prior to completion, or if the chemical composition of the nutrient bath is changed, it will “die” and the work must start over.

Psychology (Race – INT): This skill gives the PC a thorough understanding of the psychological makeup of one race of the player’s choice. The character will have a clinical understanding of what motivates that race, as well as the drivers behind its most common behavioural patterns, social dynamics, etc. A successful skill check would allow a character to understand when a given species is using sarcasm (which does not exist in zhochal society), or that a raised voice may indicate anger, but not necessarily an imminent attack. Zhochal without this skill will tend to take other races and what they say at face value, and react accordingly.

New Player Character Race: Zhochal

The zhochal are an utterly alien race that originated long ago in a far-off dimension, brought to Mystara during a time now forgotten. Although many had already embraced the unwholesome Outer Beings by the time they arrived, a minority remained devoted to the principles of collectivity and logic that had originally guided them. In the centuries since their arrival the zhochal have established many strongholds in the more remote corners of Mystara, but a number of communities have broken away from the Grand Collective to return to the old ways of logic and order. Many of these embattled groups seek ways to cleanse their race of the taint of the Outer Beings. Zhochal player characters come from one of these struggling communities.

[Table: Zhochal character race]

Prime Requisite: Dexterity and class requirement.

Other Requirements: Intelligence and Dexterity 11 or higher.

Attribute Modifiers: +2 Intelligence (max. 19), +1 Dexterity, -3 Charisma.

Experience Bonus: 5% for Dexterity + class requirement 13-15, 10% for Dexterity + class requirement 16-18.

Hit Dice: 1d6 per level up to 9th level. Starting at 10th level, +1 hit point per level, and Constitution adjustments no longer apply.

Maximum Level: 36.

Armour: Natural AC of 4. Other restrictions as per class.

Weapons: Any, as per class restrictions.

Special Abilities & Limitations: Arcane Sense, Awkwardness, Flying, Horror Rating, Immunity to Cold, Infravision, Low Bio-Survival Needs, Psy-sense, Skill Requirements, Susceptible to Disease & Poisons.

Saving Throws: As per class.

THAC0: As per class.

Languages: Zhochal begin with their native language (a combination of clicking of pincers and buzzing), plus the local language of the nation in which they live.

Weapon Mastery: Begin with two weapon choices; additional choices as per other non-fighter classes. An extra choice per 300,000 xp gained after level 36.

Arcane Sense: The zhochal can detect low-level energy discharges that are emitted from magic items, which are imperceptible to other races. All magic items within 60’ can be detected in this way; although the zhochal will not know what the item is.

Awkwardness: The zhochal homeworld was a belt of rugged asteroids nestled within an atmospheric, low-gravity envelope orbiting a dim red star. Their bodies are not well suited to Mystara, and as a result their maximum movement rate on land is 60’ (20’).

Flying: Zhochal are winged, and in their natural forms can fly at speeds of up to 210’ (70’); although their speed is reduced if they are encumbered.

Horror Rating: Due to their otherworldly natures, the zhochal (regardless of temperament) tend to inspire intense fear in native creatures when in their natural forms. All zhochal characters have a Horror Rating of 3 (please see rules for insanity at www.pandius.com/insanity.html).

Immunity to Cold: Although the zhochal have lost the ability to survive in the vacuum of space, they have retained their immunity to cold. They do not take damage from magical cold sources (i.e., from spells or a white dragon’s breath weapon), nor are they susceptible to mundane cold-based damage (i.e., frostbite). They take full damage from fire-based attacks (i.e., no saving throws permitted).

Infravision: Due to their alien physiologies zhochal are able to see beyond the conventional spectrum to distances of up to 60’.

Low Bio-Survival Needs: Zhochal can go without food or rest, without penalty, for long periods of time. Minimum requirements are two hours of rest per 24-hour period, and one moderate meal every two days. A zhochal can survive without food for two weeks, and may function without sleep for one week, before suffering penalties.

Psy-sense: The communal nature of the zhochal means that they are constantly in psychic connection with each other at a basic level (no roll required), meaning that a zhochal can sense others of its kind within 120’. Although it is possible to read general emotional states, zhochal cannot read another's thoughts or determine whether they are disguised. Prolonged association with non-zhochal can sometimes result in a link being formed, such that they can also be tracked in this manner on a roll of “1” on 1d6.

Skill Requirements: All zhochal characters, regardless of class, must take the following skills at creation: Acting (Intelligence), Disguise (Intelligence), Knowledge (country - Intelligence), and Survival – Mountains (Intelligence).

Susceptible to Disease & Poisons: The alien nature of the zhochal makes them especially vulnerable to native diseases and certain poisons. All Constitution checks against disease are halved, and if attacked by deadly or damaging poisons saving throws are penalised by -4. Zhochal are vulnerable to paralytic and sleeping poisons (-2 penalty to saving throws).


[Table:Zhochal Experience Table ]

Zhochal Experience Table

Experience Level

Guardian

Infiltrator

Scholar

Scholar Spells per day by Spell Level

1

2

3

4

5

6

7

8

9

1

0

0

0

-

-

-

-

-

-

-

-

-

2

2,400

1,500

3,250

1

-

-

-

-

-

-

-

-

3

4,800

3,000

6,500

2

-

-

-

-

-

-

-

-

4

9,600

6,000

13,000

2

1

-

-

-

-

-

-

-

5

19,000

12,000

26,000

2

2

-

-

-

-

-

-

-

6

38,000

24,000

50,000

2

2

1

-

-

-

-

-

-

7

76,000

48,000

100,000

2

2

2

-

-

-

-

-

-

8

150,000

96,000

250,000

3

2

2

-

-

-

-

-

-

9

300,000

190,000

400,000

3

2

2

1

-

-

-

-

-

10

450,000

350,000

650,000

3

3

2

2

-

-

-

-

-

11

600,000

500,000

800,000

3

3

2

2

1

-

-

-

-

12

750,000

650,000

950,000

4

3

2

2

2

-

-

-

-

13

900,000

800,000

1,100,000

4

3

3

2

2

-

-

-

-

14

1,050,000

950,000

1,250,000

4

4

3

3

2

1

-

-

-

15

1,200,000

1,100,000

1,400,000

4

4

3

3

3

2

-

-

-

16

1,350,000

1,250,000

1,550,000

4

4

4

3

3

2

-

-

-

17

1,500,000

1,400,000

1,700,000

5

4

4

3

3

2

1

-

-

18

1,650,000

1,550,000

1,850,000

5

5

4

4

3

3

2

-

-

19

1,800,000

1,700,000

2,000,000

5

5

5

4

4

3

2

-

-

20

1,950,000

1,850,000

2,150,000

5

5

5

5

4

3

2

1

-

21

2,100,000

2,000,000

2,300,000

6

5

5

5

4

3

3

2

-

22

2,250,000

2,150,000

2,450,000

6

5

5

5

4

4

3

2

-

23

2,400,000

2,300,000

2,600,000

6

6

5

5

5

4

3

2

-

24

2,550,000

2,450,000

2.750,000

6

6

5

5

5

4

3

2

1

25

2,700,000

2,600,000

2,900,000

6

6

6

5

5

4

4

3

2

26

2,850,000

2,750,000

3,050,000

7

6

6

5

5

5

4

3

2

27

3,000,000

2,900,000

3,200,000

7

6

6

6

5

5

4

3

2

28

3,150,000

3,050,000

3,350,000

7

7

6

6

6

5

4

3

2

29

3,300,000

3,200,000

3,500,000

7

7

6

6

6

5

5

4

3

30

3,450,000

3,350,000

3,650,000

7

7

7

6

6

6

5

4

3

31

3,600,000

3,500,000

3,800,000

7

7

7

7

6

6

5

4

3

32

3,750,000

3,650,000

3,950,000

7

7

7

7

7

6

5

4

3

33

3,900,000

3,800,000

4,100,000

7

7

7

7

7

6

6

5

4

34

4,050,000

3,950,000

4,250,000

7

7

7

7

7

7

6

5

4

35

4,200,000

4,100,000

4,400,000

7

7

7

7

7

7

7

5

4

36

4,350,000

4,250,000

4,550,000

7

7

7

7

7

7

7

6

5



Images


[Image: Zhocal illustration]

https://drive.google.com/file/d/0B9ThpIUzMhtLTWRDR0NybkhpX2FPbFJxZjhBMGdxSkFTLXlz/view?usp=drivesdk



[Image: Mi-Go illustration]
Original drawing by Khannea SunTzu via Wikimedia commons

Source



1Professor vander Klil can be seen in Robin’s Blog; https://breathofmystara.blogspot.com/ and works as a teacher in the Great School of Magic of Glantri. He is also mentioned in her Beholder article of this very Threshold magazine. He uses another dialect to describe the species; Zochal instead of Zhochal.