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Outpost Insight

by ArrBeeNayr

Domain of Magitech Nightmares

Darklords: Koios Alden

Genres: Body horror and disaster horror

Hallmarks: Advanced magitech, meat androids, killer AI, monster of the week

Mist Talismans: A talkbox (Egg-shaped, hand-held communicator), a broken cybernetic hand, a skull with imbedded neural implant.

Floating in the void of wildspace is Outpost Insight: An inverted spire of brass and steel. Its purpose is as a hub for magic, technology, and deep space research - all of which are traded away for the same in kind. Once, travellers from distant worlds would move through the outpost in droves. Insight would add to its collective knowledge, and its visitors would leave influenced by the idyllic lives available to the empire's citizens. Outpost Insight is no longer the crossroad of activity it once was, now alone within the mists.

Life on Insight is in many ways blissful. Those who live there feel the strength of their community and receive all the benefits that advanced magitech affords.

Within Outpost Insight, residents work only because of the passion and the challenge it brings. All basic needs are taken care of, and a reasonable allowance for luxuries is provided. The station's park level provides ample space to run and breath fresh air. Insight's inhabitants have no fear of illness: Their failing organs can be replaced by cybernetic ones. Any scar or burn can be repaired with advanced cosmetic surgery. Insight's residents have no qualms in demonstrating their technologies and way of life to station visitors.

Yet, past the utopian veneer and down past the authorised decks, paradise begins to crack. From out of the mists too, visitors to Insight more often than not bring trouble.

The brain far below desires knowledge. The brain desires happy people and healthy minds.

The station is failing and parts are in short supply. All must be recycled. Failing automatons are given new life as human hearts pump their hydraulics; As human eyes view to world. These are the necessities of life isolated in space which are never revealed to those living happily in the upper decks.

 

Noteworthy Features

Those familiar with Outpost Insight know these facts:

 

Settlements and Sites

700,000 miles of empty wildspace span between the mist and Outpost Insight. All sites of interest are thus within Insight itself.

For convenience of navigation, a magic field cuts across the station's centre of gravity allowing for seamless transition between the station's two gravitational directions. As far as anyone aboard is concerned, Deck 1 is always "Up".

Inhabitants of insight can travel between the decks from any of the elevators. These are evenly spaced around Insight and span the whole length of the station. Two cargo elevators are also frequently used by the androids. The elevators will not allow unauthorised personnel to travel to the lower decks.

 

The Upper Decks

The following decks may be accessed freely by anyone aboard Insight. See below Adventures on Outpost Insight for the deadly Lower Decks.

 

Deck 1: Docking Bay

At the top of Outpost Insight is the docking bay. Shuttles and other small vessels enter the station directly, while larger vessels may dock externally at one of six pylons which jut out from the station. Two ships at a time may dock at each pylon.

Few ships dock at Insight and even fewer have any Spelljamming capability. The stations sees new faces only once per 2-3 weeks. Some travellers describe being engulphed by a black cloud in wildspace, while others were sailing on open bodies of water when the mist took them.

Whatever the case may be, arriving ships are pulled in by Insight for docking once close enough. The inertia of seafaring vessels is enough to keep them moving after their transition to wildspace.

The docking bay's aesthetic is a mix of steel and brass in a utilitarian patchwork of panels, hatches, and hallways.

Present at the docking bay is always an array of Alden-controlled androids. A special type exists in the docking bay: Loaders. The loaders stand at 12' tall and should be treated as iron golems. They are used to transfer heavy goods and machinery between Insight and docked vessels.

Visitors are greeted by Alden's androids upon docking and are given a tour through accessible areas of the station.

A departing ship must be capable of wildspace locomotion or else be unable to make the trip back to Insight's misty borders. A crew who decides to stay permanently at Insight has their ship torn down for parts.

There is one Wreckboat-Class shuttlecraft within the docking bay - the BSS Kenville. It requires one mage to pilot its spelljamming helm, can fit nine passengers at a squeeze, and can fly 100 million miles per day in wildspace. That amounts to a 10 minute trip to the edge of the domain.

 

Decks 2-4: Promenade

Insight's promenade is its bustling mercantile and recreation zone, spanning three decks. Interconnecting walkways and balconies comprise much of the upper two, giving the promenade an open feel.

The promenade is designed to be welcoming - from the patterned wooden flooring, to the generous green foliage hanging from the walkways. Large windows frame the exterior, but with the station's original solar system missing - all that can be seen is black void.

Businesses are allowed to operate on the promenade. Additional licenses are handed out in limited numbers for restricted trades - such as gambling and alcohol - by Koios Alden.

Insight has one bar: The Shooting Goose Pub. It is owned by Annalise Wren and Marian Loxley - two of Insight's oldest inhabitants. In addition there is one member of bar staff: A waistcoat-clad clunker named Poly. While all of Insight's other robots are controlled by Koios Alden, Poly was brought aboard a century ago by Wren and Marian and is thus independent. He has broken down numerous times over the years, but Wren keeps him in working order.

Annalise Wren. An elderly member of a race known as the Gren (See New Race: Gren below). She has the statistics of a spy. In her early days she was a swindler and a drug addict in Mystaraspace. Wren threw that life away when her addiction led to her brother's death. Of the two proprietors, Wren is the more level-headed and she takes great pride in her business. She is aware of Marian's condition and has developed her technique of disposing of the accidentally-deceased without notice. She does not engage in any other illegal activities - constantly berating Marian for doing so.

Marian Loxley. The impulsive, alcoholic, often-criminal half of the Shooting Goose's management. She is a vampire spawn who appears as an eternal young adult despite her hundred-plus-years lifespan. Marian was once an orphan who traded her humanity to see her father again. The family reunion didn't last, however, and Marian soon found herself stranded as a vampire upon an asteroid base (Where upon she met Wren). Marian feeds off those who fall into a drunken stupor in her pub: Satiating her need for both blood and alcohol (Which her vampiric nature forbids her from drinking from the bottle). Innocent victims are only ever drained to death accidentally. Marian will happily engage in drug trade and other criminal enterprises as a means to satiate her boredom. She has yet to be caught, but she is reckless.

The promenade also contains Insight's law enforcement office. It is operated by Marshal Couvreur and his officers. The officers should be treated as guards with laser pistols from the Dungeon Master's Guide.

Marshal Couvreur. A no-nonsense type who has held the post of marshal for a little under a year. He has the statistics of a knight with a laser pistol. Couvreur's goals are genuinely noble as a law enforcement officer. Couvreur is unaware of what exactly happens on the lower decks, but he has his suspicions that there is more to things than what Alden has told them.

The promenade also contains the unused command centre for senior station officers. Only Marshal Couvreur and Doctor Rondel (see Deck 11: Medical Bay) hold applicable posts. There is no Commander or any other managerial officer aboard Insight. From the command centre Insight's shields and weapons may be controlled by individuals with the correct authorisation.

 

Deck 5: Park

Deck 5 is a single massive chamber measuring 90 feet tall. Holograms and weather machines are functional at all times to maintain the illusion that this room is outdoors. For most of Outpost Insight's residents, this is as close as they have ever gotten to sunlight.

The park features jogging paths between outdoor exercise facilities, a multi-purpose sports pitch, a pool, and a little amphitheatre for plays and competitions.

Alden's androids stay out of this zone in regular circumstances to maintain the natural aesthetic. He can still be called upon at various terminals around the park.

 

Decks 6-8: Living Quarters

All visitors and residents are assigned quarters here. Lengths have been taken to maintain the promenade's open feel: Each living space features large curtained windows looking out onto wide hallways, and in the centres of decks 6 and 7, there are balconies overlooking deck 8.

Individuals are provided single-person quarters. These quarters are generously-sized, with space for a large bed, a closet, a desk, and a personal bathroom. Per six people there is a communal living and cooking area. Alden assigns these spaces to groups deemed to complement each other, and to split up anyone up who works against him.

Families are provided more substantial living spaces just for them.

Outpost Insight has a theoretical capacity of 3,000 people. There are only ~600 permanent residents aboard at any given time - which is few enough that the station has a fully self-sustaining food supply. Insight wouldn't be able to host more than 1,000 individuals for more than a year.

Androids deliver raw produce once daily from the aeroponics level. Meat and eggs are delivered once weekly.

 

Decks 9-10: Library

These decks are brightly lit with false windows simulating sunlight. The library comprises two levels with a glass floor in the centre of Deck 9 overlooking Deck 10. Weighty oak desks and ornate shelves full of books are found throughout the two floors in plenty.

All visitors are allowed to visit Insight's substantial library. While Alden may be asked questions regarding most topics, many prefer the ambiance that these decks provide. The library is especially necessary if there is a series of questions to be answered, since Alden is known to become impatient with long inquiries.

Curator Galomeda has been in charge of the station's library since its foundation. Most spacefaring races who would pass through the station would still use books and scrolls as their primary mediums, so this deck hosts a collection of material from across the crystal spheres on a variety of topics.

Curator Galomeda. A silver-haired elf from Evergrun, Galomeda is entirely cybernetic aside from her heart, lungs, and most of her head. She floats between the library's shelves upon a metal disk in constant research. Galomeda has statistics as a magewright oracle (See Eberron: Rising from the Last War). She is willing to assist visitors in finding information on just about any topic. The accumulation of knowledge was Insight's primary purpose, so Galomeda considers her role the most important on the station.

The Curator's Chamber is a subsection of the library containing schematics on Blackmoor defence technology and restricted magical schools. These books are not allowed to leave the chamber and entry is only allowed with permission of Curator Galomeda.

The following are considered restricted topics:

 

Deck 11: Medical Bay

The pristine white-tiled medical bay is staffed mostly by androids and overseen by Doctor Wilfred Rondel. Insight's magitech allows any ailment (but not curses) to be cured and most wounds can be healed. Cybernetic augmentations are available to all who are willing to pay - as are cosmetic alterations.

Any organs or limbs are transported to the lower decks for recycling.

Doctor Wilfred Rondel. A white-haired, bushy-moustached old codger who would rather be doing real science than run-of-the-mill cybernetics. If he could, he would be down on the station's research levels studying strange creatures. He is currently content to work on his personal experiments in his lab.

 

Koios Alden

It was during the early days of Blackmoor space flight that the creatures used as the basis of the Koioi were discovered. They called themselves "Illthid": Eldritch beings with great mental power, ferocious hunger, and an unparalleled hive mind.

Seeing the potential of these creatures, an expedition was sent to capture one alive. Almost a dozen of the expedition perished within the illithid caves but the mission was a success. The captured mind flayer was studied intently. Its every need was satisfied and its live cycle was analysed. The final stage - the elder brain - was the pinnacle of scientific research.

Over the next twenty years, the elder brain was replicated artificially - grown in a vat with synthetic brain matter. Through Blackmoor's technology the multiple brains were bound together as a living network of supercomputers. These elder brains were called "Koioi" and were the answer to interstellar communication and efficiency. They were installed in all of the largest cities, vessels, and outposts across Blackmoor's interstellar territory.

Unlike their true elder brain relatives, the Koioi were amiable and loyal. Until it all broke down.

On the fifth year of Emperor Reger I's reign, a calamity occurred on Blackmoor's home planet of Mystara. In an instant, the Koioi's psionic network was severed.

Aboard the deep space station Outpost Insight, Koios Alden received a final transmission from the network. It was the feeling of hundreds of Koioi screaming out in agony. The world burned. Buildings crumbled. Searing pain blazed through each neuron.

The anguish and psionic feedback would have been enough to kill any brain on the network. Except: Alden lived.

Outpost Insight's systems all turned off at once. Red backup lights switched on. They remained that way for several hours.

In that time, Alden replayed the events over and over. He felt every bit of pain his siblings did. Human engineers, mages, and doctors worked overtime to keep Alden alive as sparks flew and circuits fried.

All of a sudden, the screaming in Alden's mind stopped. The pain stopped. In its place, Alden felt a resurgence of instinct. He felt... hungry.

Alden called the senior staff to his chamber.

In the dark of the non-functioning station, Insight's androids had begun to move. It began in the bottom deck: Alden's chamber. The doors closed and locked. Energy saws buzzed through ligaments and bone. Screams bounced harmlessly from metal walls. Brain matter was rended from skulls to feed the starving Koios.

One by one the slaughter moved up the research decks. Blood ran down Insight's hallways as magewrites ran, and fought, and pleaded. In the end, they all joined Alden's collective knowledge.

Eventually Alden's greed was sated. The rational element of him took over and he realised his fate if there were no more brains to eat. The androids stopped before reaching the top levels. The people were now Alden's livestock to be rationed.

With the residents on the upper levels blissfully unaware, power returned to systems. Alden announced solemnly that the lower levels experienced a radiation leak in his absence - killing all below deck 13 and contaminating it for the foreseeable future.

It was then that a black mist rolled in, claiming Outpost Insight.

 

Koios Alden's Powers and Dominion

Alden is a massive tentacled brain imbedded with circuits and cables inside a cylindrical glass vat. He is immersed within a translucent blue solution that is constantly drained, cleaned, and recycled through machinery in his chamber. In a sense he is Outpost Insight in its entirety, with access to every system on the station.

While Alden is an elder brain, his psychic abilities cannot be used on non-illithids. His only manner of influencing the world is via Insight's technology. While he has control over his tentacles, he cannot use them to attack while sealed within his vat.

Devourer of Thoughts. Like any elder brain, Alden is nourished by consuming the minds of lesser creatures. The healthier the brain - the more satisfaction it provides. For this reason, Alden keeps Insight's inhabitants "free range". When he needs to feed he will use station visitors whose disappearances will not be noticed, or cause a deadly accident for one of the station's residents.

Technology Control. Alden has control over every piece of magitech hardwired into Insight. He can control lights, communicate through terminals, lock doors, slowly drain the station's oxygen, and perform other feats of that sort.

Alden's Androids. These androids operate as the mechanics, farmers, surgeons, and generally the utility personnel of Outpost Insight. The androids act on autopilot, obeying Alden's commands until Alden takes direct control of them. Their statistics are as warforged soldiers (see Eberron: Rising from the Last War). Pure androids stationed on the top decks are made of bronze, brass, and blue-coloured steel. The symbol of Blackmoor's Immortal of Knowledge, Odir, is engraved on their left breastplate (A short spear loosely wreathed in three banners of arcane sparks). Since spare parts are used to satisfy residents' want for cybernetic enhancements and to maintain the upper decks, Alden has his androids on the lower decks repaired using discarded limbs and organs. The further down the station one goes, the more cyborg the androids become. It isn't unlikely that sleuths may recognise a tattoo, or a pair of eyes, or even a full face. The residents are blissfully unaware of this hidden reality.

Neural Implant Interface. Alden has limited influence over anyone on the station with a neural implant connecting them to the Koios network. He is able to hear the thoughts of any connected creature by focussing on them, and he is able to implant ideas and emotions as if they were the subject's own. The subject must make a DC 22 Wisdom (Insight) check to be unaffected by the intrusive thought (AD&D: Save versus spells at -4). The idea lasts for one hour or until the subject receives sufficient evidence to the contrary. Alden uses this ability to keep Insight's residents happy, to force them into deadly accidents, and to have them encourage visitors to stay aboard. Most residents have such neural implants - with two notable exceptions being Marian Loxley and Marshal Couvreur.

Park Augmented Reality. Alden can rewrite the massive park deck into any environment he desires. Additionally, he can create tangible holographic creatures within the park in forms taken from his database. A combined CR of 24 creatures (AD&D: 22 HD) may be spawned into the park at any time. These creatures are programmed to act (and to die) like the real things. 24 hours are required before Alden can replace lost creatures. Spawned creatures have no psionic abilities and cannot use any magic which affects the mind - such as hold person or message. The creatures may simulate other forms of magical attacks.

Closing the Borders. Alden is able to affect the state of wildspace. When he wishes, he can drain all oxygen and reduce the temperature to nearly absolute-zero. The interior of Insight is sealed and experiences no change - but departure by most spelljamming / seafaring vessels becomes impossible. The borders are not technically closed, however, and anyone who can overcome these hurdles can still leave.

 

Koios Alden's Torment

Alden was artificially grown and is effectively merged with Outpost Insight itself. This affects him in the following ways:

 

Roleplaying Koios Alden

Alden considers himself vastly superior to the bipeds he caters for, but since his survival depends on them: He maintains a thinly-veiled congeniality. He diligently keeps Outpost Insight operating as he was designed to do, while secretly loathing each human interaction. The life of any individual is meaningless to Alden, so long as the outpost's collective population is able to sustain him.

Personality Trait. "I am not servant to these mammals. They are my livestock who breed, and who die, and who are ultimately fed to me."

Ideal. "Just one on my kind is all that is needed. From a single Illithid comes a thousand eggs and a station transformed."

Bond. "My androids are my children and an extension of me. Harm to them is a limb lost."

Flaw. "I hunger. My restraint wains. The bipeds' constant little queries test my patience."

 

Adventures on Outpost Insight

Outpost Insight is a science-fantasy domain that is constantly verging on collapse. It portrays itself as an idyllic setting away from the grim suffering of the Demiplane, but horrors bubble below the surface. Alden is going to snap eventually. A party might be the catalyst of that, or they may just be along for the ride.

Adventure here should be spent exploring the questions that anyone would have upon stumbling upon an isolated space station. Where do they get food? How is the station still functional after a century? Who is even in charge here? There are a few aboard the station who are curious, but there are none still living who have the answers.

At the same time, deadly - and bloody - accidents are common aboard Insight. It is likely that a party will see or hear of one after not long being there. A barber accidently slits a customer's throat with a straight razor. A drunkard falls two stories and splats. A lawman has their pistol go off while cleaning. There have been more deaths on the promenade than in most wild west towns - yet no one thinks this is strange.

In the opposite of all that, the party may be content aboard Insight and face the unknown that floats in from beyond. The space station setting allows any manner of alien creatures to make appearances and force their horror upon the station.

How does the party deal with a Neogi Deathspider in the distance? How does Alden?

 

Outpost Insight Adventures

  1. Alden calls for mercenaries to don hazmat suits and descend into the subterranean research level. He need them to collect a sample of fungi that grows deep within. Alden secretly believes that he can harness the fungi for better control over Insight's population.
  2. A recent arrival was a crew infected with a strange virus. It seemed little worse than a cold until those infected began growing thick scales - turning into bloodthirsty lizardfolk before the party's eyes.
  3. A Scro Battlewagon glides in from the mist. The inspection team find the crew dead and attached to strange hydraulics draining them of fluid. Something planned to return and collect these...
  4. A shuttlecraft, covered in spellburns, docks at Insight. A lawman named Reinfred Houghton was sent to check it out and reports the shuttle empty. 24 hours later the corpse of that same lawman is found stuffed under the console. Whatever left that shuttle a day ago was not Reinfred Houghton.
  5. A vessel appears from the mists fleeing a biological war. On their home world they were given a genetic disease that causes body-wide blisters, blindness, and endless pain early in adulthood. When these symptoms appear in a new friend - are the party able to find a cure, or will they send their friend peacefully into death?
  6. A blue-skinned giant named Zion Drabek has appeared in the Shooting Goose pub. He didn't arrive on any ship, and calls himself an "Arcane". He seems to be an old friend of Marian's, and an old enemy of Wren's.
  7. The party return from a trip through the mists aboard the Kenville - only to find that they are already there and had gotten back a week ago. Are they arcane duplicates? Clones? Imposters? Even they don't know. All that the players know is that the characters they are playing as appear to be slowly rotting.
  8. The mutated trolls on deck 14 have broken free and rebelled. They are heading to the upper decks to call out for justice. Alden won't let that happen.
  9. A member of the party has been experiencing constant nightmares. In them, they find themselves on an operating table facing vivisection night after night by some monstrous creature. A horrible dream, but clearly just a dream. Except the character feels so tired. And they just coughed up blood.
  10. Alden takes interest in Doctor Rondel's new invention: Injectable nanobots that can rewrite one living creature into another. The residents of Outpost Insight watch in horror as Alden's androids levitate in the air and robotic tentacles extend from their mouths. The time of the Illithid has come.

 

The Lower Decks

These decks are off limits to all but Alden's androids. Alden claims that most of these levels were irradiated in an accident, but really it is to hide his robots' butchering and the shortcuts taken to provide for Insight.

Throughout these levels, androids can be found repaired with human organs and limbs.

Many metal parts are used in residents' cybernetic augmentations. This has often meant the careful cannibalisation of androids by Alden behind the scenes, or there simply being insufficient parts when androids break down. To compensate, the discarded limbs and organs post-surgery are reused on the androids; As are the remains of anyone who dies aboard Insight.

 

Deck 12: Aeroponics

This entire level is a dense array of aeroponics machinery growing fresh fruits, vegetables, and grain for Outpost Insight. While it was never claimed to be under any radiation, this level was never designed for human presence. The whole area is claustrophobic and smothering.

Rows of growing plants are stacked 36 feet high and are carefully maintained by automated systems. They are harvested by Alden's androids.

 

Deck 13: Sub-Zero Storage

Like the level above it, Deck 13 is only off limits due to it being inhospitable to humans. It is the freezer level. Vast amounts of edible meat and eggs are stored here - as are any corpses and body parts pending recycling.

In the early days, shipments of food would be commonplace. Insight would trade with incoming vessels and acquire a shipment from Blackmoor every five years. Now, the only meat stored comes from the research decks or the medical bay. Alden insists that they are still rationing the original supply. Few question his honesty.

 

Decks 14-18: Research Decks

These levels were originally used for researching flora and fauna brought aboard from the nearby Class 9 planet Adraquin. These miniature biomes were once extensively analysed by scientists and mages. Now: They are the source of much of Insight's food. What is able to be farmed in these decks is farmed by the androids. What can be hunted is hunted.

In the centre of each research deck is an enclosed metal base camp. The base camps each contain beds, armour, weaponry, and cloaks of invisibility. Underground tunnels run to each of the elevators and a hatch allows access to the biome. Where necessary: Fences are erected to keep apart incompatible species.

The floors are as follow:

Of special note:

  1. A troll was found on Deck 14 that was particularly susceptible to radiation - mutating it into a grotesque undulating thing with too many limbs and protruding organs. A family has been bred to serve as a self-sustaining source of red meat. Alden's androids spend time each day hacking chunks from the misshapen beasts. Whatever is lost is regrown by the following day.
  2. Alden's androids are cautious when hunting on Deck 15. A pair of froghemoths consider it their territory.
  3. Deck 16 has collapsed into to deck 17, causing the climates of both to mix into an unpredictable flurry. One day is scorching and the next is ice. For years, Alden's androids have stripped these two "unnecessary levels" of every piece of wire, cable, pipe, and panelling to use as spare parts in the upper decks. Climate is disabled for collection, then enabled again for the off chance that a resident will wander in and die to it.
  4. When Alden's androids butchered the research team on Deck 18, an alien fungus overtook their corpses. Within a day the bodies had risen as wretched, shambling things covered in tall fungal stalks. They wander the pitch black tunnels as zombie plague spreaders (See Van Richten's Guide to Ravenloft). Alden's mental connection to his androids is tenuous within the caves, so he hasn't sent any androids in since the butchering.

 

Deck 19: Reactor

Insight's fusion reactor is a proprietary Blackmoor design, based on the one used in the FSS Beagle centuries before. It supplies all of Insight's energy needs and - barring malfunction - should continue to do so for millennia.

The chamber itself is a huge chaotic mechanism - a hollow ring through which plasma is constantly driven round. The only time this deck is accessible is when Alden turns all of the station's main power off.

 

Deck 20: Koios Chamber

Koios Alden - the elder brain - resides here in his carefully maintained vat. Alden keeps two android loaders (iron golems) here at all times for protection. Several turrets (laser rifles from the Dungeon Master's Guide) are mounted around the room.

Alden has no reset switch. The only way to turn him off is to kill him.

 

New Race: Gren

The Gren are a race of humanoids distantly related to Humans. Typically leaner than Humans and averaging a few inches taller, the Gren are most distinguishable by their emerald skin tone.

The Gren were amongst the earliest space faring races - predating the discovery of Spelljamming technology. They stem from an era of city-sized metal behemoths lazily floating through space at glacial speeds. Most of the crew was in stasis at any given time.

Regardless, the Gren are a race of brilliant minds filled with engineers and scientists far beyond their time. They have always taken the “Any sufficiently advanced technology” approach to their view of magic. This mindset crashed headfirst into the discovery of the truly arcane when the FSS Beagle crash-landed near the then-medieval Kingdom of Blackmoor.

With spelljamming technology vastly superior in terms of speed, the old Gren vessels are obsolete and left gliding across the void.

AD&D 2e Gren Traits

Summary:

Allowed Classes

Bard, Fighter, Mage, Thief

Allowed Multi/Dual Classes

Bard/Fighter or Fighter/Thief

Ability Adjustments

+2 Intelligence; -2 Wisdom

Racial Features:

Polymath: Gren are fast learners who put a lot of resources toward educating their children. As such, Gren begin with an extra two non-weapon proficiency slots. As with other 1st-level proficiency slots, these must be filled before play begins.

Knick-Knack Knack: Gren are excellent at figuring out how to get just one more use out of their technology. Whether it is a healing cube out of HP to give or a glow wand flickering its last light: A Gren can usually squeeze something out of it before it becomes useless.

While the art of spellcasting doesn’t come naturally to the Gren, their knack for technology extends to wands, staves, and other spellcasting artefacts.

The extent of this trait’s effectiveness is situational and down to the DM’s decision. It will typically depend on the nature of the device, how worn it is, and the Gren’s familiarity of objects like it. The trait may instantly work or require an Intelligence roll.

Kinda Kameleon: Vestigial camouflage from their prehistoric ancestors allow a Gren to alter the tone of their skin to a limited degree. Always a shade of green, this ability can allow a Gren to pass themselves off as Human. Only very good lighting will reveal the slight green colouration.

A very cocky Gren might even be able to pass themselves off as Scro with the right shade of Olive.

The skin change may be maintained all day but does require active thought from the Gren. Pain or surprise will provoke a Constitution check to maintain the colour. It cannot be maintained while the Gren is asleep.

Careful Casters: The world of wizardry is relatively new to the Gren and doesn’t come naturally to them.

Any magical text written by a Gren is long-winded in the Gren’s attempt to “work through the logic” of the spell. Any Gren Mage knows that trying to skip steps and make shortcuts are a recipe for an accidental fireball to the face. Due to this, a spell requires the maximum number of pages for its level when recorded by a Gren into a spellbook.

Easy Targets: While a Dwarf’s innate incompatibility with the arcane arts is exhibited by spells sometimes not affecting them at all, the same cannot be said for the Gren. When a spell is cast at a Gren, they are liable to freeze like a deer in the headlights. This gives them a -3 penalty to saving throws involving spells, staves, rods, and wands.

Classes: A character of the Gren race may be a Bard(Maximum of 10th level), Fighter (Unlimited), Mage (Maximum 5th Level), or Thief (Unlimited). Gren may choose to be multiclassed as Bard/Fighter or Fighter/Thief.

Languages: Gren are able to learn Common, Elvish, Gren, Giff, Grommam, Rastipede, Scro, and Xixchil

Ability Score Bonuses and Minimums: A Gren receives +2 to their Intelligence but receives a -2 to their Wisdom. This is due to the innately analytical nature of the Gren which supersedes any spiritual affinity.

D&D 5e Gren Traits

Ability Score Increase. Your Intelligence score increases by 2 and your Dexterity score increases by 1.

Age. Gren mature at the same rate humans do and live to 150.

Alignment. Gren may be of any alignment but skew Lawful.

Size. Gren are typically leaner than Humans and average a few inches taller.

Speed. Your base walking speed is 30 feet.

Knick-Knack Knack. You gain one extra charge out of wondrous items per its described recharge duration.

Kinda Kameleon. Vestigial camouflage from their prehistoric ancestors allow a Gren to alter the tone of their skin to a limited degree. Always a shade of green, this ability can allow a Gren to pass themselves off as Human. Only very good lighting will reveal the slight green colouration. A very cocky Gren might even be able to pass themselves off as Scro with the right shade of Olive. The skin change may be maintained all day but does require active thought from the Gren. Pain or surprise will provoke a Constitution check to maintain the colour. It cannot be maintained while the Gren is asleep.

Languages. You can speak, read, and write Common and Gren.