Slann
Warden
Tenth Spawning
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Kalazotz
Origin: The Kallazotz are an offshoot from the Camazotz that abandoned the ways of violence and they forsook Greymoria in place of Mera. By their own legends, their founder was a Camazotz who prophesized the Second Unmaking and predicted the Camazotz would need to change their ways to survive the coming cataclysm. Mera made them smaller over successive generations and gradually pulled the inherit rage from their souls while this happened.
Most outsiders aware of legend doubt it. There is no record of any penitent Camazotz during the Second Unmaking. There is no record of any oracle of any race predicting the Second Unmaking and the oldest recorded sightings of the Kalazotz by others races were several centuries after the Unmaking.
Recent History and Distribution: Early in the Third Age, the kalazotz spread among many underground realms. While not harmed by sunlight or any other common environmental aspect of the surface world, kalazotz generally feel safer underground and rarely venture above ground for long. When kalazotz do venture above ground long term, they favor areas with very tall trees.
Originally the kalazotz thought the camazotz were driven extinct by the Second Unmaking and the camazotz were unaware the kalazotz existed at all. When they discovered each other, they immediately began fighting. While individually weaker, the kalazotz had greater numbers and better ability to work in groups than the camazotz and usually got the better of bat-on-bat violence. Unfortunately, the camazotz had developed a foul reputation and many humanoids that spotted kalazotz assumed they were some kind of camazotz. It took the kalazotz a long time to get over the bad press they inherited. The legacy of the camazotz figuratively and literally drove the kalazotz deeper underground.
When Mordreck the conqueror drove the dwarves out of Meckelorn, Mordreck had a huge variety of different creatures in his army. The kalazotz were virtually the only “monster race” that sided with the dwarves. The kalazotz provided shelter to dwarven refugees, especially children. Many generations later, the dwarves have not forgotten that the kalazotz were a friend when friends were all too few. Kalazotz and dwarf relations are very cordial. Admittedly, the dwarves find the kalazotz weird and gross, but they still recognize them as weird and gross friends.
This has helped the kalazotz improve their reputation among other civilized races as word from the dwarves spread.
Lifecycle and Society: Adult kamazotz average around three and a half feet tall and have roughly five foot wing spans. Females are slightly smaller than males. Kalazotz can live upwards of sixty-five yearss. Kalazotz pups can fly unaided around age two. They enter adolescence around ten years and are fully grown by age fifteen. Females remain fertile through age thirty-five while males tend to remain fertile for life.
Most females give birth to single offspring, but twin births are far more common among the kalazotz than they are among humans, roughly one in four births. Kalazotz couples are usually monogamous mating for life. Kalazotz believe very much that it takes a “colony to raise a pup.” Young kalazotz grow up with a lot of attention not only from their parents but from their aunts and uncles.
Kalazotz usually live in colonies of 40 to 50 adults with roughly 20 pups and adolescents in tow. Kalazotz show great deference to their elders who are in charge of most aspect of colony life. Most colonies maintain infrequent contact with three or four other colonies. Periodically they will meet to swap mating partners and to meet o keep apprised of events that affect them all.
Kalazotz have an extensive oral history, but Kalazotz that live in or near dwarf holdings have begun keeping written accounts of their colony history. They have also adopted ancestor worship customs from the dwarves and this is slowly spreading among Kalazotz everywhere.
Kalazotz are omnivores, but they prefer a carnivorous diet, especially blood. Kalazotz will not normally feed from mortals. They tell other humanoids this all the time and avoid eating messy bloody meals in plain sight to flightless humanoids. Note, they call most other humanoids “the Flightless”
Kalazotz practice some basic metalworking and other common crafts, but their forte in handiwork is in rope making and weaving. A common thing they make are carrying harness. “An individual kalazotz is not very strong, but a colony of kalazotz is strong.” It’s very common that they make harnesses to let several kalazotz work in tandem to carry heavy loads while flying. They also weave massive hammocks in tall trees or the stalactites of cavern ceilings which they use as homes.
In the northern lands, kalazotz are springboarding off their friendship with the dwarves to establish friendly ties with other peaceful humanoids. Often trading their woven goods for items they cannot make or obtain themselves. In the southern lands, there are far fewer dwarves and there are more camazotz. In these places, kalazotz are generally not welcome. Usually when they face armed humanoid opponents the kalazotz will fly away. Some maverick kalazotz have said maybe the camazotz have the right idea. If the flightless are going to treat like kalazotz like monsters, then the kalazotz should act like monsters. So far this is just a topic for philosophical debates, the kalazotz still live peacefully…for now. Some elders have noticed that the pups of those who endorse the potential of violence against the Flightless are a just a little bit bigger than average and have slightly larger claws and fangs and slightly fussier tempers.
Religious Practices: The kalazotz worship Mera primarily. She is their protector and guide. Contact with other races has led to them incorporate minor worship of the rest of the Nine, especially Hallisan. Greymoria is distrusted but the kalazotz do not automatically shun Greymoria worshipers unless they suspect they are in league with the camazotz.
Kalazotz Character Creation
Kamazotz have the same 1-5 attribute spread that humans have.
Stealthy: Kalazotz are small and nimble and they fly silently as owls. Kalazotz receive a -1 difficulty bonus on all Stealth rolls even in well-lit areas. Kalazotz are near undetectable in the dark.
Flight: Kalazotz can fly assuming there is enough room to spread their wings. A Kalazotz ability to fly is seriously impaired when they carry loads greater than their own weight, the best they can do is manage a slow fall. Kalazotz have trouble flying long distances while carrying loads exceeding half their own weight. “Injured” kalazotz are limited to carrying half their weight while staying airborne. “Wounded” kalazotz cannot carry more than a quarter of their weight. “Mauled” kalazotz can barely carry anything and “Crippled” kalazotz cannot fly at all.
Flight maneuvers based on agility roll Dexterity + Athletics. Flight maneuvers over long distances roll Stamina + Athletics. Most kalazotz take an Athletics specialty in flight to get a bonus die on flying rolls.
If the kalazotz want to fight foes while airborne, a Kalazotz’s Dodge, Melee, Brawl, and Archery abilities are capped at his or her Athletics rating much like how a humanoid riding a horse has his/her combat abilities capped by his Ride ability.
Keen Senses: Kalazotz suffer no penalty in darkness and receive a -1 difficulty bonus to all situations, even in well lit areas.
Claws and Fangs: Kalazotz can inflict their Strength -1 lethal damage with their claws. They can inflict Strength +1 lethal damage with their bites, but they have to grapple opponents first in order to land a bite.
Gross to outsiders: Appearance rolls and first impression Charisma and Manipulation rolls are +2 difficulty when dealing with humanoids who are not accustomed to kalazotz.
Puny: Kalazotz receive a +1 difficulty penalty on Strength rolls, including damage rolls. They receive a +1 difficulty penalty on Willpower rolls when making feat of Strength checks.
I'm nor sure if I want to allow kalazotz PCs. I am unlikely to have anyone request to play a kalazotz (because most players would not know it exists) unless I somehow ran a game where @Warden was a PC.
Humans start out with 40 freebie points. If someone wants to play a an elf, they only 36 freebie points because an elf's special abilities are slightly better than than their special weaknesses. Playtesting has told me this is fair.
Gnomes start out with 40 freebie points because I judged their bonuses and penalties are fairly balanced ("Puny" and "Silver Tongue" seem to cancel each other out). Playtesting has told me this fair. Half-orcs also get 40 freebie points. The half-orc character is very effective but I don't know if she is unfairly effective. The bonus to strength rolls is nice but it's worthy noting that she played a non-spell caster and sunk max points in combat abilities. Also, the half-orc and the gnome are perfect compliments. A bruiser who has no diplomacy and a weakling with lots of diplomacy.
I have no idea how many freebie points "flight" is worth. Flight is very powerful. Even if I was playing an "evil" campaign I would not allow player characters to play camazotz. I've seen in other games that a strong character that flies is extremely formidable. I have no idea how useful a weak character that flies would be.
Awesome. You are correct, this definitely would be the PC I would request to play.
It would make sense to give a big reduction in freebie points, I would start with a solid -10 off the top just for the flight (start at 30) just to cover bases. I think the DM could mitigate some unfairness brought about by the flying abilities if they can restrict it somehow, like really tight dungeon or underground settings. Then again being underground or in a cave is their natural habitat, so a reduction at the start would be helpful. No way to really know unless there is some playtesting.
So real bats can hang upside down from the ceilings of caves, I am guessing since kalazotz build their villages in the roofs of giant caves they can hang from the ceiling too? Does this mean their feet have opposable thumbs and potentially manipulate objects? I am wondering if you give a kalazotz a bow and some arrows they could use them in flight, just with their feet. Like a tiny mongol archer flying around pecking at bigger enemies; I could see this being another method they can work together to keep their bigger camazotz enemies on the run.
Living in the ceilings of caves would be a great way to hide from predators. Do they sell their guano to other mortal settlements as fertilizer?
Kalazotz have an extensive oral history, but Kalazotz that live in or near dwarf holdings have begun keeping written accounts of their colony history. They have also adopted ancestor worship customs from the dwarves and this is slowly spreading among Kalazotz everywhere.
I do like the dwarven friendship connection, that would be a nice angle to get the kalazotz involved with the greater world, even if its just in a limited capacity.
On the subject of Kalazotz and stuff they may have picked up from dwarfs, I do like this idea of adopting ancestor worship customs and writing accounts. Of course I would want to insert mayan-esque glyphs in here somewhere, and I also like Mayan stela. Since kalazotz live on the ceilings in caves I could totally see them carving stalactites in the forms of their ancestors in order to commemorate family members, kings, tribal leaders, or heroes and covering them in glyphic records of their birth, death, or deeds.
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