Planet
Enari, in the sphere of Icespace
History
The inethar are a result of Elven Imperial Fleet bio-magical experiments prior to and during the First Unhuman War, in which the elves sought to create a warrior people to act as living weapons against their enemies. The Fleet's researchers understood that insects are among the physically strongest and most organized creatures in the multiverse. They thus sought to imbue elven volunteers with insect characteristics, to attempt to combine the best of elf and insect in one hybrid form. The Fleet bio-magicians' first "successes" are believed to be the inethar and the insectare: both stable independent races capable of reproduction. However, these creations were also failures, as they were clearly no longer truly eleven. They found no welcome among eleven society, much of which was repulsed by them, and regardless, were alien enough not to desire to be elves. It was only after the Fleet rejected the inethar and insectare that its researchers were inspired to apply the skills they had honed in creating the elf- insect hybrid races to craft what would, at the time, be considered their ultimate triumph. A form of elf that was not a hybrid, but instead was a shape-changer; a pure elf who could become a fully insectile super-warrior at need. Thus both the inethar and the insectare are considered by many bio-magical experts mere stepping stones to the creation of the bionoid.
This narrow view, shared by the elves themselves, sells short the worth of both inethar and insectare. Distracted by the First Unhuman War and its aftermath, the Fleet effectively cast its creations to the wind, in a cold and unsubtle campaign of racial intolerance and disgust that unsurprisingly resulted in both insect hybrid races departing the Fleet to make their own way in Wildspace. Certain historians wonder if the Fleet intended for the hybrids to die out "naturally", as neither group departed with enough supplies or support to make survival likely. A more likely explanation is that while some Fleet purists did desire the deaths of their unwanted children, most simply wished them out of elven sight. It is without doubt true that had the Fleet actually wished to eradicate the inethar and insectare at that point in their development, the Fleet surely could have done so. But the Fleet did not act, and simple privation did not exterminate the hybrids, who had been well-crafted indeed by their elven creators.
The insectare disappeared quickly into the depths of the Known Spheres, or possibly beyond, founding their secret homeworld outside of the Elven Imperial Fleet's sphere of influence. For years afterwards, the sight of an insectare among the Known Spheres would be exceedingly rare.
By common consent, the inethar retired to found their own society within reach of the Fleet. Unlike their insectare cousins, the inethar still hoped to maintain cordial relations with their progenitors, and did not react to the elves' rejection with the hatred that characterizes insectare-elven relations.
As part of their attempt to woo the Fleet, the inethar settled in a sphere with a significant humanoid groundling population, with the hope of keeping the humanoids from rebuilding a Wildspace presence, which had been recently shattered by the First Unhuman War.
The inethar colonized a world they called Enari, meaning "Great Hive", and there built vast complexes out of a material very much resembling softwood. Hidden deep within each hive, they placed a single inethar queen, who would supply the hive with eggs.
The inethar managed to keep up sporadic contact with the Elven Fleet, until war began to rage out of control in Enari's home sphere. The elves withdrew their minimal observation forces, and only later learned that the war's end was the freezing of Icespace. The inethar were presumed dead, until 1373 DR, when Icespace was unfrozen to reveal that while all the other civilizations of Enari, excepting only the city-state of Sel-Kai, had perished, the inethar had proven their resilience again, and survived.
Appearance
The inethar are born into a caste system enforced by real physical difference. The majority of their population consists of common inethar, who closely resemble muscular, sturdy high elves with very angular facial features and small inset eyes. Their skin has the pebbly texture of stiff leather and is very tough, but flexible near the joints. Common inethar have no hair save on the tops of their heads and on their eyebrows, and this hair ranges from a dusky orange- red to jet black in color. The other castes are described separately below.
Society
The inethar have a caste society. Common inethar are led by priestesses who worship Elath, the Sixfold God. Ancient elven records and inethar lore maintain that Elath is a manifestation of the Seldarine itself, including all the primary gods of the pantheon except for Fenmarel Mestarine (the inethar do not have outcasts). Elath is said to appear as a beautiful Queen, or a beautiful elf, at her discretion, and can take on the characteristics of any of the inethar castes.
While priestesses lead the common inethar, they themselves are guided by the almost godlike queens, called the elethar. These queens are always consulted about major decisions, though final authority remains in the hands of the high priestesses of the different hives, who meet together periodically at the Council of Queens. The other three castes also have members at the Council of Queens, though each of the three castes only has one third the number of representatives of the inethar priests.
The other three castes are biologically different from common inethar, but do not reproduce separately. Rather, as a young inethar chooses a career path, and begins to train in that career, the inethar begins to physically change. When their training is complete (i.e. when they reach first level), they have fully transformed into one of the other castes. The three castes are: haranethar (warriors), skenethar (rogues), and darunethar (wizards). The castes maintain their own separate cultures, which are detailed below. Note that only female inethar can become priestesses and skenethar, while only male inethar can become haranethar and darunethar.
Finally, the highest "caste" is composed of the queens, the
elethar. Elethar are ancient and rumored to have many powers.
Elethar also develop from common inethar. When a queen dies or a
colony splits, the highest ranking inethar priestess submits to a
ritual to transform herself into a queen. Nothing more, including
their appearance, is known about the inethar queens.
Inethar
Common inethar lead fairly normal lives. They are extremely social people. They conduct the day to day business of the Hive, including repairs, construction, crafts, art, and caring for young. Among outsiders, they tend to become very reticent and difficult to speak to (hence their charisma penalty).
The inethar life cycle begins as an egg, which hatches two months after it is laid. A larvae emerges which remains safely in a softwood cell for three years while it grows and is tended by common inethar. At the end of this time, it spins a cocoon. After two years within the cocoon, an adolescent inethar emerges who looks much like a young elf. Over the next thirty years, the adolescent matures, molts several times, and grows into adulthood. During this time, the inethar may choose to follow one of the paths and enter a separate caste. Once full grown, an inethar lives another 150 to 200 years. Thus, the entire inethar lifecycle proceeds at just over twice the rate of the normal elven life cycle. Moreover, the inethar reproductive mechanism allows it to rapidly replace population losses, avoiding one of the great weaknesses of the elven race. They are, however, a peaceful people (except for the warrior caste) and do not seek to expand their population when this brings them into conflict with other good races. Common inethar and inethar priestesses are Neutral Good with Lawful tendencies. Caste alignments differ slightly.
The inethar pay a price for their many strengths. Once an inethar chooses a caste, there is no going back. Moreover, no inethar may choose more than one caste. The inethar also lack the incredible diversity of most elven peoples, and typically live very structured lives. While inethar mages can accomplish great magics by cooperating very closely, inethar lack the ability to become specialist mages.
The inethar organize themselves in hives, as noted above. Each hive contains approximately 25,000 inethar, of which about 1,200 are priestesses. Thus, one in every 20 common inethar is a priestess. Inethar are fairly industrious, but the hive tries to keep a place for privacy and individuality, though a much narrower one than most elven communities. Inethar appreciate all the things which most elves enjoy, but simply tend to do them in groups.
Finally, while there are male and female inethar, and bonds of
love have been known to grow between couples, such bonds are
exceedingly rare. Most inethar must be satisfied to love their hive.
Few inethar comprehend the pity their elven brethren feel for them.
Some inethar, hwoever, do retain enough of the elven nature to feel
that something in their lives is lacking. The inethar do understand
another lack in their lives: only their queens can reproduce. Thus
the vast majority of inethar can never have children of their own.
The inethar share the elven reverence for children, and thus they
have found a way to fill this void in their lives. When a young
inethar first emerges from his or her cocoon, he or she is "adopted"
by older inethar of the hive, who guide and teach the youngster.
These older individuals are sometimes couples, sometimes groups, and
sometimes single inethar. But whatever the form of the group, the
bonds of family are no less real for being based on adoption rather
than biology. And, in a sense, the bond is biological, for all
inethar of the same hive are brothers and sisters.
All inethar share the following abilities:
- Resistance to extremes of heat and cold, resulting in a +2 racial saving throw bonus vs. heat and cold-based effects.
- SR 5 + character level.
- Immunity to magic sleep effects.
- +2 racial saving throw bonus vs. Enchantment spells and effects.
- Darkvision with a 120 foot range.
- +2 racial bonus on Listen, Search, and Spot checks. An inethar who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
- 3 monstrous humanoid HD (3d8 HP, +3 to hit, 2xInt. skill points, +1 Fortitude, +3 Reflex, and +3 Will saves).
- Automatic Languages: Inethar and Elven.
- Bonus Languages: Common, Draconic, Gnome, Goblin, Orc, Scro, and Sylvan.
Common inethar gain a +2 to Constitution for their hardiness and a +2 to Wisdom because of their close relationship to their communities. However, they suffer -4 to Charisma due to their strange physical features and lack of individuality. Common inethar are 3 HD creatures. They have +5 natural armor and a speed of 30. All common inethar have a modicum of fighting skills. They automatically gain proficiency with either longsword or rapier, and are also proficient with shortbows, longbows, composite longbows, and composite shortbows. All common inethar have the Alertness and Iron Will feats. Common Inethar have the Commoner class skill access. Common inethar advancement is by character class, with their preferred class being priest. However, if a common inethar advances in any class other than priest, the inethar transforms into the appropriate caste and ceases to be a common inethar (thus the only common inethar who are more than 3 HD creatures are priests).Inethar priestesses are physically female common inethar, who venerate Elath, the Sixfold God. Inethar priests may choose from the Law, Good, Insects, and Creation domains. Because of their very close ties to their community, inethar priestesses operate at +1 level in all respects when within their native hive. Male common inethar may become priests of Elath. However, few do so, as inethar society encourages female priestesses and routes male inethar into the other castes.
The inethar queens are also priestesses (and are thought to have access to most, if not all, domains). It is unknown at what level a queen's magic functions, or what changes to her physical form the transformation into a queen effects.
Haranethar
The haranethar are male inethar with a thick layers of plated exoskeleton covering their bodies. They typically stand a full foot taller than a high elf and weigh fifty pounds more. They have thicker bones than most elves, causing their faces to be even more angular than common inethar. Haranethar grow fierce looking claws on their hands and sharp spurs which protrude from their elbows. They also grow a second pair of eyes, positioned on the sides of their heads just behind their temples. These small, black, faceted eyes allow the haranethar to see effectively to the side and the rear. A haranethar's hair is somewhat thinner than that of common inethar, and haranethar often become fully bald in their old age. They generally wear a vest, trousers, boots, and a hooded cloak.
Haranethar are a warrior caste, somewhat more aggressive and
lawful than most inethar. They all venerate the demigod Haraneth,
the greatest champion of the inethar race, though they have no
priests in their ranks. They organize themselves into a "kithe" of
six haranethar. Six kithes form a clutch (36 total haranethar). Six
clutches form a brood (216 haranethar). Six broods form a clan (1,296
haranethar). Finally, six clans form a swarm (over 5,000
haranethar). Each swarm belongs to a single hive of about 25,000
common inethar, thus establishing a ratio of one haranethar for each
five common inethar.
The haranethar gain +2 to Strength, Dexterity, and Constitution. Because of their fierce nature, they do not gain the common inethars' +2 Wisdom. Moreover, they suffer a -6 Charisma due to their profound physical changes and extremely rigid personalities. Haranethar are always strictly Lawful Good, and tend not to be as forgiving to other races as common inethar. Haranethar are frequently expansionist, and always seek the good of the hive above all. They gladly sacrifice their own lives to protect any other member of the community, including common inethar. Haranethar may take fighter levels as their preferred class.Haranethar are formidable warriors. Their armored skin grants them a +8 natural armor bonus, and their movement is 40. Their second pair of eyes grant them a +4 to search and spot rolls (replacing the common inethar +2 bonus), and they cannot be flat-footed or flanked. However, haranethar suffer -2 to saves vs. light based attacks due to their sensitive extra eyes. Their powerful, insectoid legs grant them a +4 to all jump rolls. Unarmed, they can fight with their natural weaponry, making two claw attacks at d4/d4 damage, and two armspur attacks at d6/d6 damage. All Haranethar have the feats multi-attack and combat reflexes.
When fighting with a weapon, Haranethar with training often master the kaledur (exotic weapon). This polearm had a reach of 10 feet, does 1d10 damage, is a two-handed weapon, and permits the Haranethar to make an extra arm-spur attack as an off-hand weapon.
Skenethar
The rogues of the inethar hives, skenethar are individualistic females who do not fit into the common or priestess inethar mold. They function as scouts, infiltrators, and assassins. They are highly independent, and unlike other castes of inethar do not form rigid units. Rather, they operate in a loose network, sometimes staying out of communication with their hive for months at a time. They have a reputation as loners, and often do not associate closely with other members of their hive. However, skenethar have been known to form close friendships with non-inethar. Skenethar can have any non-evil alignment, but lean towards Chaotic Good. Though they have no priests, they typically venerate the demigod Skeneth, a trickster and spy. Some claim that skeneth is in fact a manifestation of Fenmarel Mestarine, but this is not the case. Skeneth is not a god of outcasts, and is renowned for her loyalty to the inethar people.
Skenethar have a darker complexion than common inethar, and
their skin is more supple and less rigid. They appear to have very
delicate body hair, but this hair is in fact cilia which detects
movements in the air currents much like the cilia of giant scorpions.
They are taller than common inethar, and appear somewhat lanky of
build. In fact, they are all double-jointed and extremely limber.
Although they often wear boots, their toes are nearly as long as
their fingers, and their feet are virtually prehensile. Skenethar
have larger ears than most elves, and long, delicate fingers.
Skenethar suffer a penalty of only -2 to their Charisma because of their independent minded ways and more common appearance. However, their alienation from their hive community causes them to act recklessly, and they suffer a -2 to their Wisdom scores. They gain no bonus to Constitution, but gain +2 to Dexterity and +2 to Intelligence because of their limber bodies and sharp minds.Skenethar have +4 natural armor. They have a Movement of 50. The Skenethar preferred class is rogue, and they gain the feats Improved Initiative and Dodge.
Because of their many adaptations, skenethar are adept at several skills. They gain an additional +2 to all dexterity checks and all dexterity based skill checks. They are double jointed, and thus gain a further +4 bonus to escape artist (total +6). The many cilia follicles upon their body allow them to detect movement in air currents and sounds, granting them blindsight 60'. The skenethars' cilia also give them -2 penalty to saves vs. sound based attacks. Finally, skenethar have a natural affinity for reproducing sounds, and can mimic the speech of many other races with sufficient practice (+10 to bluff rolls made to mimic sounds).
Skenethar are slightly more common than inethar priests (1 skenethar per 15 common inethar). A typical hive of 25,000 common inethar will have 2,000 skenethar, of which only half may be present at any given time.
Darunethar
The mages of inethar society, the darunethar are the strangest and most reclusive individuals of their entire race. These male inethar have pale, almost translucent skin which nonetheless has almost the same thickness and durability as that of common inethar. They have very fine, delicate facial features, and might be mistaken for true elves except for the fact that their overly-large heads are inset with large, entirely dead-black eyes and they have insectare-like antennae rising from the backs of their necks. Unlike insectare antennae, however, darunethar antennae are too fragile to be used as weapons.
Darunethar are a very social caste, and are prone to very
esoteric and philosophical interests. Because of their philosophical
bent, most darunethar have Neutral Good alignments. While they take
their magic very seriously, they also appreciate fine art,
conversation, and companionship. Darunethar organize themselves in
groups of six, but unlike haranethar they have no higher level of
organization. The darunethar of each hive elect spokespersons, who
are usually accomplished wizards, to sit on the Council of Queens. A
hive of 25,000 common inethar will usually contain only 500
darunethar (a ratio of 1 to 50). The mages of the inethar venerate
the demigod Daruneth, a wise and ancient figure who dispenses arcane
lore and wisdom to those who seek it.
Because of their sedentary lives, darunethar are not as robust as common inethar, and thus do not gain the bonus to Constitution. They suffer -4 to Charisma because of their profound physical changes, but gain +2 to Wisdom and +2 to Intelligence because of their closeness with the community and their devotion to intellectual pursuits.Darunethar have +4 natural armor and a Movement rate of 30. In addition, the darunethar's large, black eyes allow them to detect magic and see invisibility constantly. Darunethar cannot specialize in schools of magic, and their preferred class is wizard. Darunethar gain the communal casting feat, and any other metamagic feat.
Darunethar of the same group of six can communicate telepathically by touching their antennae together. Moreover, they may pass magical energies through their antennae. By devoting all of their concentration toward supporting another member of his group, a darunethar mage can add 1/2 of his caster level to a spell cast by another mage from his group that he is touching antennae with. Darunethar from the same group can also jointly pilot a spelljamming helm, should the need exist. One darunethar sits upon the helm, while the others lend him spell energy through their antennae. Supporting darunethar also lose their memorized spells, but add 1/2 of their level to the pilot's level for purposes of determining SR. Darunethar mages have also reputedly developed "antennae helms", which allow an entire group of six to pilot a ship of up to 200 tons at a ratio of 1 SR per 4 levels in the group. On very rare occasions, multiple darunethar groups will link together to perform mightier magics, but darunethar are extremely reluctant to do so for reasons they do not discuss.
Elethar
The highest "caste" of inethar society, the elethar are the queens of the inethar. They are known to be priestesses of tremendous power, and are rumored to have several other magical and telepathic abilities. They are extremely intelligent and wise, and some claim they are divine manifestations of the god Elath, patron of the inethar themselves.
Inethar do not discuss their queens with outsiders, and
revere these mother-advisors as sacred beings. Elethar are rumored
to be able to telepathically communicate with any other elethar, or
with any member of their own hive at will. In truth, very little is
known about these enigmatic beings.