Maybe redoing each of the Sardye subtypes on separate short write-ups in order would help with clarity, while also adding some sort of pacing, even breathing room within which to better explore than on their own.
Hmmm, let me give it a try....
(Edited from original writings by
taalismn)
The Sardye
“You speak of a ‘cycle’ in the lifespan of species. that applies to sentient races as well....that they grow from immaturity, reach some mature glory, decline from their cultural apogee, fade away, and die....
Know this...not all of the ‘ancient’ races decline and die....Just because one does not see them anymore, does not mean that they have passed away, or that their strength is any the lessened or weakened for their long history....For some races, their ‘decline’ is but a transformation into something greater, their absence from the affairs of the younger races a mere catching of the breath before the next chapter of their history is revealed!”
------Cachis R’zee, Rulian Scholar, from MroBaden’s _Historica Multiplisatus_
The Sardye are a rare, ancient, and powerful race that has fallen into seclusion, with a few individuals or small bands adventuring. As a people, the Sardye have nearly been forgotten by the peoples of the Megaverse, and few know the full story of these armored giants.
Sardye resemble enormous reptilean humanoid bipeds, with a long-snouted, dinosaur-like head, massive toothsome jaw, and thick, flinty scales covering most of their bodies. Sardye integument is generally flint-gray, lightening at soft tissues, darkening with density (such as with the armor scales), while their eyes are a piercing yellow, with black slit-pupils. Other details about their bodies and physiology are hard to come by, since few have ever seen a Sardye without what has come to be regarded as their traditional armor; a massive, elaborate suit of armor, typically of rivetted metal plates, that covers them from head to toe, and which must weigh as much, if not more, than the Sardye hidden within. That the creatures are able to move at all, let alone with the speed they do, suggests a superhumanly strong musculature and incredible endurance.
Some xenobiologists believe the Sardye to be an ancient offshot of dragonkind, that favored a more bipedal structure
over the more peculiar body plans of traditional dragons,
perhaps closer to wingless branches of dragonkind like Serpents of the Wind, Thunder Lizards, Chiang-Ku or Wooly Dragons, while other cryptohistorians favor the theory that the Sardye are related to either the ancient Lizard Mages or the Seljuk, both races of powerful magic users/or magically-influenced.
Ancient tales tell that the early Sardye race was once associated with vampire intelligences in the great heyday of the vampiric entities, long before the Age of the Old Ones, even; the reptilean race being discovered in its sentient infancy by the Intelligences, then raised to full sentience to become the slaves and minions of the vampires, after they discovered the magical and physical potential of the giant creatures. And for unknown long eons, the vampire intelligences wreaked havoc in the darker corners of the Megaverse with their slave juggernauts, terrorizing the proto-sentient lines and early civilizations in forgotten aeons of the cosmos.
Fortunately, the very potentials that made the early Sardye so attractive as slaves, also allowed them to adapt to the vampire mind control and overcome it. The Sardye had desired nothing more and less than total freedom from their overlords, having long memories for the degradation they had suffered as slave-soldiers, and the atrocities they had been forced to commit against their wills; a massive festering grudge that demanded blood from the blood-suckers.
After plotting in secret for centuries against their hated masters, the Sardye turned on the vampires in the so-called War of the White Eclipse (supposedly named because the Sardye waited for a traditional Vampiric High Council that took place during an extended/permanent eclipse on their appointed meeting planet, to trigger their rebellion. The Sardye mined the eclipsing moon with powerful magics and turned the moon into a massive Solar Globe that consumed it, catching the vampire intelligences out in the open and totally by surprise). The Vampire Intelligences suddenly found themselves locked in mortal combat with an unexpectedly powerful foe with an intimate knowledge of their strengths and weaknesses...an enemy that they themselves had helped engender! Vampire Intelligences were slain by the hundreds almost immediately as their previously faithful bodyguards suddenly turned and slew their masters in their own sanctuaries. Hundreds more were pursued and wiped out on the run in the massive uprising that followed. According to the legend, the War of the White Eclipse shattered the power of the vampire intelligences, wiping the strongest and most intelligent of them out of existance, and sending the pitiful survivors fleeing into the dark corners of the cosmos to hide and try to rebuild their former greatness.
The once-great Sardye race splintered soon after, various tribes and factions having no desire to hold dominion over the remains of the Vampire Intelligences’ empire, nor any desire to create empires of their own. After doing what mopping up they could, the Sardye turned and dispersed to parts unknown, to seek their own fortunes. The few knowledgeable observers of the time believed that the Sardye had been exhausted by the war, and had decided to return to their humble roots at whatever ancient homeworld the Sardye had been taken from.
Others speak of countless wars of purification, ruthless campaigns to cleanse the bane of vampirism and the blasphemous intelligences behind it from thousands upon thousands of kingdoms, dimensions and worlds, liberating those who chafed under its yoke, ruthlessly exterminating those who willingly debased themselves in the service of the sadistic horrors or exploited the works of the Sardye past slavery to spread their own brand of evils. So it was that the once race of vampiric minions turned their greatest banes would disappear through the ages, lost amidst the glittering sandgrains of stars in the endless dark sea of the cosmos and beyond. And legends.In time, with few sightings of the mammoth aliens, and none of their works ever found (the Sardye took great pleasure in tearing apart the fortresses they had built as slaves), the Sardye were presumed to have disappeared from the galactic stage.
In reality, the various tribes of the Sardye have been pursuing their own separate paths in various secluded regions of the Megaverse. Some retreated to the distant depths of deep space to study and refine the magics they had learned in the course of the White Eclipse War, while others turned away from the magics that they had been forced to learn to liberate themselves. For some Sardye, the Megaverse held few attractions to eyes tired of seeing alien vistas and nothing they could call home, while for others, wanderlust called out to them. Only occasionally, have these branches of the same race crossed paths; such meetings are typically cool and brief, the differences between them having grown too great for anything more than fleeting contact.
However, even after millenia of seclusion, the Sardye all retain one common trait; an all-consuming hatred of vampires.
Alignments: Tend(90%) towards Good and Selfish
Lifespan: Unknown; estimated to be up to 4,000 years; Vardis and Nemotis may have Draconic immortality as creatures of magic, while the oldest Neododis known has claimed a rather young 1,200 years.
Size: 12-20 ft tall; NeoDodis tend towards the low end of the scale, while Vardis can reach up to 40 ft tall!
Weights vary from 800 lbs to 8,000 lbs, while the massive Vardis may reach 15 tons
Gender: Unknown; almost all Sardye thus far encountered have identified themselves as male, but whether or not female Sardye exist (and in what ratio or relation), or if they are simply using a convenient form of identification for the sake of other races, is unknown.
Physical Description/Appearance:
Tall, muscular, humanoid reptiles covered in thick, flinty, scales, and typically wearing thick artificial ornately-decorated armor (it’s sometimes hard to see the Sardye under all the armor). Skin color tends to earth tones like gray, russet, slate-green. The head is large and horse-like, through with more muscular reptilean accents, and a large, heavy, fearsomely-betoothed jaw. Eyes are almond-shaped and slit-irised. Hands and feet are three-digited, with a fourth toe/thumb. Their armor is thick metal plates and chainmail, heavily adorned with spikes and crenallations.
Nemotis tend towards blue and green-tinged skin, and some have small gill-like whiskers about their nostrils. Their armor tends to appear to be made of shell, bone, and fishscales (or available equivalents).
NeoDodis tend to have more brown and russet skin, and have less pronounced scaling. Their armor tends to be a combination of worked metal(less elaborate than the Vardis’ panoply) and scraps of worked monster hide and salvaged megadamage armor.
Tradis have a more pronounced metallic accent (gold and copper are common hues) to their scales, while their skin is dark, almost black. Tradis wear thick armors of metal and ceramic with megadamage mesh and fabric (similar to armored EVA suits) and crystalline helmets (often adorned with metallic accents/crests).
Temedis can be distinguished by their light colored, almost metallic, scaling and light-hued skin. Temedis frequently wear heavy techno-armor of ceramic and metal alloy with ‘smart’ features, such as built-in sensors, weaponry, communications gear, and propulsion devices.
Disposition/Attitudes:
Vardis and Nemotis tend to be aloof, detached beings more concerned with matters of cosmic importance and scale, and in the practice and pursuit of high magic; the Nemotis even more so in the study of the inner arts and mental disciplines.
NeoDodis tend to be aggressive glory-seekers who live to fight the good fight and reap the profits of victory.
Tradis are the friendliest and most outgoing, thrill-seekers looking to meet new peoples, see new vistas, and trade exotic goods.
Temedis are sophisticated technocrats who enjoy exploration, meeting new challenges with their technology, and waging war against tyrannical societies.
Common Natural Abilities:
*ALL Sardye are IMMUNE to Vampiric Mind Control and Slow Killing Bite
*Natural Megadamage Beings
*Powerful Jaws---All Sardye have powerful jaws capable of inflicting 4d6 MD +PS bonus damage.
*Nightvision---All Sardye have excellent low-light vision, being able to see up to 800 ft, even in total darkness.
The Vardis Sardye (‘
Absolute Sardye’, sometimes called ‘Greater Sardye’ along with the Nemotis Sardye) are
the "unrepentant" ancient line of Sardye, accepting of the many glories and sins of their past, before and after vampire servitude, in fullness. The Vardis are hardly ever encountered anymore, even by the gods, having slipped away to remote redoubts and scattered enclaves. It is rumored that the Vardis have stashed in ancient vaults and fortress-archives plans and copies of ancient vampire-slaying weapons of immense power (and horrible backlash effects), such as the Great Pattern of Guyazi (said to ignite a star into an enormous cross-shaped supernova), which were used in the last great battles of the War of the White Eclipse. The Vardis are depicted as incredibly powerful fighters and magic users, using a variety of enchanted weapons and lethal magic (one godling who survived a fight with them described the experience as “going up against walking siegeworks”) . They are also quite reserved (they rarely interact even with the Gods of Light) and encountering one of them is considered a miracle of sorts. If and when they do decide to act, they do so decisively with all their experienced might.
IQ: 4d6+3, ME: 4d6+4, MA: 3d6, PS: 5d6+15 (Supernatural), PP: 3d6, PB: 2d6, PE: 5d6, SPD: 4d6
(ISP): As per Psionic Class
(PPE):4d4x10+50
MDC: 4d6x100 (Body Armor typically adds 2d6x100 MDC and 1d4x1,000 lbs to weight)
Horror Factor: 15
Natural Abilities:
Sense Magic: 200 ft radius, Immune to Extremes of Hot and Cold, Regenerate 1d6x5 MD per minute, +1 to Spell Strength
Psionics: High Incidence of psionics; 45% possess MINOR psionics, 30% possess MAJOR psionics, and perhaps 8% are MASTER psychics.
Magic: Vardis are masters of magic, mastering at least one school of magic, sometimes two, and occasionally three in the course of their long lives. Vardis are particularly drawn towards Ley Line Walker-style spell-magic, Elemental Warlockry, and Shifter (but they will NOT ever enter into a pact with an Alien Intelligence). Some are even said to have taken up Phase and/or Temporal Magic(the former from associating with the Prometheans, the latter from interrogations of Temporal Raiders).
Available OCCs: Tend towards Dimensional Shifters, Techno-Wizards, High Mages, Elemental Warlocks
RCC Skills: Lore: Demons and Monsters(+20%), Lore: Magic(+25%), Five Ancient W.P.s of choice
Cybernetics/Bionics: Avoid bionics and cybernetics in favor of their magic and natural regenerative powers
Culture: Monastic Paladins
The Nemotis Sardye (‘
Water Sardye’) are even more reclusive than the Vardis, having taken to the deep seas and assuming an aquatic, marine existance (far from any possible contact with their ancient enemies), adapting themselves through magic, and supposedly dwelling in deep sea-trench cave cities, submarine grottos
and the deepest, most underground lakes, rivers & wells. The Nemotis have concentrated on magic and the disciplines of the mind. Nemotis wear a lighter version of the traditional Sardye panoply, only made of monster scales, toughened shell, and sculpted coral. Nemotis very rarely interact with other peoples, even their own kind, and have assumed a much less active, pacifistic stance towards the Megaverse, entering into armed conflict only when cornered and they have no other options.
IQ: 4d6, ME: 4d6+6, MA: 3d6, PS: 5d6+6 (Supernatural), PP: 3d6, PB: 2d6, PE: 5d6, SPD: 4d6
(ISP): M.E. +1d6x10 (plus 1d6+3 per level of experience)
(PPE): 3d4x10+20
MDC: 2d6x100 MD (Body Armor typically adds 1d6x100 MDC and 2d4x100 lbs to weight)
Horror Factor: 14
Natural Abilities:
Regenerate 1d6x4 MD per minute
Breath Underwater (no depth limit)
Immune to Cold-Based Attacks
+15% to all underwater/ocean-related skills
Psionics: Much higher incidence of psionics than other Sardye clans. ALL Nemotis are considered to be MAJOR psychics. 25% are MASTER-class psychics
Magic: ALL Nemotis know 2d6 spells from Ocean Magic. They are also drawn to Elemental Magic(particularly Air- and Water-), Biomancy, and Mysticism.
Available OCCs: Tend towards Ocean Mages, Water Warlocks, Ocean Duids, Sea Inquistors(equivalent), Whale Singers(equivalent). Mind-Melters, Psi-Warriors
RCC Skills: Swimming(+15%), Lore: Magic(+15%), Lore: Psionics(+20%)
Cybernetics/Bionics: Avoid bionics and cybernetics in favor of their magic and natural regenerative powers
Culture: Reclusive monastic scholars
The NeoDodis Sardye (‘
Untamed Sardye’)---The most numerous of the Sardye clans, the NeoDodis have also gone the farthest from the ‘
apex’ of the Vardis. The NeoDodis are physically weaker and smaller-statured, and their grip on magic mastery has slipped, but they have retained much of their race’s fighting arts, augmented by technology that they acquire and have created for themselves. The NeoDodis are particularly fond of large, fast, vehicles, large guns, and heavy weapons such as cannon and explosives. The NeoDodis are less secretive than most of the other Sardye tribes, and have more frequently come forward to mingle with other races and join in various conflicts that catch their interest. They seem most interested in pursuing wars against other monstrous races, and will join most any vampire-hunting party for the chance to hit again at the ancient enemy of their people, though their overconfidence means that they take risks that the older, more experienced, of their bretrhen would not. The NeoDodis can be described as the ‘motorcycle punk gangers’ of the greater Sardye civilization.
IQ: 4d6, ME: 4d6, MA: 3d6, PS: 5d6 (Superhuman), PP: 3d6, PB: 2d6, PE: 4d6, SPD: 4d6
(ISP): As per Psionic Class
(PPE): 1d6x10
MDC: 5d6x10 MD (Body Armor typically adds 5d6x10 MDC and 1d6x100 lbs to weight)
Horror Factor: 12
Natural Abilities:
Regenerate 3d6 MD per minute, +1 Attack Per Melee
Psionics: Standard
Magic: NeoDodis gravitate towards ‘traditional’ OCC-based magic, such as LeyLine Walker and Shifter, while Combat Mages are also extremely common among them.
Available OCCs: Tend towards Headhunters, Operators, Techno-Wizards, Roadgangers
RCC Skills: Three Wilderness skills(+15%), Two Physical skills, Three Extra W.P.
Cybernetics/Bionics: Avoid all but the most basic prosthetics
Culture: Nomadic neo-barbarian warrior-clans
The Tradis Sardye (‘
Drifter Sardye’)---The Tradis are magic-using Sardye who have taken to a nomadic existance between the stars. The Tradis use magic to travel between the stars in massive solar-sailor-style craft that look like crosses between ancient sailing craft, and insane expressionist metal sculpture, ranging in size from small schooners to massive three-mile long caravals. Propelled by a combination of microwave sail and wizardry, armed with magic bolt throwers and projectile cannon firing massive enchanted cannon-balls that pass through technological shields like they weren’t there, these giant craft ply the less-well known fringe worlds and galactic abysses, trading with what worlds and ships they happen upon, not in any real hurry to do anything or go anywhere. The Tradis seem to have an odd combination of high magery and steampunk technology, which suits them just fine, and which has proven surprisingly effective against unwary opportunistic enemies. Despite the slow plodding speed of their ships, it is rumored that the Tradis have access to knowledge of an extensive network of galactic leylines, wormholes, and subspace corridors.
IQ: 4d6, ME: 4d6, MA: 3d6, PS: 5d6 (Supernatural), PP: 3d6, PB: 2d6, PE: 5d6, SPD: 4d6
(ISP): As per Psionic Class
(PPE): 2d4x10+20
MDC: 2d6x100 MD (Body Armor typically adds 1d6x100+50 MDC and 2d4x100 lbs to weight)
Horror Factor: 14
Natural Abilities:
Regenerate 1d6x4 MD per minute
Immune to Cold- and Radiation-Based Attacks
Can survive in open vacuum without ill effect for their P.E. in minutes
Psionics: Standard
Magic: Techno-Wizards and Spacial Mages(See Rifters#) They are also drawn to air-, fire-, and water-based Elemental magic
Available OCCs: Tend towards Spacial Mages (See Rifters#), Techno-Wizards, Operators, Spacers,
RCC Skills: Oxygen Conservation, Astronomy/Celestial Navigation(+15%); Pilot: Boat, Sail(+15%); Lore: Magic(+20%)
Cybernetics/Bionics: Avoid all but the most basic prosthetics
Culture: Nomadic deep-space traders and explorers
The Temedis Sardye (‘Techno Sardye’) are a more recent offshoot of the ancient race (likely from the Tradis branch) who have given up magic altogether in favor of technology. Sadly, this means that the Temedis have only a fraction of the mystic abilities and strength of the Vardis, but they compensate with advanced technology and a higher birth rate. The Temedis wander through space in massive free-roaming high-tech spacecraft, only occasionally establishing equally massive and well-protected planetary outposts and space stations. The Temedis have started to make their way out of the void and into the commerce of the Three Galaxies where their high technology, equal to the best the TGE and CCW have, has stirred up considerable interest in the major powers. Temedis starships are built tough and heavily armed; a Temedis destroyer-classification starship mounts the equivalent of heavy cruiser-grade armament and battleship-weight armor and shields. The Temedis augment their already impressive physical abilities with superheavy suits of armor that are more akin to wearable spaceships in themselves, mounting armor, weaponry, and shields that would look more appropriate on the assault shuttles of other species. However far they have fallen from the tree, however, the Temedis retain their records of the ancient vampire scrouge, and maintain such up to date weapons as silver-projectile rail cannon and hydrosonic cannon in their arsenals against the day they might encounter their ancient enemies.
IQ: 4d6, ME: 4d6, MA: 3d6, PS: 5d6 (Superhuman), PP: 3d6, PB: 2d6, PE: 4d6, SPD: 4d6
(ISP): As per Psionic Class
(PPE): 4d6
MDC: 2d4x100 MD (Body Armor typically adds 2d4x100 MDC...plus possible integral forcefields, and 2d6x100 lbs to weight)
Horror Factor: 10
Natural Abilities:
Regenerate 4d6 MD per minute
Can survive in open vacuum without ill effect for their P.E. in minutes
Psionics: Standard
Magic: The best the Temedis are able to learn is Techno-Wizardry, and even then, it costs them 50% MORE PPE as usual to achieve the same results.
Available OCCs: Tend towards Spacers, Engineers, Cyborgs, and other High Tech professions. The ONLY magic OCC they may take is Techno-Wizard, and even that is exceptionally rare (one in 50,000) among their number.
RCC Skills: Oxygen Conservation, Computer Operation(+15%), Pilot: Spacecraft: Small and General (+10%), ALL Energy W.P.s
Cybernetics/Bionics: Have no reservations about cybernetics and bionics, and most will have 1d6 implants(mostly headjacks and interface implants)
Culture: Nomadic deep-space engineers and explorers
Notes: Many older Vampire Intelligences would pay thousands (if not millions) of credits for the skin of one of their old enemies, while the Splugorth, who hate their rival alien intelligences, would love to discover and plunder any existing Vardis enclaves, for the ancient vampire-slaying secrets doubtlessly held within.
Other Sardye Races?
Legends persist of even rarer and more shadowy Sardye-like beings at large in the megaverse----Whether these are misinterpreted reports of the existing tribes, previously unknown tribes/factions, or misindentified wholly new species, remains unknown. But such stories tell of Sardye of pure magical energy, or of negative matter, the result of backfired weapons of transformation magic used during the White Eclipse War.
Guswhan Weapons
The Sardye are said to possess a limited form of Rune Magic, the Vardis and Nemotis Sardye said to recycle the bones, scales, and embedded life force of deceased colleagues into powerful artifacts (weapons in the case of the Vardis, prayer stones in the case of the Nemotis) known as ‘Guswhan’. This apparently ONLY works with the Sardye, and even that remains, like so much about the Sardye species, unconfirmed.
The Legend of Orwan
The Legend of Orwan is as ancient and obscure as the Sardye themselves, and is known by and through those peoples closest to the Sardye; and those same peoples tend to be nearly as ancient and obscure as the Sardye themselves. The Legend of Orwan simply states that at some future time, regardless of what time and space and history has been placed between the various Sardye tribes, some great crisis or evil, or series of them, will bring the Sardye together again as a whole, alloying their divergent strengths into a single force to deal with the situation. Most scholars knowledgeable in the Sardye believe that this great crisis can only mean a second White Eclipse War to exterminate the Vampire Intelligences once and for all, while a few contend that the crisis will be something far greater and infinitely worse. The nature of the crisis, and how the Sardye will know that it requires their ingathering, and the nature of the re-unification, are not spelled out in any clear terms(just authenticating the Legend is a feat in itself), and no Sardye has even touched on the Legend, even when questioned directly about it.
(Just a repost in slightly different format for, at least i hope, greater clarity of reading. Did some slight tweaks here and there, mostly highlighted, but nothing too relevant)