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702523-MZM3 The Penguinfolk
702523-MZM3 The Penguinfolk
The Penguinfolk
A
penguin cannot become a Sensing the injured and exhausted dohwar, a school of
giraffe, so just be the best sharks attacked from below and surely the penguinfolk would
penguin you can be.
have all perished had the flying swine not carried so many to
shore upon their backs.
Temporarily safe, the dohwar immediately began to search
for some form of civilization but Cabez did not exist in those
-Gary Vaynerchuk days and even if it had, it would have still been many days
travel to the east. So the dohwar attempted to rest for a time
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Without warning, hundreds of sahuagin raiders overpowered Only the gods, and perhaps the ancient aarakocra knew of
Bareega’s guardian protectors and fought their way into its the age when the amphibious races ruled much of the world.
caverns. Apparently, the disparate tribes of sea devils had Maztica was not the center of their power but this creator
come together to eradicate the dohwar once and for all. The race, known as the batrachi, once had a presence here. It was
raid was slowly forcing them into the tunnels, making them they who had had left behind the crystal skulls.
flee as fast as they could. The skulls were sentient and had thousands of years of
Deeper and deeper the dohwar delved, much further than solitude. The penguinfolk had awakened in them a longing to
any had gone before. Unfortunately, there were more than find their creators, whatever may remain of them. In return
enough flooded caverns and pools of water for the sahuagin for helping them in this search, the skulls told Aweekina they
to continue their pursuit, though this necessity did slow them would show her a way for her people to both survive and to
down. thrive. The dohwar merchant ways would need to fall away
After days of fear and exhaustion, a light suddenly and a new, warlike penguinfolk would need to emerge.
appeared to the dohwar where none should be. A massive Unfortunately, the crystal skulls, like some of their batrachi
cavern, smooth to the touch and nearly organic in its stone creators, have a cruel streak of their own. Their interests in
texture opened before the refugees. In the rear of the cavern, the penguinfolk are not the result of charity.
sitting in an elaborately carved alcove was the source of the
light. Twin crystal skulls shined like beacons to the Dohwar No More
beleaguered folk. Painfully, the skulls taught the penguinfolk to file down the
Drawn to the power in the skulls, the dohwar surrounded cartilage of their fins with sharp edged obsidian and to coat
the alcove in a great arc and basked in the warmth the skulls the resulting claws with the metal known as adamantine. The
emanated. A wave of energy passed through the dohwar, caves were loaded with veins of the valuable metal and the
spreading quickly into the caverns beyond. As it spread skulls taught them how to mine this as well.
outward it crashed into the hunting sea devils and gave them Useless appendages became deadly fighting instruments
a terrible feeling of sickness and a desire to return to the sea and even the traditional beak swords of the dohwar known as
as quickly as possible. the weega were now forged exclusively from the metal.
The dohwar stood by the skulls, unaware as of yet to what While the airborne cavalry known as deathsquealers
the skulls had done for them. Quiet moments passed until a remained strong and kept their traditional fighting styles
brave female by the name of Aweekina stepped forward. She (bolstered by their new weapons), a new breed of warrior was
had already lost her young to the raid and as she placed her born that shunned both the traditional weega and the space
hands upon the skulls, they bestowed upon her the swine of the deathsquealers.
knowledge that could save her kind from all future threats. The Adamantine Claw became a new elite fighting force,
From that day forward the dohwar would no longer fear who used only the strength in their bodies, reinforced by pain
the world around them, but their security would come with a and an indestructible metal.
cost. That was the moment when the penguinfolk stopped There are not many dohwar who are permitted to “speak”
referring to themselves as the dohwar. to the skulls (only those who touch the skulls may
Behold, The Crystal Skulls communicate with the intelligence that resides within), but
those who indicate a desire to can be granted an audience by
Initially unknown to all but Aweekina, the skulls were in fact the now immortal Aweekina.
remnants of a civilization so ancient, that even the men of Oftentimes, these chosen few forge a pact with the skulls
Maztica had not heard legends. for power and the arrangement forged gives the penguinfolk
the powers of warlocks – something never before seen
among them. This semi-religious group has been referred to
as a cult and they are often accused of serving only the skulls
without an actual desire to see the community flourish. The
deathsquealers in particular hold no lost love for the
penguinfolk warlocks.
Unbeknownst to even Aweekina, the crystal skulls care
nothing for the penguinfolk. At the time being the training
and magic that they provide has undoubtedly strengthened
the former space traders, but the penguinfolk themselves are
slowly rotting from the inside.
The skulls are certain that remnants of the batrachi
civilization still exist within the world, and they would
sacrifice the entire community for even the smallest of
discoveries.
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Random Properties. The Crystal Skulls of the Batrachi have
The Crystal Skulls of the the following random properties
(DMG pg 219-221).
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The skulls have passed on to the penguinfolk the location of The lower levels are fully flooded with ocean water so
large deposits of adamantine, and how to
work the habitation only begins at sea level and above. The magic of
impossibly hard metal. the skulls keeps the sahuagin away from Bareega, but there
Voidmind. When attuned to the Crystal Skulls and within are other threats that occasionally arise from the depths of
30 feet of them, your mind is protected by their perfect both the ocean and the Underdark beyond the skulls.
crystalline structure. You are immune to psychic damage and Most recently, a chimeric shark-octopus creature known as
all enchantment magic spells or special abilities. a luscan killed close to a dozen penguinfolk before it was
Warlock Pact. The Crystal Skulls are a source of pact chased off. The penguinfolk do not generally build permanent
magic for warlocks as described in the New subclasses structures within the caverns
themselves, but rather use the
portion of this book. natural environment to suit their needs. Their eggs are
Skills. The calmer, calculating personality within the skulls hidden deep within the caverns, but are still kept a good
has proficiency in Charisma (Persuasion) +12 and the angry distance from the Crystal Skulls.
personality has Charisma (Intimidation) +12. Whichever In name, Bareega is led by the chieftain Kookree, a male
approach the skulls use to get what they want, they are deathsquealer descended directly from Bareega himself.
certainly difficult to resist. Kookree is the greatest warrior among the deathsquealers,
Destroying the Skulls. The Crystal Skulls are virtually and he tends to stay with the others of his squadron in the
indestructible, but other than their ability to project jungles, ruling with a light hand.
nauseating antipathy and their powerful personalities, they Kookree leaves many of the day to day decisions to his first
do not have many defenses against those who would seek in command, Looleeya, an adamantine claw monk
also
their destruction. spends much of her time training new initiates in the way of
The only way to permanently destroy the skulls themselves the Adamantine Claw.
would be to enter (through powerful magic, possibly psionic The lack of focused leadership has allowed Aweekina, the
powers) the crystal lattice realm in where the personalities seemingly immortal warlock and Keeper of the Skulls, to
reside and destroy them there. exert control for herself. Her influence is causing tensions,
Such a projection would be fraught with danger as the and the dangerous expeditions she sends the penguinfolk on
skulls have additional, unknown powers within their own are often seen as a terrible waste.
realm. A sample map of one of Bareega’s entrance caverns is
provided below.
Bareega
Bareega is a collection of caverns and the tunnels that
interconnect them.
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Now that Maztica is back on Toril, and the gods have come
Character Options back, perhaps the penguinfolk will soon find a true faith, but
until such time, clerics are quite rare.
If it was capable of laughter, the sea devil would certainly
have done so. The still-living meat who stood
before him Adamantine Sheen
could not have been more than four feet tall and it appeared
to be defenseless as it waddled in his direction. Adamantine is abundant in the caverns of Bareega, and it is
The sahuagin thought an easy meal had presented itself to used for almost all of the penguinfolks' weaponry. Only
him, assuring him that Sekolah truly favored today's hunt. deathsquealers ever wear any form of armor, though the
The adamantine claw was used to being underestimated weight of adamantine armor tires their flying tapir quickly.
and it gave him a distinct advantage when it came
to larger Weapons are often used in creative ways to attack by
beings. Always did they fail to see death coming for them! destroying objects, such as by smashing an overhang with an
Having honed his fins down to sharp edges and enduring the adamantine hammer so that it falls on unsuspecting enemies.
terrible pain of an adamantine sheen, the penguinfolk’s The most deadly usage of this adamantine is of course by
impossibly sharp claws were ready. the monks known as the Adamantine Claws who file down
The sahuagin thrust its obsidian tipped trident at the their wingbones and sheen the newly created claws with the
penguinfolk in an attack that would have certainly
impaled a metal.
less agile creature. As it was, a single tine clipped his torso
and a fresh line of blood mixed
with his smooth feathers. Penguinfolk Names
The sea devil overextended itself in the attack however, and For all that the penguinfolk have changed from their space
in the blink of an eye, the penguinfolk slashed at the bound origins, their naming conventions have remained since
sahuagin’s throat. Rancid, fish-like blood poured from the their arrival.
wound as the sea devil gurgled.
The adamantine claw walked Penguinfolk do not have clan or family names, and each
on, not even taking time to watch the creature die as he name is typically intended to be unique (though coincidence
searched for new
adversaries. often dictates otherwise). When a name is chosen for a chick,
the sound made by a long and high pitched “ee” is the norm.
Penguinfolk Female names resemble those of males with the addition or
Maztican penguinfolk are barely recognizable as the replacement of an “a” at their conclusion.
have been. Constantly under siege in a hostile world, they Names. Adeek (Adeeka), Bakeeree (Bakeera), Biteekie
have become shockingly efficient survivors. (Biteeka), Eekalee (Eekela), Jikee (Jika), Muteekee (Muteeka),
Rakeet (Rakeeta), Riteek (Riteeka), Tookreet (Tookreeta),
Deceptive Ferocity Vahteek (Vahteeka).
Beyond the strength they have been given through their Penguinfolk Traits
contact with the Crystal Skulls, the fact that almost all of Your dohwar character has a number of inborn traits that are
their enemies underestimate the penguinfolk gives them a common to all members of the race.
great advantage in battle. Age. Penguinfolk mature early (reaching adulthood at 14)
Enemies find it difficult to understand how but you tend to live only until the age of 50, with rare elders
anthropomorphic penguins flying on winged tapirs could be reaching 75.
such a deadly threat usually only until it is too late. Size. Penguinfolk adults typically range from
4 to 5 feet
Almost all penguinfolk are taught to fight from a young age. tall and average about 120 lb. Your size is Medium.
The most aggressive typically choose to become Speed. Your walking speed is 25 ft and your swim speed is
deathsquealers, the most agile become adamantine claws 40 ft.
and the charismatic or introspective are
indoctrinated into Limited Amphibiousness. You can hold your breath for up
the secretive society of warlocks. to ten minutes at a time.
Few other brands of warrior exist, but in most cases, this Flippers. As penguinfolk, you have very clumsy hands and
deadly trio is enough. cannot wield normal weapons without
suffering disadvantage
Faithless on attacks if you must use your hands to weirld them.
Exotic Metabolism. You are incapable of becoming
When the dohwar first came to Maztica, they were not known intoxicated and have an inborn resistance to all poisons.
for their piety, and it was only a few short centuries after their Weega Training. You are proficient in the use of a weega
arrival that the whole of Maztica was transported to the which is exempt from the disadvantage you suffer from your
godless world of Abeir. flippers.
Needless to say, the penguinfolk still have faith in very
little. It is likely this void that has allowed the Crystal Skulls
of the Batrachi to gain such a foothold on their society. The
warlocks in particular believe the skulls to be at least semi-
divine, a falsity that is encouraged by the manipulative
artifact.
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Light Falling
Optional Traits
At 10th level, you instinctively learn to use your body to slow
falls so that they no longer cause damage. This ability works
The following traits are optional and you may only
want to use them if you believe individiual races
as long as you are conscious.
have alignment tendencies and advantages to Extended Strike
specific statistics.
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Immune to Pain The realm is crystalline and beautiful, but you can only
The pain that is first inflicted by applying adamantine to the remain within it for a maximum of an hour without suffering
body certainly dulls after the initial process, but it never damage.
disappears fully. As a result, by 6th level, the adamantine claw At the start of every additional ten minutes you remain in
becomes immune to any negative effects caused by pain. the sanctuary, you take 2d8 psychic damage that bypasses the
resistance granted by this class at 10th level.
Staggering Attack You may take as many as 6 additional Medium sized
At 11th level, you can use 3 ki points as a bonus action to creatures with you, but they begin taking the psychic damage
infuse your claws with the same effects as a staggering smite after 30 minutes (also in ten minute intervals). The Crystal
spell. For the next minute, your claws are charged with this Skulls are not welcoming to others in
their demesne.
ability and if you successfully strike an opponent you deal an You may use this ability once between short and long rests.
additional 4d6 psychic damage.
In addition, the target must make a Wisdom saving throw Psychic Resistance
equal to 8 + your proficiency bonus + your Wisdom
modifier. At 10th level, the crystalline lattice of the skulls protects your
On a failed save, it has disadvantage on attack rolls and mind from psychic damage. You
gain resistance to psychic
ability checks, and can’t take reactions until the end of its damage.
next turn. Crystal Banishment
Adamantine Body Starting At 14th level, you may force others to enter the
At 17th level, the adamantine in your claws infuses your crystalline extradimensional realm. As an action, you choose
whole body and you gain the immunity normally afforded by a creature that you can see within 60 feet of you. It must
adamantine armor. Any critical hit which strikes you becomes make a Wisdom saving throw against your warlock spell save
a normal hit. DC. On a failed save, it is sent to this realm for 1 minute or
until your concentration is broken.
Crystal Skulls Patron The creature also takes 6d8 psychic damage as the
intelligences of the skulls attack the creature's mind. At the
Your patron is an intelligent, ancient artifact that holds vast end of the minute, the creature returns to its original
knowledge of a civilization long lost
to time and catastrophe. position. You may use this ability once between short and
Your patron has undoubtedly selfish motivations, but the long rests.
power that it affords you is more than worth it.
Expanded Spell List New Monster
The Crystal Skulls let you choose from an expanded list of The flying tapir is a new monster closely involved with the
spells when you learn a warlock spell. The following spells penguinfolk and particularly the deathsquealers.
are added to the warlock spell list for you.
Spell Level Spells
Flying Tapir
1st disguise self, false life
The flying tapir is an important part of penguinfolk culture
and when penguinfolk are met outside of Bareega, they
2nd darkvision, levitate generally can be found riding one of these creatures.
3rd stinking cloud, water breathing
Evolved Swine. The flying tapir was once a creature
known as “space swine” when the dohwar were a spacefaring
4th confusion, control water race of merchants. Though they are not entirely identical in
5th dominate person, telekinesis
appearance, in the True World
the tapir is closest in
resemblance to these creatures and they have adopted the
local name.
Psychic Sickness Interestingly, after nearly three centuries of selective
Starting at 1st level, the Crystal Skulls imbue you with some breeding, the flying tapir snouts are beginning to elongate,
of their ability to cause others to become sick in your and their appearance is beginning to fall more in line with
presence. their namesake.
As an action, you can cause each creature in a 10-foot Of course, the tapir’s wings are completely unique to these
radius originating from you to make a Wisdom saving throw swine, and they are powerful enough to carry most riders of
against your warlock spell save DC. The creatures that fail medium size.
their saving throws are all nauseated by you until the end of Bonded Mount. The deathsquealers have formed what
your next turn. might be considered an entire subculture within the
Once you use this feature, you can’t use it again until you penguinfolk. They are insane risk takers to the point of being
finish a short or long rest. considered suicidal in their reckless attacks, but the one
thing they are cautious about is protecting their mounts.
Extradimensional Sactuary A deathsquealer whose mount is killed will mourn the loss
At 6th level, you may use an action to create a door to the of their companion more than the closest of family members.
extradimensional realm where the consciousnesses of the The deathsquealers are not the only penguinfolk who use
Crystal Skulls reside. flying tapirs as mounts, but only they share a mystical bond
with the creature.
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Credits
Cover Art
Joel Amat Guell
of Maztica
https://www.deviantart.com/joelamatguell
Cartography
Dyson Logos
Page 5 Art
Small, but ferocious. The Penguinfolk of the Piotr Herla
https://www.deviantart.com/reekotheskunk