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N’djatwa

This race is an early “Voyage of the Princess Ark” addition. In fact it may be the first Player character option given in that series.


N’djatwa

Many centuries ago lived two large rival clans. One was the Nunjar, a horde of ogres; the other was the Hatwa, a tribe of mountain elves. Survival was very difficult in this land of frigid glaciers and eternal snows. Wood was scarce, and wildlife was equally rare. Relations between the Nunjar and the Hatwa teetered between all out wars and precarious truces.None would leave the mountains, the land of their ancestors and their sacred ground. After centuries of fruitless wars, a great shaman rose from the ogrish ranks. Utaba the Shaman claimed Immortals had spoken to him and had given him the Altar of the
Stars-
a powerful relic that was to be the salvation of the holy land. According to the Immortals’ directives, he made the prophecy that Nunjarese and Hatwa must one day all become blood kindred on the Altar of the Stars. Though his philosophy was quite unpopular, Utaba went on preaching for peace. A shower of Hatwa arrows and Nunjarese boulders eventually ended Utaba’s bright but ever-so-brief vocation.
Soon thereafter, pestilence and, death swept the hallowed land. Losses became so horrendous that it was painfully obvious both races were doomed. Finally, an elven hero reminded his people of the shaman’s fateful prediction, and in total desperation all attempted to follow Utaba’s precepts. Each elf and each ogre made a cut on his or her hand, mixing their blood together on the holy altar. So was the blood alliance of Nunjar and Hatwa forever sealed. Racial intermarriage was enforced, and generations later, Nunjarese and Hatwa were no more. Their children, the N’djatwa, flourished and eventually reached the Green Bay. The Altar of the Stars remained at the site at which the races merged, sheltered by an impressive temple at the center of the N’djatwa capital of M’banyika.

5E Rules

N’djatwa Traints
Ability Score Increase. Your Strength score increases by 2, and your Constitution Score increases by 1.
Age. Although N’djatwa reach physical maturity at about the same age as humans, their understanding of
adulthood goes beyond physical growth to encompass worldly experience. A N’djatwa typically claims adulthood and an adult name around the age of 50 and can live to be 400 years old.
Alignment. N’djatwa love freedom, variety, and self expression, so they lean strongly toward the gentler
aspects of chaos.
Size. N’djawta range from 9 to over 10 feet tall and have slender builds. Your size is Large
Speed. Your base walking speed is 30 feet.
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common, Giant, and Elvish.

BECMI Rules

Prime Requisite: To be a N’djatwa, one needs a Strength and Intelligence of 12 minimum.
Hit Dice: Hit points are rolled on eight-sided hit dice, according to the N’djatwa Experience Advancement table.
Save As: N’djatwa save as elves of the same level (young and teens save as E1).
Infravision: They have infravision 60′ like elves.
Detection: N’djatwa can find secret and hidden doors like elves. You must tell the DM if you want to look for secret and hidden doors; the detection is never automatic.
They are not, however, immune to ghoul paralysis, nor can they climb trees.
Alignment: N’djatwa are Neutral or Chaotic
Spells: They can cast magic-user spells. Neutral individuals with a Wisdom of 13 or more can cast druidic spells in lieu of magic-user spells (no clerical spells beyond the first level are allowed for these druids); this decision is irreversible and must be taken when the character is created.
Typical adult statistics are as follows:
N’djatwa
AC 5; HD 3*; MV 120′(40′); #AT 1 fist or weapon;
Dmg 1d6 per fist or by weapon; #AP 1d12 (any);
Save E3: ML 10; AL N or C; XP 115.

LevelHit Dice (d8)Experience1st lv Spells2nd lv Spells3rd lv Spells4th lv Spells
Young1-4,800
Teen2-2,400
Adult301
244,8002
3514,40021
4633,60022
5772,000221
68148,000322
79300,000332
810600,0003321
911900,0003331
10*+21,200,0004332
* Each level after is 300,000 exp, +2 hit point per level thereafter; Constitution adjustments no longer apply. No other spells are gained

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