Klisk - Psionic Hive For Your Consideration [Archive] - Wizards Community

Post/Author/DateTimePost
Rechan

11-29-07, 10:21 PM
This is a homebrew race I've got sitting on the back burner. I've only got the physiology and some of the cultural stuff down, which is what I want looked at now; I'm not really worried about their racial stats. (I may not even get the chance to use them until 4e, so hey).

I took inspiration from the Hindu caste system, and mixed in a heavy dose of Soviet Russia.

Klisk

The Klisk are a race of subterranean humanoid insects. Their species is divided into castes, like an ant colony or bee hive, but more complex. The most unique characteristic of the Klisk is that each member has the potential to ascend the tiers of the Caste system.

Personality As a group, the Klisk are a hive-centric race. Their drive is to defend and support the Colony. Resources are taken and used for the benefit and advancement of the Colony; when the Colony prospers, everyone benefits. Because of this, the safety of individual klisk is not a concern for them.

Individual members of the Klisk do not have too much of a divergent personality. Among the members of the caste (and as the individual moves up the tiers), they do have a modicum of individual differences: temperament, degree (and order of preference) they favor certain activities like crafts, information, eating and mating. Klisk do not often have divergent opinions; they just don't bother thinking or worrying about something; if it's in their job description, they analyze it and tackle it as best to their ability, and if it's not in their job description, they let someone else do it.

Klisk do not have emotions to the extent other races do, or at least they are not aware of them. Impulsive emotions like fear and anger are present, and they understand to an extent enjoyment or contentment, but that is the extent of their emotional threshold. Greed does not exist as far as the individual is concerned, there is no lust except the desire to mate. Friendship is possible, on the level of "I am content around this one."

Physical Description Each Caste has a different appearance, but they all have certain distinguishable traits. They are all a dull black red, with a glowing solution in the back of their abdomen. A klisk gives off a scent that designates its current emotional state, easily recognized by other members. They are discomforted in bright light, are confused when wet and react oddly to strong scents.

Caste System

The Klisk's society is structured in a multi-tier system of importance and role. While there is a level of status with each caste, none are truly weaker than the others in terms of positioning except when Orders are handed down.

Tier one-

Warriors and Workers The Warriors and Workers make up the bottom tier of the Klisk's society. They are large, bulky beetle-like insects with dual pincers on their head, and an orange glow at the edges of their hard carapace. The only distinctive trait that truly differentiates the Workers from the Warriors is that, when presented with violence, workers flee and warriors fight tenaciously. Aside from this, their personalities are almost identical (a source of confusion and stress for the Klisk's enemies, never knowing how many true opponents it has come across).

Workers excavate, cultivate food, build and care for the young. Warriors protect the Colony, from infantry to guards.

Warriors favor psychic warrior, workers favor psion or psionic artificer.

Tier two-

Enforcers Slender and quick, these Klisk resemble wasps or dragonflies with bright red luminescent fluid in their abdomen. They are equipped with a poisonous stinger and a vicious bite.

The Enforcers are the police, field lieutenants and scouts of the Klisk; there is usually an Enforcer for every company of Warriors. They are aggressive and tenacious, almost to the point of belligerence. When agitated, their wings give off an angry humming that alerts other Klisk. This often facilitates an alarm.

Enforcers favor psychic warrior.

Speakers Smaller and fatter than the workers, these Klisk appear like shiny crickets. Their luminescent fluid looks like a warm amber. They are non-violent for the most part, and moderately genial for the Klisk.

Speakers are the merchants, musicians and diplomats of the Klisk. They, along with Bishops, are the only ones capable of speech recognizable to other races.

Speakers favor Psion (often Telepathy), but some are bards.

Tier three-

Assassins Assassins are willowy and tall, with scything blades, a devastating bite and the capacity of flight. They most closely resemble praying mantises. Their luminescence is actually clear; it can flood hollow parts of their outer body, allowing them a kind of 'cloaking' mechanism.

The Assassins only take orders from clutches of Bishops, and have full command of the military arm of the Colony. Their roles are field commanders, spies and generals. In a fight, they disappear so they can telepathically command their forces uninhibited, then move in for stealth kills on potent powerful enemies.

Personality wise, they are decisive and swift, but they are often somber or subdued in person. It's all a matter of not being noticed for the Assassin.

Assassins favor lurk.

Bishops Perhaps the most beautiful, Bishops resemble moths. Long, feathered antenna and soft, black wings spotted with earth tones. Their lights are bright blue.

Bishops are the leaders and lorekeepers of the Klisk. They act as a council or senate, communing telepathically and moving as a body. Thoughtful and analytical, they also have a bit of an ego, at least when it comes to the Klisk. While usually nonviolent out of self-preservation, they are fully capable of defending themselves.

The Bishop favor psion.

Metamorphasis

While all castes can produce offspring, all laid eggs hatch into the worker/warrior caste.

When a worker/warrior has lived for five years, it goes before a clutch of Bishops and has its duties reviewed. If they approve, the individual is permitted to undergo a metamorphasis that takes a month to complete. When completed, the klisk emerges as a new member of the next tier. Warriors become Enforcers, and Workers become Speakers. In ten years, when the individual comes under review, it is permitted to undergo the gestation phase. Enforcers become Assassins and Speakers become Bishops.

Language Aside from Speakers and Bishops, the Klisk do not speak a verbal language. Their language is a complex combination of body language, scent, clicking noises and sequence of body light flashes. Among . The higher Castes have innate forms of telepathy, but these are either short range or for emergencies (I have not decided).

Relations Due to their lack of empathy on both an emotional and sympathetic level, the Klisk do not get along well with other races. They simply have trouble understanding them. However, they have resources to trade, and they understand notions like peace and aid (in exchange for what benefits the Colony).

Because they make their home underground, Klisk are constantly having fights with underdark races and monsters. They have a deep seated hatred aberrations (and mind flayers in particular), partly because the Klisk just can't figure them out.

Lands Subterranean. In addition, the Klisk colony of Klak currently occupy the human country of Arn.

Misc Thoughts

Have I made them too complex? For one, their language is made up of four different things because I think all of them are cool, and I'm trying to throw in a lot.

Maybe I could add in a Slave caste. This is actually made up of another race that the Klisk took over long ago. Either they're another kind of bug (Cockroach or ant), or maybe another thing entirely; intelligent ooze or slug, a mammal or beast of burden of some kind?

One thing that just came to me: A member of each caste might decide to not progress up the tier system, but instead in its metamorphasis, it becomes a better, more capable member of its caste. A Warrior just gets bigger and more powerful, a Speaker more capable, etc. But this seems like an unnecessary addition. I'm not sure.
Bolomang342

11-29-07, 11:26 PM
I really like this idea! This should be kept for future reference! <Johnson, write this down, the world isn't ready for exellence like this!>:D
HernetheHunter

11-30-07, 01:38 AM
It's panning out. Nicely put together. If I may suggest that with age/caste Klisk develop more independent personallities which allows them to make better decisions and to add a level of internal conflict. I say this due to the apparent lack of a driving force (Queen). The bishops may need more to facilitate this role.

Also, the slave way to go may be just a domesticated subterranean terror. Something that has benefitted the Hive and proven the effort to domesticate is valid.

May I ask? What do they eat?
Rechan

11-30-07, 01:50 AM
It's panning out. Nicely put together.

Thanks. :)

If I may suggest that with age/caste Klisk develop more independent personallities which allows them to make better decisions and to add a level of internal conflict. I say this due to the apparent lack of a driving force (Queen). The bishops may need more to facilitate this role.
Hmm. Well yeah. I was thinking that, given they're psions and their minds are expanded a little, they might have a little more... oomph, I guess.

Also, the slave way to go may be just a domesticated subterranean terror. Something that has benefitted the Hive and proven the effort to domesticate is valid.
I am actually not sure. I was thinking some sort of domesticated beast of burden, or something that could basically do the stuff that's unnecessary. Standard "Untouchable" stuff. Maybe bats?

May I ask? What do they eat?
Most anything. Possibly fungus that's cultivated in large, underground "farms". They might also eat carrion, including their dead. Or they could eat the slave race (or maybe a bi-product of the slave race, sort've like how we treat dairy cows and the eggs of chickens).