Agloolik

The agloolik have a rich history replete with heroic overtures and villainous conquests. They have filled the role of helpers to the most successful cultures and they have also become notorious pests. Most of all they are known for their great catalogues of scientific knowledge. Feykith who have forgone magic ages ago, they replaced arcane recipes with alchemical formulas, occult lore with technical expertise and mastery of mystical forces with a keen understanding of physical laws.

**Physical Description:** At scarcely two and a half feet tall, the agloolik might be easily overlooked. Its spindly limbs and fragile body appear barely capable of supporting its disproportionately large head. Thanks to their dark blue fur which gives them an ample beard and a wild coiffure, their heads seem even larger. Aside from this unruly mane, an agloolik’s glacial-blue skin is smooth and hairless. Their face is fey-like with small noses, wide mouths, large eyes and long, pointed ears. Their eyes, which are often hidden behind a perpetual squint, are deep black orbs. A stubby, fish-like tail and webbed feet allow the aglooliks to be competent swimmers. Males and females are so alike that they are often mistaken for one another. While both genders have their iconic beards, only the males grow mustaches to match. They typically mate only once in their life but have litters of up to six children at a time.

**Society**: The aglooliks are a very old race that date back to the origin of the crystal mirrors. When the gateways were lost, the race diverged into two distinct cultures. The aglooliks of Fiskheim retained their ancestral name and benign tendencies. The aglooliks of Feldorheim, however, adopted a new moniker, the kul and ventured down a darker path. Over three dozen centuries passed before the nommo rediscovered the gateways and reunited the two tribes. At first, the Fiskheim aglooliks and the Feldorheim kul warred relentlessly. Peace between the two came after nearly seven decades of bloodshed and violence. Even with peace, it seems that the reunified aglooliks became a race of polar extremes.

All aglooliks strive to understand their world in a clear and logical manner. They are champions of the scientific method, cataloguing data and innovation. Some use this knack to create spectacular contraptions that many believe work like magic but are immune to the effects of arcane suppression. Other races have nicknamed agloolik inventions “aglootech,” and will often pay very well for such items. If an agloolik is not a creator then he is referred to as a kul, a name that has become synonymous with demolisher. A kul has a knack for finding weakness in a system and exploiting it. When they do build things, it is usually something explosive.

Regardless of their role, the aglooliks have found peace with their cultural disparity. Their unity has made them a stronger race that plays a vital part in all of Isinblare. An agloolik inventor and a kul strategist can sit down together for an evening and emerge with a new weapon, guaranteed to turn the tides in any upcoming battle. The arsenal continues to grow.

**Relations:** The agloolik are considered one of the three neutral races of Isinblare, along with the crystolix and the talilajuk ningen. As such, they are welcomed into any territory so long as they have not officially affiliated themselves with another tribe or country. They are often hired as engineers and architects. They are especially loved by the crystolix, who often work as their business agents, trading agloolik services and inventions to other races for exorbitant returns. In exchange, the crystolix provide the agloolik with hard-to-find raw materials.

As a result of agloolik ingenuity, most people of Isinblare regard the aglooliks as extremely valuable. In comparison to most other races, the aglooliks are often treated as welcomed guests. Whether they need something built, repaired, destroyed or demolished, the agloolik are the people they go to.

**Alignment and Religion:** The agloolik are staunch atheists, though a few exhibit cursory spirituality. As agents of logic and balance, aglooliks easily gravitate towards lawful and neutral alignments. While both benevolent and malevolent individuals exist among their kin, most aglooliks seem apathetic to the plights of either, preferring to focus on intellectual endeavors and furthering the causes of either invention or destruction.

**Adventurers:** Aglooliks primarily adventure to gain a keener understanding of the world or to test out their new inventions. Of the adventurers, alchemists and rogues are most common. Agloolik adventurers of other classes often try to work something of their racial ingenuity into their makeup, preferring the gunslinger to the common warrior and the psionic classes to anything arcane or divine.

**Names:** Nearly two-hundred years ago, the agloolik adopted a simplified naming practice of assigning a number (in the agloo tongue) to their family suffix. If the agloolik is a kul, the prefix “kula” is tacked on to the beginning of the name. ***Numbers (0-9):*** naka, atakan, malruk, pinga, sitaman, taliman, arwink, zulwink, peyza, mardit. ***Common suffixes:*** -ara, -ura, -uk, -ik, -axa, -ulum, - ismix, -espa, -wist, -zep. ***Examples:*** Pingawist, Malruknakazep, Kulapeyzauk, Marditismix, Talimanuk, Kulatakanara

## **AGLOOLIK RACIAL TRAITS**

* **+ 2 Dexterity, +2 Intelligence, -2 Constitution:** Aglooliks are nimble and extremely smart, though they have delicate frames and fragile limbs.
* **Racial Buoyancy:** -15A, **Depth Tolerance:** 600 feet
* **Feykith:** Aglooliks have the feykith subtype, as described in the CERULEAN SEAS CAMPAIGN SETTING.
* **Small:** Aglooliks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD and a +4 size bonus on Stealth checks.
* **Fast Swim Speed:** Aglooliks have a base swim speed of 30 feet.
* **Low-light Vision:** Feykith can see twice as far as seafolk in conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
* **Cold Tolerance:** Feykith are well accustomed to the cold waters of the sea. Feykith receive a +2 racial bonus on Fortitude saves versus cold weather, severe cold, or exposure.
* **Feykith Resistance:** Feykith have an immunity to sleep spells and effects. In addition, they receive +2 bonus to saving throws against enchantment spells and effects.
* **Glungs:** Feykith can breathe both air and water through their mouth and noses, which is then processed through organs known as glungs. For game purposes, these organs function as both gills and lungs.
* **Keen Senses:** Feykith have exceptional senses. They receive a +2 racial bonus on Perception skill checks.
* **Landwalker:** Feykith can move on land at 75% of their swimming movement rate.
* **Dodge Disasters:** Aglooliks receive a +1 racial bonus on Reflex saving throws against area attacks with the electricity, steam, or acid descriptors.
* **Mechanical Mastermind:** Aglooliks gain this racial trait instead of Feykith Magic at first level. Aglooliks gain an additional skill rank and a +2 racial bonus to skill rolls which they must apply to one of the following: Knowledge (engineering), Profession (engineering), Craft (any), or Disable Device. These skills are always considered class skills for an agloolik.
* **Weapon Familiarity:** Aglooliks treat any weapon considered to be “aglootech” as a martial weapon.
* **Languages:** Agloolik with high Intelligence scores can learn any language spoken by common races of the campaign setting (as described in Chapter 5 of this tome).