The Isharmaq, Mirage Walkers

“’Tis raging noon; and, vertical, the sun
Shoots thro’ th’ expanding air a torrid gleam.
O’er heaven and earth, far as the darted eye
Can pierce, a dazling deluge reigns; and all
From pole to pole is undistinguish’d blaze.

All-conquering heat, oh intermit thy wrath!
And on my throbbing temples potent thus
Beam not so hard! Incessant still you flow,
And still another fervent flood succeeds,
Pour’d on the head profuse. In vain I sigh,
And restless turn, and look around for night;
Night is far off; and hotter hours approach.
Who can endure! the too resplendent scene
Already darkens on the dizzy sight,
And double objects dance; unreal sounds
Sing deep around; a weight of sultry dew
Hangs deathful on the limbs; shiver the nerves;”
-James Thomson, The Seasons: Summer

Playtest Version

This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.

The Isharmaq


Short of stature, with sandy colored fur and very large ears, the isharmaq resemble humanoid fennec foxes. Swift and energetic, passionate and capricious, these folk (when sighted at all) are often assumed to be spirits of fire and air or a peculiar sort of desert fey. They can live comfortably in heat that would prove intolerable to humans and other folk from temperate climes. This further adds to their mystique as those who stumble upon them in the wild are often half-delirious and lost in the endless sands.

Desert Nomads

The only permanent isharmaqi settlements are located around hidden oases, ancient half-buried structures or cities with fonts of water within, caves that access undergound lakes, or other well concealed water sources in the deep desert. Most of the isharmaq only rarely visit these locations to resupply and trade excess food they have gathered, instead living as nomads that travel between smaller oases along paths that are simply too hot and inhospitable for other folk. On occasion an isharmaqi community will build a relationship with a brass dragon, bringing it gifts of crafts and tales in exchange for a place to build a small settlement to serve as travel hub and sanctuary where those too old or infirm for constant trekking can live in comfort and safety.

Heat Visions

Mirages and distortions in the air above the hot sand are common in the desert regions the isharmaq travel. Most tales of them treat them as a trick of the environment upon the eyes of less desert-adapted travelers. At long distances, their strange ability to flicker from place to place can be a particularly disorienting form of camouflage to travelers who are reasonably distrustful of the trustworthiness of wavering, distorted images in the desert. The fondness of isharmaqi magic users towards illusion spells makes it even rarer that undesired sightings of these folk are taken seriously even by the witnesses themselves.

Isharmaqi Names

An isharmaqi is given a childhood name by their parents at birth, and then will choose a name for themselves upon coming of age. Childhood names are typically the Primordial word for a type of flowering plant.

Example Feminine Names: Aru, Bilin, Celu, Delel, Elra, Falyi, Gaqui, Heryin, Ira, Laqah, Mequ, Qumeg, Semru, Telud, Uvuq Vulu, Zurya
Example Masculine Names: Annisa, Ewem, Deffaneh, Eewi, Fida, Ifime, Mema, Kiweye, Liwima, Navana, Ralanna, Seeva, Teha, Wadash, Zana
Example Childhood Names: Alaleh, Avish, Barsin, Chalipa, Fella, Gelayol, Golavis, Hester, Mamisa, Narjis, Nawfar, Razak, Sawsan, Varda, Wardiya

Isharmaqi Traits

Your isharmaqi character has a number of innate abilities.
    Ability Score Increase. Your Dexterity score increases by 2.
    Age. The isharmaq reach adulthood at age 14 and live up to 75 years of age.
    Alignment. The isharmaq are beings of passion and intention. They may have any alignment, but they trend away from neutrality.
    Size. An average isharmaqi is just over 4 feet tall (including their ears) and weigh about 40 pounds. Your size is small.
    Speed. Your base walking speed is 30 feet.
    Flicker. You are able to teleport very short distances in rapid succession. As a bonus action, you can begin to flicker until the end of your turn. While flickering, you do not provoke opportunity attacks, you can move through the spaces of other creatures regardless of their size, you are not slowed by difficult terrain, and your jumping distances are doubled.
    Heat Acclimatization. You are adapted to extreme heat and suffer no ill effects from it.
    Nimble. You are proficient in Acrobatics and Athletics.
    Languages. You can speak, read and write Common and your choice of either Auran, Ignan, or Primordial. The isharmaq treat Auran as a masculine dialect, Ignan as a feminine dialect, and Primordial as a neutral dialect (Primordial and each of its dialects—Auran, Aquan, Ignan, and Terran—can be fully understood by anyone who speaks any of the others).

Random Height and Weight

Base Height Base Weight Height Modifier Weight Modifier
3’8″ 35 lbs +2d4 x1
Legal Appendix

Legal Appendix

NOTICE OF OPEN GAME CONTENT
This product includes Open Game Content that may only be used under and in terms of the Open Game License Version 1.0a

DESIGNATION OF PRODUCT IDENTITY
Product Identity in this document designated in accordance with section 1(e) of the Open Game License, version 1.0a includes but is not limited to: Any and all Malachite Idol logos and identifying marks and trade dress, including all Malachite Idol product and product line names including but not limited to Malachite Idol Presents, all Malachite Idol logos, and all artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and poses. Designated Product Identity is not Open Game Content.

DESIGNATION OF OPEN GAME CONTENT
All material in this document following the Playtest Version sidebar and prior to the Legal Appendix that is not otherwise designated as Product Identity is Open Game Content.

LICENSE

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.

System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.

The Isharmaq, Mirage Walkers Copyright 2019, Malachite Idol; Author Patrick Johnson.

END OF LICENSE