Padelong, Venturers into the Unknown

“No priestly dogmas, invented on purpose to tame and subdue the rebellious reason of mankind, ever shocked common sense more than the doctrine of the infinitive divisibility of extension, with its consequences; as they are pompously displayed by all geometricians and metaphysicians, with a kind of triumph and exultation. A real quantity, infinitely less than any finite quantity, containing quantities infinitely less than itself, and so on in infinitum; this is an edifice so bold and prodigious, that it is too weighty for any pretended demonstration to support, because it shocks the clearest and most natural principles of human reason.”
-David Hume, An Enquiry Concerning Human Understanding

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 Padelong

The padelong are powerfully muscled humanoids with large feet and thick tails. Their features resemble the kangaroos that live in the same region, but they are intelligent and stand more upright. They build curious land vehicles that resemble large wheeled canoes with sails that struggle with rough terrain but can reach excellent speeds without a steed on roads or smooth ground with a fair wind. Wizards and other seekers after mysterious objects often seek them out to trade for bizarre curios and materials they procure from strange sources.

Outback Explorers

Bordering the lands the padelong have settled is a strange back country they refer to simply as “Out,” referring to both the place and the direction. They range this land, using its plentiful but far-spread resources to support their homes. It can be traversed by conventional means and navigation or by wheeled contraptions akin to huge outrigger sailing canoes, but its incredible expanses of largely flat, empty, mostly-dry land and huge, uncanny skies seems far too vast for the actual geographical region it ought to encompass based on surrounding kingdoms. The padelong merely scoff when asked how far across it is, as if they find absurd the very idea of reaching somewhere other than Out by traveling Out.

Giant Friend

In the eerily empty distant reaches of the vast back range of padelong territory, communities of hill and rock giants dwell. Contact between padelong explorers, prospectors, and trappers with these giants is not frequent, since the distances seem more scaled to the giants than to humanoids. However, when meetings occur they are friendly and produce great wealth in trade as the giants possess mysterious and powerful objects in abundance, from sources far too distant for short-legged folk to seek easily, and immense hands are not so suited for fine tasks and small prey that the padelong can provide.

Padelong Names

Padelong typically have only one name. If they need to specify an individual with a particular name, they give the name of that padelong’s spouse or parent.

Androgynous Names: Ariki, Babawar, Backo, Bindal, Bunji, Huriata, Kahurangi, Killara, Kimiora, Mirri, Manaia, Paikea, Tereapi’i, Tidam, Upoko’ina

Feminine Names: Alira, Hine, Inyuwa, Jannali, Mauika, Makinti, Ngoia, Orana, Papalya, Puretu, Roimata, Siola’a, Tarni, Walangkura, Yalamay

Masculine Names: Akatauira, Beangagarrie, Daku, Gurumarra, Haunui, Jarli, Koloa, Kuparr, Mangana, Ngatokorua, Ranginui, Tane, Toa, Umbarra, Yileen

New Species: Padelong

    Common Personality Traits: Seeking, self-sufficient, mysterious, eerie
    Common Physical Traits: Corded muscle, powerful legs and feet, unnerving or distant gaze
    Type: Medium biped folk with a Reach of 1. Your maximum wounds equal your Constitution score.

  • Attributes: +1 to the lower of Strength or Dexterity, -3 to your choice of Charisma or Wisdom
  • Base Speed: 30 ft.
  • Leaper: At Career Level 1 before spending skill points you gain 1 rank in Acrobatics. Your minimum result when making a Jump check is 15 unless you roll an error.
  • Natural Attack: You gain the Kick II natural attack (see FC, page 235). If you gain a natural attack from multiple sources, the attack’s grade becomes equal to the highest single grade + 1 per additional benefit granting the same attack, to a maximum of V (e.g. Bite IV, Bite III, and Bite I become Bite V).
  • Parry: You gain the Parry trick (see FC, page 222).
  • Tricks: You gain the Mix-Up (Bull Rush) and Shove tricks (see FC, page 221-222).

Legal Appendix

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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.



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