Enigmon

The enigmon race was created by powerful elder sphinx councils in ages past, as servants rather than as slaves, to serve sphinx interests. Though the centuries of time, and the dwindling of the influence of sphinxes have loosened the traditional burdens on enigmon, they still pursue the avocations of guarding sphinx lairs, searching for information to relate to sphinxes, and preserving ancient sites. Many clans live their lives much as their human neighbours have for centuries, but their habit of keeping cloaked, even with headscarves, turbans and burqa largely conceal their identities. Enigmon will go far to steal back their own dead.

There are four types of enigmon; standard, Teyori (or Hawkwing), guardian, and seeker. These types are not like separate racial groups who each live in separate communities, though clans may be made up of all of one type. Seeker enigmons (detailed later) live in the urban areas of other races but that doesn’t prevent different types of enigmon visiting them. On the whole though, enigmon communities will have all types of enigmon present, even if the urban ones are just visiting for a time.

Physical Description
Enigmons look mostly like humans, but they have furry forearms and legs like those of a lion. They are roughly the same size as humans, with the same age categories and lifespan. Guardian enigmons are much bigger than other enigmons (but still Medium size). When amongst others, they typically wear clothing that obscures such features. Some say that the eyes of enigmon carry the qualities of the lion and the falcon, combined. They are perfectly well adapted to desert life, being able to travel over desert terrain with ease. Additionally they seem completely unaffected by the heat, which sometimes leads to strange rumors about the race; in fact, this is a simple spell-like ability that they possess.

Habitat and Society
Though enigmon are well-adapted to live in a variety of climates and terrains, even in large human cities, they tend to stay in hot southern lands, or in fringe areas nearby- including mountain ranges, which they will enthusiastically colonize. This is mostly due to their inbred desire to live and work near areas where sphinxes are prevalent, even if their clan has little to do with their erstwhile masters. Where sphinxes are found, enigmon are almost always nearby. Most enigmon villages and communities should be simple affairs, unless they live in ancient sites. Their homes are typically build in easily-defended areas, and always include lots of difficult terrain, through which the enigmon easily move around. Urban enigmons live in courtyard houses; these allow for privacy in the teeming towns of Ghadab.

Guardian enigmon are frequently found near oases and desert ruin sites, scouting ahead for standard enigmon, who are the farmers, herders, and hunters of the race. Teyori are found with any group, but sometimes strike out independently and form small mountain clans, sometimes near maftet. The leaders of enigmon communities are referred to as ‘Speakers’, that is, speakers for their true masters, the sphinxes. In this manner, enigmon society is a naviocracy, government by seers and prophets; the highest ranking oracle determines the direction of the clan. Temporarily chosen ‘war chiefs’ will rule the clan in times of trouble or war, with the Speaker as advisor, but subservient.

Regarding reproduction, the type of the mother determines the type of enigmon that is born. However, female enigmons know a ritual (that they do not disclose to outsiders) that enables them to determine the type of enigmon that will be born. These rituals are used when community elders determine that more enigmons of a certain type are needed within that community in the future. Enigmons will usually find partners from other enigmon communities. In the family, females have a great deal of control in the household, while males provide and defend; much like lion prides in the natural world.

Relations
Enigmons get on well with maftets and sphinxes, and are friendly towards those who are convivial with those races, as well. Most of the humans they deal with are zendiqi, and there is a very wary acceptance of each other, violated primarily if zendiqi think that enigmon clans are practicing deific religion. Enigmon clans that pay some homage to Elementalism are accepted as equals by zendiqi. Associating with elemental-kin (ifrits, undines, oreads, sylphs and suli) is frowned upon, probably due to ancient prejudices against outsiders by the sphinxes. It is a current controversy that brings hot debate to the clans. More exotic races are seen as being variants on the simple human form, with no prejudice being given to any core race. Catfolk, knuk and qit’ar are seen as being distant kin, though those catlike races usually don’t know what is going on, and the enigmon don’t enlighten them. Enigmon passionately hate gnolls, but (ironically) have good relations with anpur- though they don’t understand the defensiveness anpur have for their degraded cousins. Naturally, enigmon are enemies of the threats that plague all Ghadab.

Religion
Enigmon live in regions that are quite fanatical about religion, as well, and keep their opinions to themselves. Atum is largely unknown to them, though those honoured to join the living monoliths grow to know the legendarium concerning Him. Humanoid religions are quietly practiced among the enigmon, for their true devotion, if they are not devolved beyond considering it, is to the sphinxes. Common faiths in enigmon communities are that of Shankhil, Saren, Ferrakus and Ithreia, while those who practice Elementalism focus on the Air Lords Wind-of-Jewels and Djinnlord Qarryn. Consorting with elemental-kin and suli is considered base behaviour, and enigmon who do so are no longer modafi.

Adventurers
Enigmon adventure for one of two reasons; either they have an overarching mission or task assigned to them by their erstwhile sphinx masters, or they have rejected clan and heritage and are seeking to make a name for themselves, and perhaps found a new clan. There is no special focus among enigmon for either martial or spellcasting classes, as enigmon see both paths as equally important. There are such things as all-enigmon adventuring parties, which are made often made up of all four body types as well as the four core adventure types: thus, a standard enigmon wizard, a guardian fighter, a Teyori rogue, and a seeker cleric.

Names
The totem spirit of the enigmon is the lion, and their naming traditions follow various forms, and curiously, in various languages, the terms used for that noble beast.

Male: Aslan, Bayhas, Goryoun, Raion, Shumba
Female: Arimathea, Hamzah, Leandra, Senge, Shetani

Enigmon Racial Characteristics
Enigmons are defined by character class levels and the following racial characteristics.

  • +2 Dex, -2 Con, +2 Int, +2 Wis: Enigmons are lithe and mentally strong, but are relatively frail when compared to other races.
  • Type: Enigmons are humanoids of the enigmon subtype.
  • Medium: Enigmons are medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Enigmons have a base speed of 30 feet.
  • Enigmon Resistance: Enigmons gain a +2 racial bonuses on saving throws against disease and effects with the mind descriptor.
  • Defensive Training: Enigmons gain a +4 dodge bonus to AC against humanoids of the human subtype.
  • Desert Stride (Ex): An enigmon moves through nonmagical difficult terrain in desert environments at normal speed.
  • Magical Linguist: Enigmons study languages in both their mundane and supernatural manifestations. Enigmons with this racial trait add +1 to the DC of spells they cast with the language or rune descriptor. They gain a +2 racial bonus on saving throws against such spells. Enigmons with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—comprehend languages, magic glyph, message, read magic. The caster level for these effects is equal to the enigmon’s level.
  • Spell-Like Ability: 1/day—endure environment (self only) (caster level equals the enigmon’s character level).
  • Stalker: Perception and Stealth are always class skills for enigmons.
  • Weapon Familiarity: Enigmons are proficient with falchions, longbows (including composite longbows), and shortbows (including composite shortbows).
  • Languages: Enigmons begin play speaking Common and Sphinx. Enigmons with high Intelligence scores can choose from the following: Aquan, Auran, Celestial, Giant, Ignan, Infernal, and Terran.

Alternate Racial Characteristics
The following racial characteristics may be selected instead of existing enigmon racial characteristics, but of course you cannot exchange the same racial characteristic more than once. Consult your GM before selecting any of these new options.

  • Bond to the Land: Enigmons with this trait gain a +2 dodge bonus to AC when in deserts. This replaces magical linguist.
  • Burly: Some enigmons are big and burly. They gain +2 Str and -2 Dex instead of +2 Dex, -2 Con.
  • Camouflage: Enigmons with this trait gain a +4 racial bonus on Stealth checks while within deserts. This replaces weapon familiarity.
  • Flight: Enigmons with this trait have a fly speed of 30 feet. This replaces defensive training, desert stride, magical linguist.
  • Integrated: Some enigmons are well adapted to city life. Those enigmons gain a +1 bonus on Deception, Diplomacy, and Knowledge (local) checks. This replaces desert stride.
  • Urbanite: Enigmons with this trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This replaces weapon familiarity.

Racial Subtypes
You can combine various alternate racial traits to create enigmon variants, such as the following.

  • Hawkwing (Teyori): Teyori enigmons have wings, and typically serve as scouts for enigmon communities. These enigmons have the flight alternate racial trait.
  • Guardian: While most enigmon have skills and abilities useful to desert life, guardian enigmons excel at desert survival. They are big and burly, although clumsy compared to other enigmon types, but they are not empty-headed. Guardian enigmon are just as intellectually capable as others. These enigmons have the bond to the land, burly and camouflage alternate racial traits.
  • Seeker: Seeker enigmon live in towns and cities, where they adapt well to the surroundings. In such places they typically work as merchants, and live in houses that are built around courtyards. These enigmon perform a role in greater enigmon life, in that they seek to identify those who wish to interact with sphinxes, for whatever purpose. In the case of worthy supplicants, they may try to help such people. These enigmons have the integrated and urbanite alternate racial traits.
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