Nimble blue skinned adventurers with ties to the Far Realms
Average Height: 5´ 2˝–5´ 10˝
Average Weight: 120–170 lb.
Ability Scores: +2 Dexterity, +2 Intelligence
Speed: 6 squares
Languages: Common, choice of one other
Skill Bonuses: +2 Arcana, +2 Thievery
Arcturan Weapon Proficiency: You gain proficiency with the longsword and shortsword.
Arcturan Mind: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against illusion effects.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat’s prerequisites.
Aberrant Origin: Your ancestors were native to the Far Realm, so you are considered an aberrant creature for the purpose of effects that relate to creature origin.
Perhaps the rarest of humanoid races in the Realm of Quindia, arcturans are generally adventurers. They have no cities of their own, most do not even know or associate with others of their kind. They are scattered throughout the world as distant as the stars in the sky. Little is known of their background, but claims exist that trace their roots to the mysterious Far Realms where it is rumored they pilot ships of steel and possess amazing bits of technological wonders.
Play an arcturan if you want . . .
✦ to be odd and enigmatic (and blue!).
✦ to be nimble and bright.
✦ to be an adaptable wanderer with a rakish style.
✦ to be a member of a race that favors the assassin, psion, and wizard classes.
Arcturans tend to be slight of build and average 5 1/2 feet tall, typically weighing 140 pounds. They might seem to be related to elves if not for the fact that their skin ranges from pale to bright blue. Their hair is universally white and usually worn long, pulled up in a top-knot. They favor mustaches and/or neatly trimmed beards or goatees. Their eyes are white and have no pupils. Their lifespan is unknown (!), but it appears they age slowly. A female Arcturan has never been encountered.
PLAYING AN ARCTURAN
Arcturans are rare and for the most part, the citizens of Quindia are unaware of their existence. Those who encounter them often mistake them for some kind of elf or tiefling (or simply a "demon" in the rural areas of the world). They tend haunt cities and large towns, but all arcturans seem to favor a wandering lifestyle so they may be encountered anywhere.
Arcturans are warry of strangers and prefer to keep their own council. They are grim and have a sense of humor that many find unsettling. An enemy who witnesses a rare smile usually doesn't understand his peril until it's too late. Arcturans are not given to rash action, but prefer to carefully calculate their approach to a problem. They are excellent mathematicians and enjoy complex puzzles and logic problems. They also have a facination for machines and technology.
Arcturans tend to be loners, mingling among human societies, but avoiding prolonged social interaction. They are polite when they must speak, but are slow to make friends and seem to trust no one. They even avoid encounters with others of their own kind. Arcturans are hunted mercilessly by a religious cult known as the Blue Clerics.
Arcturans seem to have no language of their own. This is perhaps tied to the fact that they have no memory of their past beyond 878MR when they came to Quindia. They speak Common, but typically learn other languages and have adapted the human practice of sprinkling their speech with words borrowed from other tongues. Arcturan artifacts often have strange characters and runes inscribed on them, but not even magic has been able to decipher their meaning.
Little is known of the true origins of this strange race. Some sages say they are planar beings like githyanki, while others argue they are travelers from another star. In either case, they seem to have ties to the Far Realms and all the strangeness that spawns there. Whether planar or extraterrestrial, Arcturan artifacts may be found scattered across Quindia - ruined castles, dangerous wands, and wondrous golems. It's no use asking an Arcturan either because they don't remember.
Arcturan names sound strange and foreign to Quindia (as they should, given their origin)*. The form of most names seems to take is two names, with one being monosyllabic. Famous Arcturans on Quindia are Ghul D'Khat, Tardos Mors, and Shal D'Khar. Other suitable names are Mors Kajak, Thuvan Dhin, Kantos Kan, Thal Savas, Xat Arras, and Hatton Gur.
*An obvious influence on names for Arcturans is Edgar Rice Burroughs' John Carter of Mars series. This stems from the fact that the very first Arcturan PC was named Tardos Mors. It just seemed to fit...
Most of the crunchy bits for the 4th edition version of the Arcturan (and many things I'll be posting here in the future) came from my brother Dennis' work and the long discussions we have nearly every day on the phone.