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The spymaster Altark

The Insectare are a minor[1] spacefaring race in the Spelljammer campaign setting.[2]

"The master plot goes well. When the elves and the scro have exhausted themselves in war, we shall be there to take over the reins of power. Should the scro win, they are but dupes of She whose name is whispered. If the elves win, then we proceed with the 22-year plan."
- from the secret journal of Altark[3]

Overview[]

The insectare are a mysterious humanoid race with a sinister reputation. Long rumored to be the result of magically merging elves with insects, the insectare pursue a long-term goal of eventually ruling the spaceways. However, the insectare prefer subtlety over brute force, and wage their campaign for domination by playing one spacefaring race against another, while remaining behind the scenes.

Most spacefaring people shun the insectare, especially the elves, who vehemently deny any suggestion that they are related to the insectare. The insectare, aware of their reputation, go to great lengths to remain inconspicuous while among elves and other races. Although very little is known about the insectare and their goals, other races note their secrecy and deviousness, which puts many on guard.[2]

Description[]

To all intents and purposes, insectare appear elven, with thin, angular features, pointed ears and distinctive slanted eyes.[4] However, they are in fact insectile humanoids with multifaceted eyes, long prehensile antennae[5] that sprout from behind their ears, and an exoskeleton consisting of hard, interlocking plates that cover their entire bodies, except for their faces and their hands.[6] They typically stand 6-feet tall, with thick, wavy, flaxen hair and pale green skin, and are heavily muscled under their tough exoskeletons.[7][8] They move with elven grace, though with a slight "brittleness" due to their exoskeleton.[4]

Most insectare encountered offworld wear heavy, concealing clothes, such as long hooded robes, which allow them to hide their antennae by slipping them down their backs or coiling them in the folds of a loosely-fitting robe. Although their eyes are slightly multifaceted, from five feet away they look normal - as a result most insectare make sure to keep their distance from others.

Insectare can communicate with each other by touching their antennae together. They also speak their own language, a clicking, lilting tongue that is a mixture of the common trade tongue and their original language.[2]

Personality[]

The insectare are secretive and devious,[9] and pursue their own goals at the expense of others. They thrive by weighing the odds and choosing their battles wisely - often by getting someone else to fight their battles for them.[10]

Combat[]

The insectare are ruthless in battle: once a fight has begun, they never give up until the enemy is completely defeated. They pursue fleeing foes to exact surrender, and execute survivors who refuse. In combat they use long swords and their two 8-foot long whip-like antennae which can break an opponent's neck in a single strike.[11] They will often use one antenna to entangle an opponent's weapon arm while striking with the other antenna and their sword.

An insectare's chitinous exoskeleton is virtually impenetrable[12] and provides protection equivalent to plate mail, without restricting their movement. The exoskeleton has no known weak points.[2]

Society[]

Insectare live in a society closed to outsiders, and prohibit intruders from setting foot on their hidden homeworld. Captured intruders can expect a harsh interrogation to determine whether any other beings know of the world's location, and then public execution. Insectare do not believe in keeping prisoners.

The insectare live in large hollowed-out mountains that rise out of the endless forests of their homeworld. These mountains are said to be honeycombed with dwellings. Not much is known about these communities, but they are probably a remnant of their insect heritage.

Insectare society is divided between arcane spellcasters (wizards) and priests. The wizards are the explorers, forever searching wildspace for more magical power, while the priests stay on their homeworld, diligently serving their god, Klikral. The symbol representing a standard member of the insectare race is a multifaceted eye with two antennae leading off the corners of the eye. Priests, on the other hand, are represented by a normal humanoid eye with two antennae. These two symbols, obviously signatures of some sort, appear on stolen insectare documents.[2]

Wizards[]

The primary goal of insectare mages is to acquire magical knowledge and power from other races, without drawing attention to their own agenda. Consequently, insectare spellcasters prefer to work behind the scenes among outsiders. Some insectare are proficient thieves, despite the aversion to theft on their homeworld; however, their only interest lies in magic. When an insectare steals a powerful magic item, they often leave at least one misleading clue incriminating another known thief.

Insectare spellcasters jealously guard their magic, relying on their martial skills to get them through battle. Insectare wizards never reveal information without an overwhelming reason (The threat of death doesn't qualify.)[2]

Priests[]

Insectare priests rarely leave their homeworld, for they prefer to remain close to their deity, Klikral. If a priest is encountered offworld, its mission must be incredibly important to the insectare race as a whole. Klikral grants its priests the spell-like ability to summon insects from the surrounding area and direct them against a single opponent. Unlike other insectare, priests have normal humanoid eyes, though no explanation has yet been given to account for this. Priests never multiclass into another profession.

Ten ancient priests on the insectare homeworld serve as high priests of Klikral. They never leave the planet and are physically twice as large as a normal member of their race. The high priests can all communicate directly with Klikral.[2]

Uses[]

A good weaponsmith can work the hard exoskeleton of an insectare into a shield, and can fashion an antenna in to a short rope or a whip. Insectare consider this practice abominable, and anyone seen using such items earns the hatred of every insectare.[2]

Notable Insectare[]

Signature Spelljammers[]

The insectare travel wildspace in their own distinctive ship, the klicklikak (meaning "service to Klikral"). The sleek ship resembles a grasshopper head with two long antennae trailing behind it. The insectare power the klicklikak with their own unique spelljammer helm consisting of a shiny copper sphere with two holes. To propel the ship through space, the helmsman inserts their two antennae into the two holes. Rumor has it that a new, larger version of the klicklikak roams the spaceways, but no sightings have yet been confirmed.[2]

Appendix[]

External Links[]

References[]

  1. Jeff Grubb. AD&D Adventures in Space; Lorebook of the Void, TSR, Inc., 1989, Major and Minor Races side bar (pp.50, 52 and 54)
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 Scott Davis, MC9 Monstrous Compendium Spelljammer Appendix II, 1991, (TSR Inc.), Insectare entry
  3. Bruce Nesmith, SJS1 Goblins' Return, 1991, (TSR Inc.), sidebar, page 26
  4. 4.0 4.1 Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 13
  5. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 204
  6. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 205
  7. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 271
  8. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 187
  9. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 188
  10. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 147
  11. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), pages 189-190
  12. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), page 190
  13. Bruce Nesmith, SJS1 Goblins' Return, 1991, (TSR Inc.), chapter 3: Gamaro Base Description, pages 26-28
  14. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), pages 13-14 (first appearance)
  15. Elaine Cunningham, The Cloakmaster Cycle, The Radiant Dragon, 1992, (TSR Inc.), pages 50-55 (first official appearance)
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