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The Xixchil (pronounced ZIX-chil) are a minor[3] spacefaring race in the Spelljammer campaign setting,[4] and can be selected as a player character race.[5]

Overview[]

The Xixchil are mantisfolk, similar to the kreen, and are renowned throughout the Known Spheres as accomplished craftsmen. Using their fine scalpel-like manipulators at the ends of their forelimbs, they can create fine metalwork, clothing, and clockwork devices whose complexity and beauty rival even that of the reigar. They are also adept surgeons and are capable of extensively modifying their own bodies, as well as those of non-xixchil.[4]

Description[]

Xixchil are six-limbed insectoid humanoids with body structures much like that of a praying mantis. Their upper limbs are long and hook-like, with sharp retractable blades, while the middle pair of limbs are smaller, and are often fitted with delicate mechanical manipulators. They decorate their bodies through surgical modification, and will typically have gems, jewels, and precious metals embedded into their exoskeletons, which may be shaped into exquisite and unique forms.[6] Most xixchil who deal with humans and other humanoids are often nicknamed after their “modifications” – Spike, Crest, Hook, and Spinner, for example, are all common appellations.[4]

The xixchil communicate among themselves using a complex language of both gestures and spoken words, punctuated with sharp clicks of their mandibles. Though their language appears to be related to that of the rastipedes, it is in fact a completely separate tongue.[7] A xixchil's mandibles are so complex that they are able to use them to speak various humanoid languages, including the common trade tongue.[4]

Behavior[]

The overriding tenet of xixchil philosophy is "survival of the fittest", and each individual is expected to improve themselves through study, training and surgical alteration. They believe the body is like a house, and that one must add to the blank shell to make it truly one's home.[4] As such, xixchil surgeons have perfected the art of surgical modification and can accomplish amazing transformations, allowing each xixchil to become truly unique.

This philosophy also extends to xixchil morality; an individual's allegiance is first to itself, then to its family, and finally to society. Xixchil may sometimes accord their crew-mates the status of "family", but they will rarely sacrifice themselves to help others. Xixchil wander the universe, seeking to improve themselves through experience and discovering more and more utilitarian "treasures". Their sense of aesthetics is quite different from that of other humanoids, in that they find as much beauty in an efficient killing machine as a dwarf does in a well-fashioned piece of jewelry.[6]

Combat[]

"Stealth equals efficiency"
- Xixchil proverb[4]

Most xixchil prefer to strike from ambush or a position of advantage. They rely primarily on their upper forelimbs, which are equipped with sharp retractable blades, and can use both in combat at the same time. Battle hardened warriors may also opt to have up to two additional specialized limbs surgically attached, which can duplicate the effects of any weapon such as a mace, a blowgun, a mancatcher, or some other exotic weapon. Wielding these additional limbs in conjunction with their forelimbs is as complicated and taxing as using two weapons at the same time would be for a humanoid. Note that xixchil are unable to use normally constructed weapons; they can only employ their slashing forelimbs and any additional modifications made to their bodies.

A xixchil's exoskeleton is very tough and provides them with a form of natural armor. Much like rastipedes, the xixchil cannot wear suits of armor, though individual warriors may choose to have armor plates affixed to their bodies by xixchil surgeons, providing protection equivalent to that of full plate armor.

Xixchil have the ability to synthesise a person-specific poison from its own bodily secretions. To do this, the xixchil must first taste the victim; usually this is accomplished by licking one of the xixchils' weapons after a successful attack. Subsequently, the xixchil's saliva becomes a deadly poison which can be delivered either through biting the victim, or by spitting the poison onto the retractable blades lining its forelimbs.

Alternatively, a xixchil can choose to secrete a personalized anesthetic, which may paralyze the victim for up to an hour. However, the anesthetic is ineffectual against ogre-sized or larger creatures. A xixchil may only secrete a poison or an anesthetic a maximum of three times per day, and once outside a xixchil's body, the secretions remain effective for just over an hour and a half before breaking down and becoming useless.[7][4]

Battle-hardened xixchil warriors often have so many battle “adornments” that they become killing machines, hiring themselves out as mercenaries, bodyguards, gladiators, or leg-breakers. However, such warriors are extremely rare since the xixchil are not a combative race. However, to quote a xixchil proverb: “Scalpels are knives”, meaning that their flair for sharp objects and their inborn ability to synthesize poison have won the xixchil some renown as assassins.[4]

Society[]

No one knows where the xixchil originated, though rumors persist of a crystal sphere dominated by the xixchil and other related races known as "Kreenspace". Similarly, many believe the xixchil are in some way related to the Kreen subspecies known as the zik-chil.[8] What is known is that the xixchil evolved on a liveworld dominated by numerous predators, and their modification ability allowed them to develop defensive weapons and camouflage. Aided by their unique metabolism, they poisoned and slashed their way to the top of the food chain.

Since danger is ever-present in xixchil life, females spin egg cases containing up to 100 eggs. When they hatch, the young immediately fight and eat each other until only one or two individuals remain. After the first week of life, their homicidal tendencies fade, allowing the xixchil to achieve some form of civilization. Since they discovered spelljamming, the xixchil have realized that the universe contains an endless variety of places and beings and things to experience. Ironically, this desire to experience something "new" has caused some individuals to realize that there is more to life than merely self-preservation.[4]

Xixchil surgery[]

"You wished us to give you the vision of an eagle, and so we did. The beak and feathers are free"
- Xixchil surgeon[9]

The xixchil's main avocation (some say religion) is surgical modification,[7] and in this capacity they have achieved some renown throughout the Known Spheres. Spacefarers with serious injuries, or those who simply desire some form of enhancement, can count on swift, sure treatment for their problems. With their sharp forearms and fingertips, the xixchil can execute the finest surgical techniques, separating nerve endings, even isolating single veins for modification. When coupled with priestly magic, a xixchil surgeon can make a group of warriors practically unbeatable.

A xixchil surgeon will synthesize a person-specific anesthetic that will render its patient unconscious for the duration of the “operation”. This enzyme soup requires a taste of the subject's clothing, weaponry, or any object that has been in close bodily contact. The xixchil will then administer the anesthetic, either through a single bite, or through food or drink.[7]

A xixchil's unique digestive process can function on a cellular level, allowing them to synthesize chemicals with various effects which aid in their objective, whether it is to provide the subject with natural armor, increase their strength, or attach specialized appendages. However, these “adornments” have earned these surgeons a mixed reputation among their clients, for humanoid aesthetics mean nothing to the xixchil. They believe that form follows function, which has led to some really unhappy customers – for example, the dwarf who wanted superhuman strength, so the xixchil surgeon modified him to use it. Who needs a head, the surgeon reasoned, except for use as a muscle anchor? The poor headless dwarf, though very strong, never again won a beauty contest.

Suffice to say there are more than enough “beautiful people” who are no longer that way thanks to the gentle ministrations of the xixchil. But oh, are they functional!

As a general rule of thumb, when a xixchil is commissioned to create a special modification – for instance, “I want wings” – the modification is non-magical, irreversible, and functional. If the person can no longer comfortably move through their ship because their wings are too big, well, that just too bad. They will probably also get a larger lung capacity, an enhanced appetite, and hollow bones – all essential to flyers. Overall, any given modification takes from one day to two weeks… longer if the client requests extensive changes like super-strength or body armor.

The “adornments” don't come cheap. Accomplished surgeons charge up to 2,000 gp per change, though the price will vary depending on the extent and complexity of each operation. Implanted dagger sheaths and hidden dart throwers are fairly simple jobs. A full-body makeover with gender change is not. However, if one is rich and on the run, it could prove a valuable investment. As an aside, this penchant for adornment also extends to lower animal and plant life. Blooming birds and winged kittens are common sale items.[4]

Signature Spelljammers[]

Xixchil spelljamming vessels serve as prime examples of their skill at modifying plant life, sporting orchid-like blooms as gangways, exotic naturally-grown staterooms, and sail-like leaves. The introduction of these spacefaring beauties has caused some consternation among the elves, since they rival elven ships in quality but are easier to maintain.[4] One of the smaller xixchil designs is known as the Scalpelship.[10]

Appendix[]

Gallery[]

External Links[]

References[]

  1. 1.0 1.1 Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), table 4: Average Height and Weight, page 26
  2. Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), table 5: Age, page 27
  3. 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)
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 Newton Ewell, MC9 Monstrous Compendium Spelljammer Appendix II, 1991, (TSR Inc.), Xixchil entry
  5. Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 2: New Spacefaring Races, pages 24-26
  6. 6.0 6.1 Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 2: New Spacefaring Races, page 24
  7. 7.0 7.1 7.2 7.3 Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), chapter 2: New Spacefaring Races, page 25
  8. Tim Beach, Dori J. Hein, Thri-Kreen of Athas, 1995, (TSR Inc.), Where the Kreen Are sidebar, page 84
  9. Curtis M. Scott, CGR1 The Complete Spacefarer's Handbook, 1992, (TSR Inc.), sidebar, page 25
  10. Dale "Slade" Henson, War Captain's Companion, Ship Recognition Manual, 1992, (TSR Inc.), Ships of the Spelljammer Universe, page 40
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