Firenewt

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Firenewt
Species humanoid
No. Appearing 4–100
Behaviour village
Range subterranean, taiga
Size 5 ft. 4 in. tall
Weight 155 lbs.
Intelligence 9–11
Armour Class 5
Hit Dice 2+2
Action Points 4
Max. Stride {{{stride}}}
THAC0 20
Hp/Die d8
Attack Forms 1: fangs or by weapon type
Damage 1–4, varies
Special Attacks breath weapon, character class, fire resistance, immune to poison, setsakajo

Also called salaman, a race of amphibian-humanoids originating in the Kingdom of Gilyakia upon Sakahalin Island north of Japan. Firenewts share certain features with fire salamanders in that they produce their own body heat, presumedly by a magical connection with the elemental Plane of Fire.

Taking advantage of the many volcanoes of their lands, firenewts build villages in natural subterranean caves located in semi-active volcanoes. They live on a meat diet of grubs raised in pits and sulphur, which they consume like humans eat salt. Firenewts are fond of any sort of meat and often view combat with other races as an opportunity to feast upon the enemy dead.

Because they generate their own heat, they are comfortable living in the cold, wet climate of Gilyakia. They are able to swim for long distances, managing 200 mile journeys over a period of three continuous days. They will make this effort only when raiding, most commonly the mainland or Hokkaido, with which the firenewts often war. There are firenewts that dwell under volcanoes from Anduin to as far south as Formosa.

Advantages

Firenewts have a natural resistance to fire and heat based attacks, saving with a +3 bonus. Further, the damage these attacks cause against firenewts must be adjusted by -1 per die thrown. Thus, a 6-die fireball would be -6 overall from the total damage, before determining if half damage occurs due to save. Contrary to myth, firenewts are no more susceptible to cold than other creatures. Because of their sulphur diet and anatomy, they are immune to poison.

Firenewts also possess a limited breath weapon. Once every ten rounds, they will cough a jet of hot smoke and steam, typically yellowish in color and smelling of sulphur, causing 1-6 damage; the attack will threaten only one combat hex and the target is entitled to a saving throw against breath weapon (half damage if saved against).

Because of their comfort with heat, firenewts do not feel the heat effects of extended activity, such as combat, and do not need to fall back and cool themselves. This makes them capable of brutal attrition warfare against other humanoid foes. Their choice to live in subterranean caves, adjacent to volcanic vents, helps ensure that they are safe from outsiders.

Firenewts are able to train as character classes: druids, fighters and rangers. It is not known how far a firenewt can progress in any of these classes.

Arms & Mounts

Firenewts have developed a fondness for short, curved weapons, which are easier to use in dense wet forest areas and underground tunnels. Overlords (see below) will use a weapon similar to the Japanese daisho, but the more common weapon is one similar to the wakizashi — a short blade, 19 inches long, called the setsakajo by firenewts. For game purposes, it is treated as a short sword; however, if a firenewt is able to "prepare" the weapon, by heating it with their body heat prior to combat, the weapon will acquire a +1 bonus to hit and damage for the first four rounds of combat.

While their natural armour class (AC) is equivalent to chain mail, they will also wear wooden armour that is hardened by a charcoal process and specially lacquered to protect it against fire and water. This will increase their AC by two more points, so that if they are dressed ready for combat, they will typically be AC 3. This wooden armour floats; thus a swimming firenewt will wear a belt, with setsakajo, pulling their armour after them.

The mount of the firenewt is the giant strider. These beasts are prolific breeders, but few have the capability of acting as reliable mounts. Only 5% of firenewts will be mounted upon one, most probably the most powerful firenewt in the troop. Giant striders can swim and thus make desirable companions for long distance raids.

Culture

Firenewts have a complex feudal society that echoes that of their southern neighbours in Japan. They lay their eggs in the summer and incubate them until the late fall. Once born, a firenewt grows quickly, reaching maturity after twelve to thirteen years. At this age, a firenewt will be inducted into the complex social system of the firenewts.

The firenewts are led by feudal overlords known among them as daiyama. These leaders maintain a household and a group of four or more retainers, who guard the daiyama and his family. These retainers serve the daiyama unquestioningly and are all highly trained fighters. If their lord is wealthy enough, they will possess chain armour, pikes and longswords.

Below the daiyama are the firenewt peasantry, its artisans and its merchants. The firenewts are capable smiths and metalworkers. They hunt reindeer, bears, foxes, otters and sables along the island's surface. Again, as their natural heat is so potent and they live mostly within stone, they do not need lumber and hence leave the island's woods to grow, to the benefit of their hunting practices. Wood is used for few things, notably for armour.

Firenewts revere volcanoes and the plane of fire, and they worship a hearth goddess known as Ape'uci who protects them from the cold. Firenewt druids are often called upon to protect the hatching grounds, which can often contain 20–200 eggs based on the size of the clan.

In addition to using them in war, firenewts also raise giant striders as a source of meat, as well as using them to hunt. The skin of the giant strider is used to make tents and other objects by firenewts: few others know how to soften the fire-resistant hide enough to tan and work it. Firenewts will typically watch over the flock of giant striders and ensure their well-being. Overlords may possess an impressive stable of the birds, often in the hundreds.


See Also,
Amphibians & Reptiles (sage study)
Bestiary