"Knowledge is the purest strength."

        The hoomiku are a secretive and highly intelligent race of feline humanoids whose aging colony ship crashed on Rym some six and a half centuries ago. They now make their homes in the deepest deserts of Rym, hidden monestaries of learning and solitude meant to avoid contact with the local 'savages'. They stand between five and six feet tall, with light, wiry frames and extremely long, agile tails. The hoomiku have intricate patterns of spots, the exact number of which typically dictate a complex equasion that can be used by other hoomiku to trace bloodline. They wear light clothing in earth-tone shades, and are fond of complicated jewelery. Their rapid numeric language simply cannot be understood by other races, and so they employ a delicate headset translator when venturing out into the world. This device slows their language down and converts it into more common dialects for the benefit of other beings.

        The hoomiku are inventors, astronomers, and scholars, almost by nature. Their brains are capable of breaking down complex problems into dozens of smaller parts, solving each independently before putting the solution back together. Unfortunately, they have yet to fully adapt to Rym's heavier atmosphere, and are considerably more vulnerable to local diseases. They are a quiet, dignified people, amazingly patient and focused. Their society is somewhat xenophobic, as they fear outside influences can create a breach of harmony. The most important words in the hoomiku language are calm, insight, and focus.

        Hoomiku monestaries are hidden with almost unbelievable care, the assumption being that any discovery by those other than hoomiku will lead to disaster. Within their hidden sanctuaries lie entire microcosms; magnificent botanical gardens to grow food, spacious living quarters, vast libraries, observatories, laboratories, and so on. Each monestary follows a general philosophy - knowledge is life. They dedicate themselves to learning, mastering the various sciences and often the most benevolent of magical arts. Each monestary has a council of thirteen sages, an authority of each science, who teach the complex ranks of students beneath them. Most hoomiku never leave their monestaries, and thus they are virtually unheard of in the outside world. Only rarely do they embark on pilgrimages to other monestaries, or to investigate happenings of great importance in the world outside their walls.

        Most of the hoomiku have no intention of waiting around for the Eater to destroy Rym. They have spent the past several centuries attempting to repair and restock their damaged colony ship, and the project is nearing completion. Only a small number of the hoomiku actually know about the ship, the descendants of those who first crashed on Rym. From the ranks of the most promising students, these elders have been selecting individuals to join in the effort to repair the colony ship, all of whom must swear to secrecy before learning the more advanced sciences required to contribute to the project. The rest of hoomiku society also contributes to the reconstruction, albeit unknowingly. Some are sent out to gather needed resources. Still others are presented with fragmented problems which appear to have no significance, yet combine to form complex astrophysical and engineering equasions once re-submitted to the elders. Those actually aware of the project always communicate in code, or by magic. Hoomiku PCs would likely be those sent outside the monestaries to courier books, coded messages, or gather odds and ends such as seeds, rare metal ingots, and any number of other seemingly senseless things.


Social Alignment: Hoomiku are extremely lawful creatures, with a hierarchal command structure evolved from the original ranks and stations of the old Haizat colonists. Few are capable of seeing past this protocol, in spite of their considerable intelligence, and end up leading very repressed lives in order to maintain order and the status quo. This is largely due to their absolute faith in so-called 'proven' leaders, those chosen to lead by qualification and rank. Deviation is absolutely unacceptable, and the young are taught at an early age to always follow orders from those of a higher station. For the good of the colony.
Economic Structure: The most important currency in the hoomiku culture is knowledge. Knowledge improves rank, and rank improves station, just like normal currency in other cultures. Everything else is considered a means with which to obtain more knowledge, including the many odd gadgets and sensors carried by even the youngest colonists. These devices assist in the acquisition of information from the outside world, and facilitate the sharing of this information among other hoomiku. Research data, inventions, and new theories are all valid forms of currency, their value relative to the credibility and rank of those presenting them.
Family Structure: Like the rest of their society, hoomiku families are carefully regulated. Each colony node has an established population limit based on its own internal, self-perpetuating resource base, and new offspring are only permitted when room is available. For this reason, hoomiku tend to have very small families, and encourage very early development through regimented instruction and schooling. Hoomiku children are never allowed to stray from the colonies, and most will never leave until they come of age. Also, due to the rather busy and job-oriented natures of the parents, most young are cared for in nursery-style settings until they're old enough to be apprenticed.


HOOMIKU RACIAL TRAITS

  • +2 Intelligence, -2 Constitution: Brilliant in the extreme, the hoomiku have still not fully adjusted to Rym's thicker atmosphere or its native pathogens.
  • Medium-size: As Medium-size creatures, hoomiku have no special bonuses or penalties due to their size.
  • Hoomiku base speed is 30 feet.
  • +4 racial saving throw bonus against all forms of illusion.
  • Darkvision: Wide feline eyes give hoomiku excellent nightvision (60 ft.) They can see in the daylight with no penalties.
  • +3 racial bonus on all Knowledge skills. Hoomiku have amazing memories for little details.
  • Automatic Languages: Hoomiku and Trinary (conditional). Bonus Languages: Common, Creator, Elven, Skolish
    HOOMIKU FEATS

    SPEED READ [General]

    You don't read the normal way. You read faster.
    Prerequisites: Hoomiku only. Intelligence 14+
    Benefit: You can read a number of pages equal to your intelligence every minute.
    Special: You receive a +2 bonus to Gather Information, and can learn new arcane spells in half the time.

    CALCULATOR [General]

    You can perform mind-bending calculations in your head, and count seemingly impossible sums in a second or two.
    Prerequisites: Hoomiku only. Intelligence 16+
    Benefit: You can count a hoard at a glance, remember which good cards have come up already, and learn the Machine language, Trinary.
    Special: You're amsuing at parties, and make a fantastic accountant.

    TELEPATH [General]

    You have learned to communicate telepathically with other hoomiku (only).
    Prerequisites: Hoomiku only. Intelligence 18+
    Benefit: You may enjoy completely private conversations with others of your species, though you cannot cast spells or use command words telepathically. And no 'conferencing'.
    Special: The range of this telepathy (in feet) is equal to ten times the telepath's intelligence.

    PRECOGNITION [General]

    You could swear you've done all this before. And you're ready this time.
    Prerequisites: Hoomiku only, Improved Initiative, Sense Motive (8 ranks)
    Benefit: You receive an additional +4 on your initiative rolls.
    Special: This stacks with Improved Initiative, for a total of +8.


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