New race: Formid
Seemingly mindless and mechanical in nature, these insectoid ants are believed to have created cave systems so vast and complex that one could feasibly travel between continents through one given the time and resources. Nobody knows whether they have any greater goals beyond expanding their numbers and colonizing the underground domain.
Physical Description
While appearance varies slightly between different types of formids, there are attributes common amongst all of them.
Their bodies are segmented into three, each covered by a chitinous shell forming their exoskeleton. A slight, unevenly distributed layer of fuzz coats their exoskeleton. Occasionally, fungus can be seen growing off of their exoskeleton as well.
Formids have a set of antennae that protrudes from between their eyes around 2.5 times the length of their heads, actting as their sense of smell and taste. Their eyes are compound and glow in the dark granting exceptional darkvision but inhibiting overall visual acuity. The mandibles extends approximately 5 inches from their face and are exceptionally strong, with a single bite capable of breaking bones. However, they lack proper facial muscles preventing them from speaking (but not incapable of learning) other languages aside from their own.
Each formid has six limbs: two pairs of arms and a pair of legs. All limbs are separated into into three sections and can slight expand or contract. At the end of every arm is a four digit hand consisting of three fingers and a thumb covered in a layer of chitin. As such, they cannot flex their fingers, preventing finer item manipulation. The legs, while distinctly grasshopper-like, are mostly for supporting their weight, and end in a three digit foot: two in the front, one in the back.
Society
Formid colonies consists of many tight tunnels that could go anywhere. To other races, these tunnels are borderline claustrophobic, cramped, and are generally unpleasent to travel through. The only exception being areas housing the fungus farms, which are cavernous.
The population of each colony is comprised of three types of formids: workers, soldiers, and explorers. Workers are responsible for digging and maintaining tunnels, as well as growing and collecting fungus. They aren’t seen outside of their colony unless with other formids to found a new one. Soldiers protect the other formids as they carry out their roles. They are typically seen guarding the entrance of a colony and occasionally acting as bodyguards for explorers. Explorers travel outside of their colonies to scout lands for areas to colonize, hunt, or scavenage. They are also responsible for maintaining diplomatic relations with other races.
Unlike their tiny breatheren, they lack a queen. With the exception of explorers, formids tend to isolate themselves from other races, prefering to expand their underground colonies instead. They strongly dislike tresspassers travelling through their colonies, and will often dispatch them in gory fashion.
Relations
Nearly everyone will have a different opinion about the formids, depending on their values. Both good and evil-aligned folk enjoy their willingness to follow orders. Some loathe the effort it takes to teach them to think for themselves, while others think of them as no more intelligent than animals. Cave-dwelling races, in particular, have been in conflict with formids. Some colonies will house these cave dwellers, but most colonies treat them as tresspassers.
Besides explorers, formids have no concept of individuality outside of their colony. As far as they’re concern, every race is the same as their own: a neutral, apathetic, hard-working mass of organisms with no purpose other than expansion. Explorers, who have a better grasp of foreign relations, prefer industrial races and will avoid contact with barbaric races.
Alignment and Religion
A formid mindlessly focuses on any task given to them, regardless of how dangerous or unfeasable it may be, or of its intent. Outside of a colony, they’ll serve anyone regardless if they’re a saint or morally bankrupt. As such, their alignment is true neutral. The alignment of an explorer vary, yet still leans towards some form of neutrality, such as neutral good or chaotic neutral.
Outside of colonies, formids rarely choose a god to worship, with no preferences as to what god they worship. Unfortunately, due to their ties to the earth, they can’t gain any benefits from doing so.
Adventurers
Any formid that gets a chance to explore the land outside of their colony may abandon it in search for a greater goal beyond mindless expansion. Explorers are the most common since most of their work happens outside of their colony.
Playable insectoid races are something I've never seen in RPGs outside of TRPGs. It'd be nice to see some.
EDIT: massive rewrite, focusing more on providing a concept rather than their mechanics as well as significantly better formatting.
Post edited September 12, 2021 by MisterIchor