D’nai decided he wanted to create a race loyal to him.
He also wanted it to present one face to
the public while keeping his true one hidden. D’nai took some shortcuts, stealing some divine
essence from Likrat for one, mixing drow and ettin; the race did not turn out as he planned. The
newly created race had two heads, physically, and they often did not get along. D’nai placed his
race on the inhospitable Isle of Taldos outside of Ithlac and gave them no guidance or sense of
purpose. He has had very little to do with his own creations since.
PHYSICAL DESCRIPTION
It is undisputed that Janus are the unlikely hybrid of drow and ettin. Their abilities, appearance,
and even culture seem to be a strange mix of the two. They stand from 7 to 8 feet tall and have
lean and muscular frames. Their skin ranges in color from cream to tan. Their hair distribution is
very similar to humans, though they do not grow facial hair and males customarily keep their
heads clean shaven. The most distinguishing feature of the Janus is their two, often identical
heads. Their faces are average looking by human standards; not nearly as ugly as their ettin
ancestors, but rarely as sublime as most elvish kin. As the originating races both have pointed
ears, so do the Janus. Eye color is of reddish hue and can range from violet to orange. Janus
typically dress in primitive, but well-made attire and are fond of symbols, glyphs, and runes.
They also enjoy tattoos of this same theme, especially on their faces. Despite their origins, their
demeanor is somewhat quiet and civilized.
SOCIETY
The first cultural difference that one might notice is that Janus are not overly possessive. The
concept of “mine and yours” is a bit blurry for a being who shares a body. While they do claim
ownership, it is a rather loose association, and it is usually with the attitude of “it’s mine because
no one else wants it.” For this reason, they may cross the line on what other races feel
comfortable with on matters of personal space and private property.
One item of note is that it may be very difficult to ascertain when to use singular or plural
adjectives when referring to a Janus. Each individual creature is actually two distinct beings.
Janus each refer to their body as if they were two, not one. “Those people over there”
might refer to one Janus body. However, “That person standing there on the left” would
refer to the left head of the Janus. Using “Janus” as a plural form refers to multiple bodies. They
tend to get upset when someone does not respect the fact that the Janus is actually two distinct
people. Individuals prefer to be referred to as a twin, rather than just a head. Janus are also fairly
superstitious, and most elaborately so. Many feel this to be strange since the Janus are also
highly intellectual. However, one must also remember their ancestors’ propensity for the arcane
and that the Janus had little or no guidance in either arcane or spiritual matters. Most of what
they came up with was interpreted from ancient manuscripts and manufactured on their own. It
would be impossible to list all of the Janus superstitions, as the list is long, often contradictory,
and varies from Janus to Janus. Upon speaking with a Janus, one can easily see how the
superstitions became so intricate. Janus love conversation and talk frequently, about virtually any
topic. They are master philosophers, but often fall victim to the folly of being able to rationalize
nearly anything. Having two heads has also made them quite sympathetic and diplomatic, and
they are quick to act as mediators to quarrelling parties.
While Janus will occasionally have villains among them, they are generally a peaceful race.
Despite having descended from monsters and murderers, they are not evil, nor do they have
habits that most would consider evil. While they do eat a lot of meat, they wouldn’t even think of
eating a sentient creature. They will occasionally fight amongst themselves over philosophical
differences, and these disputes have a history of turning ugly very fast and lasting a long time.
ALIGNMENT & RELIGION
Janus twins rarely have opposing alignments or religions, as such would render one useless with
constant bickering and arguing. If a pair of twins has a different alignment, the core alignment
for the character is the average of the two, favoring neutral. For example, if one head tends to be
chaotic neutral, and the other neutral good, then the overall alignment of the character is true
neutral. This average alignment applies to all effects that are based on the alignment of the
character, with the exception of magic headgear which applies to each head’s alignment
individually.
While superstitious, Janus have no religion of their own. They are fond,
however, of both human and elven pantheons, and will occasionally adopt
religions based on those cultures if it is congruent with their cause and
Personality.
NAMES
Janus enjoy names constructed of less than three syllables. Each twin head has its own unique
name. Twins often have names that rhyme or share the same first letter. When referring to one
complete Janus, both names are used.
Sample names
Adan & Ardan, Berro & Berrin, Carick & Darick, Eldin & Ertin, Emmi & Enni, Fralas & Frelas,
Keyla & Freyas, Gondal & Thal, Ian & Eltrin, Lucan & Lucus, Rolen & Theren.
Janus HERITAGES
Despite having a rather young and isolated ancestry, Janus do share some unique features that are
common to certain families and bloodlines. Choose one of the following Janus heritages at 1st
level.
EDDOL
The Eddol family seems to have maintained a more elvin-like bloodline; boasting more angled
facial features and a shorter stature (only 6 to 7 feet tall on average). You gain the Unwavering
Mien drow racial feat for free. This is a bonus feat that does not count against your standard
allotment from other sources.
NEEM
The Neems are albino Janus that have become accustomed to dwelling in Taldos’s labyrinth of
underground caverns, where few other Janus dare tread. You have Light Blindness (When first
exposed to bright light, you are blinded until the end of your next turn. After this exposure, light
doesn’t blind you again until after you spend 1 hour in darkness. However, as long as you are in
an area of bright light, you are dazzled.) You also gain Darkvision and immunity to sleep.
NORZ
The Norz family still has a lot of giant in their blood, and are usually over 9 feet tall. You are
Large instead of Medium size. Your reach increases by 5 feet, and you gain a +2 status bonus to
melee damage.
SANJOL
This is the most common Janus ancestry, and what most people think of when they encounter
Janus. Being almost Large-sized, you can use a weapon built for a large creature. When wielding
such a weapon in combat you have the clumsy 1 condition because of the weapon’s
unwieldy size. You can’t remove this clumsy condition or ignore its penalties by any means
while wielding the weapon.
TAHANTA
While other heritages have genetically identical heads, the Tahanta are asymmetrical, having
different visages, muscle structures (over one half of the body) or even genders. After choosing a
background that grants a Free ability boost, if you apply that boost to Strength,
Intelligence, or Charisma you may choose to apply that boost to one of the other three in that
same list, essentially having two seperate Ability scores for each [Link] example, if you decide
to put the boost in Strength for one head, the other may take a boost to Charisma or Intelligence.
Standard rules for multiple boosts still apply; if you already gained a boost to Charisma from
your background, you cannot choose that ability score for either head for the free ability boost.
These scores modify your actions based on which head is performing them.
ANCESTRY FEATS
At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels
thereafter (at 5th, 9th, 13th, and 17th level). As a Janus, you select from among the following
ancestry feats.
1st Level
Advanced Aid Feat
You work especially well with your twin. You gain a +4 circumstance bonus on checks to Aid
your twin.
FORTITUDE OF TWO Feat
You can tap into your unique physiology to avoid toxins and disease.
Frequency once per day
Trigger
You are granted a Fortitude save against a poison or disease effect. You may roll twice, and take
the best roll.
Reflex of two feat
You have double the chances of reacting to danger.
Frequency once per day
Trigger
You are granted a Reflex save.
You may roll twice, and take the best roll.
TANDEM WEAPON PROFICIENCY Feat
This works just like the Weapon Proficiency feat, though it only applies to one-handed weapons.
Each of your heads can gain a weapon proficiency in a different weapon. You do not share that
proficiency with your twin.
Will of two feat
You can tap into the mental acuity of both heads at once when fending off a mental effect.
Frequency twice per day (once per head)
Trigger
You are granted a Will save against a mental effect.
You may roll twice, and take the best roll.
5th level
COMPLETE CASTING FEAT
You can complete your twin’s spell.
Prerequisites
ability to cast spells.
This requires both twins to go on the same initiative, so one twin may have to delay action until
the end of their twin’s turn. For spells that require 3 actions to cast, the first twin can spend both
of her actions, and the next twin may spend her first action to successfully cast the spell. The
spell is modified by the 2nd twin’s statistics.
Skill of two feat
Two heads are better than one when working together in unison.
Prerequisites
Advanced Aid
Frequency twice per day (once per head)
Trigger
You are about to make a skill check.
You may roll twice, and take the best roll.
Four eyes, four ears feat
With two sets of sensory organs, able to detect even the slightest phenomenon in your
environment. As long as both of your heads you can hear, see, and smell normally, you can use
the Seek action to sense undetected creatures in a 60-foot cone instead of a 30-foot cone. You
also gain a +2 circumstance bonus to locate undetected creatures that you could sense within 30
feet with a Seek action.
9TH LEVEL
DISPARATE FOCUS Feat
Prerequisites
Skill of Two
Each head can focus on different aspects of a skill and benefit from this training. Choose two
skill feats from the same category of 2nd level or lower and gain both.
SYNCHRONIZED Action Feat
You have become adept at acting when your twin does.
Frequency once per combat
Trigger
You have just rolled initiative.
Each head rolls for initiative as normal, but you both go on the better initiative roll.
13TH LEVEL
Act as one feat
Prerequisites
Synchronized Action
Frequency one round per combat
For one round, you (combination of both heads) take your actions as one, single- headed entity
without the Independent Minds trait. However, for every dice roll, roll twice (once for each head)
and take the better of the two rolls.
The Isle of Taldos
The island that harbored the Janus is still a source of mystery and intrigue. While much of the
indigenous population has left, a good number of Janus still remain. Many also return in search
of a mate or to visit family. How it has kept this bright and crafty race from leaving it for
thousands of years is what makes it most interesting.
First, and most obvious, is that the Isle of Taldos is missing a coast. Around the entire perimeter
of the island is a strange mile-wide, infinitely deep canyon. The ocean flows down into the
canyon in a tremendous waterfall. Where the canyon ends is yet another mystery. Many believe
that it drains somewhere into the ethereal plane, though no one yet has proved it.
A jagged and ominous rocky reef surrounds the outskirts of the canyon. The Janus refer to this
reef as “The Teeth of Taldos.” The reef is so named because the current pulls things rapidly
towards the island, battering them violently against the rocks. By the time
anything reaches the edge it is likely already chewed to bits by the reef.
The island itself has an active volcano in its center. While the volcano does not have violent
eruptions, small lava flows and mild earthquakes are not uncommon. It periodically belches
smoke and ash. Hot springs and geysers dot the island. The isle also has another unique feature
that Janus refer to as “river spouts.” At the top of some of the larger hills, water constantly boils
over and out—forming the source of four separate river systems on the island. This constant
heat and numerous sources of fresh water have made this island quite tropical. This is most
unusual because it exists in arctic waters. This creates a constant weather front that shrouds the
island in clouds and fog for most of the year.
One might think that the constant fog, combined with the smoke and ash from the volcano,
would make visibility non-existent on the island, but then one must also take into consideration
the strange winds on and around the island. Over the canyon, wind howls
downward at a terrible speed. With it, much of the fog, ash, and other vapors are sucked away
like a vacuum. On the island, wind seems to blow towards the volcano and upward. This later
turned out to be the only exit from the island. Only a flying creature with fairly good
maneuverability can fly to those heights and escape the narrow funnel of wind back
into more normal surroundings.
The most mysterious feature, which many speculate was added by T’ahila to prevent their entry
into the Last War, to make it an even more effective prison, is that the island and its entire
boundary has terrible effects on all powers with the teleportation trait. Anyone who tries to use
such a power is instead drawn in the direction of the volcano for the same amount of squares of
the effect. A powerful teleportation effect would undoubtedly land one in the heart of the
volcano.
The Janus and their ancestors have tried several ways to get off the island. Bridges crumble from
earthquakes, hot air balloons are buffeted by the winds, and all manner of sea craft are smashed
to bits by the reef and the current, even if it does survive the one mile launch over a windy
bottomless canyon. Skyships have had some success allowing Janus to leave Taldos but it is a
dangerous journey.
The Janus, with little other choice, call this isle home. Despite its inhospitality to travelers, it can
be a rather nice place to live. The weather is warm and the water is plentiful. All manner of fruit
and vegetables grow wild there. Indigenous wildlife is limited to rodents, fox, deer, and several
variety of birds, one of which, a large flightless variety called a toog by the
Janus has been domesticated and is their main source of meat. It is about the size of a large
ostrich, quite plump, and yields meat similar to turkey in flavor and texture.
One deterrent to many potential non-Janus settlers (who manage to make it onto the island) is the
near constant noise of the falls, which is a dull roar at all times. The Janus claim they are used to
it, and barely notice it at all. In fact, many Janus complain that it is too quiet in other lands. They
often make this excuse when being accused of talking too much.