Half as big again as a full-grown man. Hunters; Soldiers; Magistrates; Central Planners. Green four-armed aristo-commisars, acting out Star Trek cargo-cult legends in colourful stone ziggurats!
Details of their history are found elsewhere (the background of Punth is found here and here); for now, I shall concentrate on physical features. Ten foot would be moderately tall for a Qryth. They possess two forward facing eyes, but set in what would be the forehead on a human. Skins tones vary between shades of ochre and green, but rarely approaching the bright green of grass or the solid dark green of moss. The Qryth are hairless, but have been known to use animal pelts in (perhaps unconscious) imitation of body hair.
They possess four arms and two legs, the arms being set either side of the torso. The lower, slightly smaller set of arms is commonly used for fine-detail work or in expressions of intimacy. To greet someone with the upper arms only is - in fact and in verse - to propose a formal, distant relationship. The musculature of the limbs is somewhat helical to the viewer.
The Qryth give birth to live young, although they do not suckle them and are, accordingly, breast-less. Eggs are swapped between Qryth, rather like seahorses. This is a private affair - though it is possible that Qryth mores have been shaped in this regard by their time in Punth. Likewise, the organs of generation are generally concealed. Male and Female are adopted as terms of convenience. This has relatively little bearing on the matter of Qryth behaviour: they are Sky-Princes before all else.
Qryth youths go fairly promptly from parents to creches to isolated boarding schools. Given how few the Qryth are, their children are gathered together to create a lasting Qryth identity.
One hundred years is a not uncommon age for the Qryth to reach - though having made your century is grounds for retirement. After the age of sixty (or thereabouts) the Qryth develop a distinct sheen and set of streaks to their skin, rather like the bark of a hornbeam.
Qryth names are discussed here, in Ch. 8 of the Primer.
This class should function with a party of adventurers from outside Punth or inside. Rogue Qryth are exceedingly rare, but this should not stop them from appearing on the tabletop. As much as Qryth do have a fairly rigid set of social roles, hunting trips, solo journeys and other forms of independent action are not unknown.
In a Punthless and Codeless setting, adjust as necessary.
HP - d8+1+ CON +/-.
Attack Modifiers - +1/+1
Mind Save 5 + WIS +/-
Speed Save 7 + DEX+/-
Body Save 5 + CON +/-
Knowledge Notice Detail Hear Noise Handiwork Stealth Athletics
[X] [X] [X] [X] [ ] [X]
Must start with Background word Punth. This encompasses a Desert background, plus the unique traits of that land. Qryth prefer the warm and suffer in colder climes.
Armour: Outside Puth, all Armour must be made specially for the Qryth. Extra costs will apply.
Level Advancement: +1 Melee, +1 Missile every Even Level
+1 to all Saves every Odd Level
Suggested backgrounds and other details: Typically, a Qryth would be expected to be a Soldier, Magistrate, Tactician, Logistician, Pedagogue or Scholar-Poet. The first four of these will have a fairly formal rank structure (as before, a Qryth fighter would be known by certain high and ancient names - Astronaut, Espatier, Star Commander, &c. Vertebraean usage tends to refer to a Qryth Knight, Commander, Marshall.)
|Green Martians, are of course green, four-armed, fifteen-foot barbarians. This image found here.|
(The 'Barsoom' tag on Jewel in the Skull is useful, but be warned that you will
see numerous mostly-naked folk in various things that might be considered clothing)
|Some depictions have them more bestial than others.|
Image found here; art by Richard Corben.
|Others appear to be 1.5 green bodybuilders.|
Image found here; art by Joe Jusko.
|From the 2012 film John Carter.|
|I rather like this concept art for the same, by Dermot Power (his website).|
This image, and others like it may be found here - do take a look.