Friday, October 16, 2015

The World of Enzada: The Netherim (5E/PF)

I've never released any Enzada content on the blog, but I may start making an exception; Enzada is now directly behind Chirak and Lingusia in terms of "most played" of my home settings, and I am hoping to construct some sort of guide or series out of it for a future release. For now....I offer one of the exotic playable race options, a group of spirits from a realm called the In-Between, which take on corporeal forms to contain their spiritual energy:




Netherim
   The elder Netherim  are a race commonly mistaken as Daharesh elves by virtue of their similar appearance. The netherim are actually a race of wisps which learned the secret of alchemical transformation, stolen from a lost Inhuridan king, using this esoteric magic to transform their spirit-forms from the In-Between in to physical bodies. The netherim marveled at the beauty of the ancient Inhuridan people, and modeled their forms after them, though they never lost their connection to the In-Between.

Traits: The chief distinguishing features of the netherim include traits such as pronounced ears and nose, horns, and occasionally exotic feline eyes. Though many have the dusky pale gray skin of the Daharesh elves, many have pale, translucent white skin, and a few are coal black. Daharesh can shape their external appearance over time through will alone, though such efforts take a month and are purely cosmetic changes. Netherim usually glow around the eyes, mouth and sometimes their joins or creases and cracks along their “skin.” This glow can be dimmed sufficiently to allow for safe stealthing when needed, but without taking the time to concentrate it is “always on.” It can be focused on to provide for dim (10 feet) illumination if needed around the netherim.

   When netherim die they usually leave curiously empty husks, as if their true forms, upon the release of death, had cast off an empty skin.

   Netherim are immortal and ageless, though they are “born” into the world and begin life as children like most other beings, at least initially; all Netherim births are miraculous manifestations and no parent is involved. The wisps experience a period of a couple years during which they learn mortal language and ways, after which they act as any adult would.

   Netherim are powerful sorcerers by nature and even if a netherim follows a class that does not practice magic it still retains an innate connection to all things magical (see below).

   Despite all this, Netherim are wisps of the In-Between, and they know little of the world initially, starting with little knowledge of the mortal plane. Older Netherim are wiser and more learned, but the typical young Netherim out on adventures has much to learn about mortals.


Favored Professions: Netherim rarely start with any profession other than scholar, explorer, entertainer, noble or wizard.

Netherim Statistics:  Netherim gain a +1 to Int and +1 CHA.

Innate Magic: All netherim gain the Magic Initiate feat at first level.

Slowshifting: netherim can change their appearance at will, although their appearance will always be obviously alien and exotic (but it may nonetheless confuse non-netherim as to whether or not they are the same being known from an earlier date). Such changes are at will but require a process that takes 1D3 months.

Persistent Luminescence: the netherim exude magical energy in the form of a dull but constant light that emits from cracks, wounds, their eyes and mouths (and sometimes as an ambient glow, fiery hair, or what-not). Netherim can reduce the glow to unobservable levels with a reaction or as part of a move or standard action, but it takes a bonus action to expand the glow to provide dull but clean illumination for 10 feet around the netherim. This is a constant effect and the glow does not alter without effort, nor does it require concentration. If a netherim is trying to avoid notice but fails to dim his or her glow then he gains disadvantage on stealth checks.

Amoral: Netherim have almost no grasp of the concept of good and evil, seeming almost incapable of grasping the nuances of such disparate opposing philosophies. While some netherim do in fact begin to understand the complexities of such ideological philosophies, most remain curiously discreet, leaning toward lawful neutral, true neutral or chaotic neutral in behavior.

Alien Physiology: The alchemical process that creates a Netherim and binds its spirit to flesh is a process mages have used to make simulacra and homunculi; as such, the physiology of netherim is alien, and healing attempts with the Medicine skill are at disadvantage due to this lack of familiar internal organs or even blood (since they effectively bleed "light"). Conversely, many diseases which would affect a normal human will not take with a netherim's odd body. As such, netherim gain permanent advantage to saves vs. poison and disease (CON checks or otherwise). The reason they are even able to suffer any effects is because their “ectoplasmic light” physiology is a useful approximation of human physiology through crude simulation….just not easily identifiable as such by healers.

Immortal: netherim are born fully formed and do not age.  They can be killed by the usual means, but natural death through age does not happen to them. Dead netherim disincorporate and return to the In-Between to await a time when they can reincorporate in a new body; they rarely remember anything of their past life, however.


Levitation: as airy beings of elemental form and substance crafted out of ectoplasmic quintessence by their own will, netherim are surprisingly light and with some concentration can actually resist the pull of gravity. This is a natural spell-like ability that can be performed at will and functions as the levitate spell does, but can only be used on themselves. It takes one action to perform, and one more standard action to turn off. This does mean that if a netherim falls a distance that is great enough to allow him one action’s worth of concentration (probably necessitating a concentration check in the process) he can use levitate to slow his fall (similar to feather fall).


Useful Notes and Ideas:

1. Netherim fill a role in Enzada as the mysterious "other" that elves often fill in typical fantasy settings. In Enzada there are no eladrin, and there is no feywild; only the mysterious In-Between. Elves are reclusive near-immortals who many still regard as the old kings and soldiers of the Inhuridan Empire, to be cast out and despised for all eternity. 

2. Enzada's core premise on the planes is that there is only "one" plane, the In-Between, but if you journey far enough in the In-Between you find either the Celestial Kingdoms or the Outer Darkness. The good and bad spirits erupt from either realm, and they constantly seek a way of entering the mortal realm....but no spirit can survive in the mortal realm without taking on a guise of mortal flesh. This must be done through a willing or unwilling sacrifice, alive or dead. Netherim are the only spirits to discover the secret of spontaneous alchemical construction of a suitable host form.

3. Netherim, because they are spirits in origin, may know dire secrets of the planar realm no one else does. If you play this straight, they will never divulge their beliefs, but netherim also never worship deities....only philosophies; in their eyes there are no gods, only spirits, tricksters and phantoms. Netherim philosophers will concede that they have never met a being portending to godhood who was worthy or even close. If pressed, they would only concede that there is but one being worthy of the title, the enigmatic "Source" which they believe is the creator of the In-Between, and the entity which has spent countless eons harvesting lifeforms on Enzada. They will suggest that this "Source" may have been created by the first Sky Builders (which in Enzada are a race millions of years old by their ancient buried constructs, such as immense pyramids buried beneath the plains of Waladar or vast ruins covered in ancient basalt lava beds in the northern isles).

4. It is of some question as to whether Banishment would affect a Netherim. One could argue that a netherim is by virtue of its form now native to the physical world, but if you cast banishment on one and he or she fails a saving throw, the DM can optionally rule that the netherim's spirit (but not body) is banished, leaving a hollow husk behind for one minute while the spirit is returned to the In-Between. On a critical failure on the save (1) this might be permanent. 



Netherim for Pathfinder: 

Here is my Pathfinder write-up on the Netherim:

Netherim Statistics:  Netherim gain a +2 to Int and Cha and a -2 to Wis.

Innate Magic: All netherim start play with their first class level in a spellcasting class (divine or arcane). Netherim may choose to follow non-spellcasting professions at a later date if they so choose, but their initial foray into the realm of mortals is bereft of practical knowledge, but they are born innately familiar with one or more forms of magic. Sorceror is a good starting class for newborn netherim.

Slowshifting: netherim can change their appearance at will, although their appearance will always be obviously alien and exotic (but it may nonetheless confuse non-netherim as to whether or not they are the same being known from an earlier date). Such changes are at will but require a conscious effort that takes 1D3 months.

Persistent Luminescence: the netherim exude magical energy in the form of a dull but constant light that emits from cracks, wounds, their eyes and mouths (and sometimes as an ambient glow, fiery hair, or what-not). It takes a swift action’s worth of concentration to dim such a glow to nothingness (for stealth, say) and a standard action’s concentration to expand the glow to provide dull but clean illumination for 10 feet around the netherim. This is a constant effect and the glow does not alter without effort. If a netherim is trying to avoid notice but fails to dim his or her glow then a -6 penalty to stealth checks applies (pr +6 to perception checks to notice the netherim, as needed).

Amoral: Netherim have almost no grasp of the concept of good and evil, seeming almost incapable of grasping the nuances of such disparate opposing philosophies. While some netherim do in fact begin to understand the complexities of such ideological philosophies, most remain curiously discreet, leaning toward lawful neutral, true neutral or chaotic neutral in behavior.

Alien Physiology: The alchemical process that creates a Netherim and binds its spirit to flesh is a process mages have usd to make simulacra and homunculi; as such, the physiology of netherim is alien, and healing attempts with the skill are always at a -5 penalty due to this lack of familiar internal organs or even blood (since they effectively bleed "light"). Conversely, many diseases which would affect a normal human will not take with a netherim's odd body. As such, netherim gain a permanent +5 racial modifier to saves vs. poison and disease.

Immortal: netherim are born fully formed and do not age.  They can be killed by the usual means, but natural death through age does not happen to them. Dead netherim disincorporate and return to the In-Between to await a time when they can reincorporate in a new body; they rarely remember anything of their past life, however.


Levitation: as airy beings of elemental form and substance crafted out of ectoplasmic forms by their own will, netherim are surprisingly light and with some concentration can actually resist the pull of gravity. This is a natural spell-like ability that can be performed at will and functions as the levitate spell does, but can only be case on themselves. It takes one standard action of concentration to perform, and one more standard action to turn off. This does mean that if a netherim falls a distance that is great enough to allow him one standard action’s worth of concentration (probably necessitating a concentration check in the process) he can use levitate to slow his fall (similar to feather fall).


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