Continuing the Sarvaelen "Watchers of the Sullen Vigil" adaptation to D&D 5E:
The
People of Emon
Also known as the Emoniae, the people of this
distant land exist far in the west, beyond the ruined expanse of the wastelands
of Camrinal. Emon was the greatest independent threat to Camrinal in its era of
rule, and the Emoniae were a culture of sorcerers much like the Empire. When
the Final War erupted, their lands were devastated, and the Empire sought to
exterminate their greatest rivals as quickly as possible. When the conflict
ended with the destruction of Camrinal, most of Emon’s warriors were caught in
the destruction, and destroyed. Still, there were plenty of survivors back
home, now mostly dwelling in ancient, deep enclaves within the vast Adasatrak
Mountains where they stood guard against the outside world.
Today the Emoniae are still driven by magic as a
way of life and such arts find a greater acceptance within their mountain
fortresses than anywhere else. The Emoniae remain isolated and tend to mistrust
the young eastern kingdoms that have arisen from the ashes of the Final War. It
is also the only land where the study and worship of the Old Gods is still
permitted.
The Emoniae (singular Emon) as Characters
Many emoniae have a talent
for magic, and are most commonly mages by class. Emoniae are, like pureblooded
of Camrinal, prone to attracting the attention and interest of demons, spirits,
elementals, old gods and other beings from the Elemental Realms. Elves have an
abnormal fascination for them, and as a result it is more common to run into
half-elves of mixed elvish and emon blood than any other combination. Emoniae
are a special type of human, with the following racial traits:
·
Emoniae
gain +1 in intelligence or +1 in Dexterity or Strength
·
Emoniae
start with the Magic Initiate feat.
·
Emoniae
start with proficiency in either Arcana or Insight.
·
Emoniae
learn the common (Aeronostic) tongue as well as Emonish, their cultural
language.
·
Elemental Affinity: Emoniae revere the elemental old gods, and still worship them. There
is a chance on a DC 20 Wisdom check that an emon has some elemental heritage in
her or her bloodline. The immediate effect is an innate basic understanding of
the elemental language and an affinity for that element, which means that they
tend to be regarded favorably by elementals of like type that they meet (+2
reaction modifier on Charisma checks).
·
Elemental Taint: Emoniae may gain the elemental taint feat at 4th
level (GMs may require this automatically). It is advised that each time an
emon reached a feat/attribute gain by level, a save against the spellcaster’s
primary stat vs. DC 8+total character level must be made. Failure requires the
emon to take this feat!
Racial Feat: Emoniae Elemental Taint
Prerequisite: Emon
heritage, spell-caster level 4 or higher
When a magic-using emon
with elemental taint reaches 4th level in any spell casting class (wizard,
sorcerer, paladin, ranger, warlock, cleric or druid) he or she begins to
manifest a sign of elemental corruption, usually in the form of a glow or
emission from the skin, and a slow but certain "change" on the skin
that seems to be a manifestation of that emon's elemental taint (stone-like
skin, persistent water running from pores, smoke, or a misty fog following the
emon). This first manifestation is cosmetic and can be suppressed with
concentration taking one full round.
An emon with this feat must
choose one elemental type to exhibit going forward: fire, cold, air, earth,
necrotic, radiant. This becomes the primary elemental affinity, which is
dominant. If the emon has elemental affinity, this first elemental type must
match the one chosen for affinity. An emon who did not have elemental affinity
before (see racial traits) gains it with this feat.
Emoniae may have more than
one connection to the elements, but each subsequent elemental type exhibits as
secondary to the primary elemental affinity. For example, an emon with cold as
primary may appear to have icy skin. If he later adds elemental earth affinity,
he may display gravel or rocks floating in the ice of his skin. If he later
adds fire, his eyes may blaze with hot light as water runs down his flesh.
This feat may be taken
multiple times. Each time the feat is taken, a new elemental trait is
manifested, rolled for on the table below.
Subsequent taints are
harder to suppress, requiring a saving throw (same as above) to quell the
effect for one day. When the emon sleeps or is unconscious it reappears. Roll
each time the feat is taken to see what manifests:
D12 –
Elemental Change
1-4 - a new cosmetic trait related to the source
of elemental taint manifests (fire hair, frozen skin, stone skin, levitates
slightly off ground). This effect grants resistance to the elemental type. If
you roll this again, gain a new trait and a new resistance.
5-6 – Choose one elemental type (fire, cold, air,
water, earth, radiant, necrotic); you may add this elemental type to the damage
or effect of a spell you cast as a bonus action.
7-8 – Gain the ability to Conjure Elemental as
the spell once per day as if you used a level 6 spell slot. The second time you
roll this you treat it as if the spell slot were level 7, and so forth up to
level 9. Alternatively, on subsequent rolls you may increase use to twice per
day.
9-10 – You gain resistance to one elemental type
(as in 1-4 above), unless you already have resistance, in which case you gain
immunity to that elemental damage type.
11-12 - gain permanent emission of elemental type: stone
skin (gain natural AC 15), fire erupts from flesh (immune to damage from fire
but deals 1D6 fire damage to all on touch), air (gains levitate at will), or
water (emits water permanently at the rate of 1 liter/hour, gains water
breathing). These traits are very difficult to disguise and require a save
against the caster attribute at DC 8+level of caster with disadvantage to suppress
the trait for 1 hour.
The second time on this
chart you roll a 12 your character gains the elemental type (extraplanar) for
purposes of classification. He or she is now considered an elemental. The form
changes noticeably to be "more" of the elemental type and the emon's
humanity becomes suppressed. Breathing is no longer necessary.
The third time you roll a
12 the Emon gains the ability to plane shift to his elemental plane of
appropriate type once per day.
The fourth time the emon
rolls 12 on this chart he becomes a true elemental and departs the material
plane, becoming an NPC at the GM's discretion.
Five Facts
About the Emoniae:
1.
The Emon city-states in the Adasatrak Mountains
are each said to have been built over an elemental portal which leads to each
of the elemental realms. Interestingly there is the seventh portal beneath the
city Kalimdar, which is said to open into the Twisting Nether.
2.
Some emoniae claim that a spy and patriot named
Eredatha, who was a consort to the old Emperor of Camrinal, was responsible for
sabotaging the plans of the mad Emperor, leading to the destruction of the
kingdom. This is officially decried as apocryphal, but a secret order of spies
and assassins called the Dedicates of Eredatha believe it to be true.
3.
In an emon house finding a member who manifests
true elemental affinity is considered a house blessing and automatically elevates
the house to the affinity caste, giving them special social privileges. Someone
of low caste who develops affinity is usually adopted by a willing house, given
title and land privileges.
4.
Emon is not very welcome to outsiders, but the
gateway cities of Kerenesk and Rathor serve as the safe harbors for outsider
merchants and traders. From these two cities the goods of the outside world are
imported to the city-states of the inner kingdoms which otherwise allow no
outsiders of non-emoniae blood in their walls.
5.
Most emoniae are of sallow, almost albino
complexion, but the emoniae of the coast are dark of skin and prone to
elemental earth and fire affinity. The coastal emoniae call themselves the
Eredenei, and claim to have migrated from across the ocean long ago, coming
from a sunken continent called Dakarast.
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