More OSE goodness! Now for the celestialborn aasimar of Lingusia, as well as a bonus listing on the Seraphim of Lingusia:
Celestialborn (Aasimar)
Aasimar are a
variant race and counterparts to tieflings. Like tieflings the aasimar have a
parent or ancestor with planar blood. Unlike the tieflings, the aasimar have
been touched by a divine spark from a good or beneficient being such as a
seraph or other angelic entity. A few may even have godling ancestry.
Aasimar are
physically similar to humans, but they tend to have perfect skin, white or
golden hair and eyes of liquid gold. Their beauty is unrivalled by most other
mortals, though aasimar themselves are also often long-lived.
Aasimar stand out most of the time, and for this reason they often find life relatively difficult when growing up, especially if they do not know their true lineage or parents. Young aasimar are often subjugated to slavery and abuse at the hands of those who marvel and covet their beauty, though just as many may be fortunate enough to live in a caring community or have a good parent.
Aasimar Adventurers
Aasimar have not been adapted to OSE (that I can find), so
what follows may be their first official presentation in the system.
Prerequisites: Aasimar are naturally radiant in their charisma and appearance,
and have a minimum Charism and Wisdom of 9.
Ability modifiers: +1 WIS or CHA, -1 CON or -1 STR
Languages: Common and one other (may choose Celestial or Arboreal); Lingusia does
not have alignment languages.
Class Limitations: Lingusian aasimar have no level limits and may belong to any
class.
Special Traits: Choose or roll for one of these options:
D20 Aasimar Traits
1-5 dispel darkness once/day; 2/day at level 5 and 3/day at level 9
6-8 Necrotic resistance (May
make a Save vs. Death to negate undead energy drain effect once/day; 2/day at level 5 and 3/day at level 9)
9-12 Imbue Magic (render one weapon magical for one minute once/day; 2/day at level 5 and 3/day at level 9)
13-15 Continual Light (once/day; 2/day at level 5 and 3/day at level 9)
16 Has wings and may fly at
MV (180’) 60’; wings are difficult to hide
17-18 Infravision (60’)
19 Unaffected by charm
spells
20 My cast Charm Person once/day (may instead cast Charm Monster once/day Level 9 in any class)
Holy Beings: Aasimar find their natures impossible to hide from fiends
and beings of chaos, who instinctively can sense their celestial natures.
Aasimar Lineage:
If you play a celestialkin, you should pick one of the classes of Seraphim to
determine what your character’s celestial origin is. Roll a D100 for some randomness:
D100 Celestialkin
Orign
1-50 Elohim (category; servitors)
51-75 Einheriar (category; warrior spirits)
Each of the following are unique beings; their gift to an aasimar may be bestowed through miracles or any other means. See the Seraphim listing that follows for their natures; imagine what the lineage of a being of each nature might look like to sculpt the image of your aasimar:
76 Ascrael
77 Archamnios
78 Gamnaes
79 Dremnesal
80 Critaere
81 Minhara
82 Magenta
83 Dryleah
84 Incenar
85 Masros
86 Thanadan
87 Erizahn
88 Chamnios
89 Diaban
90 Alasmian
91 Delistray
92 Cordone
93 Aspriel
94 Glaumfiel
95 Hemanial
96 Eristar
97 Esilenta
98 Sekaryth
99 Elcorala
00 Unique
Origin! Roll Again:
01-50 Roll/choose two origins
51-80 Unknown origin!
81-90 Roll
one celestial origin but secretly also have one infernal origin
91-00 divine origin! Pick a deity
Profile: each seraph has a specialized portfolio in service to the god(s) each one is obeisant to
Realms of Worship:
The seraphim are venerated in the Middle Kingdoms
Genders Allowed: all
Races Allowed:
any
Alignment: any lawful good or lawful neutral; lawful evil
seraphim are devils
Favored Weapons: numerous (pick any four as suits the nature of the Seraphim for the clerical worshipper to wield with comfort as if proficient)
The seraphim are
actually a large host of divine minions who serve the celestial kingdoms of the
gods. These beings are the counterparts to the demonic devonin (demons), and are not
usually worshipped by any individuals, though they may be called upon for
specific spells and instances. There are many seraphim, some of which are
listed as follows. Like devonin, seraphim can materialize on the mortal plane
when called upon; they can only manifest to try to balance an act of chaos
against an act of order.
Some of the Seraphim: This
list is by no means complete:
Elohim: The angelic servants
of the sun, keepers of the eternal flame.
Einheriar: The eternal warriors
of light, the army of the apocalypse.
Ascrael: Lord of the Seraphim,
general of the Einheriar.
Archamnios: The spirit of
battle.
Gamnaes: Slayer of enemies.
Dremnesal: The spirit of
perseverance.
Critaere: The spirit of
creation.
Minhara: Protector of the heart
and soul.
Magenta: The servant of Time.
Dryleah: The servant of the
woodlands.
Incenar: The spirit of flames
and loss.
Masros: The hunter of evil.
Thanadan: The protector of the
gates of Death.
Erizahn: The androgynous patron
of love.
Chamnios: The destroyer of
demons.
Diaban: The patron of
knowledge and lore.
Alasmian: The patron of trade
and commerce.
Delistray: The all-seeing
observer, record keeper.
Cordone: The patron of
sorcerers and wizards.
Aspriel: Patron of the land,
keeper of the mountains.
Glaumfiel: The patron of the
waters and water voyages.
Hemanial: Patron of suffering
and caretaker of the ill.
Eristar: The patron of dreams
and the astral.
Esilenta: The patron of storms
and rain.
Sekaryth: The mistress of Set, patron of lies and Queen of the Nine
Hells.
Elcorala: The embodiment of
blind justice.
The
Mysteries of the Seraphim: The seraphim are practically a
miniature pantheon in their own right, each spirit slaved to the service of one
or more greater gods. Those most ancient of scholars who have studied the
mysteries of the Prehunate Empire have found evidence to suggest that in those
ancient prehuman days, the most loyal prehunates of the day were rewarded for
their dedication to the gods with a small portion of divinity, and were given
the roles of the Seraphim. Others speculate the seraphim are taken from divine
races which exist beyond the mortal plane, and that some have never even set
foot on the mortal plane before their appointment. There are nine hundred and
ninety nine seraphim listed in the Idean Codices and more recent texts that are
living, and another four hundred and twenty seven that are recorded as fallen
or slain; since a fallen seraphim is replaced almost immediately, then it is
possible that both notions on the origin of the seraphim might be right.
Seraph of the Nine Hells: most such seraph are in fact infernal devils, and do not produce Aasimar. Sekaryth is the sole exception, who maintains her radiance and purity as a Queen of Hell and mistress to the dark god Set even in the face of the lies and deception that surround her. She is considered a martyr and is worshipped in the Middle Kingdoms by mendicant cults of priestesses who feel they must devote their lives to her, that she may have their strength to persevere and observe the malevolent dealings of Set's infernal realm.

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