I finally cleaned up my index pages and also made a new one with all actual entries related to the Realms of Chirak campaign setting posted on the blog of the same name to date. Find it here!
Showing posts with label campaign setting. Show all posts
Showing posts with label campaign setting. Show all posts
Wednesday, August 5, 2015
Friday, July 5, 2013
Recent History of Eredoth
Recent History of Eredoth
Eredoth was founded approximately 250 years
ago under the guidance of the expatriate Syrgian king Gareden Voranius. Garedan
had made a power play against the throne, to seize control before his elder
brother Garast took rightful ownership of it, and he failed. He was given the
chance for exile instead of death, and so he took the opportunity to leave
Syrgia, migrating west with a fleet of ships carrying his family and loyalist
followers. They eventually found their way across the expanse of the Glittering
ocean and into the channels that led to the Grey Sea, where they settled what
appeared to be a vast wilderness of deep forest and high mountains, occupied
only by a barbarous local people called the emac. He called the land Eredoth,
which means “far land” in the Syrgian language.
The emac were initially friendly, but as the
Syrgian expatriates soon discovered they were not so receptive to exploitation,
and a series of local conflicts arose during the initial colonization. The
first thirty years of Eredish expansion was a bloody affair, but the superior
arms, armor and tactics of the Eredoth soldiers prevailed.
In the following two centuries, the
population of the emac broke into two distinct groups, consisting of those who
accepted the occupation of the foreigners, and those who rebelled. The
independent emac continue to dwell in nomadic forest and mountain tribes
throughout the region, and have come to carefully guard their territories
against the foreigners, who occupy mostly the lowland and forest regions along
the coast. In contrast, a number of emac tribes eventually integrated with
Eredoth’s new culture and rulership, and became clients of the kingdom. These emac
are called “iquiri’san” by their independent bretheren, a word which means
“willing slaves” in the emac language.
After two and half centuries Eredoth has
become its own power. The people speak Eredish, a dialect closely related to
Syrgian but sufficiently removed in time that it now requires some study to
properly interpret. Syrgians “rediscovered” Eredoth about a century ago, and
infrequent trade has ensued ever since.
Although Eredoth came from Syrgian culture,
it also lost much of it with the transition to this new land. One of the first
changes was in religion. The Syrgians are notoriously non-religious, even
atheistic by Chirak standards, and eschew all forms of faith and religion when
possible. The Eredish where of similar bent until they arrived in the new land,
where they discovered that the local emac worshipped something they called the
Divine Wind, a force of nature that was a willful manifestation of something
they called the “World Spirit.” The World Spirit would choose from among the deserving
and humble, granting them the gift to do good things. They said this was
important, because the land was suffused with evil spirits who crept out of the
Outer Darkness, spilling like pools of shadow into the world to corrupt men. They called these shadows the
Yagoth.
It did not take long for the Eredish to
believe in the emac’s religion, as actual manifestations of the Divine Wind
took more than one colonist over the years, changing them into something that
the newfound theologians called “spirit saints,” roughly translated from the
emac term for them, the iniar’quiam.
Just as impressive but more disturbing were the first Eredish to succumb to the
corrupting fleshwarping touch of the Yagoth. Over time, the men and women who
devoted themselves to understanding, following and eventually worshipping the
spirit saints founded the Church of the
World Spirit. To be chosen by the Divine Wind, sent from the World Spirit,
was considered the greatest of honors. The adoption of this local belief was at
least partially responsible for the integration and acculturation—on both
sides—of Eredish and emac alike.
Today Eredoth is divided into three chief
lands. The northlands, along the coast of the northern Frostmounts are held by King Seviron of Calladania, the
collected northern duchies, which reflects the united northlands. In the south
there are two kings, including King Emerad of Duchies of Ghaellan, and King Sarnaris of Saagerast. Though the land is presently
divided between three kings, they all regard themselves as part of Eredoth
proper. The current division derives from the War of Winter Blossoms, so named for the fact that it started
during the middle of winter thirty years ago, an unusual time for conflict to
arise, and pressed on for two decades until the major powers sued for peace,
then divided the lands three ways, with a treaty that asserted that all of
Eredoth would unite in times of need against foreign powers. The ever-present
threat of the Xiang-Kotonos, Nindragom, the giants of the Frostmounts and other
threats insure that this treaty is taken seriously.
Wednesday, July 3, 2013
Player's Knowledge of the Relic Kingdoms
Player’s Overview of the Region
Eredoth is a northern
empire, embedded in a thousand miles of rocky coast. They are a relic empire,
descendants of expatriates from long ago who colonized the region and fought
back against the barbarianst of the Frostmounts. The people of Eredoth are
divided, in that there is no stable king. In southern Eredoth two major powers
vie for control: the kings of Ghaellan and Saagarest. Saagarest is centered on
an island in the Grey Sea roughly the size of England, along the coast
dominated by the duchies of Ghaellan. You are all starting in the city of
Ghaellan, where self-appointed king Emerad rules. Finally, Eredoth's religion
is based on the worship of something called the Vestiges and the Spirits. The Spirits are saint-like figures that are
believed to be granted godlike power by the enigmatic Divine Wind, a
manifestation of the lost Ancient Divinities of old that was said to have been
worshipped by the ancient colonists of Eredoth, and the reason for which they
were exiled and forced to colonize this distant land. The Vestiges are
described as the ancient Spirits of the Earth, immortals which perished eons
ago and of which only the power of the Divine Wind still exists. Vestiges might
be seen as undead gods. Eredoth also has a beliefer (fear) of demons, calling them
the fiends of Yagoth.
Nidragom is located to
the south of Eredoth, and it is best described as a land of madmen and wild
barbarians. They are fiercely warlike, tribal, and disorganized, but by virtue
of their own ferocity and dedication to something they call the Mania (which is
worshipped both as a philosphy and a god) they are a formidable force of
berserkers and killers. When Eredoth's polities are not warring amongst
themselves, they recruit from Nindragom for mercenaries.
Easter of both lands is
the Xiang-Kotonos, an eastern empire of warriors and godless men who revere the
blade before all. The Xiang-Kotonos are made less threatening only by virtue of
the thousand miles of desert tundra between their kingdoms and the region of
Nindragom and Eredoth, but an occasional warlord will brave the barren lands to
seek out battle with the western powers.
South in the deep high
mountains of the east is Laiwan, a remote kingdom of mountain dwellers who are
the gateway of trade between the westerlands and the distant east. They are
small in number but safe by virtue of their isolated mountainous homeland. They
are mysterious and mystical people, said to worship the Sun itself, although
they have a complicated pantheon of Demon Gods that they feel dictate the
trials and tribulations of their daily lives.
Across the Grey Sea from
Eredoth is the largest mountain range in the known world, the immense Anantes
mountains, The people of this region are called the Capac, and are divided into
two cultural groups: the lowland Capaci of Narasco, who subsist on trade and
the sea to survive in the harsh, dry deserts along the slopes of the great
mountains that touch the Grey Sea, and in the immense highland regions of the
Anantes Mountains is the mysterious and very ancient culture of the Astananku,
said to be ancient magicians and nearly immortal descendants of a lost race of
old. No one knows much of who the Astananku worship, although the lowland
Capaci strongly favor the water goddess whom they call Mataki, and her
counterpart, the storm god Hukil.
Finally, there are known
to be other, more distant lands which the Eredothian sailors sometimes trade,
far beyond the dominion of the Grey Sea. Westward beyond the Anantes Mountains
the Capaci people speak of a terrible empire of evil, dominated by demon
worship and sacrifice. South of Nindragom is a vast, trackless desert waste
from which occasional merchant caravans emerge, claiming to come from the
distant kingdom of Dragos across the desert.
Elves in the region of
Eredoth are known as the Asharion tribes of the frostmounts, a cunning and
secretive race that lives in nomadic tribal groups. They are often at odds with
their dark elf counterparts beneath the frozen glaciers and deep in the
mountain caves of the region, who are called the Kaddan. The Kaddan worship the
vestige Zaramast; in the elvish mythology, it is said that the Kaddan were
normal elves who stumbled upon the burial ground of the ancient vestige
thousands of years ago, and his dark tendrils corrupted their flesh and spirit,
turning them into what they are today.
There are haflings all
along the coast of the Grey Sea, and there are several enclaves of stout
dwarves in the Frostmounts and Anantes mountains. As with all other lands,
gnomes and goblins exist, though the goblins are seen as pests of the Arescu
Forest and the lowland, warmer Iargan forests of the south, while the gnomes
gravitate toward cities and towns of other races.
Dragonborn are extremely
rare, but tieflings are extremely common, especially among the Nindragom, who
prize the blood-induced madness of some tiefling warriors, and often rely upon
rituals of the mysterious Demon Gods to call upon the Mania and allow them a
bonding with infernal beings to create such offspring.
Minotaurs are known in
this land, but they are found chiefly in wandering tribes in the southern
deserts and eastern tundra. Orcs are present, as ever, existing primarily in a
vast network of caverns Gazad Mountains of Eredoth, though many orcish tribes
can be found in the Frostmounts and Anantes mountains as well.
Monday, July 1, 2013
Lost History of the Relic Kingdoms
The Undiscovered Lost History of the Relic Kingdoms and the First Gods
No mortal knows the secrets of the Yagoth.
Their legacy extends back to a time when the Relic Empire was young, and the
first gods were born into existence. The people of this lost time sought the
first great power over their realm, forging a crystal of such power that it
contained within it the energy of creation and all existence. This power was
too great for any one mortal to contain, and so twelve candidates were chosen,
twelve mortals who were tasking with caring for a piece of the stone, while the
final, thirteenth stone was place at the edge of the stars themselves, to serve
as the binding force of creation, the conduit through which their twelve lesser
stones drew all power.
In this ancient time, a time before human
men existed, there was great and lasting peace as the prehumans of this era
could mold existence as they saw fit, granting immortality to their kin and
peace to all. It was not until they experimented with the creation of lesser
slave races that things changed. Humanity, elves and others were created to
serve the gods and their divine kindred. The first men were no more than
mindless slaves, but over time the designs of the gods grew more complex, and
soon the divine race saw men as complex playthings. They enjoyed the games and
conflicts that seemed to come naturally to these lesser beings. They toyed with
them.
These first humans and elves and others grew
tired after untold centuries of slavery, and by way of events long lost to time
they rebelled. They overthrew their masters, rose up in arms, and in revolt
succeeded in slaying the gods. How this was properly accomplished was not
entirely known to any save for the Yagoth.
The Yagoth were an entire race of beings,
who existed in the supreme darkness at the edge of the star system. They had
lived in eternal darkness for untold eons, and predated all other creatures in
existence, dwelling in their ancient cities upon the Thirteenth Planet of the
star system. That was, until the Heart of the Crystal, the source of the first
twelve Zodiac Stones, was set upon their world by the twelve young gods, who in
their hubris saw fit to exterminate the Yagoth as vermin, so repulsive did they
find the creatures, that they drove them from their planet and into the
darkness between the stars.
The Yagoth sought revenge. They plotted for
eons, until they at last saw the gods make an error, for as the gods created
life, the Yagoth learned quickly that they could possess and manipulate the
lesser mortals, and they sowed the seeds of discontent amongst the slaves. They
drove the creations of the gods to rise up, and through dark gifts in the form
of the God Slayer weapons they granted them the power necessary to slay the
first gods. The Yagoth granted this power to the mortals in exchange for the
promise that the humans and elves would in turn seek out the Heart of the
Crystal and take it far away, that the Yagoth could once more dwell on their
dark world.
The first humans who rose up and destroyed
the gods were quick to seize the Zodiac Stones. They flung the god-slayer
weapons then into a pit that led to the center of the earth, that there was no
temptation to use them, though one long-forgotten avatar is said to have kept a
single weapon hidden away. They then turned on the Yagoth, for the men who the
Yagoth had thought so easily manipulated were clever and cunning, and with the
power of the Zodiac Stones they could not be touched by the Yagoth. They cast
out the demons, and swore to never let them return.
Thus it was that the first in a long lineage
of young gods came to pass. Men learned that they could never contain the power
of the Zodiac Stones for as long as their forebears, for the immortal
Nakal/Klippath were unique in this ability. Though none today remember it, no
god has lift more than twenty thousand years before eventually dying; it was
inevitable that the Zodiac Stones would require successors.
Of the original gods, only the vestiges
remain, and of those, only seven are known to manifest as forgotten shades, and
possibly two which still seem to exist as mysterious forces (the Mania and the
Divine Wind).
And of the Yagoth? They dwell at the edge of
existence, waiting for those curious moments when a hapless mage or scholar of
Eredoth, Capac or Nimdragom finds one of the ancient summoning mirrors that
allows them to manifest in the world of Chirak, that they might seek a time and
place where opportunity will allow them to do the most harm to the descendants
of those who killed their world and betrayed them, driving them out into the endless
void of space. They have an undending hunger, and are immortal, impossibly old
beings with an intense desire for revenge.
Wednesday, June 26, 2013
Spirits, Demons and Vestiges of Eredoth
Known Spirit Saints of the Relic Kingdoms:
Sethrys, the Winter Queen, Lady of Monsters: This powerful woman
has manifested a control over ice and cold in her domain, and now resides deep
in the heart of the Frostmounts, ruling giants and other monstrous kin. She is
a terrifying being, neither saintly nor spiritual, and seeks to conquer Eredoth
one day, though her timetable of action is a mystery. She has been in existence
for eighty years now, and it has been fifty years since she led an army of
monsters northward to the capitol of Calladania in the Northern Duchies where
she waged war for five years until the spirit-saint Augusteros rallied the
soldiers of the land to drive her back.
Of those who doubt her “sainthood,” one need
only talk to the giants, ogres, and other kin who call her such; she is
regarded as a powerful force among the giantkin for unifying them into a
kingdom of their own.
Augusteros, The Sword Saint: Augusteros is still known to walk the
land, for as has been pointed out, if he had passed on then no memory of him
would remain; he is considered the patron saint of soldiers, and bards have
many stories to tell of his manifestation in times of need. He has been known
of for more than a century now.
Killias, the Water Bringer: Killias was a young woman, touched by
the Divine Wind while at sea, who changed to the form of a mermaid. She is now
considered patron saint of sailors and of safe voyages in the Grey Sea. It is
said that she considers herself a servant of Mataki.
Tarn, the Hunter: A rough old coot, Tarn was a ranger of the
southern province and servant to king Emerad’s grandfather. He was fatally
wounded in his old age while hunting, but the Divine Wind did not let him
perish. He has not been seen in many years now, though on rare occasions in the
woods some hunters claim to encounter him, continuing the hunt, and some
starving families find game brought to their door by amysterious man they are
certain is Tarn.
Miurnes, the Birth Giver: This patron saint of women and childbirth
is said herself to have had a difficult birth and was about to die when the
Divine Wind touched her, saving mother and child. Her daughter grew up to be
the legendary sorceress Caedra, who
dwells in her tower on the Isle of Saagarest. Miurnes appears at times to those
women in need, acting as a mysterious midwife who assists in a difficult
childbirth and then disappears after a child is born.
The Complication of the Yagoth and the Demon Gods of the West
The
people of Eredoth do not just have saints to benefit from, for they also have
very old demons that haunt their land. These beings are called the Yagoth, and
there is no consensus as to where they come from. Common belief holds that the
Yagoth are actually possessed beings inhabited by the spirits of the lost
Klippath of the Relic Empire, twisted and shaped into monsters in body and soul
by these ancient spirits, hungry for living flesh. A more heretical notion is
that the Divine Wind itself creates them, and that it is not a benevolent
force, but a natural force which must balance good and evil, and so for every
spirit saint there must be a Yagoth. No one is sure what is true about these
beings, other than their insatiable lust for cruelty and death. Only a very few
witches and warlocks know that there are ancient obsidian mirrors that can be
found in the Relic Empire ruins, capable of summoning the Yagoth, and that
mortals are alarmingly susceptible to possession and transmogrification by
these demons.
Yagoth are believed (rather terrifyingly) to
be entirely unrelated to the so called Demon Gods of the west; most Eredish
theologians believe, strongly, that the Demon Gods are malevolent apparitions
that have confused the western empire of Xoxtocharit into believing that they
are infernal beings of godlike power, for the notion that there may be a
hundred or more evil gods in the world is almost too much for them to
contemplate. Nindragom, not known for its scholars and theologians, nonetheless
has a cult of battle clerics that pride themelves on their dedication to
slaying the western cultists and mastering these demons, for they feel that the
Xoxtocharit demons are merely another manifestation of the Mania, changing
mortals into demons.
In truth, the Xoxtocharit have created a
complicated hierarchy of belief and worship centered on the so called “servants
of the betrayers,” which is a euphemism for the greatest servants and generals
of the Betrayer Gods from the era of the Apocalypse, a period of time about
which they know a great deal more than most scholars in the easterlands are
aware of. Indeed, the memories of the apocalypse have all but been erased in
the dominion of the Relic Empires, for reasons that are not at all obvious.
The Seven Known Vestiges
Of the many names and figures identified in
the ancient script of the Relic Empire, only seven names have been determined
to have divine significance, and as such these seven are believed to be the
ancient gods of the lost Nakal/Klippath. Dubbed “vestiges” the first
manifestation of a known vestige was caused by the tribe of elves once called
the Ulithirians, and now called the Kaddam, which means “Shadows” in the Relic
Script, they say. These elves followed the darkness of the endless passages of caverns
in the Frostmounts until discovering an ancient city of the Relic Empire, still
intact yet submerged in the mountains and somehow protected by a vast dome from
the crushing rock above. Within this city was an ancient tomb to the dead god
called Zaramast. The elves disturbed
the vestige of Zaramast, and with its last power it changed them forever,
altering the elves into the shadowy creatures of darkness that they now are.
The elves were suffused with arcane knowledge from the shadow god, and have sought
to appease and feed the vestige power through sacrifice, to learn more of its
ancient secrets.
What follows is a summary of the known
vestiges. All of the following have hidden cults throughout Eredoth, Capac and
Nindragom, and some are openly worshipped among the Iargan barbarians. No one,
not even their cultists, doubt that these are mere shadows of dead gods, whose
power and lust for existence was so great that long after their power is gone,
their bodies, slain and their souls either destroyed or reborn, these whispery
shades of desire continue to exist.
Vestige Name Aspect Manifestation
Narinath vestige of
knowledge and secrets an
ancient scholar
Malin’ithaer vestige of machines an
infernal contraption
Zaramast vestige of hate and
darkness a vile dark
elf killer in the darkness
Skael vestige of
deceit and trickery a sly rogue
Emiridon vestige of the
cosmos an
enveloping darkness or wind
Nisultyr vestige
of creation a
burning point of light
Meremeth vestige of life a shadowy woman
Yazda Grahath vestige of monstrosities a
brutal shifting beast
The vestiges are well and truly dead, but
the lingering essence of each shade is so powerful that they continue to
influence the living a hundred thousand years later. Each of the above aspects
can be invoked by those who know the secrets to communing with the vestiges,
and extracting lost secrets and rituals from them. It is said, for example,
that many orc sorcerers have learned to commune with Yazda Grahath, and from
her have learned the secret of creating terrible birthing pools, out of which
hideous monsters emerge. In northern Calladia,
the powerful Sect of the
Burning Sky have learned to commune with Emiridon, and in turn have drawn
on this vestige to learn arcane secrets of the cosmos.
The vestiges are almost insanely dangerous.
They can sustain moments of existence by stealing the life and souls of those
who they are contacted by; failure to properly contain or ward against a
summoned vestige can rapidly prove fatal, though luckily a vestige can only
sustain itself from stealing the lives of the living, and then gaining only a
few minutes of existence when it does so. Even the more benevolent vestiges
find it almost impossible to resist the theft of others’ souls, though they may
warn those around them when they are about to do harm.
Vestiges can manifest naturally adjacent to
ancient ruins, especially in ruins that once contained great temples of worship
to the old gods. On very rare occasion some seers and oracles can act to
channel the dead minds of these beings, a more indirect (and sometimes safer)
way of communing with them, though only those born with this unique gift can do
so.
Next: Lost History
Tuesday, November 22, 2011
Ages of Lingusia: Languages of the Middle Kingdoms
Languages of Lingusia
Lingusia is home to a diverse range of dialects and languages, many harkening from ancient roots. Some species have languages shared universally by one another, and other species are given to as much linguistic diversity as humanity. In fact, the root of Lingusia comes from the idea "of many languages" in the Old Tongue.
The “common” tongue of Lingusia is the
Middle Tongue, closely followed by tradespeak, a language of common reference
cobbled together by traders and merchants across the globe. Any character
listed as knowing “common” is assumed to know one or both of these languages.
Below is a chart of many fo the languages all
characters can learn. Characters always have their native tongue as a base
language, and some multilingual characters learn more than one, depending upon
circumstance. There is at least one invented language as well, a sort of
Esperanto called Tradespeak, which was created around the time of the founding
of the Great Old Road, and while it has evolved dramatically over time,
tradespeak remains the favored language of traders and merchants around the
world. Anyone who speaks one of the common human tongues of Lingusia can
communicate at least 30-50% of the time with a person who speaks tradespeak but
no other common language. Likewise, a man who speaks tradespeak but not, say, one
of the the Northern tongues can still speak to and understand a user of the
northern tongue with 50% accuracy as well. The Merchant Houses of the Middle
Kingdoms and the Eastern Kingdoms have conspired to make this so.
Some of these languages are special. No
character may begin play knowing Prehunate, which must be learned from a
practiced student of the languages, and is never considered a class skill.
Likewise, no character can pick a language for which no possible exposure could
have occurred prior to the beginning of his or her adventuring career.
Bonus Language Rule: Because there are more than ten conventional languages in this setting, all characters
may begin play with additional bonus languages equal to their Intelligence modifier
(or none if negative).
A Sampling of the
Languages of Lingusia
The Languages of
Man:
Middle Tongue (common)
Tradespeak
New and Old Galonian
Southern Tongue (Galvonari)
Eastern Tongue (Zuedi)
Cretean
Amechian
Northern Tongue (Nordamani)
Autrengardian
Steppelander’s tongue (no written language)
Zymharian
Avilinian
Nakamuran
Caelernin
Northern Hettanari
Starthiic
Hotepsalan
Foreign Tongues:
Old Karaktuan
Mataclani Haxitol
Mataclani Talay
Taian
Lako-no-hongo
Al’jhiri
Karakani
Khozakani
Neberanii (Gray Kingdom)
Old and Lost Languages:
Old Tongue (Arcane Script)
Ancient Middle Tongue (Holy Script)
Prehunate Script
Ancient Elvish Script
Kadantanian
Celestial
Abyssal and Infernal
Monstrous Languages:
Deep Speech
Minotaur
Goblin Tongue
Orcish (vandal)
Hidden Tongue (red orc)
Setiteese (serpent men)
Hashykirii (lizard man)
Draconic (Marlack, dragons)
Hyshkorrid
Thargonid Trollish
Mihidir Trollish
Fey Languages:
Faerspeak (elvish)
Darkspeak (ashtarth)
Syllenic (sylvan)
Gnomish
Dwarvish (Endurian)
Faerie Tongue
Sunday, November 20, 2011
Ages of Lingusia: Skalykind II - Serpent Men and Naga
Serpentine, more snake-like than lizard like,
these cunning scalykind are the gifted sons and daughters of Set. Indeed, the
Serpent Men are related to snakes and ophidian kin, and are not true lizard
folk like the Haikyndyr and Terkithyi. Setites are much more dangerous than
either of their kin!
Appearance and Personality: Devious, cunning, manipulative minions of their god, Setites
are out to promote themselves first and their species and deity next. They are
slender, multicolored and scaled beings, who prefer to dress in ornate and
expensive garb. Setites recognize their family affiliations by their unique
scale patterns as well as scent, and are stratified in to strongly reinforced
hierarchies of control in their empire beneath the sands of the Hyrkanian
Deserts.
Relations:
Setites are always behind the scenes, manipulating lesser beings to their will,
as they are universally reviled for being the divine sons and daughters of the
lord of evil. Setites who must travel in human realms usually disguise
themselves with magic.
Religion:
Setites might like to worship other gods, to hedge their bets, but Set gives
them little choice. Any member of the species found deviating from the Lord of
Evil's interests’ risks discovery and exposure. If exposed, he is exiled,
killed, and often stripped of magical ability. Setite priests who defy the will
of Set are not allowed the benefit of
escape by their god, who turns them in to even crueler minions who will have no
choice but to do his will, such as Vampires or Fiends.
Languages:
Setites learn their own tongue, plus Ophidian, Infernal, Draconic, the human
and elvish tongues, Goblinoid, Hyshkorrid, dwarven, and even Ashtarth. Know
your enemies, they say.
Names: Setites
are by far the most articulate of the scalykind, but their names are still
sometimes tongue twisters.
Male Names: Krillisk, Zyral, Kryllios, Vyrysk,
Myrykaven, Vyrik.
Female Names: Sullia, Vyrys, Mynravhariel,
Shyvaris.
Serpent Men Adventurers
Average Height: 5'6”-6’6” tall
Average Weight: typically 100-250 lbs
Languages: Serpentine and Middle Tongue; some
know Draconic
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: deep vision
Skill Bonuses: +2 Stealth, +2 Bluff
Poison Bite: Serpent men gain
access to a racial encounter attack (see below).
Long Lifespan: setites can live to be 200 or more years old, and
some venerable priests are said to be 600 years or older.
Setite Poison Bite – Serpent Man Racial Basic Attack
Encounter – Standard – Melee
Target: one
adjacent target; Attack: Dexterity
vs. Reflexes; Hit: target takes
1D8+Constitution poison damage and 5 ongoing poison damage (save ends).
Naga
The naga are a relatively new race of beings, at least as far as humans
in the Middle Kingdoms are concerned. A thousand years ago their ancient
underwater empire was devastated by an ancient Cataclysm, and the naga were
fragmented in to many warring factions when their eons’ old empire fell. The
naga, forced to survive in new circumstances, sought out watery habitats along
the coastal regions of the mainland, and settled down. As amphibious beings
they are capable of moving ashore without much difficulty, and some prefer it.
Religious motives are the key driving factor in the naga presence on
land these days. The naga have fractured in to two groups, including those who
hear the siren call of the Skaeddrath Krakens in their dreams, and are
compelled to seek out these ancient chaos lords to awaken them, and a
generation of naga who are allied with the forces of order and creation and
wish to stop their driven compatriots. This strange civil war has been erupting
for the last two centuries, and is especially common in the Inner Sea and
Straights of Nyarlith regions of the Middle Kingdoms. By far however the
largest populations of Naga can be found eastward, along the Bloodsea Coasts of
Takkai, especially in Gochikono.
Naga Adventurers
Height:
5’5” to 6”
Weight:
150-180 lbs.
Languages: Naga, common, and other options include draconic,
infernal, and the deep speech.
Attributes: +2 Dex, +2 Con
Movement
Rate: 6 squares on land, 8 squares
swimming
Size: Medium
Skill
Bonuses: +2 Acrobatics, +2 Stealth
Deep Vision:
Naga deep vision functions equally well underwater as well as in darkness. They
can see in shades of grey even in total darkness.
Amphibious:
Naga can breathe normally on land and under water with no impairment. Note that
this does not protect them from unnatural attacks such as stinking cloud.
Natural Swimmer: All naga are excellent swimmers, and do treat any watery terrain normal
terrain.
Armored Scales:
Naga are scaled, and these scales provide natural armor protection, offering a
natural +2 armor class bonus.
Tail Strike:
Naga may use their tail like a club:
Naga Tail Strike – Naga Racial Basic Attack
At-Will – Standard – Melee
Target: one
adjacent target; Attack: Strength
vs. Reflexes; Hit: target takes
1D6+Strength damage.
Naga Racial Feat:
Tripping Tail Strike
You can knock foes over with your tail attack.
Prerequisites:
Naga, Strength 13+
Benefit:
You gain the following racial exploit:
Tripping Tail Strike – Naga Racial Basic Attack
Encounter – Standard – Melee
Target:
one adjacent target; Attack:
Strength vs. Reflexes; Hit: target
takes 1D6+Strength damage and is knocked prone.![]() |
| Naga |
All text Copyright 2011 by Nicholas Torbin Bergquist, all rights reserved
Wednesday, November 16, 2011
Ages of Lingusia: The Monstrous Kindred
Monstrous Races of Lingusia
Gnolls
Gnolls dominate the vast region of the
Northern Wilderness, but over successive generations many clans have migrated
southward and invaded the shores of Hyrkania, much like any other barbarian presence.
These periods of great migration are memorable periods of conflict, and the
last great migration was about two centuries ago; scholars attribute such
invasions by the gnolls to population pressure.
Gnolls in the Middle Kingdoms can be found
in large migratory tribes and townships throughout northern Hyrkania and the
southern deserts, raiding, working as mercenaries, or seeking out buried,
ancient temples through which to try and commune with their dreadful demon gods.
Although most gnolls are only loosely allied
to one another these days, there is a growing movement that seeks to reunite
the old gnollish tribes in to a stronger movement, headed under the dominion of
a chief demon lord. The gnolls have long been obsessed with the demon lords of
the Abyss, and have a variety of myth tales about how they were created from
demon seed in the era of the War of the Gods. Some believe that if they can
once more fulfill this purpose, then the diaspora of tribes will find a new
strength and the gnolls will at last have a new guiding purpose to lead them on
to domination. Luckily, no single priest or warlord among the gnolls has become
strong enough to influence their kind as a whole. Yet.
Gnoll Adventurers
Gnolls work as indicated in the MM. Gnolls
are by and large an unfriendly fringe race, but if your campaign tends to avoid
urban humanocentric regions in favor of the vast wilderlands inhabited by other
monsters then gnolls may be especially suited to your particular games.
Living Constructs
Various fantasy realms have living constructs
of different sorts. Such beings are very, very rare n Lingusia, should you
decide to introduce one. They are usually the creation of specific alchemists
and artificers, sometimes silver dwarves, who imbue a golem shell with the
spirit of a newborn elemental. The process for creating a living construct is
something only recently uncovered, and their practical use beyond efficient but
expensive soldiers and guardians has yet to be explored. It is said that the
fabled wizard Colimandras discovered the technique for creating living
constructs on the Isle of Porondor, shortly before his ancient castle of
fabulous gearworks was submerged in a volcanic deluge of lava.
Living Construct Adventurers
In 4E the warforged race may be used to
represent various living constructs, but the uniqueness of each such being
should be emphasized, as well as the unusual rarity of their kind. You should
roll on the following charts to develop a unique look and feel. Roll once for
body type then roll 1D3 times for body composition (or choose as desired):
D20 Body
Type Body Composition
1-2 humanoid clay
3-4 humanoid wood
5-6 humanoid stone
7-8 halfling-like metal
9-10 dwarf-like crystal
11-12 avian false
flesh
13-14 giant-like flesh
and metal
15 draconic cloth
16 centauroid darkness
17 trilinear fire
18 octopoid mud
19 a floating eye liquid
20 cyllindrical mechanical
Marlack
Draconians
The marlack draconians are among the most
tolerable of the lesser draconian to interact with humanity. Once bred as shock
troops in the many ancient wars of dragon kind, the Marlacks and their
draconian kin have become increasingly rare, and most now survive in remote
communities in regions far from human dominion. Marlacks and other draconian
have difficulty breeding true, and for this reason it is exceptionally
difficult to swell their numbers when needed, though it is also widely held
that the magic of the dragon lords can alleviate this condition when necessary.
The largest marlack presence can be found in
Galvonar, to the south, but there are communities of marlacks in the southern
Isles of Karaktu, existing more often than not with the half-breed Yenetai
weredrakes.
Average
Height:
6'-7' tall
Average
Weight:
typically 300-450 lbs; the natural armor of draconians is heavy
Languages: Draconic and
Tradespeak
Marlack Adventurers
Use the dragonborn race, but add the
following feature:
Wings: Marlacks
have dragon wings which give them lift. They can move somewhat faster, fly
reasonably well, and are sufficiently talented that they gain no normal penalty
when fighting while in flight (thus fighting as if they were on solid
ground). They gain a flying speed of 8
squares.
Dragonborn in Lingusia
True dragonborn, unlike marlacks, are not
purebred from draconian stock, but are the rare byproduct of humanoid and
dragon interaction over the last several thousand years. Dragonborn are true
hybrids, with both mammalian and draconic traits, and can breed true. In times
past dragonbron were much rarer, as they were the result of rare couplings
between mortals with elder dragon lords transformed in to the forms of elves
and humans. Such offspring were usually cared for by the dragon parent, and in
time the dragonborn as a race were born. Like their draconian and marlack
relatives dragonborn have often been used as envoys, soldiers, thralls and
slaves by the dragon lords. As lesser hybrids dragonborn have also been looked
upon with disdain by their pureblood relatives. When a dragon lord perishes,
his entire herd of dragonborn thralls are put to death, unless they affect an
escape or are lucky enough to be protected by a rival dragon lord who takes
pity on them.
Dragonborn in the Middle Kingdoms dwell in
one of three types of communities: those located in the region of a known
dragon of power, acting as his servant; those who seek to escape the control of
their dragon lords, perhaps because their patron dragon perished in a conflict,
and those who have sought to establish their own way as a race and have been
emancipated from the control of the dragon lords for multiple generations.
Often these dragonborn seek to befriend humans or other kin in the region, as a
way of gaining support against the risk of a dragon lord that mike seek to
enslave them once more.
There
are known dragonborn enclaves in the city of Niras’ien as well as Klydanth and
Malas. Some dragonborn have been welcomed to the elvish communities of Sylvias.
Rogue dragonborn who have adopted the barbaric way fo local humans can be found
in the Cimeran and Hexerei Mountains. In the southern Isles of Karaktu rumors
abound of the remnants of an ancient, powerful empire that was dominated by
dragonborn now lost to time, as well as a unique society of dragonborn in the
region of Yenetai, who are of mixed ashtarth and dragon blood.
Ogres
The ogres, always brutish and barbaric, have
remained a firm but minor presence in the Middle Kingdoms, usually dwelling in
their own small tribes, or in conjunction with ogreish or giantish tribes. They
are also found, semi-civlized, along the Inner Sea working as fishermen and
hired mercenaries. All ogres live to an average of 60 years, assuming good
clean living.
Ogres of Lingusia
are big brutes, prone to moments of kidness punctuated by bouts of intense
rage. They are moody and poetic, yet bloody and lighthearted during combat.
Though ogres are often associated with orcs
and other chaos kin, this is more out of necessity than any sort of kinship.
Ogres will in fact be happy to take up residence in or near human lands if they
are certain peace can be kept, though this does rarely happen.
Ogres are obsessive in their religious
faith, and tend to favor the worship one of only three deities, the only three
they consider worth paying attention to. Ogres revere Hargameth for his
strength in battle, Zingar for his patronage of the hunt, and Wolfon for his
dominance over the beasts of the wilds. They disdain the worship of the demon gods
or foul chaos gods such as Baragnagor or Dalroth, but some ogres that dwell
among orcs and other chaos-kin are prone to worshipping these demon lords and
chaos gods. Such ogres are treated as deviants in pure ogre communities.
Ogre Adventurers
Average
Height:
8’ to 12’ feet tall
Average
Weight:
400-900 lbs.
Languages: Ogreish,
plus one other (usually Tradespeak or Giantish)
Ability
Scores:
+4 Strength and +2 Constitution or +2 Charisma
Size: Large
Speed: 6 squares
Vision: normal
Skill
Bonuses:
+2 Endurance, +2 Intimidation
Tough Hide: Ogre’s have
thick skin offering a +2 AC bonus.
Large Weapons:
All ogre-sized weapons are one size category larger for damage purposes. They
can wield normal human-sized medium two-handed weapons as one handed weapons.
Reach: As large creatures, ogres gain Reach 1.
Disguise Issues: Ogres can’t attempt a decent disguise unless they
are trying to masquerade as a different sort of large creature, like a troll or
minotaur.
Smash: Ogres have one particularly effective at-will attack:
Me Smash - Ogre
Racial Basic Attack
You smash
good. Real good.
At-Will –
Standard – Martial, Melee or Unarmed
Target: one foe; Reach 1;
Attack: Strength+2 vs. AC
Hit: 1D10+Strength
damage.
Special: Your fists
are melee weapons for purposes of any exploits, and may be used two-weapon
style (two fists) for exploits such as Twin Strike.
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