Showing posts with label sarvaelen. Show all posts
Showing posts with label sarvaelen. Show all posts

Monday, September 17, 2018

Cypher System: The Emon of Sarvaelen

In messing around with it, I realized that the elementally charged Emon, a human variant touched by elemental magic, stats really well in Cypher. These are one of the possible character types in the Watchers of the Sullen Vigil campaign. Here's what I've worked out:



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.

Emoniae are a special culture of human which has been profoundly affected by their close affiliation to elemental pools of energy. More on playing emoniae can be found below in new races.

The Emoniae Bloodline (singular Emon)
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 special Descriptor for elementally-tainted Emon:
Stat Modifiers: Emoniae gain +2 Intellect and +2 Speed
Born Sorcerers: Emoniae must include the Magic flavor in their type.
Occultists: Emoniae start with training in Occult Lore.
Languages: 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 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 (+1 favorable asset in Intellect checks to influence elementals).
Elemental Taint: Emoniae may follow the "Tainted by the Elements" focus.

Focus: Tainted by the Elements
When a magic-using emon with elemental taint discovers this heritage, 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/ice, air, earth, smoke, light, darkness, lightning or other traits as the GM permits. 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.



Tier 1:
Elemental Change new cosmetic trait related to the source of elemental taint manifests (fire hair, frozen skin, stone skin, levitates slightly off ground). This effect grants 1 armor point of resistance to the elemental type.  Choose a different element and effect each time you pick this. Enabler.

 Elemental Damage Type 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, dealing 1 extra damage of that type. Pick a different element each time you choose this. Enabler.

Elemental Affinity you are trained in understanding elemental magic.

Tier 2:
Lower Tier Ability: Gain one ability of lower tier.

Greater Elemental Damage Type Choose one elemental type (fire, cold, air, water, earth, radiant, necrotic) that you already deal damage with from tier 1; you may add this elemental type to the damage or effect of a spell you cast to deal 2 points of that damage type. Enabler.

Elemental Attack Choose one weapon or spell with which you imbue elemental damage. You are now trained in that spell or weapon. Enabler.

Tier 3:
Lower Tier Ability: Gain one ability of lower tier.

Elemental Conjuration Gain the ability to conjure an elemental of a type you have “elemental damage type” to from tier 2, as the spell once per day with as many levels as your current tier, or more than one elemental with total tiers equaling your own.  Action.

Elemental Immunity choose one elemental affinity you already have. You are now immune to damage from that elemental type (including burning, drowning, suffocation, or breathing effects). Enabler.

Tier 4:
Lower Tier Ability: Gain one ability of lower tier.

Greater Elemental Conjuration You may now double your tier for # of levels of elemental level you can conjure of one type, with the highest elemental level equaling your tier. So at tier 4 you can summon two Level 4 elementals, or up to 8 level 1 elementals, or some combination in between. Gain one new elemental change as well from Tier 1, or one new elemental damage type from tier 2. Action.

Master Elemental Damage Type Choose one elemental type (fire, cold, air, water, earth, radiant, necrotic) that you already deal damage with from tier 1 and 2; you may add this elemental type to the damage or effect of a spell you cast to deal 4 points of that damage type. Enabler.

Tier 5:
Lower Tier Ability: Gain one ability of lower tier.

Elemental Transformation You may transform, at will, into one element of a type you already have affinity with. All damage dealt deals damage of indicated type, and you are immune to the elemental type you have become. The effect lasts for one hour. Action.

Elemental Emission gain permanent emission of elemental type: stone skin (gain medium armor 2 points), fire erupts from flesh (immune to damage from fire but deals 2 fire damage to all on touch, or in addition to melee damage), air (gains levitate at will, short range), 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 level 6 Intellect defense roll to suppress the trait for 1 hour.

Tier 6
Lower Tier Ability: Gain one ability of lower tier.

Permanent Transformation You permanently transform into one element of a type you already have Elemental Transformation or Emission with. This form becomes your new default body. All damage dealt deals damage of indicated type, and you are immune to the elemental type you have become. The form changes noticeably to be "more" of the elemental type and the emon's humanity becomes suppressed. Breathing is no longer necessary. If you gain “Elemental Transformation” again, you can change into a different elemental type, but can never return to more than a facsimile of your original human body. Over time, the emon will subsume into the elemental nature of his form and depart the mortal plane for other realms permanently. Enabler.

Elemental Planeshift the Emon gains the ability to plane shift to his elemental plane of appropriate type that matches the current transformation once per day.

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.



Friday, December 1, 2017

D&D 5E - World of Sarvaelen - The Emoniae, Ancient Descendants of Elemental Sorcerers

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.


Tuesday, November 28, 2017

D&D 5E - World of Sarvaelen - Ghuls of Camrinal as a Character Race


I've been updating Sarvaelen (The Watchers of the Sullen Vigil) to D&D 5E. I just can't get enough interest mustered for Fantasy AGE in my group of jaded vets, and S&W is a hard sell when D&D 5E does the same job with more. Sarvaelen in 5E would automatically use the sanity and all the gritty rest/healing rules in the DMG. Here's the Ghuls of Camrinal, adapted for 5E:

The ghuls are a survivor race, mutated descendants of a handful of Camrinal citizens that survived the apocalypse and kept their wits about them. Even hideously changed into half-dead beings the ghuls prosper, though in time it seems the madness inevitably creeps over them.

The ancient empire of Camrinal was a vast, dominant power that subjugated the old kingdoms to its rule about two hundred years ago. Camrinal not only ruled by force of arms but by force of magic as well, for it indulged the aristocracy of its era with a culture of free experimentation and arcane dabbling that eventually led to a magiocracy in which only those who demonstrated sorcerous talent were allowed to hold the reigns of power, ownership of property or positions of strength in the Empire. Magic had, in this now lost era two centuries gone, become ubiquitous.

When the fires of destruction rained down upon Camrinal in the Final Conflict, the vast majority of the old empire was wiped out, but many of its lesser citizens and a few elites survived. Today these survivors are mostly found as changed beings among the population known as the ghuls, but in some odd corners of the world there still exist untainted purebloods, though they often do not realize their own lineage.

As ghuls age they gradually begin to lose their mental faculties, and slowly go insane. When this happens they become feral creatures, driven purely by a desire to devour flesh. When a ghul dies or is slain, it returns within 1D4 days as an actual undead ghoul.

Ghul Characters: Most ghuls are likely to be NPCs and those which have lost their minds or become true undead are inevitably going to be foes, but a certain number of ghuls walk a fine line between death and madness, retaining their sanity for decades or longer. These are possible player characters. Campaigns which would allow ghuls probably focus on anti-heroes and more villainous plots and characters, but it is certainly possible that you might have a ghul who seeks redemption as a cleric of a benevolent goddess such as Nevereth, or a paladin of a divine calling.

Ghul Character Traits:

·         Statistics: All ghuls have +1 Dex and +1 Con. Ghuls which retain their sanity have strong wills; roll 2D6+6 for Sanity (if used) to determine this stat.

·         Darkvision: Ghuls have darkvision for 60 feet

·        Natural Weapons: Ghuls are armed with a claws which deal 1D6+strength damage and are proficienct in natural weapons. The ghul also has a vicious bite dealing 1D4+strength damage. The bite exposes the victim a nerve-damaging bacteria which acts quickly, requiring a constitution save vs. the ghul’s Constitution modifier plus 8, or suffer from a debilitating fever that causes weakness. The principle effect is 1D6 minutes long and induces nausea and severe cramping, as per the weakness condition.

·         Flesh Eaters: Ghuls engage in cannibalism to revive themselves. Any ghul that feeds off of living humanoid flesh may immediately spend a hit die and add twice their CON modifier. Ghuls experience a sort of hungry bloodlust when exposed to wounds on the living, and must make a Wisdom save (DC 12 if the target has more than half it’s hit points, DC 18 if it is wounded by half or more, and DC 22 for dying targets) to resist attacking wounded beings.

·         Fear Resistance: Ghuls have already experienced some amazing horrors in their time. Ghuls roll advantage on saves vs. fear.

·        Disease Immunity: Ghuls are immune to the effects of all disease. They are not true undead however, and still breathe.

·         Half-Dead Immortals: Ghuls don’t age. They look like zombies, with rotting skin and bones visible, clearly not being quite “alive” yet not dead, either. Ghuls are susceptible to turn undead effects. They “appear” as undead on spells that detect such conditions, but with an eerie aura of half-life suggesting something unusual about them. When a ghul does finally die, the necrosis running through its body will animate it as a true undead ghoul 1D4 days later.


·         Aging Madness: As ghuls age they develop a sort of madness and dementia, becoming increasingly dangerous and feral. For every 4 years past age 60 the ghul must make a save vs. Wisdom (DC 15+1 per every 4 years over age 60) or it loses 1 point of WIS, CHA and INT, down to 4 in each. If a ghul rolls a natural 20 on any of these saves, he regains a lost point in each (if he has lost any).


Five Ghul Facts:

1.      There are only so many ghuls. They cannot reproduce, and only exposure to the magically irradiated wastes of Camrinal can make new ghuls (and few normal humans or humanoids seek to live there long enough for this to happen). As the ghuls gradually go mad and lose their faculties, or die and become true ghouls, their numbers dwindle.

2.      Some ghuls claim that you can cure the condition, but it requires a form of asceticisim that requires the ghul to somehow refrain from their insatiable hunger for raw flesh for ten years. These ex-ghuls are mere rumors and legend, for their success necessarily means they are no longer ghuls, thus the reality of this cure remains a mystery.

3.      A handful of ghuls have followed a warlock’s path and have directly made a pact with the Old Ones, or Gaol itself. A Warlock who makes a pact with Gaol follows an Infernal Pact. A ghul warlock making a pact with the Old Gods follows the pact of the Old One.

4.      There is a knight in Therinal, where the Hag rules, who wears silvered armor and always bears a closed helm. He goes by the name Naramaste, and some suspect he is a ghul paladin.

5.      A Watcher of the Sullen Vigil named Danton Seramonde once journeyed to the edge of the ruins of Camrinal itself, and claimed he saw a swarm of feral ghuls hundreds of thousands strong. Only the light of Nevereth carried him to safety….or so he claims.

Friday, November 20, 2015

Nonhumans of Sarvaelen in Fantasy AGE

In working out details on the nonhumans of Sarvaelen I decided to skew as closely as possible to the core book, both for ease of access for my players and to avoid spending a lot of time on specialized race details that are at best minor in difference compared to the core. The only exception is the Abashan, the dark elves of Sarvaelen. 


Nonhuman Races of Sarvaelen

There are a handful of deminhuman races in Sarvaelen, and their numbers have been growing in the two centuries since Camrinal’s fall. Among these demihumans are:

The Ilmarain Elves

The elves of Ilmarain are a secretive, suspicious race. The Ilmarain herald from their dominion in the Realm of the Faerie where they claim to belong to the Summer Court. Their disdain for men and love of cruelty is only slightly less than that of the Abashan, the dark elves. Their Queen of Air and Water is the ruler of the Summer Court. The term Ilmarain apparently is also the name of the elven city from which most elves enter the mortal world.

Unlike elves of other realms, Ilmarain are strongly affiliated with their realm of the fey, the Faerie Court. This tether makes it possible for them to slip between worlds into the beautiful but deadly and maddening fairie lands when they sense a weakening of the veil that separates their realm from the mortal world.

Ilmarain Characters: use the elf template in Fantasy AGE, with one additional special trait:
·         Ilmarain elves receive a unique focus: perception (weave). Like all elvenkind, the Ilmarain are indelibly tied to the Faerie Realm, sometimes known as the Weave. Any elf has a natural affinity for the places in the world where this region is weak, and a perception (weave) check will help pierce the veil between worlds and allow them to move between the two realms. The strength of the opening in the veil determines whether they can bring people with them, and how difficult it can be to detect.


The Abashan Dark Elves

The elves of Abashan are counter to the Ilmarain. They are dark of skin, seeped in shadow and darkness, and servants to the Winter Court. Their ruler is Mab, the Queen of Air and Darkness, a destructive immortal of pure power. The Abashan are most comfortable in shadow and seek out the darkest corners and depths of the earth in which to manifest. They are inimical to mortals, and treat them as playthings at best, cattle at worst.

Like their fair kin, the Abashan have a profound connection to the land of shadow where the Winter Court presides, and can innately sense and manipulate weak spots in the veil to traverse into the realm of shadow.

Abashan Characters:
·         Dark elves gain +1 to dexterity
·         Choose one focus from dexterity (stealth), communication (deception) or strength (intimidation)
·         The dark elves have darksight out to 40 yards instead of 20
·         Dark elves start knowing only Abashan Elvish; dark elves disdain the languages of other races.
·         Dark elves start with a speed of 12+dexterity (minus any armor penalties)
·         Abashan dark elves gain a unique focus similar to Ilmarain: perception (shadow), which allows them to pierce the veil to the realm of shadow, tethered to the dominion of the Winter Court. The ability to bring others along as well as spot the veil of shadow depends on the strength of the veil in that area.
·         Abashan get two rolls on the following benefits:

Abashan Dark Elf Benefits
2D6      Benefit
2          +1 Communication
3-4       Focus: intelligence (arcane lore)
5          Focus: perception (hearing)
6          Weapon group: light blades
7-8       +1 fighting
9          Weapon Group (bows)
10-11   Focus: Dexterity (initiative)
12        +1 Accuracy

The Orcs of Sugante and Aphoros

The orcs of the Lower Kingdoms are an ancient force unmeasured, for their presence in the world is new. It is not known if they are a recent manifestation, perhaps born out of the incalculable destruction of Camrinal or something more ancient, waiting for the wane of human rule to allow their species passage to conquest. Their rise in numbers has forced many dwarven enclaves to escape closer to the surface realms to avoid destruction.
Sugante and Aphoros Characters: both orcish groups can use the standard Fantasy AGE orc stats for character creation. Orcs of aphoros have a strange connection to the Weave, and may opt to learn the Focus: perception (shadow) because of this mysterious connection as a racial focus instead of the standard choices.

The Dwarves of the Lower Kingdoms

The stout dwarves are elemental sons of the earth, and they revere the Old God Satarnas as their creator, from whom they rose out of the earth in the wake of his steps in the caverns of the deeps. The dwarves dislike surface dwellers and rarely come out of their caverns save out of necessity. In the last century the rise of the orcs and other monsters in the darkness have forced the dwarves to seek passage out of their dark lands and to even call upon the aid of humans.
Dwarven Characters: the dwarf in the core rules can model dwarves of the Lower Kingdoms.

The Gnomes of Rekaras

The gnomes are a race similar to the dwarves and some claim a similar origin, created by the Old Gods though the gnomes insist that they are something different. They have some cities, such as Rekaras, on the surface world but many gnome tribes still dwell hidden in deep caverns and dark forests. The gnomes are a pernicious lot, inventors and madmen who have the logic of the fey, suggesting a connection to the Other World.
Rekaras Gnome Characters: use the standard gnome template in the core rules.

The Halflings of the Western Shores

Remote communities of halflings thrive north west of Emon. The haflings call themselves the True Folk, and claim to have been around when men were a new race in the world. Haflings are rare but for their lack of adventuresome spirit, and keep to themselves mostly. Halflings can and do disappear in times of war, and their ability to burrow into the earth and hide in the depths of the forests and mountains serve them well in dark times.

Halfling Characters: Western Shore Halflings can be made using the core rule Halfling as default.


Wednesday, November 18, 2015

Sarvaelen in Fantasy AGE: The Emoniae as a PC race

I've been working on lots of Sarvaelen conversions for Fantasy AGE. Here's the Emoniae, the human race with elemental taint that dwells in the far west, and once comprised one of the larger forces in revolt in the old civil war against the Empire of Camrinal which also survived the devastating purge of the emperor that destroyed everything....

This race has a bloodline taint which I have left as an optional aberration, although I considered modeling it as a specialization...problem with that is if I do, then emon can't also choose from a specialization. Ultimately the taint is a powerful trait which eventually corrupts the emon's humanity, swallowing it whole....enough, perhaps, to weigh out the advantages knowing that too many elemental traits will turn the PC into a dangerous NPC.


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.

Elemental Taint: Emoniae revere the elemental old gods, and still worship them. There is a chance that any emoniae has some elemental heritage in his or her bloodline. The immediate effect is an innate basic understanding of the elemental tongue and an affinity for that element, which means that they tend to be regarded favorably by elementals of like type that they meet (at GM's discretion a +2 reaction modifier; see below for other features this taint induces).

The Emoniae As a PC
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 emoniae 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 Fighting.
·         Emoniae may choose Focus: intelligence (arcane lore) or Focus: intelligence (natural lore) to start.
·         Emoniae move at a speed of 10+dexterity like other men.
·         Emoniae learn the common (Aeronostic) tongue as well as Emonish, their cultural language.
·         Emoniae roll on the following benefits table:

Emoniae Benefits
2D6      Benefit
2          +1 Intelligence
3-4       Focus: intelligence (writing)
5          Focus: communication (persuasion)
6          Weapon group: staves or light blades
7-8       +1 communication
9          Focus: intelligence (elemental affinity)
10-11   Focus: willpower (self-discipline)
12        +1 Willpower

Emoniae Focus: elemental affinity (choose one elemental type)
This focus lets the emon mage add his focus bonus to elemental attacks of the same type (i.e. fire, air, water, earth, shadow). Gaining this focus also means that the emon has elemental taint (see next), can speak the elemental language of choice, and may gain the focus bonus on positive reaction rolls with elementals.

Elemental Taint
An emon who chooses to be a mage and also gains the elemental affinity focus gains elemental taint. The first time this happens, usually at level 1-3 (the GM can roll randomly to determine when),
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 (a TN 11 vs. willpower (self-discipline) check).  Once the emoniae reaches level 4 and chooses a specialist discipline, each rank of proficiency thereafter the emoniae must make a check against willpower (self-discipline) at TN 12 (novice), TN 16 (expert), and TN 21 (master) to avoid manifesting new taint effects. This roll becomes harder (-2 penalty) if the elementalist specialization is taken.
Roll each time to see what manifests:

Emoniae Elemental Corruption Chart
1D6      Elemental Corruption Type
1-3       Elemental resistance: take half damage from the elemental type you are tainted by; if you roll this a second time gain immunity to that elemental type damage.
4-5       Gain power to summon an elemental of your corruption type for 1 hour. Requires 5 minutes of concentration to summon and 5 MP to cast. The second time you roll this you learn to summon a larger elemental for 8 MP, and the third time a huge elemental for 12 MP.
6          gain permanent emission of elemental type: stone skin (gain 5 AR), fire erupts from flesh (immune to damage from it but deals 1D6 to all on touch), air (gains levitate at will at your speed), or water (emits water permanently, gains water breathing). These traits are very difficult to disguise and require a willpower (self-discipline) check of TN 18 to supress for 1 hour. The second time you roll this effect you become a true elemental being. 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 6 the emon gains the ability to plane shift to his elemental plane of appropriate type at will for 6 MP. The fourth time the emon rolls 6 on this chart he becomes a true elemental and departs the material plane, becoming an NPC at the GM's discretion.