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Xuldarinar
2014-05-03, 01:06 AM
ALLOPRAX
Spawn of the Dark Tapestry
"The most merciful thing in the world is the inability of the human mind to correlate all of its contents."
-H. P. Lovecraft

-Offsprings of humans and creatures of madness incarnate, alloprax are often shunned and even despised out of fear by those who understand their nature, and met with uneasy glances from those who don't. The blood that flows through their veins calls to madness, yet keeps their minds and bodies from an untimely end. In spite of their foul ancestry, their fate is ultimately in their hands. Curious and alien in mind set, their solutions to problems can be as unusual as the traits they manifest.
-Physical Description: From a distance, an alloprax looks somewhat human. Their alien heritage becoming more apparent closer in. Oddly colored eyes and hair, strange skin tones, abnormal muscle structure, and vestigial tentacles are all common traits. Due to the nature of their aberrant blood, the traits an alloprax manifest and how many hold no pattern. One's eyes might be similar to that of an octopus's, and another's be a single solid color. One might have ears like a human, pointed like an elf, or even fanned. If it can be thought of, an alloprax may exist with such a trait.
-Society: Many alloprax, unlike their fiendish and celestial counterparts, belong to their own settlements. Such settlements vary almost as widely as human settlements, and are often on mountains or underground. Outside of these societies, alloprax are received similarly to tieflings, hated and feared. In societies that regularly work with or even worship aberrations and entities such as those of the dark tapestry, alloprax are often accepted or even seen as blessings.
-The most well known, and most populous, settlement of alloprax is commonly referred to as the mawdark spiral; a massive city that is believed to reside near or even somewhere within the Orv of the Darklands.
-Relations: Alloprax are feared and hated by most other races when their nature is made apparent. Individuals who do not understand the true nature of an alloprax's ineage confuse them for members of other races. This confusion happens more often than not, often to their benefit.
-Alignment and Religion: In spite of their heritage, alloprax can belong to any alignment. Facing prejudice at the hands of an ignorant, or too well informed public, alloprax often tend towards evil. Still, most strive to find their own way in the world, often finding themselves neither good nor evil. Others reject the perceptions of their kin, seeking to do great deeds in the name of good. The majority of alloprax of settlements feel themselves above morality, ignoring the labels and devoting themselves to other things. Regardless of their stances of right or wrong, the majority of alloprax do not turn to deity worship. Rather, alloprax tend to cling to ideas and concepts. When it comes to alloprax that do partake in deity worship, the most common beings worshiped are the great old ones, though any deity may find an alloprax in their service.
-Adventures: Alloprax born among mortals, having trouble integrating into the societies they call home, find themselves drawn to the adventuring life as a form of escape. Their durability of mind and body make them suited to wading into battle.
-Male Names: Brtink, Isteph, Gnalih, Jhael, Loig, Nafil, Orren, Vulgtahn.
-Female Names: Amli, Fhalma, Nagha, Silaha, Solae, Yhah.


ALLOPRAX RACIAL TRAITS

+2 Constitution, +2 Wisdom, -2 Charisma: Alloprax alien heritage grant them durability and strength of will, however their presence is unsettling to most.
Aberration: Alloprax are aberrations.
Medium: As Medium creatures, alloprax have no special bonuses or penalties due to size.
Normal Speed: Alloprax base land speed is 30 feet
Darkvision: Alloprax can see in the dark out to 60 feet.
Skilled: Alloprax gain a +2 racial bonus on perception and sense motive checks.
Spell-like Ability: Alloprax can use Blur once per day as a spell-like ability. The caster level for this ability equals the alloprax's class level.
Alien Resistance: Alloprax have acid resistance 5, and electricity resistance 5.
Alien Sorcery: Alloprax sorcerers with the aberrant or starsoul bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages: Alloprax begin play speaking Common and Aklo. Alloprax with high intelligence scores can choose from the following: Aboleth, Dwarven, Elven, Gnome, Goblin, Orc and Undercommon.

ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing alloprax racial traits.
-Altitude Acclimate: Closer than most of their kin to their heritage, some alloprax are adjusted to life higher in the atmosphere. Alloprax with this racial trait gain resistance to cold 5 and are immune to altitude fatigue and altitude sickness. This racial trait replaces alien resistance.
-Amphibious: Some alloprax are born being able to dwell in both water and upon land with equal ease. Alloprax with this racial trait gain the aquatic subtype and amphibious special quality. This racial trait replaces the spell-like ability racial trait.
-Cliff Scaler: While most alloprax move as their mortal parent's kin does, others are more adjusted to scaling vertical surfaces. An alloprax with this racial trait gains a climb speed equal to their base land speed. This racial trait replaces the spell-like ability racial trait.
-Eyeless Sight: Some alloprax are born lacking eyes. Such alloprax possess blindsense out to 60 feet, and gain Blind-fight as a bonus feat at 1st level. Furthermore, they are immune to all effects relying on sight. This racial trait replaces darkvision and alien sorcery.
-Flexable Form: Some alloprax are born able to move in ways most humanoids shouldn't be able to, almost as if lacking bones all together at times. An alloprax with this racial trait gains a +2 bonus on acrobatics and escape artist checks. This racial trait replaces skilled.
-Membranous Wings: Some alloprax possess a pair of membranous wings. While not capable of supplying the lift required for flight, they are able to aid flight attained by other methods. An alloprax with this power gains a +4 racial bonus on Fly skill checks. This racial trait replaces skilled.
-Metachrosis: Some alloprax are capable of changing the color of their skin, allowing them to better blend in. An alloprax with this racial trait gains a +2 bonus on disguise and stealth checks. This racial trait replaces skilled.
-Occult Mind: Some alloprax are born more sensitive to the occult than others. An alloprax with this trait gains the Psychic Sensitivity feat as a bonus feat at 1st level. If an alloprax takes levels in a psychic class, he instead gains a single feat that explicitly requires the ability to cast psychic spells for which he qualifies.
-Rubbery Hide: The skin of some alloprax is thick and rubbery, providing some energy resistance and acting as armor. An alloprax with this trait gains resistance to acid 5 and also gains a +1 natural armor bonus to AC. This racial trait replaces alien resistance.
-Tentacles: While many alloprax may have small vestigial tentacles, some have larger ones they can actually put to use. The alloprax gains two tentacles that each deal 1d4 points of damage. These attacks are primary natural attacks. This racial trait replaces the spell-like ability racial trait.
-Warped Mind: Given the nature of their aberrant ancestors, some alloprax are more capable of unleashing the power of their minds. An alloprax with this trait gains the Wild Talent feat as a bonus feat at 1st level. If an alloprax takes levels in a psionic class, he instead gains the Psionic Talent feat. This racial trait replaces skilled.

FAVORED CLASS OPTIONS
-The following options are available to all alloprax who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the class reward.
-Alchemist: Add +10 minutes to the duration of the alchemist's mutagens.
-Cleric: Add a +1/2 bonus on knowledge checks relating to creatures with the aberration type.
-Inquisitor: Add a +1/2 bonus on Intimidate checks to demoralize natives to the material plane.
-Kineticist: Add 1/3 point of damage to aether element blasts that deal damage.
-Magus: Add +1/4 point to the magus's arcane pool.
-Medium: When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
-Mesmerist: Increase painful stare’s damage by 1/4 point.
-Occultist: Add +1 to the occultist's class level for the purpose of determining the physical enhancement resonant power.
-Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
-Psychic: The psychic treats her Charisma bonus as 1/3 points higher for the purpose of determining the number of uses or rounds per day for her discipline powers.
-Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the acidic ray aberrant bloodline power or the minute meteors starsoul bloodline power.
-Spiritualist: Gain +1/4 evolution points to add to the spiritualist's phantom. These may be used to add any evolution for which the spiritualist qualifies, using their spiritualist level as their effective summoner level, and may be changed whenever the spiritualist gains a level.
-Summoner: Add +1/4 to the eidolon's evolution pool.
-Witch: The witch's familiar gains resistance 1 against acid, or electricity. Each time the witch selects this reward, increase the familiar's resistance to one of these energy types by 1 (maximum 10 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
-Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of times per day that arcane school power.

RACIAL ARCHETYPES
The following racial archetypes are available to alloprax.

Lloignyth (Magus)
-Some alloprax magus can tap into the maddening energies of their ancestor's home to enhance their arcane and combat abilities. By opening their minds to the madness, they trade their sanity for power. Through madness, many lloignyth are granted a new found clarity, better able to guide their blows. A lloignyth has the following class features.
-Maddening Embrace (Su): At 1st level, a lloignyth can draw upon their connection to madness to exchange his sanity for an enhancement to his arcane pool. Sacrificing sanity in this way is a standard action. For every 2 points of Wisdom damage the lloignyth takes in this way, his arcane pool increases by 1 point. Any arcane pool points gained in this way and not spent disappear the next time the magus prepares his spells. Unlike normal ability score damage, this damage cannot be healed by way of lesser restoration. Only time can heal the Wisdom damage taken by way of maddening embrace. This ability cannot be used if the lloignyth's Wisdom damage is equal to or greater than 1/2 his Wisdom score.
-Magus Arcana: A lloignyth gains access to the following magus arcana. He cannot select any arcana more than once.
--True Strike (Su): The lloignyth can expend 1 point from his arcane pool as a swift action to gain an insight bonus to all attack rolls until the end of his turn. This bonus is equal to the wisdom damage the lloignyth currently possesses from maddening embrace.

Mnahnor (Unchained Rogue)
-While most alloprax are relatively stable of form, not all are so. More often from stress of situation coupled with their already aberrant nature, there are alloprax that learn to far more radically alter their physical forms. Known as the mnahnor, they embody the chaos and alien nature of the dark tapestry. A mnahnor has the following class features.
-Evolution: Starting at first level, a mnahnor gains an evolution pool, beginning with 1 point and gaining point at each odd-numbered level gained thereafter. Points in this pool can be spent on a wide verity of evolutions. Whenever the mnahnor gains a level, the number of points in her pool may increase and she can spend these points to change her abilities. These choices are not set; the mnahnor can change them whenever she gains a level. A mnahnor uses her class level as her effective unchained summoner level for the purpose of determining which evolutions she qualifies for. A mnahnor need not meet the subtype prerequisites for any evolution, though they must meet all other prerequisites, directly or indirectly. A mnahnor is treated as an eidolon of the bipedal base form for the purpose of evolutions that require a particular base form, and is treated as qualifying for the extra evolution feat in spite of not possessing the eidolon class feature, applying the gained point to themselves instead. A mnahnor may treat abilities they possess as feats or alternative racial traits as evolutions for the purpose of qualifying for certain evolutions. A mnahnor is limited in the maximum number of attacks they are allowed to possess, possessing the same maximum as an eidolon of the same level. This ability replaces Sneak Attack.
-Precise Blows (Ex): Although a mnahnor lacks sneak attacks, a mnahnor may still qualify for Rogue Talents that require it. Whenever a mnahnor would have been able to do sneak attack damage to a foe, meaning whenever she attacks a creature within 30 feet of herself denied a Dexterity bonus to AC (regardless of whether they possess one or not) or when she flanks her target, she is capable of applying one rogue talent she possesses that is normally applied to a sneak attack. If she possesses the debilitating injury class feature, she may also apply it to these attacks. The effects of the rogue talent and debilitating injury are negated if the target is immune to precision damage, and has a chance to be negated if the creature has a chance of ignoring sneak attack damage.
-Unnatural Aura (Su): Even more aberrant than most of their kin, a mnahnor possesses an unnatural aura. Normal animals do not willingly approach her unless the animal's master makes a DC 25 Handle Animal, Ride, or wild empathy check. This ability replaces trapfinding.
-Discovered Talent: A mnahnor may choose any of the following alchemist discoveries in place of a rogue talent, using her class level as her effective alchemist level for the purpose of meeting prerequisites: Chameleon, parasitic twin, preserve organs, spontaneous healing, tentacle, tumor familiar, vestigial arm. This ability alters Rogue Talents.
-Mutagenesis (Su): At 20th level, a mnahnor can chose to reallocate their evolutions exceedingly more frequently. Once per day, a mnahnor may spend an hour in uninterrupted focus to alter their form. At the end of this period, they may reallocate their evolution pool however they desire. This ability replaces Master Strike.

Suhnnyth (Ur-Priest)
-Whether it is brought about by curiousity in their ancestry, a lust for power, or simply the cruel hand of fate, there are alloprax that become bound to the darkness between the stars and one of its vile patrons. Where most are strong in their resolve, theirs wains. Through plagues of unwelcome visions of madness in the night, and the power provided through them, they are rendered little more than slaves. A suhnnyth possesses the following class features.
-Patron: Although as most ur-priests, a suhnnyth does not typically serve a patron, they must select an Outer God or Great Old One to serve as their patron
-Spells: A suhnnyth casts spells drawn from the cleric spell list as psychic spells. He can cast any spell he knows without preparing ahead of time. To learn or cast a spell, a suhnnyth must have a Wisdom score equal to 10 - the spell's level. The saving DC to resist a suhnnyth's spells is equal to 10 + the spell's level - the suhnnyth's Wisdom modifier.
Like other spellcasters, a suhnnyth can cast only a certain number of spells of each level per day. He knows the same number of spells and recieves the same number of spells per day as an oracle of his ur-priest level, and knows and uses 0-level knacks as an oracle uses orisons. In addition, he receives bonus spells per day if he has a low Wisdom score.
-At 4th level and every even-numbered level thereafter, a suhnnyth can choose to learn a new spell in place of one he already knows, in effect, the suhnnyth loses the old spell in exchange for the new one. The new spell's spell level must be the same as the one being exchanged. A suhnnyth may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same that he gains new spells known for that level.
-A suhnnyth need not prepare his spells in advance. He can cast any cleric spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell's level. This ability replaces the ur-priest's casting.
-Nightmare-Plagued Rites: A suhnnyth each night is plagued by persistent, awful dreams. Sometimes the suhnnyth may remember snippets of the dreams, but works to push such horrors from their mind. Their nightmare-riddled sleep undermines their Constitution, inflicting upon them a permanent -1 penalty to their Constitution score. To the suhnnyth's favor, he never needs to use a divine focus when casting their spells. Additionally, a suhnnyth may treat any spell that can be undercast as being on the cleric's spell list.
-Waining Mind (Su): A suhnnyth's mind is uniquely bound to the dark tapestry and the patron to which they have been bound, willingly and knowingly or otherwise. A suhnnyth does not fall unconscious should their Wisdom score reach 0. For the purpose of losing consciousness from low ability score, a sunnyth remains conscious and aware, abet insane, down to a negative Wisdom score equal to half the suhnnyth's class level. When the suhnnyth possesses a Wisdom score below 1, they continue to accrue penalties following the same pattern. Additionally, so long as he possesses a Wisdom score lower than 1, he possess an insanity. This insanity is incurable while their Wisdom score is below 1 and is randomly determined. Additionally, whenever the suhnnyth would be able to increase one of their ability scores, such as through level, a suhnnyth may instead choose to decrease an ability score by the same amount.
-Channel the Tapestry (Su): At 1st level, a suhnnyth gains the ability to channel the maddening energies of the dark tapestry itself. This ability possesses two options, chosen between each time the suhnnyth sleeps.
-The first option is to unleash a burst of energies drawn from the dark tapestry itself. This form functions near identically to channel negative energy except in all instances it normally would effect undead, such as healing and Command Undead it instead effects aberrations and creatures tied to the dark tapestry. A suhnnyth does not need to use an unholy symbol to channel energy in this way.
-The second option alters creatures at a touch. The suhnnyth acquires an evolution pool equal to half their character level. As a standard action, the suhnnyth can touch a creature to bestow evolutions available normally to eidolon. For the purpose of these evolutions; treat the suhnnyth as possessing an unchained summoner level equal to their ur-priest level, ignore all subtype requirements for evolutions, and treat the touched creature as possessing a base form that most closely matches their appearance. These evolutions come at a price, however. A creature accepting these evolutions also takes a number of points of Wisdom damage equal to the number of evolution points used on their evolutions. These evolutions last a number of minutes equal to the suhnnyth's Charisma modifier plus 3. The suhnnyth cannot apply these evolutions to an unwilling creature. The suhnnyth does not take Wisdom damage from this ability, but cannot possess more evolution points applied to them than minus their Wisdom modifier at any given time.
-This abillity replaces channel siphoned energy.
-Tapestry's Servant: At 4th level, the suhnnyth selects two 1st-level domain powers. These must be drawn from domains available to the suhnnyth's patron. For the purpose of using these powers, subtract the suhnnyth's Wisdom modifier rather than add it, and treat him as possessing a cleric level equal to his ur-priest level. This ability replaces Siphon Spell Power.

World Deformer (Shadewright (http://www.giantitp.com/forums/showthread.php?443078-The-Shadewright-a-shadow-conjuring-gish-with-multifaceted-archetypes)) Contributed By: Ethereal Gears
-Archetype can be found here (https://drive.google.com/file/d/0B8e09cD4OAF3XzdSVkh5WElwRW8/view).

ALLOPRAX RACE TRAITS
-The following traits are traits specific to alloprax.

--Aberrant Empathy: Be it the community in which you were raised or purely the blood in your veins, you've always related more easily to creatures abhorred by nature. You gain a +1 trait bonus on Bluff, Diplomacy, and Sense Motive checks with aberrations.

--Unnatural Appearance: The aberrant oddities you possess unsettles most creatures. You gain a +1 trait bonus on Intimidate checks. Intimidate is always a class skill for you.

--Wrist Tendrils: You possess one or more thin tentacles along your wrists or forearm that you possess control over, allowing you to manipulate things as if you had additional digits. You gain a +1 trait bonus on Slight of Hand checks.

AGES, AGING, HEIGHT AND WEIGHT
Adulthood Intuitive Classes Self-Taught Trained
15 Years +1d6 Years +1d8 +2d8

Middle Age Old Vulnerable Maximum Age
45 Years 68 Years 90 Years +3d20

Base Height Base Weight Modifier Weight Modifier
Male Alloprax 4' 10" 120lbs. 2d10 x5lbs.
Female Alloprax 4' 5" 85lbs. 2d10 x5lbs.

Xuldarinar
2014-09-13, 12:49 PM
MORE ALLOPRAX RACIAL RULES
Some alloprax can almost pass as members of their humanoid parent's race, others are horrors to behold.


ALLOPRAX FEATS
Alloprax have access to the following feats.

Alien Servant
Rather than being an ordinary animal, your companion or familiar hails from the darkness that lies between the stars.
-Prerequisites: Alloprax; animal companion, familiar, mount, or related class feature.
-Benefit: Your animal companion, familiar, or mount gains the alien template (Beyond the Void, Pg. 11-12), though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.

Alien Wild Shape
Due to your ties to the tapestry, you become able to infuse your wild shape with its essence.
-Prerequisites: Wild Shape; Alien Servant, or worship a deity that provides the dark tapestry subdomain.
-Benefit: When you use wild shape, you can expend an additional daily use of your wild shape class feature to add the alien template (Beyond the Void, Pg. 11-12) to your form, regardless to what type of creature you transform into using the wild shape class feature.

Expanded Alien Resistance
You gain extra alien resistances.
-Prerequisites: Alloprax.
-Benefit: Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity or sonic. You gain resistance 5 to that energy type.
-Special: You can take this feat multiple times. Each time you do, pick another energy type you do not have resistance to. You gain resistance 5 to that energy type.

Fortified Membranous Wings
The membranes that extend from your back have become strong enough to enable flight.
-Prerequisites: Alloprax, Membranous Wings alternative racial trait, character level 10th.
-Benefit: You gain a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class feature for you.

Further Aberrance
The touch of the tapestry has warped you further than most of your brethren.
-Prerequisites: Alloprax.
-Benefit: Select one alternative racial trait an alloxprax may exchange for the skilled racial trait. You acquire that racial trait, but take a -1 penalty on all Charisma-based skill checks, with exception of intimidate checks. You may not select an alternative racial trait you already possess.
-Special: You may take this feat multiple times. Each time you do, pick another alternative racial trait that normally replaces skilled you do not already possess. You gain that racial trait and the penalty you take on most Charisma-based skill checks increases by 1.

Improved Alien Sorcery
Your skill with alien sorcery is even more potent than that of others of your race.
-Prerequisites: Alien Sorcery racial trait, Alloprax.
-Benefit: If you are a sorcerer and possess the Psychic bloodline or Shadow bloodline, treat your Charisma score as 2 points higher for all sorcerer class abilities.
-Special: This may, at your DM's discretion, also benefit any number of appropriate bloodlines, including the following; Aboleth, Dreamspun, Nanite, and Realms Beyond.

Raking Tentacles
Your tentacles have grown sharp spines, allowing you to rip into your foes.
-Prerequisites: Alloprax, Tentacles alternative racial trait.
-Benefit: Your tentacles attacks deal slashing damage instead of bludgeoning. Additionally, you gain the rake ability, allowing you to make two free raking tentacle attacks against a foe you currently have grappled.

Through Tight Spaces
Practically boneless, you are able to get through spaces most humanoids would never be able to.
-Prerequisites: Alloprax, Flexible Form alternative racial trait.
-Benefit: You gain the compression ability, allowing you to move through an area as small as one-quarter your space without squeezing or one-eight your space when squeezing.

Versatile Alien Sorcery
Your skill with alien sorcery applies outside the confines of true sorcery.
-Prerequisites: Alien Sorcery racial trait, Alloprax.
-Benefit: If you possess a bloodline granted by the Alien Sorcery racial trait, but it is granted through a different class, the benefits of Alien Sorcery may be applied to the class features of that class.
-Normal: Alien Sorcery only applies to the sorcerer class.

Additional Feat Rules
Special interactions for feats, official, 3rd party, and home-brew. These will accumulate as time goes on.

When using the Craft Symbiont feat, found here (https://sites.google.com/site/eberronpathfinder/conversion-info/feats/item-creation-feats), Alloprax follow the same rules as daelkyr half-bloods do for the purpose of creating symbionts and may take the feat without meeting the feat's prerequisites.




ALLOPRAX HERITAGES
-Regardless of where in the tapestry their blood came from, most alloprax exhibit similar traits and abilities. A few, however, retain strong ties to the entity responsible for their place beyond that of humanity. A player may choose one of the following heritages for their alloprax character in place of the traditional alloprax racial features. Each heritage presents new ability modifiers, spell-like abilities, and skill modifiers.


Carnal-Embraced
Ancestry Intellect Devourer
Typical Alignment CE
Ability Modifiers +2 Dex, +2 Int, -2 Wis
Alternate Skill Modifiers Bluff, Disguise
Alternate Spell-Like Ability Touch of Idiocy

-Decedents of those who's bodies have been taken by intellect devourers, carnal-embraced alloprax are hedonists by nature. Their lack of restraint stands not alone, but is coupled with a lack in reason. Among the most 'human' of alloprax, carnal-embraced alloprax seldom possess the unusual complexions of other alloprax, instead tending towards bodies with minor oddities in structure, particularly on the head.

Colour-Touched
Ancestry Colour Out of Space
Typical Alignment CN
Ability Modifiers +2 Dex, +2 Wis, -2 Cha
Alternate Skill Modifiers Perception, Stealth
Alternate Spell-Like Ability Disfiguring Touch

-The children of color-blighted individuals, colour-touched alloprax bare eyes of brilliant and almost indescribable green-grey, and to a degree share in their drained parent's aggression towards those not possessing the colors of a colour out of space.

Dimension-Touched
Ancestry Dimensional Shambler
Typical Alignment CE
Ability Modifiers +2 Str, +2 Dex, -2 Int
Alternate Skill Modifiers Knowledge (planes), Stealth
Alternate Spell-Like Ability Longstrider
Special: Shambler-Touched Alloprax are considered to be Native Outsiders.

-Although forced by their deformities to move in a manner suggesting they are impaired, physically or mentally, dimension-touched alloprax are remarkably agile individuals. In addition to inheriting their ancestor's alien gait, they share in their ancestor's strength and keen knowledge of the planes.

Elder-Touched
Ancestry Elder Thing
Typical Alignment LN
Ability Modifiers +2 Int, +2 Cha, -2 Dex
Alternate Skill Modifiers Spellcraft, Swim
Alternate Spell-Like Ability (Work in Progress: Yet to be determined)

-

Flumph-Blessed
Ancestry Flumph
Typical Alignment LG
Ability Modifiers +2 Dex, +2 Wis, -2 Str
Alternate Skill Modifiers Fly, Stealth
Alternate Spell-Like Ability Corrosive Touch

-Curiosities among alloprax, there are those that tend towards benevolence and order, in spite of trends seen through most of their kind. Somehow tied to the flumph, the aptly named flumph-blessed alloprax oppose the rest of the tapestry, both as those who bring warning, and those ready and willing to stand against the madness. What they possess in will and agility, along with a curious paleness to their flesh, they lack in strength.

Havero-Touched
Ancestry Havero
Typical Alignment NE
Ability Modifiers +2 Str, +2 Cha, -2 Int
Alternate Skill Modifiers Fly, Perception
Alternate Spell-Like Ability Alter Self

-???

Seugaunt
Ancestry Neothelid/Seugathi
Typical Alignment CE
Ability Modifiers +2 Dex, +2 Cha, -2 Int
Alternate Skill Modifiers Escape Artist, Use Magic Device
Alternate Spell-Like Ability Mind Thrust II

-Devourers of thought and fanatics of the tapestry, seugaunt alloprax are among the stranger and more hostile forms of alloprax to exist. Sharing the rubbery purple hide of their predecessors and typically possessing one or more facial tendrils, their appearances are among the most noticeable of the alloprax. Where most foe assault the body, seugaunt are quick to assault the mind.

TOUCHED BY THE GODS OF THE DARK TAPESTRY
-The following heritages are by the influence of outer gods and great old ones. These are not the spawn of these beings, but may be several generations removed or were tainted by the influence of one of these entities while still in the womb.

Azathoth Touched
Typical Alignment CN
Ability Modifiers +2 Con, +2 Cha, -2 Int
Alternate Skill Modifiers Perception, Perform (Wind Instruments)
Alternate Spell-Like Ability Touch of Idiocy

Bokrug Touched
Typical Alignment CN
Ability Modifiers +2 Str, +2 Wis, -2 Int
Alternate Skill Modifiers Intimidate, Swim
Alternate Spell-Like Ability Fog Cloud

Cthulhu Touched
Typical Alignment CE
Ability Modifiers +2 Str, +2 Int, -2 Dex
Alternate Skill Modifiers Intimidate, Swim
Alternate Spell-Like Ability Lesser Confusion

Ehye'bthnk (http://www.giantitp.com/forums/showthread.php?372006-Deity-Ehye-bthnk-(A-good-great-old-one)) Touched
Typical Alignment CG
Ability Modifiers +2 Str, +2 Cha, -2 Wis
Alternate Skill Modifiers Diplomacy, Heal
Alternate Spell-Like Ability Cure Light Wounds

Hastur Touched
Typical Alignment CE
Ability Modifiers +2 Con, +2 Int, -2 Cha
Alternate Skill Modifiers Linguistics, Perception
Alternate Spell-Like Ability Hypnotic Pattern

Mhar Touched
Typical Alignment CN
Ability Modifiers +2 Con, +2 Dex, -2 Wis
Alternate Skill Modifiers Disable Device, Intimidate
Alternate Spell-Like Ability Fire Breath

Nyarlathotep Touched
Typical Alignment CE
Ability Modifiers +2 to One Ability Score.
Alternate Skill Modifiers Bluff, Spellcraft
Alternate Spell-Like Ability Detect Thoughts

Shub-Niggurath Touched
Typical Alignment CE
Ability Modifiers+2 Str, +2 Con, -2 Dex
Alternate Skill Modifiers Perception, Survival
Alternate Spell-Like Ability Entangle

Xhamen-Dor Touched
Typical Alignment NE
Ability Modifiers +2 Cha, +2 Wis, -2 Con
Alternate Skill Modifiers Climb, Survival
Alternate Spell-Like Ability False Life

Yog-Sothoth Touched
Typical Alignment CN
Ability Modifiers +2 Dex, +2 Int, -2 Wis
Alternate Skill Modifiers Escape Artist, Knowledge (arcana)
Alternate Spell-Like Ability Levitate

NON-HUMAN ALLOPRAX
-The creatures of the dark tapestry do not limit their touch to humanity. Other humanoids see alloprax in their midst as well, especially those more inclined to delve into forbidden knowledge or gaze upon the blackness that lies between the stars. In such populations, alloprax that are known to be are far less likely to be shunned.
-In game terms, the difference between non-human alloprax and human alloprax is strictly a matter of size. Unless they have specific alloprax-related size modifiers, the alloprax of each of these races are the same size as their humanoid parent. They gain any of the bonuses or penalties related to that size, but gain no racial bonuses except those of the alloprax; beyond size, their humanoid ancestry is purely cosmetic.



ALLOPRAX OF RENOWN
(Space Reserved)


THE MAWDARK SPIRAL

The Mawdark Spiral
Neutral Small City
Corruption -1; Crime +0; Economy +0; Law +4; Lore +5; Society +4
Qualities: academic, insular, strategic location, on the shoulders of giants
Danger +5
Demographics
Government: Commune (Corruption and Economy -2; Law and Society +2)
Population 7,000 (6000 Alloprax; 200 mongrelmen; 100 caulborn; 100 duergar; 50 half-orcs, 50 half-elves; 500 other)

Notable NPCs
Arcanifex Orren Seijic (LN male alloprax sorcerer [crossblooded/wildblooded] 12)
Thallde (LN female duergar rogue 6, fighter 3)
Silaha (CG female alloprax bard [archaeologist] 8)
Marketplace
Base Value 4,400; Purchase Limit 25,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Description
-The world below houses many massive caverns, some natural, some curiously constructed. The cavern which houses the Mawdark Spiral is one such cavern, its roof still supported by massive stone pillars throughout the region.

-The Mawdark Spiral is actually built up atop the ruins of an ancient metropolis. The surviving and inhabited sections of the city are contained atop a hill surrounded by a wall which spirals up to the impenetrable tower called the Leaden Spike.

-A single road approaches the entrance to the Mawdark Spiral, cleared of buildings to a wide margin on either side, this reaches the base of the wall and after entering the city one is instantly lost in a tangle of reclaimed buildings that support newer work which over hang the city sharply on both sides. This single main thoroughfare is kept clear for traffic moving up and down the hill but it is neither straight or easy as it winds up and around to the crown of the hill. The side streets (mostly narrow alleys and manmade caverns) are choked with all manner of lean-tos and impromptu marketplaces. With nothing in the way of street signs and only one street to speak of, getting lost in the Mawdark Spiral is both very difficult and exceedingly easy. Navigating the city relies on knowing which buildings, new or otherwise are where. This is not as reliable as it would seem however since by some accounts buildings in the city are known to move.

Locations
The Outskirts
-The Mawdark Spiral is surrounded on all sides by the ruins of a much larger city and its fallen walls. There are no clear roads through the outskirts of the Mawdark Spiral, except where the inhabitants of the city have cleared a broad path through the rubble and mashed it into walls to either side. For the most part the massive stone buildings remain standing though some of these megaliths have collapsed, providing canny climbers with high vantage points instead of scaling the windowless, alien buildings.
-There is no rhyme or reason to the construction of the outskirts; in some places buildings are arranged around repeating geometric squares, carefully cut stone stacked one atop the other without mortar until the entire building and the space around it form a single jigsaw puzzle. The builders of the city even saw fit to construct stone plants in this elaborate fashion, with broad trees raking up into the air. In other places the rock seems to have simply grown cancerous, bulbous hollows forming both above and below ground and streets turning into tunnels through the earth as often as not.
The Outskirts are inhabited by all manner of scavengers, including some Alloprax from the city itself as well as ropers, darkmantles and morlocks, as well as other unsavory cave dwellers. The denizens of the Spiral patrol the areas nearest to the city and road frequently, and these are the safest, but it is easy enough to wander off and become lost.

Gate Market
-The markets and of the Mawdark Spiral extend the height of the hill, but none is so great, so raucous or as plentiful as the bazar that stands at the gate to the city. Anything, literally anything, can be purchased in the Gate Market. There is scarcely anything that passes for regulation beyond “Buyer and Seller both beware.” Flesh, fantastical treasures and frightful curiosities are among the least of what the Gate Market has to offer. A few of the city's population of Caulborn regularly trade for new information here, be it raw memories, books or for servitors to feed upon.

The Forum
-The Mawdark Spiral is run by rough consensus, the crown of the hill before the Leaden Spire has become a forum where individual alloprax can vote on matters that affect the city from day to day. Non-alloprax are permitted to watch the proceedings, but cannot vote and are not permitted to speak unless called on by an Alloprax moderator to provide information. The Forum occasionally sees use by preachers when it is quiet, which is rare. There is usually something for the people to discuss and it is rare that a vote of most of the population (achieved over the course of several days or a few weeks by ballot) is required.

The Leaden Spike
-Standing at the crown of the city, jutting into the caverns around it is the Leaden Spike, a massive tower some 12 stories tall. The Leaden Spike has no entrance that even the most thorough of investigation, mundane, magical or otherwise, has been able to reveal. Attempts to enter or alter the spire are often met with deadly retribution.

Xuldarinar
2015-04-06, 10:08 AM
RELATED RACES: ISOJUS

-A result of crossbreeding between those touched of the higher planes and the tapestry, isojusi are essentially glitches in the fabric of reality. Typically resulting from the union of being such as the aasimar and alloprax, isojus are often relatively benign in spite of how alien the concept of morality is to them. Their very essence, rejecting the very concept of alignment, leaves them unchained. Although they may act in accordance with an alignment, they are left a void, an oddity that almost all outsiders look upon with distrust if not distain.
-Physical Description: Only faintly resembling their mortal ancestors, isojusi stand roughly 3 feet tall. They are alluring yet alien in countenance and structure, but in observing one more closely one may notice any number of unusual features, typically misshapen pupils, sharp teeth, unusual number or structure of digits, and unusual colorations, though virtually any trait that can be found in those descended of celestials or those of the dark tapestry may present itself in them. Curiously, isojusi are typically surrounded by a supernatural dust, which seems to almost indicate the outline of something alien around them. In spite of all this, at first glance they are typically indistinguishable from miniature humans.
-Society: Scarce as such a hybrid may be, they still manage to at times form together. When not hidden among other planetouched or the culture of either of the parents, isojusi often are found among their own kind, building towering structures in fertile unclaimed lands. These structures stand alone and as they develop they grow more alien in design.
-Relations: Distrusted at best, killed on sight at worse, an isojus is regarded as anthem by most non-good races, and the more educated one becomes upon the nature of what an isojus is, the more inclined they are to loathe them. When they find kinship, it is typically found with plane touched races and those that hold no highly held opinion on morality.
-Alignment and Religion: Neither faith nor alignment are concepts that are ascribed to the isojusi. The former is something that repulses them, being held to concepts rather than deities when they delve into the divine, the latter is simply a concept they are incapable of understanding nor can it be applied to them.
-Adventurers: Typically resolve to fight alone or along side others of their kind, Isojusi are usually the only people that can know their nature and tolerate them. Their reasons for perusing a life of adventure varies, some seeking to undo what sets them apart from reality, others seeking their own ends or the ends of their


ISOJUS RACIAL TRAITS
-+2 to One Ability Score: Isojusi characters gain a +2 racial bonus to one ability score of their choice at creation.
-Aberration: Isojusi are aberrations.
-Small: As Small creatures, isojusi gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth Checks.
-Slow Speed: Isojusi base land speed is 20 feet
-Darkvision: Isojusi can see in the dark out to 60 feet.
-Skilled: Isojusi gain a +2 bonus on Craft and Intimidate checks.
-No Alignment: Isojusi possess no alignment. They can become a member of any class, even one with an alignment requirement, and can never lose their membership because of a change in alignment. If they violate the code of ethics of any of their classes, however, they might still lose access to certain features of such classes. Attempts to detect an isojus's alignment don't return any results.If a class restricts one from casting spells with an alignment descriptor, an isojus can cast such spells without restrictions or repercussions. If they are the target of a spell or effect based on alignment, an isojus is treated as the most favorable alignment when determining the spell's effect on the isojus. Any effects that alter alignment have no effect on an isojus.
-Perversion of Magic: An Isojusi is capable of imparting their nature upon spells they cast, warping any morality intrinsic to the spell. When casting a spell of an alignment descriptor they may choose which alignment the spell treats those effect by the spell. When casting a spell, or using an ability, that is either a positive or negative energy effect, they may choose whether to treat the target as living or undead for the purpose of the spell's effect.
-Languages: Isojusi begin play speaking Common and either Aklo or Celestial. Isojusi with high intelligence scores can choose from the following: Aboleth, Aklo, Celestial, Common, Dwarven, Elven, Gnome, Orc, and Undercommon.

ALTERNATE RACIAL TRAITS
The following racial traits may be selected instead of existing isojus racial traits.
-Tall: The typical isojus's growth is stunted, a curious and common side effect. A relative few however, those that stand as tall as either of their ancestors. Unfortunately, those who are do not possess the agility of most. An isojus with this alternative racial trait has a medium size and a normal movement speed, but take a -2 penalty to their Dexterity.

FAVORED CLASS OPTIONS
-Unlike most races, Isojus do not possess their own set of independent favored class options. Instead, they may select from either the aasimar or alloprax lists of favored class options. This is chosen at 1st level, and should they take Born of the Divine or Born of the Tapestry, they must conform with that feat choice.


NEW RACIAL RULES
Isojus Feats
Isojus have access to the following feats.

Born of the Divine
Your blood favored your celestial heritage.
-Prerequisites: Isojus.
-Benefit: You gain the ability to cast light once per day as a spell-like ability, it's caster level equalling your class level. Furthermore, for the purpose of meeting feat and class prerequisites, you may treat yourself as an aasimar.
-Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Born of the Tapestry feat.

Born of the Tapestry
Your blood favors your aberrant heritage.
-Prerequisites: Isojus.
-Benefit: You gain the ability to cast blur once per day as a spell-like ability, it's caster level equalling your class level. Furthermore, for the purpose of meeting feat and class prerequisites, you may treat yourself as an alloprax.
-Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Born of the Divine feat.

Isojus Craftsman
You find that with the right tools, you can impart your soul's resilience against alignment into weapons and armor you craft.
-Prerequisites: Craft magic arms and armor, isojus.
-Benefit: When creating a weapon or armor, with 1,000gp of extra materials, you may apply isojus-crafted to the weapon or armor. Isojus-crafted weapons bypass all alignment-based damage reduction. Isojus-crafted armor increase its armor bonus by 2 against attacks from creatures with alignment subtypes. These items sell for 2,000 gp beyond their base value on the open market.

AGES, AGING, HEIGHT AND WEIGHT
Adulthood Intuitive Classes Self-Taught Trained
15 Years +1d6 Years +1d8 +2d8

Middle Age Old Vulnerable Maximum Age
45 Years 68 Years 90 Years +3d20

Base Height Base Weight Modifier Weight Modifier
Male Isojus 2' 8" 30lbs. 2d4 +(2d4 lbs.)
Female Isojus 2' 6" 25lbs. 2d4 +(2d4 lbs.)
Isojusi typically have their growth's stunted. Those that are considered medium in size use the alloprax table to determine height/weight.

Though the race was not originally my own, I have been given permission by its creator to bring it into pathfinder.
I'll work on it from time to time, but this is what I have out the gate. For the post where the race came from, click here (http://www.giantitp.com/forums/showsinglepost.php?p=16747131&postcount=3).

Thealtruistorc
2015-04-06, 09:27 PM
Okay, this is one of those HB that I immediately want to integrate into my campaign. Having just gotten into Lovecraft's writings I must say that I find this race very fascinating and likely very fun to play. I have an idea for a summoner archetype similar to the Alienist PrC from 3.5 that utilizes intelligence rather than charisma and specializes in summoning aberrations from beyond.

The Isojus, on the other hand, could use some work. I find them to be woefully underpowered compared to most other races, and nobody will ever keep the low movement speed on their character (the alignment thing is cool though). Maybe give it some more abilities and I'll give it a shot.

Xuldarinar
2015-04-07, 12:26 AM
Okay, this is one of those HB that I immediately want to integrate into my campaign. Having just gotten into Lovecraft's writings I must say that I find this race very fascinating and likely very fun to play. I have an idea for a summoner archetype similar to the Alienist PrC from 3.5 that utilizes intelligence rather than charisma and specializes in summoning aberrations from beyond.

The Isojus, on the other hand, could use some work. I find them to be woefully underpowered compared to most other races, and nobody will ever keep the low movement speed on their character (the alignment thing is cool though). Maybe give it some more abilities and I'll give it a shot.

Im glad you like the alloprax. After working on them off an on for a couple of years now, I would hope they are that would get such a response. I adore them, and I more than welcome people to put them to use. As for that summoner archetype, are you familiar with the 3rd party book: Beyond the Void, by Legendary Games? It is one of those things I consider a must have for those that want to dip into things of the Mythos, and it does have a summoner archetype called the alienist. You can easily just toss in a swap from Cha to Int. And the feat called Summon Star-Spawn, makes the summon monster list something I would love to work with, even introducing a template of the level of celestial and fiendish called alien, which one of the feats above make reference to. Put the feat on an antipaladin and their fiendish boon provides them with a whole new flavor. Some of the added spells add some much needed flavors, and some rules for casting these spells exist without having caster levels, with risk of course. If you never heard of it, check it out. If you don't have it, get it. You won't be sorry. Enough advertising, enough gushing.

Isojus, are not a creation of my own but something I'm bringing into pathfinder with the creator's blessing. I see that it is underpowered, so I'm thinking of what can I give them. At least one thing be something that would be lost by changing their height and speed. Something that give them their identity and still maintains the flavor of something of both worlds. If anyone has any suggestions, I welcome them. Without input, I'll think of something.

Thealtruistorc
2015-04-07, 05:10 PM
Isojus, are not a creation of my own but something I'm bringing into pathfinder with the creator's blessing. I see that it is underpowered, so I'm thinking of what can I give them. At least one thing be something that would be lost by changing their height and speed. Something that give them their identity and still maintains the flavor of something of both worlds. If anyone has any suggestions, I welcome them. Without input, I'll think of something.

Here are a couple ideas I have:
Give them outsider traits and immunities. Perhaps give them access to Aasimar or Alloprax feats.
Give them an ability to pervert positive or negative energy effects, enabling them to hurt creatures by casting cure light wounds on them (or even better, impair them with consecration).
As thry possess no alignment, have them alter alignment-based spells so that they hit everyone (imagine the look on a paladin's face upon getting blasted by holy word).

inuyasha
2015-04-07, 08:42 PM
Hey Xuldarinar! Glad to see these guys are being discussed again, I remember when they were a newly fledged race barely distinguishable from tieflings lol

Joking aside, this race is wonderful, the design, the concept, the look and you now have age and height/weight tables, truly signifying completion.

I might actually test these out in a game soon if you don't mind! I'm running sort of a far realms oriented adventure where a bunch of Grimlocks bargained with elder beings to get their sight back, but ended up growing beholder eyes. I'm sure I can find a cool way to squeeze these in.

Long story short...these are awesome.

Xuldarinar
2015-04-07, 08:49 PM
Here are a couple ideas I have:
Give them outsider traits and immunities.


Make them native outsiders, full on outsiders, or keep them as aberrations but add the traits on top of that?



Perhaps give them access to Aasimar or Alloprax feats.


Via two feats, they can do that.



Give them an ability to pervert positive or negative energy effects, enabling them to hurt creatures by casting cure light wounds on them (or even better, impair them with consecration).


I love it. Done.



As thry possess no alignment, have them alter alignment-based spells so that they hit everyone (imagine the look on a paladin's face upon getting blasted by holy word).

Also love it, so also done.



Hey Xuldarinar! Glad to see these guys are being discussed again, I remember when they were a newly fledged race barely distinguishable from tieflings lol

Joking aside, this race is wonderful, the design, the concept, the look and you now have age and height/weight tables, truly signifying completion.

I might actually test these out in a game soon if you don't mind! I'm running sort of a far realms oriented adventure where a bunch of Grimlocks bargained with elder beings to get their sight back, but ended up growing beholder eyes. I'm sure I can find a cool way to squeeze these in.

Long story short...these are awesome.

I remember that all too well.. they evolved from an observation and the desire to fill a niche. They have come so far.

Good to see you post on this. Im glad to have them up for discussion again too. Im glad I found the images, though preexisting in D&D they certainly match the look I was going for. As for you tasting them out, go nut. They work well with whatever Lovecraft flavor you have in a campaign, be it Far Realm, the Dark Tapestry, Xoriat, and so on. Speaking of Xoriat, i've put an interaction rule under feats, so alloprax can more easily access creating symbionts. Theres a link in there to Eberron content, brought into pathfinder.

inuyasha
2015-04-07, 08:58 PM
Ah, I love the Eberron Pathfinder site and even moreso it's rules for designing symbiotes off of the intelligent magic item rules, I also included one in a game, a small beetle like thing that clings to your eyeball and focuses your vision, +2 spot checks and once a day true strike

I included it for the party ranger who rolls horribly.

Xuldarinar
2015-04-07, 09:05 PM
Ah, I love the Eberron Pathfinder site and even moreso it's rules for designing symbiotes off of the intelligent magic item rules, I also included one in a game, a small beetle like thing that clings to your eyeball and focuses your vision, +2 spot checks and once a day true strike

I included it for the party ranger who rolls horribly.

I only recently noticed it, and I do absolutely love it. The sky is the limit on that, well and the contents of one's budget. Just seeing the feat to create symbionts and playing with the rules, I thought of the symbiont and decided a rule was needed. They could make them anyways being aberrations but it seemed appropriate. Anything you think they, or this racial addition, need?



Update: I've added an additional feat, this time for alloprax druids. Anybody else miss aberration wild shape?

Xuldarinar
2015-10-06, 02:48 PM
It is about that time I returned to my favored creation. So, here is the plan, though I more than welcome suggestions and contributions otherwise. I intend to add the following content;


Atleast one additional racial archetype.
Additional Racial Feats.
Race Traits.
Deities: They may not typically go for deity worship, but atleast one patron would be something. Perhaps a set of concepts they revere in their place, functioning in the place of a deity.
One or more tie ins to homebrew: IF you want me to create something for the alloprax to associate with, message me or post, preferibly by the creator of the brew and with a link. I may do such things on my own anyways, but it helps.
Famous/Historical Alloprax: I put this in the hands of giants (in the playground). Stat up a character, or multiple even. Give information on their importance, why should there be tales about them? If they are living, why should they be known? They can be of those born from anywhere, or even be of the Mawdark Spiral or other alloprax settlements. I don't need character sheets necessarily, especially if they are folklore or long dead, but something.
Location information: I want to do a write up, or someone to do a write up if they are willing and wanting to take it on, on the Mawdark Spiral as it would be in pathfinder. A functioning city for someone to adventure in.




If I do not get the sense anyone is interested in this, then while I may do some work, and have done an update, then this will sink once more and may return at a later date. Maybe next year.

Aergoth
2015-10-06, 03:47 PM
I love statting up characters, so I may do you a few!
Ditto for the mawdark spiral if I can find sane rules to work with (Pathfinder's stats for cities are a little weird and biased towards certain scores?)

Xuldarinar
2015-10-07, 03:00 AM
I love statting up characters, so I may do you a few!
Ditto for the mawdark spiral if I can find sane rules to work with (Pathfinder's stats for cities are a little weird and biased towards certain scores?)

I look forward to seeing what you and others come up with. I've never looked at Pathfinder's stats for cities, but I can imagine they have their quirks. Its not perfect, though I'll certainly take it over D&D now a days. $150+ to play D&D Next, or $50+ free to play an updated and arguably superior version of my favorite edition of D&D. Is there any question?


Edit, Important info: Although it is present in my 3.5 stats for the Alloprax, I think it important to have this information present here. Everything listed on the Mawdark Spiral, described in 3.5 where there are thing like the Far-realm and Cerebrotic blots exist, officially.
Deep in the underdark exists a massive pocket. A spiraling pit that is nearly a mile wide at the top, growing more narrow as one descends. Following the main road counter-clockwise leads to a gradual descent. Buildings line the outer edge all the way down with only a few tunnels in existence to get in, or out. There is a constant rain, though the spiral's design keeps it from collecting out in the open. On a daily basis, a tremor shakes the entirety of the spiral, but never enough to do any lasting damage. The deeper one goes, the more unsettling the environment gets as stone warps and sometimes takes the appearance of flesh. At the very base, the very center, lies a pit. Massive teeth keep the slime-lined pit closed. On occasion, typically when a creature is foolish enough or unfortunate enough to get too close to the teeth, they part, revealing a opening to beyond the planes.
The mawdark spiral is where most of the alloprax live. Their ancestors having found the cerebrotic blot upon which it stands and carved most of what is seen today. The alloprax are housed throughout the spiral, but many of their spellcasters, wishing to study the realm of their non-humanoid ancestors, spend most of their time near the spiral's base. The few tunnels in and out of the spiral are foci, the entirety of the spiral being a cerebrotic marrow centered around it's core. Alloprax towns exist outside of the spiral, though many are still within the blot, staying within it's periphery.
Would be travelers into the spiral would find no clear tunnel into it. In some tunnels branching off of a few of the smaller alloprax towns and outposts in the underdark, a faintly glowing slime oozes from small patches of stone. Those that touch this slime can proceed through it, to others appearing to fade from existence. To them, they simply proceed down a tunnel, entering the mawdark spiral itself.

Aergoth
2015-10-07, 05:03 PM
Hopefully this meets with approval!


The Mawdark Spiral
Neutral Small City
Corruption -1; Crime +0; Economy +0; Law +4; Lore +5; Society +4
Qualities: academic, insular, strategic location, on the shoulders of giants
Danger +5
Demographics
Government: Commune (Corruption and Economy -2; Law and Society +2)
Population 7,000 (6000 Alloprax; 200 mongrelmen; 100 caulborn; 100 duergar; 50 half-orcs, 50 half-elves; 500 other)

Notable NPCs
Arcanifex Orren Seijic (LN male alloprax sorcerer [crossblooded/wildblooded] 12)
Thallde (LN female duergar rogue 6, fighter 3)
Silaha (CG female alloprax bard [archaeologist] 8)
Marketplace
Base Value 4,400; Purchase Limit 25,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Description
The world below houses many massive caverns, some natural, some curiously constructed. The cavern which houses the Mawdark Spiral is one such cavern, its roof still supported by massive stone pillars throughout the region.

The Mawdark Spiral is actually built up atop the ruins of an ancient metropolis. The surviving and inhabited sections of the city are contained atop a hill surrounded by a wall which spirals up to the impenetrable tower called the Leaden Spike.

A single road approaches the entrance to the Mawdark Spiral, cleared of buildings to a wide margin on either side, this reaches the base of the wall and after entering the city one is instantly lost in a tangle of reclaimed buildings that support newer work which over hang the city sharply on both sides. This single main thoroughfare is kept clear for traffic moving up and down the hill but it is neither straight or easy as it winds up and around to the crown of the hill. The side streets (mostly narrow alleys and manmade caverns) are choked with all manner of lean-tos and impromptu marketplaces. With nothing in the way of street signs and only one street to speak of, getting lost in the Mawdark Spiral is both very difficult and exceedingly easy. Navigating the city relies on known which buildings, new or otherwise are where. This is not as reliable as it would seem however since by some accounts buildings in the city are known to move.

Locations
The Outskirts
The Mawdark Spiral is surrounded on all sides by the ruins of a much larger city and its fallen walls. There are no clear roads through the outskirts of the Mawdark Spiral, except where the inhabitants of the city have cleared a broad path through the rubble and mashed it into walls to either side. For the most part the massive stone buildings remain standing though some of these megaliths have collapsed, providing canny climbers with high vantage points instead of scaling the windowless, alien buildings.
There is no rhyme or reason to the construction of the outskirts; in some places buildings are arranged around repeating geometric squares, carefully cut stone stacked one atop the other without mortar until the entire building and the space around it form a single jigsaw puzzle. The builders of the city even saw fit to construct stone plants in this elaborate fashion, with broad trees raking up into the air. In other places the rock seems to have simply grown cancerous, bulbous hollows forming both above and below ground and streets turning into tunnels through the earth as often as not.
The Outskirts are inhabited by all manner of scavengers, including some Alloprax from the city itself as well as ropers, darkmantles and morlocks, as well as other unsavory cave dwellers. The denizens of the Spiral patrol the areas nearest to the city and road frequently, and these are the safest, but it is easy enough to wander off and become lost.

Gate Market
The markets and of the Mawdark Spiral extend the height of the hill, but none is so great, so raucous or as plentiful as the bazar that stands at the gate to the city. Anything, literally anything, can be purchased in the Gate Market. There is scarcely anything that passes for regulation beyond “Buyer and Seller both beware.” Flesh, fantastical treasures and frightful curiosities are among the least of what the Gate Market has to offer. A few of the city's population of Caulborn regularly trade for new information here, be it raw memories, books or for servitors to feed upon.

The Forum
The Mawdark Spiral is run by rough consensus, the crown of the hill before the Leaden Spire has become a forum where individual alloprax can vote on matters that affect the city from day to day. Non-alloprax are permitted to watch the proceedings, but cannot vote and are not permitted to speak unless called on by an Alloprax moderator to provide information. The Forum occasionally sees use by preachers when it is quiet, which is rare. There is usually something for the people to discuss and it is rare that a vote of most of the population (achieved over the course of several days or a few weeks by ballot) is required.

The Leaden Spike
Standing at the crown of the city, jutting into the caverns around it is the Leaden Spike, a massive tower some 12 stories tall. The Leaden Spike has no entrance that even the most thorough of investigation, mundane, magical or otherwise, has been able to reveal. Attempts to enter or alter the spire are often met with deadly retribution.

Ethereal Gears
2015-10-07, 05:18 PM
Alright, so I love the flavor of this and it all seems really cool. I'm going to reread it more thoroughly over the coming days, but I just had to mention this one thing that struck me.

Isn't doling out 60-foot blindsight, not even blindsense, even if accompanied by blindness (which does have its benefits, anyway, as noted), kind of crazy as a racial trait available at 1st level? Maybe my views on game balance are warped or something, but I would not relish GMing for the party containing that guy for the first few levels. It seems like it would negate so many stealthy and sneaky enemies and encounters. Am I missing something?

Xuldarinar
2015-10-07, 05:24 PM
Alright, so I love the flavor of this and it all seems really cool. I'm going to reread it more thoroughly over the coming days, but I just had to mention this one thing that struck me.

Isn't doling out 60-foot blindsight, not even blindsense, even if accompanied by blindness (which does have its benefits, anyway, as noted), kind of crazy as a racial trait available at 1st level? Maybe my views on game balance are warped or something, but I would not relish GMing for the party containing that guy for the first few levels. It seems like it would negate so many stealthy and sneaky enemies and encounters. Am I missing something?

I've had this brought up previously. I don't recall my exact decision but here it remains. We have the following options:

I swap it to blindsense, I leave it alone, or I swap it to blindsense and have it such that at a certain level having it progress to blindsight.

What do you think?

Mark Hall
2015-10-07, 06:18 PM
The Mod Wonder: Just tagging this "responded to" because the name Alloprax keeps making me think it's drug/supplement spam...

Ethereal Gears
2015-10-07, 06:31 PM
The whole playing blind characters in PF and D&D is, I think, a notoriously well-recognized sticky wicket. This is how I see it:

Being blind is crazy bad. You gain immunities to a few things (gaze attacks, etc.) but basically you cannot function in an adventuring party without some kind of extra sense.

The problem is that the two options, blindsense and blindsight, are not intended for PCs and are very wonkily balanced. Blindsense helps you out in non-combat situations by making sure you don't bump into tables, but in combat you are severely hampered. You move as badly as any other blind creature, and you still treat all enemies you cannot see as if though permanently invisible.

Blindsight, by contrast, negates invisibility, concealment, darkness effects and thus grants such fantastical bonuses within its range it's very hard to balance.

I honestly don't know what the solution is. I once tried to create a blind swordsman class, but gave up when I couldn't figure this issue out. If you give these guys blindsense and then upgrade it to blindsight, no one will want to play an alloprax with that trait before the level they gain blindsight. If you give blindsight straight away, I have a hard time seeing (no pun intended) how that doesn't just become the overwhelming go-to option.

I'm not trying to be a downer here, and maybe someone else will tell me my analysis is way off base. I'll give it a good mulling-over and see if I can come up with any ideas. In the meantime I'll let this slide and continue with the rest of the race.

Cheers,
- Gears

Xuldarinar
2015-10-07, 08:07 PM
The Mod Wonder: Just tagging this "responded to" because the name Alloprax keeps making me think it's drug/supplement spam...

I actually got a good laugh out of it. Your right.. it does kind of sound that way. Thank you. I wouldn't want this to just up and disappear on me.


The whole playing blind characters in PF and D&D is, I think, a notoriously well-recognized sticky wicket. This is how I see it:

Being blind is crazy bad. You gain immunities to a few things (gaze attacks, etc.) but basically you cannot function in an adventuring party without some kind of extra sense.

The problem is that the two options, blindsense and blindsight, are not intended for PCs and are very wonkily balanced. Blindsense helps you out in non-combat situations by making sure you don't bump into tables, but in combat you are severely hampered. You move as badly as any other blind creature, and you still treat all enemies you cannot see as if though permanently invisible.

Blindsight, by contrast, negates invisibility, concealment, darkness effects and thus grants such fantastical bonuses within its range it's very hard to balance.

I honestly don't know what the solution is. I once tried to create a blind swordsman class, but gave up when I couldn't figure this issue out. If you give these guys blindsense and then upgrade it to blindsight, no one will want to play an alloprax with that trait before the level they gain blindsight. If you give blindsight straight away, I have a hard time seeing (no pun intended) how that doesn't just become the overwhelming go-to option.

I'm not trying to be a downer here, and maybe someone else will tell me my analysis is way off base. I'll give it a good mulling-over and see if I can come up with any ideas. In the meantime I'll let this slide and continue with the rest of the race.

Cheers,
- Gears

Then how about a beefed up blindsense be produced, or a nerved blindsight, depending upon which direction we want to work from.

Alternatively, why not both? Blindsight out to 5 (or 10) feet, limiting it, and throw on blindsense out to 60?

Ethereal Gears
2015-10-07, 08:42 PM
I think that's definitely the right direction to move in, Xuldarinar. I've noticed more and more as I've been homebrewing for PF (~2-3 years now) that when I want to do a thing (i.e. make a blind PC viable and unique), it's often better to create things from (semi-) scratch than just lifting pre-existing stuff. I guess this boils down to my tastes and design philosophy differing rather sharply from Paizo's on a couple of key points.

For instance, I'm working on a shadewright archetype now that gets a wacky Shadow Plane mansion they can enter via an extradimensional portal. I thought to base it on mage's magnificent mansion, but then I realized that spell doesn't do the concept justice at all.

Similarly, I think you'd be well off looking at the features granted by blindsense and blindsight, and sort of mixing and matching until you get something balanced. My hunch would be to basically take blindsense and start removing some of its more glaring weaknesses (not being permanently flat-footed, moving like a sighted creature, maybe enemies only have concealment [20% miss chance], not total concealment against your attacks). To that could be added that whenever you successfully touch or are touched by a creature (via touch attacks, attack rolls, grapple checks, et cetera), you can locate them as per blindsight for 1 round per point of Wisdom bonus if they stay within some pretty short radius. Something like that may be a way towards making this viable. I do understand, though, if it seems to be a bit too much work for just a single alternate racial trait. Merely musing aloud.

Cheers,
- Gears

Xuldarinar
2015-10-07, 09:15 PM
-snip-

I appreciate the feedback and I took elements you suggested and incorporated them into the current version of eyeless sight.

Edit: It seems a simple solution has come to my attention. Blind-fight as a bonus feat with it.

On other notes, I've added a few racial feats and intend to add (at some point on top of everything else) Race Traits. Already have a section up for it and everything.


Edit: I made a post over on Paizo.com, so I have another pool of brains to pick. If you want to have a look at whats going on there, here is a link to take you over there (http://paizo.com/threads/rzs2szre?Alloprax-Spawn-of-the-Dark-Tapestry).

Ethereal Gears
2015-10-08, 04:17 AM
Yeah, I think blindsense + Blind Fight is a good start. I was thinking you may wanna negate the Str- and Dex-based skill penalties and having to make a DC 10 Acrobatics check to move faster than half speed without risking falling, but that may not be necessary. With a decent Acrobatics investment that DC is an auto-success pretty early on, and the -4 penalty on all Str- and Dex-based skills is not too horrible.

I'll get back to you when I've reviewed the rest of this stuff.

Cheers,
- Gears

EDIT: Well, since no one posted after me, I'll just leave my thoughts in this edit instead of double-posting.

So, I think everything looks really nice. The isoju I can't really muster up an interest in, I'm afraid, but the main alloprax race I find very cool. Aside from that one little issue with the eyeless trait, I think all your other things seem well-balanced. Although, not owning that Beyond the Void book, I have no idea about any of the abilities which require you to have that in order to understand them.

I may have some small quibbles and things I would've done differently (Hastur-spawn getting a Con bonus and a Cha penalty, what?), but on the whole I wouldn't call these critiques and more just mild differences in taste and style. We all have our personal conceptions of our favorite eldritch horrors, after all. Overall I think you did a great job with the alternate heritages and the feats and all the rest of it. As per our discussion in the shadewright thread, I'll try to think up a few cool alloprax-shadewright combo things. Although starting with a few gloamings would probably be wise, if I know myself I'll just end up making a whole alloprax racial archetype straight away. We'll see!

Anyway, again, good work. I like the magus archetype, though I could've wished for a few more custom arcanas to expand upon its theme, or maybe doing something crazy like changing out spell recall for the skald's spell kenning ability to represent getting hit by a sudden flash of eldritch insight (possibly accompanied by voluntary Wis damage). I hope you do more racial archetypes and stuff like that, and I'll be interested to see if you come up with anything to integrate these guys with the shadewright.

Xuldarinar
2015-10-08, 01:32 PM
Yeah, I think blindsense + Blind Fight is a good start. I was thinking you may wanna negate the Str- and Dex-based skill penalties and having to make a DC 10 Acrobatics check to move faster than half speed without risking falling, but that may not be necessary. With a decent Acrobatics investment that DC is an auto-success pretty early on, and the -4 penalty on all Str- and Dex-based skills is not too horrible.

I'll get back to you when I've reviewed the rest of this stuff.

Cheers,
- Gears


I may provide more on that, but for now, its a solid start.



EDIT: Well, since no one posted after me, I'll just leave my thoughts in this edit instead of double-posting.

So, I think everything looks really nice. The isoju I can't really muster up an interest in, I'm afraid, but the main alloprax race I find very cool. Aside from that one little issue with the eyeless trait, I think all your other things seem well-balanced. Although, not owning that Beyond the Void book, I have no idea about any of the abilities which require you to have that in order to understand them.


All references to Beyond the Void point to the Alien template, which basically functions along the same lines as the celestial or fiendish templates but is Tapestry centric. So.. While you don't have the specifics to work with without the book, something I recommend for use when dipping into tapestry stuff, that should give a sense of about the level of power and change given there.



I may have some small quibbles and things I would've done differently (Hastur-spawn getting a Con bonus and a Cha penalty, what?), but on the whole I wouldn't call these critiques and more just mild differences in taste and style. We all have our personal conceptions of our favorite eldritch horrors, after all. Overall I think you did a great job with the alternate heritages and the feats and all the rest of it. As per our discussion in the shadewright thread, I'll try to think up a few cool alloprax-shadewright combo things. Although starting with a few gloamings would probably be wise, if I know myself I'll just end up making a whole alloprax racial archetype straight away. We'll see!


I'll be honest, I don't recall why I set that one up the way I did. Im certain I had a reason.

I look forward to seeing what you come up with. Im certain it will be great.



Anyway, again, good work. I like the magus archetype, though I could've wished for a few more custom arcanas to expand upon its theme, or maybe doing something crazy like changing out spell recall for the skald's spell kenning ability to represent getting hit by a sudden flash of eldritch insight (possibly accompanied by voluntary Wis damage). I hope you do more racial archetypes and stuff like that, and I'll be interested to see if you come up with anything to integrate these guys with the shadewright.

If I went back and did it again, or decided to add more, I'm sure it would have more flex and more to theme. Its worth noting it was created before hybrid classes, before a great deal of content had shown its face, and relatively early in my workings with pathfinder.

Xuldarinar
2015-10-09, 01:16 AM
Although I generally do not like to, I've decided on this occasion I'll post against myself. I've a few things to say.



One: I'd like someone, at some point this weekend, to name a class they would like to see an archetype for relating to this race. 1st party, 3rd party, home-brew, I do not care. While that doesn't preclude me from making others, or other people making alloprax centric archetypes, but I want something to do over the weekend. If you have an idea, a flavor point to blend with it, by all means.
While I am at it, I might create an "Alloprax of Renown", though Im not certain what their claim to fame would be, be they a ruler or someone who did something. We'll see. If I get an idea or suggestion, I'll surely turn something out.


Two: One of the picture links expired, much to my chagrin. In light of this, and considering both images were out of D&D books (One was out of Magic of Eberron, and the other was out of Lords of Madness), I think this could actually be an opportunity. Now that I've removed the pictures, I want something to take their place. If anyone is willing, or knows someone who is, I'd be interested in seeing an artist's interpretation of the alloprax. If it can be of the level of something one might pull out of a Paizo book, so much the better. If there is a picture in existence that fits, and the artist is fine with the use, then that works too. I know this is highly unlikely to be fulfilled any time soon, or at all, but I figured I would say it and see what happens. On a lesser note.. perhaps I should consider an avatar change to an alloprax. I'll have to get some programs and make one, or if someone feels like it then a gift certainly wouldn't go refused.

Three: This has a post on the Paizo site under their home-brew design section.. Thus far, it hasn't gotten feedback there, but I hope it grabs some attention. I've off and on poured my heart into this. If anyone goes under there and wants to say a few words on that side, by all means. Being unable to edit the original post there further, I just have the basic racial traits, a brief history, and a link to here.


Four: Traits. I've added a few. I would have added more, and I certainly will in time, but many of the niches I would have added are things that I feel are more befitting bonuses found in alternative racial traits and consequently for the alloprax, feats. I do hope to finish some of the additional heritages I have added, and maybe get to adding a trait or two specific to each. We shall see.

Ethereal Gears
2015-10-09, 01:49 AM
I would like to see an alloprax archetype for the unchained rogue! Feel free to make it crazy OP compared to other rogues, because, you know, rogues. :P

Cheers,
- Gears

Xuldarinar
2015-10-09, 02:34 AM
I would like to see an alloprax archetype for the unchained rogue! Feel free to make it crazy OP compared to other rogues, because, you know, rogues. :P

Cheers,
- Gears

Could be tough to come up with something roguish for them. A nice, lovecraftesque, unchained rogue.

I might have a vector or two to work from. I'll get back to you on that, but thank you. I'll do it.

Edit: Done. I call it the mnahnor.

Ethereal Gears
2015-10-09, 04:18 AM
Hey! The mnahnor looks really awesome! Now, I am a touch biased, as I tend to think the evolution mechanic is the Lord Cthulhu's gift to non-casters, but I think you made it work out really nicely. It's definitely better than a regular rogue, but in a sort of elegant way that one could almost imagine Paizo sneaking something like this into a splatbook and pretending like it doesn't kick a regular rogue's ass. Very nicely done. I especially like supplementing the somewhat (if suitably so!) small evolution pool with those permanent alchemist discoveries. I'd love to play one of these.

I also boosted your alloprax thread on the Paizo boards. You can do the same with my shadewright one if you want. :)

Cheers,
- Gears

Xuldarinar
2015-10-09, 05:08 AM
Hey! The mnahnor looks really awesome! Now, I am a touch biased, as I tend to think the evolution mechanic is the Lord Cthulhu's gift to non-casters, but I think you made it work out really nicely. It's definitely better than a regular rogue, but in a sort of elegant way that one could almost imagine Paizo sneaking something like this into a splatbook and pretending like it doesn't kick a regular rogue's ass. Very nicely done. I especially like supplementing the somewhat (if suitably so!) small evolution pool with those permanent alchemist discoveries. I'd love to play one of these.

I also boosted your alloprax thread on the Paizo boards. You can do the same with my shadewright one if you want. :)

Cheers,
- Gears

I do have to thank you actually, for the mnahnor. Not only for the suggestion of unchained rogue but the thought process that led to it.
Fun fact white text: Both Lloignyth and Mnahnor are drawn from R'lyehian.
I started thinking of the tumor familiar discovery, something I wouldn't of thought of recently if not for its reference in your shadewright. From there I considered what other discoveries worked to theme, then with the tentacle one, it occurred to me that unchained eidolon also possessed a tentacle ability and I remembered also the alienist archetype from Beyond the Void. What sealed it ultimately was an observation, that eidolon and rogues both gain evasion and improved evasion.
Alloprax, on the other hand, is not. It was one of several names suggested by Afroakuma.
Between the evolution pool, the discoveries added to the talent list, and the alloprax alternate racial traits and racial feats, there should be enough altered goodness to go around for mnahnor.
The Alloprax initially were called the Pharin, meaning alien relative in drow, according to: Drow of the Underdark.

Edit/update: I've made a few tweaks. A mnahnor is now limited in maximum attacks the same way as an eidolon is (so you can't spend all 10 of your hard earned evolution points on attacks), and a mnahnor may use abilities they possess otherwise for meeting prerequisites for evolutions, to elaborate where the class feature does not:

Eyeless sight can be used to qualify for Blindsight.
Membranous wings can be used to qualify for wing buffet.

Ethereal Gears
2015-10-11, 05:09 PM
“On many occasions the curious atmospheric effects enchanted me vastly; these including a strikingly vivid mirage - the first I had ever seen - in which distant bergs became the battlements of unimaginable cosmic castles.” (https://drive.google.com/file/d/0B8e09cD4OAF3WWdaZy1oYV9zdkE/view)

H.P. Lovecraft

Xuldarinar
2015-10-13, 03:31 PM
I have updated the original post to include two archetypes, one being a link to the archetype made by Ethereal Gear (Thank you).


I have more things in the works and I welcome all the things that others have created.

Ethereal Gears
2015-10-13, 04:48 PM
I'm looking forward to seeing more stuff!

Sadly, I'm rather an inveterate tinkerer with and tweaker of my stuff, so the only way to access an up-to-date world deformer will be via my Google Drive link. This link (https://drive.google.com/file/d/0B8e09cD4OAF3U3BhcmM2MlJRVkE/view?usp=sharing) is at least a lot more up to date than the one you put in your OP; including all the recent wording fixes and four new gloamings: gift of madness, the land hungers, warp creativity and warp mastery. I also removed access to the umbral illusions gloaming from the horrorist archetype, as it didn't really seem to fit. You're supposed to actually warp reality, not pretend to! It would be cool if you could change it to that. I do however think that'll be a far more final link that the previous one, as I believe most of the archetype's kinks have been worked out by now.

Cheers,
- Gears

EDIT: Edited to add the correct link.

Aergoth
2015-10-14, 08:07 AM
Hopefully this meets with approval!


The Mawdark Spiral
Neutral Small City
Corruption -1; Crime +0; Economy +0; Law +4; Lore +5; Society +4
Qualities: academic, insular, strategic location, on the shoulders of giants
Danger +5
Demographics
Government: Commune (Corruption and Economy -2; Law and Society +2)
Population 7,000 (6000 Alloprax; 200 mongrelmen; 100 caulborn; 100 duergar; 50 half-orcs, 50 half-elves; 500 other)

Notable NPCs
Arcanifex Orren Seijic (LN male alloprax sorcerer [crossblooded/wildblooded] 12)
Thallde (LN female duergar rogue 6, fighter 3)
Silaha (CG female alloprax bard [archaeologist] 8)
Marketplace
Base Value 4,400; Purchase Limit 25,000 gp; Spellcasting 7th
Minor Items 4d4; Medium Items 3d4; Major Items 1d6

Description
The world below houses many massive caverns, some natural, some curiously constructed. The cavern which houses the Mawdark Spiral is one such cavern, its roof still supported by massive stone pillars throughout the region.

The Mawdark Spiral is actually built up atop the ruins of an ancient metropolis. The surviving and inhabited sections of the city are contained atop a hill surrounded by a wall which spirals up to the impenetrable tower called the Leaden Spike.

A single road approaches the entrance to the Mawdark Spiral, cleared of buildings to a wide margin on either side, this reaches the base of the wall and after entering the city one is instantly lost in a tangle of reclaimed buildings that support newer work which over hang the city sharply on both sides. This single main thoroughfare is kept clear for traffic moving up and down the hill but it is neither straight or easy as it winds up and around to the crown of the hill. The side streets (mostly narrow alleys and manmade caverns) are choked with all manner of lean-tos and impromptu marketplaces. With nothing in the way of street signs and only one street to speak of, getting lost in the Mawdark Spiral is both very difficult and exceedingly easy. Navigating the city relies on known which buildings, new or otherwise are where. This is not as reliable as it would seem however since by some accounts buildings in the city are known to move.

Locations
The Outskirts
The Mawdark Spiral is surrounded on all sides by the ruins of a much larger city and its fallen walls. There are no clear roads through the outskirts of the Mawdark Spiral, except where the inhabitants of the city have cleared a broad path through the rubble and mashed it into walls to either side. For the most part the massive stone buildings remain standing though some of these megaliths have collapsed, providing canny climbers with high vantage points instead of scaling the windowless, alien buildings.
There is no rhyme or reason to the construction of the outskirts; in some places buildings are arranged around repeating geometric squares, carefully cut stone stacked one atop the other without mortar until the entire building and the space around it form a single jigsaw puzzle. The builders of the city even saw fit to construct stone plants in this elaborate fashion, with broad trees raking up into the air. In other places the rock seems to have simply grown cancerous, bulbous hollows forming both above and below ground and streets turning into tunnels through the earth as often as not.
The Outskirts are inhabited by all manner of scavengers, including some Alloprax from the city itself as well as ropers, darkmantles and morlocks, as well as other unsavory cave dwellers. The denizens of the Spiral patrol the areas nearest to the city and road frequently, and these are the safest, but it is easy enough to wander off and become lost.

Gate Market
The markets and of the Mawdark Spiral extend the height of the hill, but none is so great, so raucous or as plentiful as the bazar that stands at the gate to the city. Anything, literally anything, can be purchased in the Gate Market. There is scarcely anything that passes for regulation beyond “Buyer and Seller both beware.” Flesh, fantastical treasures and frightful curiosities are among the least of what the Gate Market has to offer. A few of the city's population of Caulborn regularly trade for new information here, be it raw memories, books or for servitors to feed upon.

The Forum
The Mawdark Spiral is run by rough consensus, the crown of the hill before the Leaden Spire has become a forum where individual alloprax can vote on matters that affect the city from day to day. Non-alloprax are permitted to watch the proceedings, but cannot vote and are not permitted to speak unless called on by an Alloprax moderator to provide information. The Forum occasionally sees use by preachers when it is quiet, which is rare. There is usually something for the people to discuss and it is rare that a vote of most of the population (achieved over the course of several days or a few weeks by ballot) is required.

The Leaden Spike
Standing at the crown of the city, jutting into the caverns around it is the Leaden Spike, a massive tower some 12 stories tall. The Leaden Spike has no entrance that even the most thorough of investigation, mundane, magical or otherwise, has been able to reveal. Attempts to enter or alter the spire are often met with deadly retribution.


Not sure if it got missed the first time.

Xuldarinar
2015-10-14, 09:33 AM
Not sure if it got missed the first time.

Somehow, I did not notice it, I can't believe I did that. I was actually wondering when you'd get back to me on that. Clearly, you already had. Thank you for bringing this back up. Clearly I rolled low on my perception (or at least my Wis bonus sucks.)


Looking over it, while it differs from my initial vision, since there is no root in the far-realm but rather the dark tapestry I think this difference in vision is more than suitable. I rather like it. I'll be putting this in the second OP where it fits in, and I'll keep it up to date pending input. Thank you.