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    Default Enti'inor, an Oasis of Land in the Endless Ocean

    Here begins the record of Azagon Ylamar Theregin Josain Vethramor Tovald III, Gnomish historian, in the year 6722, 1536 by the local Elvish calender, as regards the region of Enti'inor.

    Enti'inor, named by the Elves who stand as the dominant power of the region, is the most land dense region in the world. Even just the Elven island of Entil has more land than most other regions, being the largest single landmass in the world at approximately 88,700 square miles, according to the Elves' own measurements. In addition to Entil, there are at least thirty other islands in the region, some of them nearly a third of the size of Entil.

    Likely due to the sheer space available, the region is also one of the densest in terms of intelligent, society-building people, with eight species native to the region, not counting the artificial Imbéato, children of the Elves, the Elven offshoots, the Drow and Merfolk, the diverse Orc-offshoots: Goblins, or the recently arrived Humans, inhabitants of the region for almost a century. The natives include the aforementioned Elves, the Orcs, the Halflings, the Hassai, the Leshzatt, the Sabito, and the Xeph. The following chapters of this record will detail the present political and culture status of each people starting with the Sabito.

    ~~~~

    As a note: the italics are completely in character, while anything written in normal text is purely for player comprehension and information distillation.
    Last edited by Jallorn; 2017-12-27 at 09:17 AM.
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    Default Re: Enti'inor, an Oasis of Land in the Endless Ocean

    I once knew a man who made the mistake of questioning the merit of a Sabito's pride, on account of their mostly being enslaved. Needless to say, I'll never make the same mistake. Not in the presence of one, anyway.

    Sabito

    Sabito are an amphibious people whose home island has been conquered by the Leshzatt. As a result, most of these, powerful, if clumsy, people are subjected to slavery on the Leshzatt's much dryer island. What was once a natural affinity for diplomacy has blossomed into a cultural affinity for oratory and persuasion, especially among the free diaspora that wander the region, almost all of whom have at least nominal association with the crusade to free their people.

    Spoiler: 3.5 Stats
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    +2 Str, +2 Cha, -2 Dex

    Size: Medium
    Type: Humanoid (Sabito, Aquatic)
    Languages: Elven or Gnomish, Sabito or Leshzatt

    Aquatic Capabilities: Sabito are a semi-aquatic species, their original home being an atoll. As a result, they are a bit clumsier and slower on land, possessing a land speed of only 20, but are also strong swimmers, having a swim speed of 40 and a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A Sabito can always choose to take 10 on a Swim check, even if distracted or endangered. A Sabito can use the run action while swimming, provided he swims in a straight line. A Sabito can also hold his breath for a number of rounds equal to 8 x his Constitution score before he risks drowning. Finally, Sabito have a kind of echolocation, granting them 40 foot blindsight in the water, and 20 foot blindsense out of it. Neither sense extends past the surface of the water going either way, and each must be triggered as a free action.

    Spontaneous Attack: Due to their great strength, Sabito have always found it advantageous to strike when least expected, and strike hard. Once per encounter, per charisma modifier, a Sabito may declare an attack to be spontaneous, dealing twice as much base weapon and ability modifier damage. Energy damage and damage resulting from psionic or magical enhancements except indirect ones such as a boost to Str from a Belt of Giant Strength are not multiplied.


    Personality
    Sabito are quick to respond to offense, and famous for their temper, though more because of the strength with which they back it up than its ferocity. Despite this, Sabito are capable of and willing to forgive, if they give you the chance. Free Sabito identify themselves as such, and so are a people determined to remain free. They hate slavery, and show little restraint in punishing slavers they can touch. They are particularly cruel to any Leshzatt they lay their hands on. At the same time, Sabito are skilled orators, and often prove capable of garnering great respect, even among those they hate. Sabito are also quite patient, when they're not enraged, and are generally willing to put the time into something to get it right. This can make them slow workers. Sabito are most often thought of as warriors, particularly as commanders of mercenary or pirate crews. However, a fair number of Sabito are merchants, and there are even a few colonies of free Sabito , though their location tends to be a well guarded secret.

    Adventurers
    Sabito who become adventurers, and there are certainly plenty of those, tend to enter the martial classes, Fighter, Ranger, and Barbarian are common. Psychic Warriors are uncommon, but not unheard of, and while rare, Sabito Wilders are reknowned for channeling pure rage at the Leshzatt enslavers. Rogues are uncommon, but less so than most think, though Sabito criminals are more often con men than sneak-thieves. Psions, Paladins, Incarnum users, and Evolutionists are practically unheard of among Sabito.
    Last edited by Jallorn; 2018-04-25 at 02:54 PM.
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    Default Re: Enti'inor, an Oasis of Land in the Endless Ocean

    The Drow are about as contradictory a people as you'll ever find. They claim communion with and understanding of nature, yet they play with it like a toy, manufacturing living tools. They cast aside their forms, and cut themselves off from the fabled Elven long-time, to ensure they could reclaim it. They live alongside Goblins, both of Orcish and Drow origin, yet are incredibly insular and xenophobic, yet still manage to fetishize other species, ostensibly for the, "strength in diversity of blood."

    Drow

    The Drow were once Elves; exiled for the crime of treason, a crime perpetrated by their leaders and considered justified by most of the Drow, they barely survived to find a new home. In the process, they made friends with the Orcs, and in exchange for giving many of the most desperate of the Orcs a new home, learned the arts of Evolutionism. In a gamble to improve the Drow's odds of survival during the first few desperate years, the leaders combined Evolutionism with a powerful magic ritual to alter every Drow, lessening or eliminating the irritation and strain of short-time, along with a number of other physical changes. Several centuries later, and the Drow nation is thriving. Though no obvious threat to the Elves, the Drow are certainly a player on the main stage in a way several other races aren't. In particular, they have become the producers of a unique new product: biotechnology. Organisms created through evolutionism to serve as tools. In particular, Drow bone-tools have become quite the competition for Elven metal, despite not being as easily repurposed.

    Spoiler: 3.5 Stats
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    +2 Int, +2 Wis, -2 Str

    Size: Medium
    Type: Humanoid (Elf)
    Languages: Elven, Orcish

    Bio-Engineering: After learning the arts of Evolutionism from the orcs, and finding their new home, the drow, then still elves, came to the conclusion that to survive, great changes would have to be wrought on their people. Among other adaptations, drow have Low-Light Vision, a +2 racial modifier to Stealth checks, and Craft (Life-Shaped) as a class skill, even if it normally wouldn't be.

    Psionic Realization: Also thanks to the arts of Evolutionism, though due to the parallel skills rather than physical modification, the drow have unlocked more of their psionic potential than they had as elves. They have combined this with a greater awareness of their surroundings, and lessons learned from their first tweaks with time perception to give them incredible reaction speed from thought to decision. Drow gain 2 bonus power points at 1st level, and may spend up to twice their level in power points to gain an equivalent bonus on an Initiative Roll before rolling it.


    Personality

    Drow are isolationist and generally unfriendly. Though not as lacking in charisma as Elves, they are really only liked in the region for their biotechnology, the secrets of which they hold dear. In fact, Drow seem to be generally secretive people, and it can often be heard in rumors that the Drow may have a secret tunnel network under their islands that nearly doubles the space they have to live in. Despite their distaste for outsiders, Drow who leave home prove to be reliably clever and insightful.

    Adventurers

    Drow adventurers run the gamut of classes, though the martial classes are somewhat less common. Psionics are relatively common among the Drow, as are Rogues. Fighters and Rangers are more often in the service of a wealthier Drow who can afford to buy them grafts and Evolutionist enhancements, or they multiclass as Evolutionists. Evolutionist adventurers are most commonly Drow, but they're still a fairly small number. Paladins and Incarnum users are rare among Drow.

    Goblins

    No description of the Drow would be complete without a mention of Goblins. An Orcish term, Goblin used to mean an Orc who had given in to the beast within and become a monster, physically as well as mentally. Once Evolutionism was unlocked, it came to mean any person who had changed so much as to be unrecognizable as what they were born as. Among the Drow, the Orcs they brought with them all opted to become Goblins, forming several new races, including True Goblins, small, brown, cunning tunnelers, Bugbears, hulking brutes dedicated to protecting those weaker than themselves, Sargonids, an acquatic beast that traded its mind for the power to rule the underwater seas around the Drow's islands, and more. All of these races are referred to collectively as Goblins, though the term is also applied to others who have altered their form, even if by means other than being Evolutionists, such as the Order of the Drider, who undergo a magic ritual, not unlike the one that made the Drow, to become half-spider knights.
    Last edited by Jallorn; 2018-04-25 at 02:54 PM.
    Quote Originally Posted by Ertier View Post
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    Default Re: Enti'inor, an Oasis of Land in the Endless Ocean

    When it comes to any skill, the very best master of that skill is probably an Elf. They are well worth the quite reasonable prices they offer, so long as you don't mind the work taking ten times as long as the next best non-Elven master, and don't mind being condesended to.

    Elves

    Elves are a mystical people with very long lives, possibly unending. To really understand the Elves, one has to understand the concept of long-time, and how it differs from our perception of time, what they call short-time. Without delving into such an involved, and quite philosophical, topic, it can be said that they have little patience for faster races or less than perfect things. Almost all Elves these days live in the cities that dot their huge island, though an Elven city is quite unique in its design. Their mastery of architecture is apparent; the buildings go up higher than most forts, and though they have a density to rival any other city in the region, inhabitants of the cities have downright luxurious space, which they use to perfect whichever art they most value. Through the military might of the Imbéato, who have their own chapter, and other feats of magic, the Elves have secured themselves a position of security and wealth.

    Spoiler: 3.5 Stats
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    +2 Dex, +2 Int -2 Cha

    Size: Medium
    Type: Humanoid (Elf)
    Languages: Elven, Halfling

    Long-Time Practice: Elves live their lives in long-time, and as a result, have the patience to perfect skills in a way that other races don't. At first level, an elf chooses a skill. That skill is always a class skill for the elf, they gain a free rank in that skill at odd levels, may choose to take 10 with that skill at any time, and gain a +2 racial bonus with that skill.

    Controlled Logic: Elves are renowned for their logic and self-control, often even to the degree of aloofness. This quality allows them to hold onto information much better than other races. Once per day per intelligence modifier, an elf may take 15 on any knowledge check they would normally take 10 on.


    Personality
    Undisturbed, Elves are serene, calm, and utterly focused on the task at hand, minimizing distractions mostly by ignoring them. Irritate one, however, and they become short-tempered, impatient, and rude. Unfortunately, the very way that most people of other races live their lives is irritating to most Elves, meaning that the view most of those races have of the Elves is as an arrogant, uptight people. It doesn't help that they're so used to the mastery of craft they achieve that most accomplishments of other races seem unimpressive to them.

    Adventurers

    Elven adventurers are extremely rare, especially for the mastery Elves can achieve. This is because Elven adventurers are generally either sociopaths, or simply oddities that don't find slow-time as aggravating. Elven adventurers are generally younger, as the dislike of slow-time can be bearable with youth, but get worse. Elves come in most classes, though Barbarians, Rangers, and Paladins are by far the least common. Most Artificers are Elven, and Psionics are not unheard of, though both are less common than Fighters or Rogues. Evolutionists and Incarnum users are extremely rare, as are Warlocks and similar kinds of dark magic users; Elves rarely rush unless they're trying to get another race out the door.
    Last edited by Jallorn; 2018-04-25 at 02:54 PM.
    Quote Originally Posted by Ertier View Post
    A good background is like a skirt. Short enough to keep my interest, but long enough to cover the important bits.
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    Default Re: Enti'inor, an Oasis of Land in the Endless Ocean

    The following chapter on Gnomes is not an original piece of this record, it being added special for this edition for sale to our Human friends, the Order of the Open Palm. Contained within is everything you'll ever need to know about Gnomes. You're using too much ink you

    Gnomes

    Gnomes, as a people, are no longer as united as they once were, nor, admittedly, as powerful. Many thousand years ago, the Gnomes established the first civilization, and achieved great wonders. For reasons remembered only by a cadre of tight-lipped scholars, the Gnomes abandoned their cities to take to the skies, and they live there to this day, flying throughout the world, mostly surviving as adventurers and traders, though plenty of craftsmen fly the skies as well.

    Spoiler: 3.5 Stats
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    +2 Any one stat, -2 Str

    Size: Small
    Type: Humanoid (Gnome)
    Language: Gnomish, 1 bonus language

    Skilled: Gnomes enjoy trying new things, and devote themselves to mastery more than most people. As a result, the average gnome can do a lot more than the average member of most other races. They get an extra four skill points at first level, and an extra skill point every level after first.

    Diverse People: Gnomes are the most widespread of people, and it shows in their character. The difference in any two gnomes' outlook on the world may be as different as two different species' outlooks. And yet, gnomes are known for their ability to get along with and tolerate different species, let alone their own kind. As a result, gnomes get a bonus feat at first level.


    Personality

    Gnomes are a friendly people, but also disconnected from the day to day lives of the ground-bound races. Some Gnomes travel the whole world, and so aren't seen in particular places for many years, but most tend to stick to a region or two, following similar nomadic patterns. Gnomes don't really have as uniform a culture as other species, being a spread out nomadic people, but they always seem exotic, especially the ones that dabble in other cultures.

    Adventurers

    Gnomish adventurers run the gamut, though Rogues, Psions, and Artificers are the most common classes, in that order.
    Last edited by Jallorn; 2018-04-25 at 02:55 PM.
    Quote Originally Posted by Ertier View Post
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    d6 Re: Enti'inor, an Oasis of Land in the Endless Ocean

    I have heard it said that Halflings are a warm, fun people. Don't believe them. Halflings are the most xenophobic people you will ever meet. Within minutes of entering a village, you can bet they all know you're there, and they're all watching you like you might kill someone. Needless to say, I never stay longer than I have to.

    Halflings

    Halflings hail originally from a small island not far from Entil, but can also be found in every village throughout Entil itself, having joined the Elven Empire. The decision to join the Empire fully was a testament to the skill and commitment of Elven diplomat Uthiol Silvereyes; he personally went to every major Halfling village to earn their trust and persuade them to join the Empire. Halflings make up the major rural workforce of the Elven Empire, growing food and providing the primary market for Elven craftsmen, though due to Elven speed, they are naturally also supported by Halfling craftsmen. Halfling adventurers are few, but the sizeable population is not without teeth, Halflings pride themselves on their skill with slings, though it is more sport now than necessity.

    Spoiler: 3.5 Stats
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    Halflings

    Size: Small
    Type: Humanoid (Halfling)
    Languages: Halfling, Elven

    +4 Dex, -2 Con

    Traditional Sport: Halflings mastered the war sling long ago as a simple herding weapon. Against the larger predators, they needed a weapon of power and range, and when they encountered the other races, they found that it was still the best weapon for them. In the relative peace provided by the elves and warforged, it has become a sport more than a tool or weapon, and so practically every single halfling can use the war sling. Halflings gain Exotic Weapon Proficiency (War Sling) as a bonus feat at first level, and have a +2 racial bonus to damage when attacking with a War Sling.

    Invented Distraction: Being small, halflings developed a natural ability to create and take advantage of distractions. Once per day per Charisma modifier, a halfling may grant themselves or all allies within sixty feet and line of effect a 10% miss chance for two rounds.


    Personality

    Halflings are a tight knit people, and the best of their kind will give undying support and devotion to those they care about and trust. The flip side, however, is that their trust, whether they are the best or the worst of their kind, is incredibly hard to earn, and they actively distrust strangers. Merchants, even new ones, are at least treated respectfully, but just about anyone else is likely to get the feeling that they should leave town as soon as possible. Halflings mostly hate living anywhere with more people than they can at least recognize on sight.

    Adventurers

    Due to their clannish nature, Halfling adventurers are extremely rare, and those that do exist tend to be sailors or mercenaries, treating their crew as their family, and anyone else as a potential enemy. Masters of the sling, or really any other ranged weapon they set themselves to, Halfling Fighters, Rangers, and Rogues are common. The occasional Halfling Barbarian is heard of, though they tend not to live long after picking one too many fights. Halfling Psions are rare, as are Artificers, but Incarnum users and Evolutionists are practically unheard of.
    Last edited by Jallorn; 2018-04-25 at 02:55 PM.
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    Quote Originally Posted by FistsFullofDice View Post
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    Default Re: Enti'inor, an Oasis of Land in the Endless Ocean

    Humans are one of the most awe-inspiring, incredible people. I don't mind admitting, Humans scare me. Insult a Hassai, and they'll only be honor bound to retaliate if your word is worth anything in their society, and there's all kinds of rules they have to navigate. Insult an Elf, and you might get tossed in jail, if he remembers who you are. Insult a Sabito and you've gotta worry about your immediate safety, but worst he'll do is kill you, and he'll get over it by the next time you meet, mostly. Insult a Human, and you can live in constant fear as to just how the Human is going to destroy everything you hold dear until you beg for the release of death. These are the people who build new cities every few centuries after dragons burn down their previous ones.

    Humans

    Humans are new to Enti'inor, relatively speaking. History speaks of the occasional Human visitor going back several hundred years, but they've only been a significant political presence for a little under a century. It's not common knowledge outside of Human society, but that was when the last Great Exodus happened, wherein the Humans abandoned their old homes to begin anew on new islands. The Human Nations can barely be called that, with no central identity larger than a city-state. Humans seem to thrive on conflict, power struggles existing at all levels of their society. It sometimes seems that the only thing the people in a Human city can agree on is, "screw those guys in that city over there." (Except when the people in both cities agree, "Screw those guys on that island over there," though such conflicts are rarer, being somewhat more difficult to manage.)

    Spoiler: 3.5 Stats
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    Humans

    Size: Medium
    Type: Humanoid (Human)
    Languages: Human, Gnomish

    +2 Con, +2 Int, -2 Any but Con

    Enduring Effort: Humans are known for their ability to work longer and harder than just about every other race. Their sheer determination to get a job done is terrifying. Once per day per character level, a human may ignore an effect that would cause them to become fatigued or exhausted. In addition, they get a +2 bonus to Will Saves to resist fear effects and mind effecting spells, powers, spell-like abilities, and psionic-like abilities.

    Durable Bodies: Humans can not only survive wounds that would be fatal to other races, they can keep going, pushing past the pain. Humans get a bonus to Fortitude saves made to stabilize when below 0 hit points equal to their character level. They also add half their character level when determining the negative hit point total necessary to kill them, and upon falling to -1 hit points, may choose to act as if disabled instead of dying as the Diehard feat, except that the human does not automatically stabilize and may continue bleeding out. However, upon reaching negative hit points equaling his Constitution modifier (if non-negative) the human will fall unconscious and be dying as normal. As a free action once per day per character level, a human may gain a number of temporary hit points equal to their Constitution modifier that last until the end of the encounter. At the end of any encounter that the human uses this trait, he becomes Fatigued. If already Fatigued, he becomes Exhausted. If already Exhausted, he falls unconscious. Enduring Effort cannot be used to negate this Fatigue unless four uses of Enduring Effort are expended.


    Personality

    Humans are a dedicated people, unwilling to give up, even often in the face of defeat, and willing to deal with whatever or whoever gets between them and their goals. Despite that, and despite their apparent love of conflict, Humans are quite capable of caring for and about others, and are by no means callous. When presented the option between getting their goals accomplished a year sooner, or screwing over another person, they're generally more likely to spend the extra time; it's just that when it comes to screwing someone or failing to ever achieve their goal, they're likely to scew someone else over.

    Adventurers

    Humans are by far the most adventurous people in Enti'inor. Fighters, Rangers, and Rogues are common, as are Psions and Artificers, if somewhat less so. Incarnum users and Evolutionists are rare, but not unheard of, and Humans are the original Paladins. Interestingly, despite the somewhat chaotic nature of Human society, Barbarians are quite rare among them. Humans are also the originators of a unique sort of Fighter, the monk. The most well known order of monks is the Order of the Open Palm, an order dedicated to preserving and protecting knowledge first and foremost, but other orders exist, and some of them are more dedicated to the combat aspect.*

    *Note: the Fighter Fix I employ is quite adept at modeling a monk, and so I do not advocate the use of the subpar and (IMO) unenjoyable Monk class.
    Last edited by Jallorn; 2018-04-25 at 02:55 PM.
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    Default Re: Enti'inor, an Oasis of Land in the Endless Ocean

    I confess, part of me wishes I knew more about the Merfolk; I am fascinated by the possibilities of subaquatic life, not to mention the prestige that would come with revealing information about their social structures. However, since any Merfolk would sacrifice me to their god for the simple crime of knowing things, I think I'll stay far away from the murderous psychopaths.
    Last edited by Jallorn; 2014-06-14 at 05:21 AM.
    Quote Originally Posted by Ertier View Post
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    Default Re: Enti'inor, an Oasis of Land in the Endless Ocean

    It wouldn't surprise me if in a few more centuries the Orcs turn into plants, or fungus, or something. Orcs come in two varieties. The ones that don't do anything, and the ones that change themselves so much they cease to be Orcs, becoming Goblins. I guarantee, in a couple centuries, there will be no more Orcs, and all that will remain of them will be Goblins, and the art of Evolutionism.

    Orcs

    Orcs were once a vicious people, in the mists of time that only they, Gnomes, and Elves remember, but a visionary Orc found a peace with his surroundings, and now the Orcs are a fading people, unable or unwilling to grow further. Their last attempt at survival merely cemented that they could not survive as Orcs. A group of exiled Elves found the Orcs, at the time very caught up in trying to find an answer to their people's decline. Some of the Elves agreed to use their knowledge of magic to help advance the Orc's ability to adapt and evolve, if in return the Orcs would help them adapt to live beneath the waves. However, after the task was done, the newly changed Sea Elves betrayed the Orcs, slaughtering many and sabotaging the magic rituals involved in unlocking Evolutionism, cursing the Orcs and their island. There are now too few Orcs to survive many more generations as they are, interbreeding is unappealing to Orcs as Half-Orcs are more like the savage Orcs of old than the "enlightened" Orcs of today, and Evolutionism provides no answers as any Orc who employs it is doomed to inevitably become a Goblin. The Drow have played an integral part in the Orcs surviving as long as they have, but there is no doubt that they are a doomed people, and the kicker is that when the last Orc dies, Evolutionism will be locked away by the curse of the Sea Elves' god.

    Spoiler: 3.5 Stats
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    +2 Con, +2 Wis, -2 Dex

    Size: Medium
    Type: Humanoid (Orc)

    Naturally Adaptive: Orcs are much more physically adaptive than the other races, in fact, their natural processes gave rise to the profession of the Evolutionist. At first level, an orc gains one mutation. Whenever the orc gains a level, they may change this mutation. If the orc has levels in Evolutionist, they use those levels to determine their mutator level for their racial mutation. Otherwise, they have a mutator level of 1. Orcs also get Craft (Life-Shaped) as a class skill even if they wouldn't normally, and a +2 racial modifier to Craft (Life-Shaped).

    Dark History: Orcs have a bleak history, though their present isn't incredibly better. Thanks to their memory of the Great Betrayal, orcs are wary of others, they learned their lesson well. Although their culture lacks much of the brutality it once had, long before the elves encountered them, both the orcs and the other races remember it, especially the gnomes. Orcs get a +2 racial bonus to Perception checks made to sense motive, and Persuasion checks made to intimidate. Finally, Orcs were once a nocturnal people, though they have mostly adapted to a diurnal lifestyle to accommodate the other races. They still retain excellent night vision, however, and possess Low Light Vision.


    Personality

    Orcs are mainly a passive people, fitting into their environment without struggle, and resigned to their doom. Some few of the most prolific and brilliant Evolutionists are much the opposite, but they are doomed to become Goblins, and in that regard they are passive to their fate. Most of the Orcs have instead decided to do as much as they can with their talents before passing from this world, that their legacy, especially in the fight against the Sea Elves, may be remembered with gratitude and respect.

    Adventurers

    Most Orcish adventurers are Evolutionists, though Psions are also common. The occassional Artificer can be found, and Fighers and Rangers are naturally present as well. Incarnum users are rare, but Rogues and Barbarians are basically nonexistant. Orcs are also the second most likely race to be Paladins.
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    If ever the Elves had a rival in arrogance, it is the Hassai. Admittedly, as masters of a unique magic, they certainly stand out as special. Ideal rulers of the region though, I'm not so sure about. Seems to be a moot point as long as the Elves have the Imbéato anyway.

    Hassai

    Hassai are known as two things: the masters of Incarnum, the magic of the soul, and scaly. The Hassai have a long history of raiding other races, but when a new sect of their religion came to power, they elected one of their Warlords to the position of Kazan, a position that had been vacant for many decades, and attempted to conquer the Elves, touting a religious philosophy of superiority due to their mastery of Incarnum. Having lost the war, which was fought more by the Imbéato than the Elves, the Hassai signed a peace treaty that placed them within the Empire as a protectorate. They were allowed to keep their own government, except that the position of Kazan was abolished, replaced by an Elven overseer, and their military was disbanded, beyond basic levels necessary to keep order. Of course, the Imbéato contingent is there not to keep order, but to put down any uprisings against the Elves, and a large percentage of Elven adventurers find the Hassai territory to be an excellent place to hone their skills.

    Spoiler: 3.5 Stats
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    +2 Str, +2 Wis, -2 Cha

    Size: Medium
    Type: Humanoid (Incarnum, Hassai)
    Languages: Hassai, Elven

    Sharp Spines: Hassai possess sharp spines along their back and arms, the latter of which they often employ as weapons. Hassai have a pair of spine primary natural attacks, which deal 1d6 points of piercing damage. A Hassai can’t attack with his spines and a weapon wielded by the same arm in the same round. If a Hassai is wielding a shield on either arm, he can't use that attack at all.

    Inherent Essentia: While other races have shown capacity to employ Incarnum, the Hassai find an instinctual talent for Incarnum from the start of their life. A Hassai's essentia pool is permanently increased by 1. If he doesn’t have an essentia pool, this trait grants him one with a single point of essentia. In addition, they have two inherent qualities they may invest their essentia in. First, they may invest essentia into their spines, enlarging them and enhancing their strength, increasing their damage dice in size as the Improved Natural Attack feat, one step per essentia point. Second, they may invest essentia in their instincts, granting a +1 racial bonus to all Will Saves, Fortitude Saves, and Reflex Saves per point of essentia.


    Personality

    The Hassai government was a highly militarized theocracy, with clear ranks and authority, all earned through merit, at least in theory. Hassai themselves are confident in their abilities and tend to be respectful of worthy adversaries, though they don't always hold themselves to their code of honor. They are a proud, but currently beaten people, and rebellions against the Elves are at an all time low.

    Adventurers

    Hassai are the definitive Incarnum users; every Hassai can do at least basic soul magic. Most Hassai adventurers, however, are pirates, most of whom are ex-military after they lost the war. Fighters and Rogues are common, Barbarians happen occasionally, and Rangers are somewhat rare. Evolutionists and Psionics do happen, but very rarely, and Artificers are simply useless to the Incarnum using Hassai.
    Last edited by Jallorn; 2018-04-25 at 02:56 PM.
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    Easily the most disgusting, treacherous, bloodthirsty civilization I have ever encountered, the Leshzatt not only have the misfortune of being ugly insects with too many arms, they're also psionic, meaning a decent number of them have felt the revulsion other races feel in their presence. It's almost no wonder they're so vicious.
    Last edited by Jallorn; 2016-10-19 at 07:59 PM.
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    I never would have expected a race of people, if given the choice between freedom and slavery, to choose slavery, but then I learned of the Imbéato. While certainly powerful of body, I question the stability of their minds and souls, if they even have any.

    Imbéato

    Imbéato are the mechanical children of the Elves, and were the cause of the Schism that led to the creation of the Drow and the Sea Elves. There are three generations of the Imbéato: the First Ones, a few hundred created before the War of Hassai Aggression, also referred to as the Stoneborn, the Legions, built in incredibly short time and with shocking disregard for Elven artistic uniqueness, they were built a thousand at a time, all nearly identical, and the First Children, a few thousand that have been built since the war, with the artistic integrity returned. The surviving First Ones are mostly storied adventurers who now hold positions of authority in the military of the Elven Empire, while the vast majority of the Legions have remained with their comrades, serving as the bulk of said military. The First Children, however, are mostly serving as laborers and craftsmen, though there are naturally a few of the other generations who serve similar roles, and the First Children mostly live among the Halflings. Each Halfling village generally has at least a few Imbéato to help with heavy lifting and building. Indeed, Imbéato construction, honed during the war building fortresses, is widely respected.

    Spoiler: 3.5 Stats
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    +2 Str, +2 Con, -2 Int

    Size: Medium
    Type: Construct (Living Construct)
    Languages: Elven, Skarn

    Composite Plating: The plating used to build a Imbéato provides a +2 armor bonus. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a Imbéato cannot wear armor or magic robes. Imbéato can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides an Imbéato with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows an Imbéato to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.

    Light Fortification: When a critical hit or sneak attack is scored on an Imbéato , there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

    Solid Arms: An Imbéato has a natural weapon in the form of a slam attack that deals 1d6 points of damage.


    Personality

    Though the different generations of Imbéato have some uniqueness to their personality, they all three tend to be ordered yet passionate. The Legions especially are well organized and hierarchical, but solid comrades that enjoy a good time and a good fight. The First Ones are more likely to put their passions to mental pursuits, in fact, the game of Goban was invented by a First One, although just about every Imbéato plays it with their full passion. The First Children, however, are somewhere in between, not quite the military jocks that the Legions are, but not quite the intellectuals of the First Ones, instead favoring solid craftsmanship that relies on intellectual skill. All of this is, of course, despite the fact that most Imbéato do not usually have the mental capacity of other races, and aren't even all that wise or perceptive. The First Ones have had plenty of time to overcome this deficiency, but the other two generations don't tend to be very diverse in their skills.

    Adventurers

    Imbéato Fighters are the most common, especially among the Legions, although Rangers and Paladins exist as well. Outside the First Ones, non-crystalline Imbéato Psionics are unheard of, and Incarnum is likewise nonexistant, though throughout all the generations. Evolutionists are also basically non-existant. Imbéato Rogues do exist, as scouts and the like, but it wasn't until the First Children that a sleeker, slimmer Imbéato design was invented that is actively encouraged to pursue Rogue-like skills.
    Last edited by Jallorn; 2018-04-25 at 02:56 PM.
    Quote Originally Posted by Ertier View Post
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    Religions

    Elven Pantheon

    The religion of the Elves is widespread in the region, followed, generally with additions, by the Halflings, the Imbéato, the Drow and Goblins, and even some Gnomes, Humans, and Hassai. The core of the religion is the worship of four gods, Zygna, the Goddess of the Sun and Queen of the gods, Trosta, dangerous God of the Sea and jealous keeper of knowledge, Vyani, Goddess of the Winds and bringer of storms, and Lognar, God of the Land and father of nature.


    Zygna, High Archon of the Gods

    Zygna is venerated highest of the gods, rightful Queen of the world, the Lady of Light and Life, and Mother of Monsters. Zygna's temples are the grandest, and she is worshiped more often by they Elves than any other god. Chief in Elven worship is the dedication of art; in the case of Zygna, their art is the one gift . It was Zygna who bestowed upon mortals the seeds of divinity, Zygna who chose Elves as the foremost people, and Zygna who demands, and deserves, obedience and veneration worthy of her might.


    Trosta, Lord of the Murky Deep

    Trosta is worshiped by Elves strictly out of respect, never affection, and parts of the most inland regions may never worship him. Trosta is known as Lord of Waves and Serpents, Keeper of Knowledge, and Stealer of Secrets. Worship of Trosta usually takes the form of appeasement for theft from his realms, be it knowledge, fish, or pearls. It is common to see a book cast into the waves, for Trosta to destroy it. Trosta guards his domain jealously, and it is mainly because of the pact between the Elves and Trosta, that Zygna mandated, that Trosta has not drowned them all.


    Vyani, Maiden of the Mist

    Vyani is goddess of the winds, freedom, and art. She is both beloved and disdained by the Elves, as a result of the Elven passion for art, but also their devotion to Zygna's order. She is more loved than disdained, however, because as a goddess, she is not as bound by Zygna's laws: she embodies chaos because that is part of her essence, not because she is evil. Vyani is known as the Waif of the Winds, Lady Luck, and Mistress of Crafts and Chaos. Vyani is also, when she feels like it, known for combating Trosta on behalf of the mortals. Of course, this often results in great storms as they fight, so it's not always helpful.


    Lognar, Gentle Father

    Lognar is the father of life, growth, and the earth. He is respected, though he demands little in return for his love. He keeps fewer titles than his fellow gods, but he is known as the Living God, though what this title means is a frequent cause of debate. Lognar is also credited with the invention of civilization, farming, husbandry, and metalurgy, though Zygna gets equal credit for civilization as a whole.


    Other Worshippers

    Imbéato

    Imbéato worship the Elven pantheon as essentially the same, however, due to their nature as living constructs, their relationship with the gods is somewhat different. Where the Elves believe that the gods created them directly, the Imbéato know that they were created by Elves. They do, however, believe that Vyani revealed the secret to breathing life into the Imbéato to the first Craftparent. This means that for the Imbéato, the position of life giver is shared between Vyani and Lognar. They also believe that they don't exist to Trosta, because the secret of their creation was never known to him. They see themselves as beings of Earth, Air, and Fire, but not Water.

    Halflings

    Halflings have a much more relaxed view of the Elven pantheon, less philosophic and more personal, in some ways. For the Halflings, the gods are worshiped for more direct benefits, mainly keeping the harvest healthy, keeping storms minor, keeping disease away, etc. Every Halfling town has at least one priest, but they tend to be more like ministers, not really dedicated to one god, but administering the proper seasonal rituals and occasional extra supplications when it is deemed necessary. Halflings also have a host of minor gods that they worship that get at most mere acknowledgment by the Elves.

    Drow

    The Drow are just as devoted to the gods as the Elves, some of them would claim they are more so. The Drow were once the rural harvesters of the Elves, before the Great Betrayal, and as a result they exult Lognar more than the Elves do, though still less than Zygna. The Drow mistrust Vyani, blaming her for the creation of the Imbéato, which they see as at best a test, and at worst a cruel joke. The Drow are a more matriarchal society than most due to their veneration of Zygna, but that authority comes with expectations and pressures. Drow women are seen as being pulled between honorable order and dishonorable chaos, while Drow men are expected to be as Lognar, builders and supporters.
    Last edited by Jallorn; 2018-03-22 at 10:45 PM.
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    The Hassai Triformis

    The Hassai are among the most religiously fanatic people in the region. They believe the world was created by a single god, and that they are the holiest of people. Their teachings start with the belief that the world is made from the Nameless god's three essences, Body, Spirit, and Shadow. They believe that this god found the chaotic maelstrom of elemental chaos that existed before the world, and fused itself with it to create the world. Its Body became everything solid and physical, its Spirit became intelligence and higher order and the ethereal essence of the world, and its Shadow became everything the world wasn't and everything it was and everything it could someday become.

    Body
    The essence of Body is, as a whole, life and death. It is beginning, middle, and end, and new beginnings again. It is the stable cycle. Although Body has change, it doesn't, by itself, truly change in any meaningful ways, simply traveling the same cycles.

    Fire aspected Body
    The Fire aspect of Body represents growth through conflict and competition. It is sometimes violent, always energetic, and frequently beneficial, if you can survive it. Fire and Body is the wood that is consumed and the food that is cooked and the metal that is tempered and strengthened. In predictions and prophecies, Fire aspected Body suggests a time of challenge that will create inevitable change.

    Earth aspected Body

    Earth aspected Body is the rigid laws of the universe. It is the inevitability of death, but also the symbol of leadership and strength. Earth aspected Body is predictive of things outside one's control.

    Water aspected Body

    Water aspected Body is growth and life, straight and simple. This aspect is adaptation and peaceful success. Water aspected Body is predictive of success, peace, and happiness.

    Air aspected Body

    Air aspected Body is creativity and beauty, art and music. This aspect is generative and inventive, and is continuity. It is predictive of inspiration and triumph over or escape from adversity.

    Spirit

    The essence of Spirit is the higher aspects of life, morality and knowledge, wisdom and truth. Spirit is right and wrong, the heart of curiosity and logic, and it makes up the souls of all living things.

    Fire aspected Spirit

    Fire aspected Spirit is passion incarnate. It is hate, but it is more love, and even beyond simple emotions, it is the zeal of the Paladin. Fire aspected Spirit is about your relation to those around you, and what is owed those who help or harm you. Fire aspected Spirit is most often predictive of new friendships and love, is sometimes predictive of new enemies, and rarely predictive of a flip-flop of an existing relationship from friend to enemy or enemy to friend.

    Earth aspected Spirit

    Earth aspected Spirit is the rule of law and morality. It is truth and justice, reliable and trustworthy. Earth aspected Spirit is the foundation of a secure civilization, and the might to defend its people. Earth aspected Spirit is predictive of a future moral test, a moment of choice between what is desired and what is right.

    Water aspected Spirit

    Water aspected Spirit is community. It is the strength of close bonds and the righteousness of family. It is the obligations to one's family, but also the strength gained from fulfilling those obligations. Water aspected Spirit is predictive of marriage or childbirth, almost always successfully. It can also be predictive of new friendships that will last a lifetime.

    Air aspected Spirit

    Air aspected Spirit is the heart of creativity, curiosity, and logic. It is progress and research and new innovation. It is also mana, the tool of basic magic, and the heart, though not the whole, of the magic of Incarnum. Air aspected Spirit is predictive of new discovery or great misfortune.

    Shadow

    Shadow is the trickiest essence to understand, and the key to unlocking Incarnum. Shadow is everything that isn't, all that was but no longer is, and all that will or could be in the future. Shadow is change and the unknown. Shadow is unknowable by the very fact that once it is known it is no longer Shadow. Shadow is potential.

    Fire aspected Shadow

    Fire aspected Shadow is inspiration and insanity. Despite this, Fire aspected Shadow is considered the most balanced form of the essence, bringing light to darkness. The insane are said to, "know the true Shadow," and those who devise a wild but successful plan are said, "to have been blessed by the Shadow of Fire." Fire aspected Shadow is predictive of uncovering a secret.

    Earth aspected Shadow

    Earth aspected Shadow is the ambition to succeed, and the mystery of life after death. It is fear and courage, power and corruption. Earth aspected Shadow is predictive of ambition and high stakes. It is also predictive of new beginnings.

    Water aspected Shadow

    Water aspected Shadow is the most dangerous of all aspects. It is chaos and destruction, of mind, body, and soul. It is the absolute darkness that no light may penetrate. Water aspected Shadow is predictive of death, disease, and loss. It is almost always a bad omen.

    Air aspected Shadow

    Air aspected Shadow is secrets and schemes and plots. It is the hidden and the divisive. It is also the search for knowledge, and the use of secrets for personal gain. Air aspected Shadow is predictive of misfortune and misdirection.
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    Human Divine Council of Lords

    The Divine Council of Lords is more structure than pantheon, since every time humanity escapes another Dragonfall, the gods they worship change, or at least, the names change; the jobs stay the same. The Council of Lords, save two, is made up of heroes of the last Dragonfall, raised to godhood to replace their predecessors who gave their lives to halt the draconic onslaught for a time. There are thirteen major Lords in the Divine Council, though one seat remains empty for lack of a worthy inheritor, and literally hundreds of lesser Lords. Every human noble family claims descent from at least one of these gods.

    The Sunmaker, the Holy Martyr
    The empty seat of the Council, the Sunmaker was the mightiest of the Lost Lords, the original gods of humanity. It was he who created the sun itself, bringing it's light and warmth to the world to allow life to grow. It was he who lead and won the fight against the demons when they first tried to invade the young world, to make its life theirs. But it was also he who grew jealous of his brothers' and sisters' more direct hands in life, and sought, in his pride, to create life that would awe all others. He created the dragons, but the Demon Princes he had once defeated had tricked him, and leached a degree of their own essence into the dragons, and they were corrupted with all of the Sunmaker's darkest parts, rather than his best. The dragons waged war on humanity and the gods, keeping the Sunmaker imprisoned within the sun itself, but a concerted effort by the other gods freed him, and with new humility, the Sunmaker declared that he was no better than them, and that he would fight, and die, by their side to wash himself of his sins. Every last one of his children, mortal and immortal, stayed by his side and fought with him, and there was no heir to his title, for all perished to bloody and beat back the draconic scourge.

    It is the ideals the Sunmaker represents, and his chair to which all Paladin's swear fealty, and so great was his power that even in death, it rewards their fealty, and their commitment to self-sacrifice for the good of others, with the mystical might that is a Paladin's right to wield.

    Nerthus, the Sea's Daughter, the Lady Luck and Mistress of Mystery
    Daughter of the original lord of the oceans, who gave his life drowning the mightiest of the dragons, Nerthus has never perished fighting the dragons because it has been her duty to see humanity's fleeing vessels to safety in a new home. Nerthus is a tricky and charismatic goddess, as well as a bit fickle. Most days she is kind enough, providing for fishermen and protecting sailors, but other times she can be brutal and cruel, sending massive storms to enact her wrath. Nerthus is a favorite of fishermen, sailors, gamblers, rogues, and diplomats.

    Jareth, the dwarf Bard, Lord of Mercy and the Mystic Music
    Jareth holds into the mantle of the Lord of Art and Magic, Pain and Death. He earned his seat by defying his stunted stature, both physically, willing to enter combat with the dragons, and socially, commanding the respect, loyalty, and obedience of people who had wanted to flee before he persuaded them to stand against the Dragonfall. He brings a new dimension to his role, more aware of the more elusive and private personal pain of ostracization, self doubt, and the like. It is said that his gift, the Final Mercy that frees one from all pain, is gentler than any who held the seat before. Jareth is a favorite of bards, wizards, sorcerers, healers, and artists.

    Aelith, the kindly Crone, the Matriarch of the Honored Dead, Warmth in Winter
    Aelith, once a noble lady of great influence and one of the Last True King's many consorts, holds the mantle of the Lady of Winter and Death, Wisdom and Home. It was not that she stayed to face the dragons despite her advanced age, many, in fact, have done so, having less to lose, but the heart and cunning that she put into her work. In the days before the Dragonfall arrived, Aelith feasted and cared for the defenders of her castle with the energy of a woman half her age. She personally wrote letters for many who could not write, that they may leave their families some parting words. She consoled the fearful and the grieving, and bolstered the courage of every man. And, it is said, when the dragons came, she had some nasty surprises she'd prepared for them. Where Jareth is death as release, Aelith is death as inevitability, as the cycle of the seasons, and where Jareth's task ends with death, Aelith's begins there, as she comforts the grieving and guides them through the winter, to the season's end. Aelith is a favorite of druids, the elderly, mothers and grandmothers, and local leaders, such as mayors.

    Nagil, the Warden, the Redeemer, the Price of Sin
    Nagil, holding the mantle of Earth and Building, Justice and Madness, was a soldier, a knight captain until a few years before the Dragonfall. In an inspired move, Nagil organized the building of a fortress that doubled as a prison, and he had criminals moved into his prison from all over civilization, with only a handful of loyal soldiers to serve as guards. There, he offered his inmates absolution: he trained and drilled them and prepared them for the Dragonfall, that they may wash their sin in the blood of monsters. Nagil is a favorite of guards, rulers, masons, the repentant, and the insane.

    Esla, the Dragonslayer, the Huntress, the Learned Warrior
    Holding the mantle of War and Hunting, Nature and Medicine, Esla survived an unprecedented seven ventures back into dragon territory. During these adventures, she was responsible for saving the lives of many of her comrades, once brought down an adult dragon by herself, and on the last, returned to confirm that the Dragonfall was coming. Before Esla, the Order of Dragonslayers were as varied in their worship as the general populace; since her ascension, none doubt that the Order is irrevocably tied to her seat, even should her successor not be one of them. Esla is a favorite of rangers, apothecaries, scouts, dragonslayers, druids, and barbarians.

    Ytria, the wild Woman, Princess of Passion, Herald of the Gods
    Ytria holds the mantle of Love and War, Summer and Sport. One of the daughters of the Last True King, Ytria was a stunning beauty who had an unquenchable talent for sport and combat. The tale is told that she convinced her father to hold a tournament and promise her to the winner, only for her to win and bed many of the other competitors simply because she could. Ytria was never one to be constrained, but she was as fierce in her familial love as in her romantic love, and, quite famously, personally walked into a bandit camp to rescue her two young nephews from ransom-seekers. Few tales are known of her deeds during the Dragonfall, but none doubt her valor then. Ytria is a favorite of lovers, parents, barbarians, fighters, and young adults.

    Karos, the dutiful Son, the Schemer, Starseer
    Holding the mantle of Darkness and Revenge, Night and Prophecy, Karos was the youngest son of the Last True King, and he was one of few with any real power after the King's death who did not engage in the power struggles that enveloped civilization. He foretold his father's death, saying that it would herald the Dragonfall, and refused to let his defenses be weakened in a meaningless struggle for dominance, for a crown that would soon burn. His refusal to participate didn't prevent others from targeting him, however, and three noble lords sought to take what was Karos's. Karos held out but briefly, and soon surrendered, only for the coming Dragonfall to be confirmed not two days later. As his foes sought to flee to safety, Karos set his plans into motion, usurping and eliminating the cowardly lords, as well as a few other disruptive lords, and organized an orderly retreat and a courageous defense. Karos is a favorite of spies, rogues, assassins, the wronged seeking revenge, and any who would know the future before it comes.

    Novos, the restored Monk, Mindspeaker, the Teacher-in-Exile
    With the mantle of Sky and Weather, Cunning and Communication, Novos was a monk, once of the Order of the Crystal Purpose, but he argued fiercely with the masters of his order, refused to bend his vision to their teachings, and was cast out for his defiance. His impassioned rhetoric earned him supporters however, and students came to him. He was labeled a heretic and a criminal, so he began teaching in hiding, appearing publicly on occasion to preach his messages unexpectedly only to vanish again. It was even rumored that his teachings had borne fruit, that he displayed incredible mental powers that weren't mystic in nature, and that he had begun teaching these powers to his disciples. Then, when the Dragonfall came, the Order of the Crystal Purpose found themselves beset by the dragons with unexpected ferocity. They had nearly given up hope of getting their histories, records, teachings and acolytes to safety, when Novos, with many students arrived to defend his former order. Seeing his powers, and his devotion to the order despite all that had happened, the masters of the Order rescinded their banishment, conferring upon Novos the rank of master, and added his teachings to theirs. Novos is a favorite of psions, monks, sailors, messengers, spies, and schemers.

    Saelin of the Merchant Fleet, the Discerning Eye, the Golden Sword
    Saelin holds the mantle of Crafting and Wealth, Travel and Chaos. He was a merchant known most of all for his ability to identify and foster talented craftsmen, his keen instinct for profitable ventures being a close second. He established the first regular trade mission to the Elves, bringing back many valuable and artistic creations. He didn't always engage in the most scrupulous of business practices, but all of that was forgotten when he committed his ships to the evacuation during the Dragonfall, all save his three gnomish airships, which he loaded with volatile concoctions and collided with dragons who pursued the evacuation, saving countless lives. It is said that the explosion of the ship he personally piloted was twice the size of the other two as a result of his simultaneous ascension. Saelin is a favorite of craftsmen, merchants, quartermasters, travelers, and revolutionaries.

    Tolar, the Advisor, the Piercing Question
    Tolar holds the mantle of Decay and Growth, Opposition and Balance. Born a bastard son of a peasant and a noble scion, Tolar had to struggle to earn a place in the world, and by old age he had a grand one as the most trusted adviser to the the Last True King. Tolar was always defined by defiance to what was in favor of what could be, but he was never given to fanaticism or mindless passion. When the King died, Tolar had stood by his side for decades, and when the Dragonfall came, he was on his own deathbed, wracked with disease. Even from his bed, Tolar continued to advise and guide, piercing through strategies and plans with razor wisdom and directing a reasoned and balanced response of retreat and defense. Tolar is a favorite of monks, druids, scholars, and the ambitious.

    Janos, the Spellthief, the Soul Collector, the Power Perilous
    Janos, holding the mantle of Magic and Destruction, Corruption and Loyalty, came from a long noble line that claims to have held the mantle since the beginning. They claim descent from the second holder of the mantle, who took it from their parent, the Lost Lord who originally held it, during the first demonic invasion, before the dragons had even been created. The second holder was the child of the Lost Lord and a demon, and where their parent turned, the second holder stayed loyal to the Lost Lords and humanity. Certainly Janos possessed fiendish heritage, as a tiefling, but it is not merely a claim of heritage that earned him his seat. Janos was a sorcerer of great might before the dragonfall, and he turned to dark, dangerous magics to bolster that might. He made deals, sacrificed others to dark beings for power, doled out gifts to the unscrupulous in exchange for their souls, and was generally reviled. He always acted with one purpose in mind, however, and when the Dragonfall came, he acted on that purpose, destroying more dragons than any other individual before the end. Janos is a favorite of wizards and sorcerers, though always with some caution, as well as warlocks and barbarians.

    Kiel, the gentle Master, the Iron Soul, He who Knows
    Kiel holds the mantle of Knowledge and Strength, Spirit and Law. Kiel was a master of the Order of the Open Palm, although he was neither the most respected nor the most powerful. What he was known as, however, was the kindest and the best teacher. He mostly taught the youngest acolytes, and wasn't known for his esoteric knowledge in the same way some more honored masters were, but he was unparalleled at helping confused students, even others' students, reframe their knowledge so that it clicked. Kiel holds the mantle rather than any other, however, because of his clarity of spirit. In matters of knowledge or strategy, other masters were sought, but in matters of faith, hope, or purpose, Kiel was the man even the other masters turned to, and in the face of the Dragonfall, it was Kiel who calmly and quietly brewed the tea for the defenders, who walked to death first, and who smiled in the face of evil, marveling even then at the beauty he could see in the dragons' scales. Kiel is a favorite of monks, scholars, and judges.
    Last edited by Jallorn; 2016-06-17 at 09:14 PM.
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