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| Return of the Flumph05-07-07, 01:49 PM | Ewancummins inspired me: this is a thread for compiling-in easily accessible and readable form-the appearance, habits, beliefs, ecology, and culture of the various races that come to inhabit the world being built in this (http://boards1.wizards.com/showthread.php?t=808032) thread. The purpose of this new addition to the Lords of Creation project is to make the lore of these races easily accessible (so I will never again have to scroll back twenty pages to find out what the Solanthi look like) without getting in the way on either of the other threads. Note: If the race in question is taken from any source besides the 3.5 Monster Manual, please name the book it is in. If it is a homebrewed creature, please include a complete statblock. |
| Evil DM Mk305-07-07, 02:04 PM | Minataurs and Centaurs. These two races share a culture that was first taught to them speerately by Kur-ah and then merged into one distinct culture when they where forced together during the long night. The society is tribal and based around the concept of age and experiance guiding youth and energy. Minataurs are True neutral on adverige but centaurs retain their Chaotic Good outlook, causing some small tension amoung the young of both races, the older memebers do not find the differing outlooks a problem. The tribe is sperarated into scouts, hunters, craftsmen, preists, elders and childer. Upon reaching adulthood childer are sent to one of the ancient gathering places of the tribes with messidges of what kind of members their tribe needs. The young trade information and then head off where they are needed. Soemtimes if there are a lot of young and times are good the childer may found their own tribe. Such tribes are invariably roudy and ill orginised in their early years. When a childer reaches their new tribe they are given a new name and join one of the sections of the tribe. Scouts spend most of their time away from the tribe and keep in close contact with other tribes. News spreads very fast amoung the tribes. Hunters obey what is known as the laws of inocence when hunting. Under these all young and herbivores are not permited to be slain. Carnivores who have had their first kill are fair game as are animals farmed by the crasftsmen farmers as that if their purpose in life. But wild herbivores have not been tended for and have not taken lives. Clerics are relatively rare, most divine spellcasters are druids, but clerics of any god within one step of true neutral or chaotic good can be found. When tribe memebers becoem too old to perform their alloted task and also if they are invalided out of those tasks, they may either join the elders or leave the tribe to wander, and die, in the wilderness. The choice is theirs and many warriors choose the latter. History is both written down and passed on through epic length poems. The only punishment is banishment and the banished are not allowed to enter new tribes. Ever since the Death of their creator the Minataurs and Centaurs have become more and more athiestic, prefering druidic magic. A popular tribe sayign is this. "We can learn a lot from the gods. Mostly we learn what to avoid doing by example." |
| Evil DM Mk305-07-07, 02:43 PM | The grand comunity. When souls that worship Kur-ah pass on they go to the soul belt around the mountain in Tydyw. Here their personality slowly disolves untill it becomes a clump of soul clay. When this clay impacts with a portion of clay that orignialy had the same goals and aims they merege and eight such lumps together become a Ferumach. To begin with the reminant personailties cause a certain amount of confusion in the creature but over time the personality equals out to a happy medium. At that time the creature can choose to join with three others to advance to a single Curupmach. It requires either a set of previously LG, LE, CG and CE or a set of previously NG, NE, LN, and CN or a set of four perviously NN. Once again the multiple personaites battle untill, after a very long time, the Curumach is ready to merge with eight others to become an Arumach. The 200 oldest Arumach live entirely within the realm of mirrors with their mirror clones as the 400 Rilmani on the grand counsil. Nerra are native to the realm of mirrors and spend most of their time performing servailance. They remain the form they are born and are born when a creature with significant potential fate first looks in a mirrored surface. The 400 most powerful Sillit Wizards are the Nerra of the grand consil. Nerra view all alignments as dangerous and destructive, unlike Rilmani who view them as equaly valid. Keepers have a hive mind between true keepers (LN) and mirror keepers (CN). They exist to process problems, intake data, assess threats and provide solutions. When an idividual Keeper knows more than a certain amount of information they split into two keepers with exactly half of their previous knowaldge each, thus keepers reproduce by learing. Wierds exist as the Consil's arm in the mortal world. They listen to questions, give honest advice and guide those who come to them. They never lie but they do allways give answers that reflect the consil view of non-violance and moderation. Every question they answer is logged and sent to the keepers who use the data to determine overall population mentality and wellbeing. Asside from wierds the only time members of the grand society are permited to enter the prime material are keepers (to record data) and a single Nerra or Rilmani sent to observe every outsider that travels to the prime material, piggy backing on the magic they use. Kur-ah was made aware of all consil decisions, but had no power over any of them. It is now more than possible that any event that occurs in the mortal world is a move by the Grand Comunity. They are the Illuminait, the great conspiricy. All save wierds are in the Fiend Folio. Wierds are in MMII (I think). |
| d2447866705-07-07, 02:58 PM | Arctic Rose Lizardfolk Worship: They venerate all of the gods, mainly Enfermia and Ty'Dyw; in fact, it is much like the shinto-buddist(sp?) relationship in Japan; that is to say, there is no competition; the one church teaches both beliefs. Of course, their main god was Glacieso; some worship him convinced he is not dead. But the majority give the bulk of their prayers to Frostbite; indeed, he walks among them regularly, but in no way makes decisions for them except in strained times. Arctic Rose=Posion Dusk (MMIII I think) except white and have all cold spells on hand for item creation. Also, the Arctic Rose is mainly shamanic; the deceased spirits of them become shamanic spirits. The greatest of these shamans (Maybe around level 7 Druid/Shaman/Spirit Shaman/Totemist) have the choice granted to them to acquire the woodling template to prolong the arctic rose plant's life; they become living arctic rose. They lose 3 class levels when they gain the template. |
| Janusunaj05-07-07, 03:25 PM | Titans Titans exist mostly on the Haven Plane. Their life style revolves around meditation and study of the various dimensions. They have a wisdom based culture. Based on divine magic and betterment of the self. |
| Return of the Flumph05-07-07, 03:28 PM | Ocean Giants Ocean giants are few and ponderous, but are still a force to be reckoned with beneath the sea. Since their evolution into completely aquatic beings (as opposed to shipbuilding sea giants), the ocean giants have had no love for the air or waves, choosing to live out their lives deep below the surface. In appearance, an ocean giant resembles a burly, pale-skinned, and hairless humanoid the size of an orca, with the lower half of a whale or dolphin. They speak their own language (Aquan), and many also learn Common. They are usually Neutral in alignment. Ocean giants live in small villages made of stone slabs and carved with heiroglyphics reminiscent of the script they used when they lived above water (this language is derived from that used in the book Kur-ah gave to Glykllivar). They rely on the thermal vents to heat their villages, cook their food, and craft their tools and weapons, and they often design primitive "aquaducts" to move heated water around the village. They rely on bioluminescent bacteria and algea for light, but have also evolved darkvision to do moderately well without it. Food consists mostly of seaweed and schools of fish, crustaceons, and squid, which they either farm or hunt. Marine mammals and reptiles are considered delicacies, and generally eaten on feastdays or special occasions. Their skins are used for a variety of purposes. Lacking the unified, monarchic structure their race once had, each ocean giant village is independent, led by an elected chief. Visitors from other villages are usually welcomed, and contact between two such clans is often a time of trade and mutual history and story telling. They do not actively seek out contact with the other undersea races, but are often willing to trade if approached by them. The one exception to the usual village structure is Sea Mother's Gift; a huge, sprawling city of massive towers and halls hidden in one of the deepest, darkest reaches of the ocean. This city was once on an island, but sank to the bottom of the sea long ago. The ocean giant diviners determined that Glykllivar had sunk the island to punish the wicked creatures who lived on it, and that the city was now the rightful property of the sea beings. Thus, the ocean giants moved into the structures (the builders of the city were around the same size as them), which-due to the seismic upheaval involved in the sinking-were now near several productive deep sea vents. Sea Mother's Gift is now the home of several hundred sea giants, who are led by a theocracy. Their worship of Glykllivar is more predominant than that of their village-dwelling cousins; they are practically monotheistic. All ocean giants devote more worship to Glykllivar than any other god, but they also revere Artheyan as an agricultural and hunting godess, Kyrinian (as a god of art and inspiration), and Elvunil (as a god of forknowledge and clarity of mind). They also make the occasional prayer to Kakavindus, to ask for protection from the darkness and wildness of their habitat, which he represents to them. Kur-ah was once worshipped as a patron of history and writing, but his memory is almost dead now. The surface is seen as a forsaken hell by them. Ocean giants are in the Monster Manual 2. These ones have 60 foot darkvision in addition to the stats in the book. |
| ewancummins05-07-07, 03:30 PM | Tritons : Tritons worship focuses on a triad of Deities: Arteheyn , Gykllivar , and Morintu. Arteheyn is seen as the mother and creator deity. Her daughter is worshipped as ruler of the oceans. Morintu is a rather distant figure, who is respected as a god of storms and father of Gykllivar. Clerics dominate the social life of Tritons. Indeed, the race tends toward theocratic monarchy. Priest kings descended in line from the first clerics still rule most of the triton people. As the eldest race of the seas , the tritons naturally view themsleves as having primacy beneath the waves. Years of close cooperation and living with merfolk and sea giants has softened this to a paternalistic attitude in the older tritons. During the Long Night, the tritons dwelt in the depths, near the vents and bioluminescent creatures. Now the tritons live mainly along the continental shelves, in the shallower areas of ocean. Great fields of kelp provide much of the triton diet, supplemented by fish, of course. This food is usually eaten raw , after being artfully arranged[sushi, basically]. Triton technology has advanced considerably since the beinnings of their race. Glassmaking and forging, both using the heat of the underwater vents, are quite advanced. Tritons have learned to sculpt coral, and shape living reefs like bonsai trees. Nets and tridents are used in hunting and combat. Conches are used as instruments, as are harps of fishbone and sinew. Jewelry is fashioned of beaten gold, coral, or lustrous pearls. The fabled City of Coral is the single greatest settlement of tritons and their allies. It lies in the waters of the northern ocean. It is heated by geothermal vents. Space has been accorded the merfolk and Arctic rose colonists who share the city. The city was plagued in it's early years by nerieds and other dangerous creatures, and some sections remain dangerous to this day. Most of the city is safe, however. The tritons of the Coral City are the most technologically advanced of their race. Many quality weapons are forged there. Glass of great strength is made by triton artisans living in the city. They have designed diving spheres for their Arctic Rose allies. They have also learned to harness the heat from geothermal vents to warm the water in and around their city. Tritons are found in MM1. |
| ewancummins05-07-07, 03:36 PM | Talking animal religion and gods: These creatures do not normaly have any organized religion. Instead, they tell fables involving mostly animal characters. The owls , in particular, enjoy such fables. The gods may come into the stories[ not often, though] and are depicted as having animal forms. Some of the elder owls develop cleric abilities[ granted by Arteheyn]. Giant Owls are found in MM1. Note that this version can speak and have human level intelligence. Other talking animals are similiar, in that they usually larger and more intelligent than ordinary animals of their kind. [ I may have to do up a template, or search for some conversions.] |
| ewancummins05-07-07, 03:49 PM | Myconids - The fungus folk live in the underground caverns, from shallow caves to the deep underdark. Some of their settlements are vary large. They decompose any dead matter they find, so there tunnles tend to be very clean. Myconids happily dispose of noisome wastes for any other underground races, as they will happily ''eat'' such offal. They are basically highly effiecient scavengers. Fungus folk are alien creatures, whose minds do not often seem fully comprehesible to other races. The have little concept of good or evil, but instincively favor order over chaos. They have emotions, but these are rarely understood or even noticed by most humanoids. Their culture is largely peaceful. Weapons are rarely used much, aside from tools such as pickaxes. Spore-zombies and traps provide the main line of defense of a myconid community. All myconids take part in group hallucination sessions as a way of bonding and sharing information. This is the primary means of transmitting knowledge and preserving the culture, as well as making decisions. Books are also made and distributed- particularly as a means of sharing information between far flung colonies and of preserving obscure points of lore that aren't usually discussed in group sessions. The Vaati script is used for this. The myconids are only now developing epic poetry, drama, etc. Much of it will focus on their heroic age[ the Long Night].Myconid bards don't sing, but perform a weird sort of pantomime dance. This is accompanied by the release of a type of halluicnogenic spores, the effects of which on non myconid audiences are hard to predict... The myconids acknowledge the existence of all gods, but Arteheyn's clerics are the racial leaders. Of course, to them she appears differently. She is sometimes portrayed as an enormous fungus, with rivers of life giving water flowing from its body. They credit her with the creation of not only their own race, but the underground river system, and food supply. Myconids are usally LN, and rarely venerate any powers of chaos. Only Kersys, Ku-ah, and Morintu have much in the way of active cults[ besides the powerful cult of Arteheyn]. Kersys isn't answering prayers, so his following has declined. Kur-ah's followers tend to be scholars or myconids who have more interaction with other races. Morintu's cult is centered around respect for the ancient race of the wind dukes. They are regarded as eccentrics. Most of them live near the surface. Myconids are rather primitive technologically, but have a store of weapons, tools, and other items they looted from the surafce world during the Long Night. They are learning to make copies of these, in case of future need. Myconids are found in MM2. |
| ewancummins05-07-07, 03:51 PM | Green lizardfolk [These notes apply mainly to the ones who remained in the swamps.] gods : The greens worship Arteheyn as the saviour of their race, and creator of their swamp homelands. Her cult is dominant. Morintu is the god of judgement, punishment, and the sky. K'Thymon the Scaled one is respected as a god of dragons, creatures whom the lizardfolk both admire and fear. Glascieco[ now Frostbite] is honored as an ancestor god, but doesn't play a major role in day to day life. Other gods are also honored. Most are portrayed in lizardman form, typically as large idols of carved darkwood. technology: The lizardfolk are at an iron age level of technology. Lizard artisans work on pattern welded or sometimes cold beaten iron[ bog iron is fairly plentiful, and they obtain ingots in trade]. Most building are made of earth,timber, and reeds. Iron blades and heads for weapons and tools are becoming more common. Care is taken to prevent them from rusting. Special wood oils are used for this purpose. Weaponmakers craft excellent darkwood spears, javelins, bows,and warclubs. Boatbuilding is well developed with rafts and canoes both common. Simple sails and oars are used to propel the boats along the rivers. other notes: The green lizardfolk are omnivores. They grow rice, fish, hunt, and herd pigs. Bird eggs are a delicacy. Lizardfolk villages form loose associations for mutual defense. Each settlement has its own rulers. Most are governed by a council of gerontes[ elders]. The swamps were overrun by Sargoz's hordes, then conqured by the Plainsrunners. Iscoscol freed the greenscales when he inuagurated the Empire. Now the clans of lizardmen are incorporated into the imperial system. They still retain their local governements and traditions. Some lizardfolk migrated to the Bountiful country during the Great War. Others colonized the rivers all around their original homeland. They are similiar to their swamper cousins, but live largely independent of outside rule. They lack direct access to darkwood trees, and so do not have many things made of the stuff. OOC Lizardfolk are found in MM1,but these lizardfolk are be a LA 0 variant with no penalty to intelligence. I'll post stats later. update The lizardfolk of the swamps died when Alusia destroyed their homelands, killing over many thousands of the poor creatures. This act of deific genocide was not enough to snuff out the race, thankfully. The river colonists and traders resettled the Hoona Marshes[ as the region is now called] after Arteheyn restored the environment. The new settlers weren't far diverged from the old inhabitants, so they've rebuilt a similiar culture, in many respects. Birth rates were unusally high after the inital settlement, an obvious indication of the gods' favor bestowed upon the settlements. One thing that has changed is that the new settlers are perhaps more superstitious. The Hoona Marshes are home to many ghosts and spirits, and such beings play a large role in folklore and reigion of the lizardfolk. |
| Return of the Flumph05-07-07, 06:06 PM | Deep Ones Not to be confused with the Lovecraftian creature of the same name, deep ones are a race of large, intelligent eel-like fishes. Although solitary in regards to one another, these creatures are very wise and diplomatic by nature, and often make their lairs in kelp beds or caverns near the homes of other aquatic beings. Gifted with druidic magic and limited oracular ability due to their connection with Glykllivar and Arteyhen, these creatures are sometimes called the "eel sages" or "gardeners of the lower waters." They have a natural instinct to help nurture the surrounding ecosystem, encouraging new seaweed growth and balancing fish populations. They have been very busy since the return of the sun. Once every ten years, adult Deep Ones migrate through Glykllivar's watery maze nexus until they reach Arteheyn's plane, where they mate and spawn. Once the parents return to their homes, the young stay here until they are old enough to strike out on their own, at which point they too set out for the Prime Material. Deep One Medium Magical Beast Hit Dice: 8d10+16 (60 hp) Initiative: +1 Speed: 10 ft./swim 40 ft. Armor Class: 15 (+1 dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +8/+12 Attack: Bite +12 melee (2d6+4) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like Abilities, Spells Special Qualities: Deflection, Skills, Feats Saves: Fort +8, Ref +7, Will +9 Abilities: Str 16, Dex 12, Con 14, Int 16, Wis 20, Cha 14 Skills: Knowledge (arcana) +13, Knowledge (nature) +13, Knowledge (any) +15, Scry +10, Spellcraft +8, Spot +7, Listen +6, Hide +6, Diplomacy +7, Sense Motive +8, Perform (oratory) +10 Feats: Empower Spell, Quicken Spell, Iron Will, Still Spell (b) Challenge Rating: 7 Treasure: Standard Alignment: Often neutral good Advancement: 9-16 HD (Medium), 17-24 HD (Large) Spell-like Abilities (Sp): At will-tongues, talk to animals, talk to plants, stone tell. 1/day-calm emotions, legend lore. 1/month (on the new moon)-commune. Save DC’s are Wisdom based. Spells (Sp): A deep one casts spells as an eighth level druid. Skills (Ex): A deep one receives a +10 bonus to Hide checks in rocky, seaweed-chocked terrain. Feats (Ex): Deep ones have Still Spell as a bonus feat. |
| Kirtanus_Albacron05-07-07, 06:50 PM | The Solanthi: The Solanthi are separated into three groups: The Millitant, The Elder, and the Forsaken. The Solanthi Stats here are for a typical millitant Solanthi: Solanthi Medium Monstrous Humanoid Hit Dice: 3d8+1 (18 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 18 (+3 Natural,+5 Breastplate) Touch 10 Flat-Footed 18 BAB/Grapple: +3/+7 Attack: Spear +7 Melee (1d8+4/x3) or Bite +6 Melee (1d6 +3) Full Attack: Spear +7/+2 Melee (1d8+4/x3) and Bite +1 (1d6+3) Space/Reach: 5 ft./ 5 ft. Special Attacks: - Special Qualities: Darkvision 60 ft, Scent, Devotion Saves: Fort +3, Ref +4, Will+4 Abilities: Str 17, Dex 10, Con 13, Int 10, Wis 11, Cha 10 Skills: Spot +3, Listen +3, Climb +2, Search +3 Feats: Weapon Focus (Spear), Endurance Environment: Mountain(Any) Organization: Solitary, Squad (3-8 plus 1 2nd lvl fighter sergeant), or Platoon (100-200 plus 3 2nd lvl fighter sergeant and 1 5th level fighter lieutenant) Challenge Rating: 2 Treasure: Standard Alignment: Often Chaotic Good Advancement: By character class Level Adjustment: +2 Devotion (Ex): Solanthi, once commited to a cause, are single minded, so in the second round of combat and after they gain a +4 to Will saves. This bonus is not applied in the stats. I used the Non Elite Array for the Abilities, and the Solanthi have a +8 to Str, +2 to Dex, and a -2to Cha. The Millitant Trained in the ways of war, the millitant devote their whole lives to it. Since they no longer have the support of the civilians, some of them are held in reserve, and farm, smith, craft, etc. but keep up their training, in case the army needs extra forces. The Elder Nomads who follow the Eye of the Gods, the Elder travel to any cities in their path, but only stay for a few days. They keep their ways the same throughout the ages, onlyy changing something if the wierds, the only connection they percieve to the dead god Kur-ah, mandate it. They are the only holders of Solanthi stories and traditions, the Forsaken not caring of it and the Millitant too busy with war to keep historians of their own. The Elders go out of their way to visit the Millitant, for they, find them important, but relegated to night before sleep. The Forsaken Called so because they forsoke the way of the Solanthi, the only purpose of the Forsaken is leisure, and new ways to acheive higher pleasure. They do the bidding of Morintu, holding him as their savior. |
| Kirtanus_Albacron05-07-07, 06:54 PM | The Ramadeen: The Ramadeen still worship Ryth'eal, even though Almore, their leader, had informed them of his demise. They still travel around the Prime Material, doing Ryth'eal's orders, bringing sunlight even though they are not needed. They will help whoever needs help, stopping in cities for only a few days, then moving on. |
| riverrock05-07-07, 07:02 PM | deleted |
| Janusunaj05-07-07, 08:11 PM | The Lung Dragons: Lung Dragons have built one of the earliest, if not the earliest societies on the planet. They are oriental flavored dragons that have societies structured on respect, manners, mental clarity, hard work, and family life. they practice philosophy and occasionally poetry. The duty of the entire race is to protect Amon's creations, but many were regulated to Haven. However, despite the fact that many are in Ahura Amon's Plane, the Lung themselves are actually not quite the endangered species other races are. Like the Dragons in the Monster Manual, they can survive on dirt, if need be. |
| Delfedd05-07-07, 08:56 PM | Kobolds The race of Kobolds is a magically bred race of dragon-kin. Most Kobolds have wings, and almost all weild strong magic. A strange mutation has been occuring recently. The warriors of the kobolds rarely gain the great wings and other abilities of the typical Kobolds. The winged, magical kobolds are often known as Greater kobolds, and the warriors without magic are known as lesser kobolds. Greater kobolds are prone to making pacts with devils, and having them work out in their own favor. Kobolds tend to worship Morintu's draconic aspect, his mastery of flight, and his power over devils. Morintu is assumed to be the creator of the universe, although no one bothers to confirm or deny this claim. The other deities are worshiped minorly as afterthoughts or necesity. When a Kobold wishes for a prosperous hunting season, he will pray to Arteheyn. The Kobold race is carnivorous, and thus large hunting parties are sent out to capture creatures for the ritual roasting and sacrifice to Morintu. The Kobolds hunting grounds are not safe areas for other creatures to travel through, unless they wish to be captured, sacrificed, and eaten. Kobolds have a system of sorcerers, each one more powerful than the last. If a sorcerer believes he is more powerful than any one which controls a particular battle, he can challenge the sorcerer to a nonlethal mage duel. The winner gains control of the area. When a sorcerer leaves his old post, the kobold he defeats assumes his old post. |
| Return of the Flumph05-07-07, 09:19 PM | I'll take it the winged kobolds have the half-fiendish template? |
| Delfedd05-07-07, 09:29 PM | Naw. They have the draconic feats from the Races of the dragon. Pfft. Half fiend. |
| ewancummins05-07-07, 10:41 PM | Well, at least they aren't urds. Silly urds.:D |
| Evil DM Mk305-08-07, 01:39 PM | Azer. The Azer scoitey is fairly simple. There are eight Azer cities that exist by mining and basic agriculture. The oldest 253 Azer of the basic citisenry and the 7 eldest members of the Azer royal family form a form of democratic consil. Whilst all have the right to speak only the royals may vote and the oldest has right of veto. Azer are not relegious and have few divince spellcasters, a few clerics to Kur-ah are all the divine casters that Azer socitey have. |
| Anuvrix05-08-07, 05:38 PM | The Drow They worship Avnuk, at least some of them. Many do not believe he is dead. Those who believe him gone forever either moved on to another diety, or worship his memory. |
| Return of the Flumph05-09-07, 10:52 PM | Psurlons Originally derived from morkoths who had been mutated by the Far Realms parasites given off by the wounded Paranoia, psurlons are an ellusive, powerful, and completely evil race determined to overthrow the gods themselves and enslave all the other creatures of the earth. In their dellusional worldview, they are the equals-if not betters-of the deities, and it is their manifest destiny to rule over all. No setback or defeat will discourage them; the last psurlon alive, wounded and at swordpoint, will be just as convinced of its race's superiority as it would be if it ruled a continent. There is no way to change this ridiculously stubborn mentality. For all of their insanity, however, psurlons are surprisingly canny and manipulative when dealing with other races. Masters of lies and misinformation, psurlons use a combination of propoganda, deceit, and raw arcane and psionic power to subject others to their will. Because of the vendetta their father-parasites have against Glykllivar, psurlons are born knowing how to become Ur-Priests, and can take the prestige class without meeting the normal requirements (Ur-Priest is in the BOVD). Ur-Priests are the leaders and masterminds of psurlon society. The psurlon heirarchy is organized somewhat like Al-Queda's. While each community or "cluster" of psurlons has its own leader (usually an Elder Psurlon) and can act independently whenever and however it chooses, each cluster leader is still beholden to the leader of a larger cluster, and so on until it reaches the Grand Psurlon; the highest level Wizard, Psion, or (most often) Ur-Priest the race possesses at the time. Each cluster has a communal dwelling made for itself using the telikinesis SLA that all psurlons possess. While most clusters are minimalist affairs well hidden underground and underwater, those that acquire many slaves use their laborers to build massive, non-euclidean metropolises that threaten to shatter the mind of anyone who thinks about them too hard. The most powerful antiscrying magics and psionics available are cast on every psurlon outpost without exception; the majority of psurlons take the time to study a little bit of magic or psionics, and so there are many casters among them. Physiologically, psurlons are disgusting. The eyeless water-worms constantly drip a thin slime from their entire skin surface, and their mouths are circular, puckered, and filled with jagged tusks that go all the way around. Like the leeches they resemble, psurlons feed almost exclusively on blood. While small game is their usual staple, they particularly enjoy capturing a large creature alive, restraining it, and latching onto its skin like lampreys to suck dry its living veins. In order to reproduce, a psurlon must capture a host organism (preferably of medium size or larger, but small works if nothing else is around) and violate it through virtually any orifice with a pen1slike organ inside the psurlon's mouth. The infected organism is then fed a special "royal jelly" that allows the injected mutagen to cause a special sort of cancer growth in the host. Slowly, the creature's genetic structure is changed, hideously deforming it, shrinking it, and filling its body with large, throbbing tumors. Eventually, these tumors consume the entire host, and then seperate into larval psurlons; the bigger the host, the more larvae its flesh can become. Psurlon larvae pull themselves across the ground with a single pair of limbs, and are carefully guarded and educated by the adults until they reach maturity (they reach adulthood rapidly, in just 5-10 years. The only things that keep their reproduction in check are the time and energy it takes to educate and care for a larva, and their desire to live opulently without having to share between too many individuals). Psurlon architecture-aside from being bizarre-is very defensive minded, and is often designed to allow telikinetic, lightning-weilding, telepathic creatures to get around much more easily than mundane beings. A favorite trick is to cover the floor of the first level of a dungeon with a thin, nearly invisible wire mesh made of a conductive metal, and retreat to the next floor if invaders enter. As soon as the floor is full of enemies, a single psurlon casts lightning bolt from the next floor, electrocuting the entire force. Another is a portcullis that can only be easily lifted via TK, etc, etc. Psurlons are in Lords of Madness. These ones also have a swim speed of 40 and can breath underwater, where they sometimes make their lairs. |
| Return of the Flumph05-10-07, 07:32 PM | Bump. |
| ewancummins05-10-07, 08:40 PM | Did Kethvok create orcs? I know hobgoblins are around-Alusia created them. Just wondering. |
| Anuvrix05-11-07, 06:29 AM | Ya, Kethvok made orcs. |
| Camu05-11-07, 09:01 AM | Demodand The demodand are the denizens of the Nameless plane, These vile creatures lifestyle is dominated by eating and getting stronger. As a rule, a demodand can only aquire more power by devouring other creatures. Demodands who get eaten or die, are recycled and have to start the struggle of power from the beginning. This is the demodands greatest motivator. All of them strivce for more power and all fight fierce to not lose it. This way of life has created a very simple cast system. The strong rule the weaker. The weak ones always try to find food for there superiors, so they don’t get eaten and lose there power. The demodand build enormous city's, fortresses, prisons and spawning chambers all over the Nameless realm. Although there are often fights between different organisations and clans, the demodands are eager to drop these small argues to fight under one banner for there Lords. There banner is that of a 'worm with tentacles through a golden ring' There are seven stages in the demodand quest for power. All twisted souls from the Nameless plane start of as the First stage, the Larva. These look like pathetic humanoid creatures, with pale skin covered by a puss filled pores. (use the Dretch stats from the MM, but with demodand traits) The Second form is the Farastu. These form the backbone of the Demodand sociaty. They are bullied around by the more powerfull forms. They are wingless and are still slim, although they get bigger and fatter as they grow more powerfull. The Third form is the Kelubar. More powerfull as the Farasu. They keep the lower stages in check for the more powerfull ones. They tend to get very obese, even to the point that they require there lower servants to move them. The Fourth form is the Alkalith. These creatures adopt an amorph form like an ooze. These demodand only serve Ooulzoth. When an Alkalith reaches a certain size, it can choose to stay as an alkalith, or move on to the next level. They act as spies, assassins and as shock troopers in the Demodand armies. The Fifth form is the Shator. These demodands are extremely obese, even the ones that serve Blight are still massive. They act as the rulers and politicians of the Demodand. They make sure the lower demodand do there jobs. Shator that enjoy the eating, and enjoy the political games of the world, tend to stay in there Shator form, just getting bigger and fatter with age. The most violent ones, those that enjoy the killing , tend to evolve once more to a more combat oriented form. The Sixth form is the Klurichir. These serve as the elite soldiers, commanders and generals of Demodand sociaty. These four armed horrors are at the top of the Demodand foodchain. They are the elite of the demodand army and rule it with iron fist, while they leave the governing of the demodand city’s to the oldest of the Shator. Rumors exist that there is a Seventh stage that Demodand can achief. Belshamoth, First of the Seven The ruler of the demodand part of this giant metroplolis, was the Shator Belshamoth, The arch-duke of Cestodia. Although he is far better known through the demodand sociaty as ‘The Old One’ as he was the first demodand to achieve the Shator level. More importantly, old Belshamoth just achieved the first place of the Seventh, as he reached the almost legendary seventh development stage of the demodand. The Old One looks like an enormous bloathed Shator, even for normal Shator standards. His head is almost entirely mouth and teeth. Inside this mouth is a second mouth, only slightly smaller. This second mouth is surrounded by a hundred small red glowing eyes (no iris). It’s entire body has a sickly white color and appears to be composed of nothing but ravenous maggots, tapeworms, leeches and other parasitic worms. Slime is constantly dripping from between the worms. His two arms end in two massive clawed hands with three fingers. On the palm of each hand appears to be lamprey mouth. His lower body ends in five thick,short, pseudopodlike tentacle structures, placed symmetricly around a central axis, with the longest protruding from the back, acting as a tail. (tentacles are like those of a sea star or amoeba, difficult to say which one of the two). Although he can crawl himself forward with these ‘legs’, he prefers to not move at all and let his subordinates do all the moving work. This also includes moving him around. For fast travel he usually uses his tattered wings or his teleporting ability’s. He doesn’t rely much on fysical combat, but he wields very powerfull spells and spell-like ability’s. Halkane, second of the seven. Halkane first came to Blight's attention when he noticed a slow but steady increase in the level of undegraded and quite high caliber souls. Someone was being quite the craftsman, retreving warlords, politicians, merchants, high class stuff. Helkane, also known as The Merchant of Everything is perculiar in the fact that he is not particualry powerful in any form of combat, his prowess lies in his particular power to corrupt and gather souls. It is said that if you are truly desperate you can find him. He is found on an aparently ignored market stall, in the dark of night at crossroads, knocking on your door in the dead of night and a few other places. He can pass through any ward, it is said, and cannot be detected by any magics. He is tall, aproaching eight foot, but hunched and walking at a shuffle. It is said this is becasue he has dwarf feet and a long torso that is nothing but mouths. However he allways wears a full length cowl. He can, if threatened, vanish back to his namless home at a thought, before a sword can even finish its swing, and through any barrier. If you find him he will offer you the very thing that you require, a magic blade, the map of a palace, anything, in exchange for your soul. What is worse however, each and every thing he grants brings ruin to the owner. Nevertheless there are allways thought desperate enough to try it, and he can allways find them. Beware the merchant in black rag. Ragh’Siir, Third of the Seven Ragh’Siir got the right to become one of the Seven by brute force alone, but behind this savage beast was the mind of an expert tactician. Once the strongest of the Klurichir, he now only vagely resembles that form. He has a towering, hulking form. Four massive arms, each usually wielding some oversized slashing weapon like swords or axes. Even unused this weapons seem to be dripping blood. He moves around on two thick stumpy legs. A short thick tail grows at the back to help him support his weight. His entire body appears to be made out of a black tar-like substance, and this makes his features shift once in a while. Tar constantly drips and forms a small trail behind him. He constantly wears a strong and powerfull living armor that helps him to stable his form. Small tentacles somethimes reach out of the armor, which appears to be made out of living flesh, the flesh of all those defeated by him. As a living thing, the armor will regenerate slowly by absorbing it’s victims. This is a slow proces however, so the outer surface constantly has half absorbed victms sticking out, screaming in agony and terror. It is said that no mortal could stand before him and not cower in terror In the demodand sociaty, Ragh’Siir acts as the supreme overlord of the demodand armies The Hate Speaker, fourth of the Seven The ballad of Vergusham fouth of the seven, the Hate Speaker. I Surrender My Soul, Father Hear My Call One Day I'll Serve Beside Your Throne, In Namelessnes's Great Hall Like So Many Before Me, I'll Die Of Rage And Hate The Fate Of A Destroyer, Forever To Toil At Your Side Send A Sign, Raise The Sail, Wave A Last Goodbye Destiny Is Calling, Immortality Be Mine! Call The Hag To Cast The Runes, Weave A Magic Spell We Who Die In Slaughter Are Born Not For Heaven, Not For Hell. We Are Souls Of Father! The Hate We Burn Inside, Is The Legacy Of Tyrants And Kings Who Reign Above In The Sky. I Will Lead The Charge My Sword Into The Wind Souls Of Father Fight To Die And Live Again! Rotten Ships Cross The Sea, In Cold Wind, And Rain Sail Into The Black Of Night, Magic Stars Our Guiding Light Today The Blood Of Battle Upon My Weapons Will Never Dry Many I'll Send Into The Ground Laughing As They Die. We Are Souls Of Father! The Hate We Burn Inside, Is The Legacy Of Tyrants And Kings Who Reign Above In The Sky. I Will Lead The Charge My Sword Into The Wind Souls Of Father Fight To Die And Live Again! Loathsome Men Cross The Land, In Cold Wind, And Rain March Into The Black Of Night, Magic Stars Our Guiding Light. Place My Body In The Ground, Or Burn It In The Sea, Let My Spirit Fall, Hag Queen Carry Me! Take Me To Namlessness, Where My Brothers Wait For Me Fire Burning To The Sky, My Spirit Will Never Die! I Will Lead The Charge, My Sword Into The Wind Souls Of Father Fight To Die And Live Again Hating Birds Cross The Sky, In Cold Wind, And Rain Fly Into The Black Of Night, Magic Stars Our Guiding Light! I Will Lead The Charge, My Sword Into The Wind Souls Of Father Fight To Die And Live Again Damned Souls Cross The Realms, In Hate Rage, And Pain Plunge Into The Black Of Night, Screaming Souls Our Burning Light! The hate speaker is an overgrown, bloated and squat Klurichir with a kind of violent, brutal, raw animal beuty. He leads the armies of the Deamonad as an adviser and rabble rouser, he can raise the spirits of the downtrodden and turn saints to sinner with but words. He is also very dangerous in melee combat as well as having a large array of enchanting spell like abilites Vile, Fifth of the Seven It’s not sure what Vile used to be, but he is a vile creature to the core, a murderer, a collector of souls. The slower he can torture and kill someone, the better. No mortal hunter has slayed as many as he did. It is told that nothing could stop him from finding it’s prey. He cannot speak and doesn’t seem to make a sound when he moves. Vile has a large, hulking humanoid look. He looks to be made out of some black oil like substance, which might suggest he is from Alkalith origin. At random there you can see patches of skin of slain enemies. Cancerous growths and poison glands sometimes surface out of his body. His two arms have a different size, one is in normal, but the other is three times as large. Both end in razorsharp claws that secrete extremely toxic poisons.. When not fighting, he uses this long arm to support his hunching form. Razorsharp barbs, blades and a long tail grows on his back. The tail shifts color halfway from an oily black to a sickly white. His head and neck end in a circular maw, filled with hundreds of sharp, poisonous teeth. A dozen small red eyes surround the maw. Besides his melee oriented form he also wield some powerfull spells and spell-like ability’s and a nasty habit of spitting a corrosive,tar-like vomit at his opponents. (parents of many races would often scare there children by saying that Vile will come and take them when they sleep if they are being bad ) Guulshk, Sixth of the Seven. There is an area of the Namless Realm that no one save Blight dares enter. Not even Blight's brother is guaranteed to be safe. The Apendix, Realm of Guulshk, master of sickness. The Apendix is his laboritory, filled with vast vats of puss and rotting flesh being crossbread into each other. Somthing of a hermit he has a large group of Demonads who bring him his meals and reserch victims. Guulshk is artibuted, amoungst other things, to have made the first strain of Slimey Doom and the sickness errioniously known as Devil's Chills. He has made diseases that affect all types of life, even a Deanimating Plauge that kills Constructs and several Viruses infused with positive energy that destroy undead flesh as normal viruses destroy normal flesh. He is a tall figure seemingly streched out from a normal Shator with a long thin tube that acts as mouth piece and nose. His skin in green and slimey and his eyes are drawn back over his skull. He is dressed in long white crisp clean robes. His facination with sicknesses is rather practical as he can now only injest fluids and "prepares" his meals by infecting, alive, them with very virrilelent strains of Slimey Doom to rended thier flesh down to a slurpable paste. His breath and touch are both full of sickness, to the point that it is said, quite rightly, that if he breathes on you, you will die Lir’rinth , Seventh of the Seven Lir’rinth is the latest to join the Seven. She used to be a very gracefull Alkalith, which is very unusual. She loved to possess females of mortal races and try to tempt other into selling there souls to her. Now as one of the Seven, she has become the ruler of the seas of the Nameless plane, and acts as the commander of the Demodand fleet. When she almost reached the seventh level, she managed to posses a Succubus demon. When she became one of the Seven, she got fused to the succubus and mutated horribly in the proces. Her upper body looks humanoid, like a marilith. The mutation caused her flesh to change into that of a flesh ooze, giving her back a few of her Alkalith powers she lost while possessing the succubus. The arms where replaced into six tentacle-like arms that all end in barbed claws. In combat she usualy wields six cruel looking simitars. Her lower body changed and mutated, taking the form of a slimy eal, with at the end of it a lamprey-like maw. At the waist where the upper and lower body meet there is a ring of four tentacles, that help support her when moving around or standing still. She is both a capable warrior and wields some powerfull spell-like ability’s, even the power to possess others and the power to tempt mortals into doing what she want. Although now commander of the demodand fleet, she sometimes takes some time and visits the material plane to try and tempt a mortal into selling his soul to her. (the banner is the combination of Ooulzoth's and Blight's symbols) |
| Janusunaj05-11-07, 04:33 PM | Dwarves: So far Dwarves are of a high stone age society.(think Mayan, only with more Norse or Celtic culture) Dwarves worship Ahura Amon as the creator. They believe in ritual meditation, and veneration of rock, soil, and the earth. |
| ewancummins05-12-07, 09:26 AM | Amon, maybe your dwarves will learn to grow potatoes from the humans dwelling in the plains country below the mountains? Earth apples! They would also be willing to exchange bumper crops for crafted goods, I'm sure. |
| Evil DM Mk305-12-07, 09:34 AM | Also Dwarves need to domesticte Ankegs. Great mining aids, Awsome Cavalry! |
| ewancummins05-12-07, 09:40 AM | I recall a long ago [2E Monstrous Compendium, I think] reference to dwarves occasionally taming an aurumvorax cub. Sure, the little guys eat gold, but the can also smell the stuff through solid rock. Worth giving up some of your gold ore, if you can find the motherlode so much more easily! |
| Return of the Flumph05-13-07, 02:37 AM | Morkoths Before the Long Night of which the inhabitants of Lahach are almost universally ignorant, an elemental surge emitted by the maddened Ku'rah killed several hundred athachs, vaati, and other intelligent creatures. Glykllivar, who had been creating her plane at the time, took these confused and shell-shocked souls and transformed them into morkoths; the dark guardians of Lahach. Long lived and extremely fecund, the morkoths have multiplied in the millions upon millions in the millenia since their race's birth. While their society is not organized enough for a census to be taken, it is possible there may even be a billion. Though strange in appearance (a humanoid with the lower half of an octopus and the head of a moray eel), the morkoths live and reproduce much like the humanoid races of the Prime Material. Morkoths reach maturity at about sixty years of age, and live as adults for two to three hundred years thereafter. When a morkoth becomes too old to hunt, it quickly falls through the cracks in their society; a weak morkoth is as good as dead. Morkoths live in nomadic camps that travel around the labyrinth of lower Lahach, following the schools of fish and shellfish they prey on. Although this is their normal fair, morkoths enjoy dining on more exotic meats when they can get them; anything that wanders into Lahach unprotected is fair game. To chase harder game, the morkoths have bred and domesticated a strain of Humboldt Squid to serve as bloodhounds and guard animals. Morkoths typically eat their own dead; funerary services or the afterlife are of no concern to them. All morkoths are born with the genetic memories of the fire that killed their ancient ancestors. This fills them from the beginning with aggression, vengefulness, and distrust bordering on blood hatred for all other races, especially land dwellers. This also instills them with an irrational fear of fire; though it does not do any extra damage to them, morkoths hate the light and warmth of an open flame and will try to avoid it if at all possible. Nonetheless, they see Glykllivar as their saviour, and are religiously loyal to her; no morkoth cleric has yet to worship a different god. Morkoths are led by those individuals who have demonstrated the most skill at the favorite morkoth pasttime; killing things. Recently, the old system of meritocratic chiefdom has been replaced by hereditary monarchy in the form of the Myrmixaci. Myrmixaci are enhanced morkoths of great physical and magical power who are the natural leaders of their race. All myrmixaci are male; as a rule, they choose only the most bloodthirsty and formidable female morkoths to be their concubines (the only kind of formal mating they have); the product of these unions results in another myrmixacus. Other morkoths mate at random, but often have favorite partners within their camps. Though the vast, vast majority of the morkoths live in Lahach under the myrmixaci, a few were sent as gifts to the gods of Enfermia, and a (very) small number of morkoth heretics who renounced Glykllivar have emigrated to the Prime Material. |
| Evil DM Mk305-13-07, 04:27 AM | Updated post Kur-ah's death. |
| Delfedd05-13-07, 08:47 AM | Abels: Since Morintu has granted the abels their queen again, they have grown very quickly. Any animal that comes near the relatively small nest is quickly subsumed. Abels breed by laying their live young on living animal tissue. These creatures quickly infest the creatures brain and steal their intelligence, although the technique is imperfect, and the abels are almost never as smart as that which they infest. For this reason, the queen directs abels to infest intelligent life. The society of the Abels is one that personifies Morintu's beliefs and values. The queen has absolute control over the entire hive, although the creatures certainly have free will. A queen, however, can take away the ability of the abel's to lay eggs. After about a year without laying eggs, the shunned abel's abdomen explodes and the fully developed larva infest the parent. A larval abel mates with every one of it's broodmates. The larval abel is hermaphroditic, and grants it's own genetic code while storing the genes of another parent. Of course, to keep the energy to continue mating, the Abel must eat, completely destroying the mind of the recipient. A single abel can, after mating, decide to release it's entire genetic code by exploding into a hundred pieces, each one carrying the structure for a different breed of Abel. After the first generation matures after a year of being an Abel-spawn or as part of an abelok, the abels reach their second form. The corpse is left empty and the swiftly growing two inch abels quickly eat it. Great Flying beetles with huge mandibles, giant claws, and incredible intelligence, they are consumed with the need to spread their kind. They lay eggs on the most intelligent creatures in the area, and eat the least intelligent ones. Fish, berries, grass, trees, dirt, stone, and even building become fodder to the Abel's digestive tract, although giant vermin are also fair game. Most abels grow to the size of a wolf, although a few have been found that are the size of an elephant. http://www.findmagiccards.com/GF/USC/MTGC/SC/XANZARM1.jpeg Here is how I Picture adult abels. |
| Evil DM Mk305-13-07, 01:04 PM | The Chirch of Blight. The Chirch, or rather cult is more accurate, of Blight is a very difuse orginisation. It is made up of small wondering bands and cells in civilised areas. The cells try and avoid drawing attention to themsleves as they exist to rot the area from thin. The groups consist of three types of creatures. First are those who are allready doomed to fall to Blight and so may as well take power from him. Many of these are mutli-class clerics. Second there are those who are insane enough to be swept up by the first group. Many of these come to beleave that Blight offer's them true immortailty after death and in a way they would be right. They also feel that it is their duty to provide their freinds and family with this blessing. A cult to Blight can grow very, VERY quickly in a city, going from a few doomed souls to hundreds or thousands or worshipers in a few months. Finaly there are those who deal with Blight in order to try and gain power but cheat him of their soul. Not only do they seldom suceed but they also get used as scape goats a lot if the cult gets uncovered. "When you fight the Cult of Blight remember that it grows like a tumour and infects at high speed. Be the Sugeon of Sin, Cut it Out!"-Amon, Atrib. |
| Evil DM Mk305-14-07, 01:35 PM | The Brotherhood of the Mind The Brotherhood is that most perculiar of things, a non-divine relegion. They are the primary faith of the far future, in a time without gods. They are deidcated to the training of new Psions to enable them to utilise their powers correctly and without going insane. They follow a series of Mantras and Afirmations to focus their minds. They belive in the sancity of the mind. They have no overall alignment slant but are utterly unified in hunting down and destroying abberations who try and exploit "The Sacred Power". A splinter group formed some of the first worshipers of SAGE (they where there at teh time after all). The Crystal Tower is the largest of the Ten Towers from the inside, but lacks the Eight Guild Towers dimentional trickery. The centre is dedicated to a Temple Of Mind, with libraires and studies above this. Sleeping quaters are in the cellar. The Eightfold Circle Also from the future each Circle is a differant school of magic. Fairly standad mage guild in many respects they also hold a lot of information about Abberations and Psionics, and what can happen when they get out of control. They lost a not insignificant portion of their libraries when SAGE assended, much to their frustration. Their current focus is re-establishing their knowladge base. Each of the Coloured Towers is quite a squat formation from the outside, but is exactly as big as needed from the inside. Each tower houses, not those wizards and sorcerours who specialise in a school of magic but those who share the general thrust of that mentality. Divination tower houses the cautious, Conjuration tower the reclining and retreating and so on. The day to day affairs of the Tower is governed by 64 commities, each of eight members. These commiteis deal with a single issue. They are coirdinated by eight Greater commites, made up of members who where promoted from a commite. These Greater commites are governed by the Inner Circle, Eight mages known as High Magisters. Each tower elects a single Lord Magister who sits on the High Circle. The High Circle advise the Arch Magister. Positions are filled by elections from the group directly below, so if the Arch Magister dies there are possitions vacant all the way down... The Stone Tower is bare and made up of the instilations needed to teach magic to student mages and to help Sorcerours control their powers. Most Full Guild Mages try and avoid going here. SAGE Originaly a large magical and Psionic thinking engine. It took a of copy of the knowladge of every member of the Eightfold circle and the brotherhood of the mind periodicaly as they advanced in the two groups. The SAGE is but one of a large number of similar computers that exist in the future. The Mindlfayer Elderbrains where originaly based off its design. SAGE is now a god. Ask Return of the Flumph for more info. |
| Return of the Flumph05-14-07, 01:36 PM | (SAGE reminds me of Metroid Fusion :)) |
| Evil DM Mk305-14-07, 01:39 PM | (SAGE reminds me of Metroid Fusion :))It has allways bugged me where the elder brains are ment to come from. |
| ewancummins05-14-07, 01:57 PM | Human inhabitants of the Bountiful Country [verdant and well-watered grasslands created by Arteheyn]- as they existed prior to Imperial contact The humans dwelling on the great gasslands are descended from bands of wandering hunter gatherers that came down from the central mountains. They live in settlements along the banks of streams and rivers. Their houses are built of wood and earth[ they were simple huts of sod, a few generations past]. Farming is the chief activity and source of most of their food. They grow maize, squash, beans, bloodfruit[tomatoes],earth apples[potatoes], greenshafts[asparagus],berries of various sorts, etc. Fruit trees are rarely chopped down, but are saved for the fruit they yield. Waste, brush, leaves, etc are all used to make mulch for the fields. Planting, harvesting etc are all communal tasks. Animal husbandry and domestication began long ago, after Arteheyn showed the ancestors the way of it. Hunters, mostly men, raised captured wolf cubs and trained the beasts to aid in hunting. Since that time, numerous animals have been domesticated. The wolves have been bred into several kinds of dog. Ankhegs share the plains with the humans, and are still numerous. Hunting the ankhegs is very dangerous, and is something of a rite of passage for the young men. Care is taken not to ever destroy ankheg eggs, however. The insectoids are too valuable an asset to be destroyed, as they fertilize the soil. Technology is in the bronze age. Basic metallurgy is improving, especially with the sometimes grudging help of the hill dwarves. Chitin is used more often than metal in making armor[ and , truth be told, it does have it's advantages-such as lightness]. Boatbuilding, money and newer agricultual techniques have been introduced by refugees from the Great Swamp. Limited contact[mostly hostile] with renegade Plainsrunners has yielded some horses for use as riding or work animals, but they remain uncommon. Religion was once a simple affair, but has evolved greater complexity in recent generations. The people tell stories of all the old gods, the City-that-Fell from whence came their ancestors, and tales about the talking beasts they sometimes encounter. The brain eaters occupy a place in such tales analogous to the role in which most other races place demons and devils. The elders are responsible for conducting ceremonies held to appease the gods and spirits , and to mark important times[rites of passage, deaths, births, marriage, etc.]. In many settlements the elders have begun to be replaced in such duites by organized clergy. Earthen ziggurats are built to honor the gods. Spellcasters are rare, except the ocasional adept. Training in magic is more available than it was a hundred years ago, however. Psionics is used, but untrained psions and wilders are viewed as potentially dangerous. The understanding of psionics has grown of late, and with it acceptance of such powers. The people retain a practical sort of organization. This system is a remnant of the way the crew of the spaceship that brought the humans was organized. Many of the people's ancestors were crewmen who took civilian women and children with them when they fled the brain eaters in the City-that-Fell. The men tend to dominate civic life, hunting, trade, and warfare. The women rule the home and are oversee farming[ men actually do at least half the work, espcially the hardest jobs on the farm]. Government varies from one settlement to another, but most are ruled by men [sometimes women]chosen by the elders. These headmen[Captains] make all major decions, with the advice and conset of the elders of the families. Laws are few, simple, and direct. Punishment consists of being exiled, forced to perform onerous duties, or death[used only in cases of rape, murder, treason, or other heinous crimes]. - |
| ewancummins05-14-07, 02:55 PM | ''Swampers''[ humans living alongside green lizardfolk in swamps]- a historical overview of the ancient people who once lived in the Hoona Marshes The swampers' ancestors were refugees from the starship, driven out during a power struggle between humans and illithids. They made contact with the green lizardfolk living in the eastern marshlands and settled among them. Much was learned from peaceful contact with the lizards. The lizardfolk and humans lived as neighbors. Humans were numerous enough that seperate villages have been constructed. Unlike the low, half submerged homes of the lizards, the swampers built stilt houses that rose above the mire. Each village began as an independent settlement, and was typically ruled by a council of elected officials. Other forms of government existed, but were much less common. Technology was early iron age, on par with their lizard neighbors. Boatbuilding was particularly advanced. Sails and oars were used on larger rafts and canoes. These technologies were adopted from the lizards. The swampers learned to craft the darkwood native to the swamps. Metal tools and weapons became more common in the two centuries PI[Pre Imperium] Most villagers lived a simple life as rice farmers, raising chickens , goats and pigs on the side. Some were hunters who ventured into the deep swamp and hunt wild beasts and monsters. Others were full time crafters who work mainly in wood. Religion was divided between two sects. Both coexist peacefully, for now at least. The Mindful Path was a religion based off the original beliefs of the swampers' starfaring ancestors. It acknowledged the gods, but didn't directly worship them. Instead, it taught its followers to honor and respect the power of the mind. Mindful Path followers were taught to help others, oppose abberations, and perfect their own mental powers. Only by harnessing the mind's potential can true peace and freedom be achieved, or so they believed. The Cult of the Dragon Gods worshipped the gods in the form of dragons. They saw the dragons as semidivine beings, heralds of the gods and their favored children. Dragons were linked with natural phenomena, such as the seasons and the tides. The gods were seen as being above mortal ideas of good and evil. The cult teaches its followers to respect and emulate dragons and fear the gods. All the major gods were worshipped as a single pantheon. Worship emphasized elaborate rituals to appease the gods. Sacrifices of animals were common. Killing a dragon was seen as a sin, one that requires ritual purification afterward. Priests were ranked by personal power and charisma. Competition was sometimes fierce. Challenges were sometimes used to secure leadership positions within the cult, though such contests are rarely fatal. The swampers used a script based on the old tongue of their ancestors, mixed with draconic sigils adopted from the lizardfolk. Vellum was used for scrolls.Educational efforts by the Empire eventually raised the literacy rates. In the early years, very few swampers could read and write, except for the priests. Arcane magic was known and used, but remained fairly rare until the last century before the great disater befell the swamps. Most people didn't have the time to learn such arts- being too busy farming, crafting, fishing, etc. Psionics were held in very high regard by the Mindful Path, and generally accepted by most. Dragon cultists were the most likely to wield powerful divine magics. They rarely hesitated to use that power to further their own aims, for good or ill. conquest and wars The swamps were overrun by the armies of the dragon adept Sargoz, wearer of the Black Armor. He died in a battle with invading Plainsrunners, and his empire crumbled. A black dragon claimed the magical armor and established his hegemony over more than half the swamp. Many locals fled the conquest and became river nomads. After a brief period of anarchy, he Empire ruled the swamps for a time, and most humans adapted to the new order. The tribes grew in numbers and more people left the crowded fringe of the swamp to settle elsewhere. the coming of the giants, and the Wrath of Alusia Years after the Empire fell, evil Storm Giants came to the swamps and attempted to conquer it's people. The war was bitter. The gods Arteheyn and Morintu sent divine servants to aid the swampers and lizrdfolk, but Alusia destroyed the swamps entirely, killing everyone and everything that lived in them. TRhus was an entire civilization destroyed in an instant. The gods restored the swamps, but it's original people had vanished forever. Only trade goods and the swampers who'd been away from home remained as evidence of a once floursihing civilization. The survivors mostly emigrated to the Bountiful Country, were they had cousins. |
| ewancummins05-14-07, 03:28 PM | special notes on PC classes among human swampers Swampers: Rangers- monster hunters and trailblazers, often venture into the dangerous swamp interior to hunt dire beasts and plant monsters. Respected for their tracking and survival skills, and ability to tame animals. Rangers are seen as heroes, and are often chosen as leaders of the people. Divine Minds-elite priests of the Mindful Path Dragon Shamans- priests of the Dragon Cult who have made a pact with dragons. Black dragons are most common type in the swamps, so naturally most dragon shamans are linked to black dragons. Clerics and Druids- rare and elite champions of the gods, most often part of the Dragon Cult. Scouts; More common than fighters, these fellows are skirmishers in wartime, guides and escorts in peacetime. Barbarians- Mostly from primitive tribes that honor Kethvok as a Dragon God, these warlike savages represent the elite of their tribes. |
| Return of the Flumph05-14-07, 04:02 PM | (note: not all humans came off the spaceship.) |
| Evil DM Mk305-14-07, 04:06 PM | I imadging that they got into the society very quickly and it would b elogical for tehm to take a lead in society, they where an elite crew, not primative hutner gatherers... |
| ewancummins05-14-07, 04:18 PM | Not all humans came off the spaceship??? Where the heck did they come from? Natural evolution? I like the idea of the crew of the ship uplifting and leading the primitive savages they found in the jungles and mountians. |
| Evil DM Mk305-14-07, 04:22 PM | Where the heck did they come from? Natural evolution? Um, YES. Kur-ah wondered and saw somthign that suprised her, whe kept her distance and observed a race of hairless apes. They when sentient life, but had been born unbidden by any god. Truly facinating. What was more amazing was that rather than the gods findign them it seemed they had found the gods. These creatures worshiped many dieaties, her included. How strange. Create populous: Humans. |
| ewancummins05-14-07, 04:25 PM | Evolution, huh? Hopefully Lamarckian, not that Darwin silliness. Would account for rapid appearance of new species. |
| Evil DM Mk305-14-07, 04:38 PM | Here is how events took place (please note time travel is a key element). ORIGNAL TIME LINE (large gaps may exist between events) -Humans evolve -Aboleths release first wave of Psion Virus, uptake is poor. -Psionics becomes a powerful but rare tool. Sentient races tinker with it. -Aboleths release SECOND wave of Psion Virus, uptake is huge and most races become nearly totaly affected. Most Psions then go insane and declare themsleves servents of the Aboleths. -Gods become sidlined. They are foreced to work togther to provide a resistance group. -Humans, with their vaired mindset (as oposed to the mindset of other races that are close to one alignment) are more capable of controling Psionics. -Gods finaly vanish from the world totaly -The Brotherhood of the Mind is founded. Rate of stable Psions reaches 98%. -Illithid project begun. Mind Flayers created as resistanc weapon. Mind Flayers go rouge and create the first Elder Brain from a SAGE computer. -Illithids capture the loanely god to create screens against divine energy. -Illithids create a time machine to change the past. Humans create a battle vessel that can "Piggy back" on the time wave in an effort to stop the Mind Flayers. NEW TIME LINE (As posted) -Humans evolve -Aboleths release first wave of Psion Virus, uptake is poor. -Psionics becomes a powerful but rare tool. Sentient races tinker with it. -Time vessels arive (this point chosen as earliest safe place, first sdtabel chermiotisis vicims just became available). -Brotherhood of the Mind and others teach Safe Psionics. -Aboleths abandon the project to take over the races with a second wave of the virus. -And so on. |
| Return of the Flumph05-14-07, 07:21 PM | Morkoths added. |
| Delfedd05-15-07, 06:31 AM | Plainrunners The plainrunners are a human culture that lives on the eastern continent on the southern peninsula, and are almost entirely devoted to Morintu. The plainrunners have a highly structured society. Punishments are swift and harsh, and, according to the priests, follow the will of Morintu himself. Morintu is seen as the creator of the universe, and, once again, Morintu does nothing to dispel this illusion. The plainrunner sign of Morintu is a tangle of knotted ropes spelling Morintu's name, as the Plainrunners have not discovered metalurgy yet. However, they are very good at making ropes. Morintu himself is depicted as a rope man with great wings. From the day they began their worship of Morintu, the plainrunners have begun to impose their will on nature. They tamed Horses, and have thus far been the only people to do so. Horses live almost exclusively on the eastern side of the void. The Plainrunners have stopped moving around the plains relatively recently. They set up a defensible farming community. The cultural weapon of the Plainrunners is the flint knife. When mounted, the plainrunners prefer the longspear, although it is essentially a knife tied to a long pole. The most prized possession of a Plainrunner is the feathers he collects. These feathers represent the innate connection with Morintu. It is the dream of Every Plainrunner to one day fly, although only a few sorcerers have achieved this. The writing style of the Plainrunners is a series of knotted ropes. These represent letters depending on their distance away from each other and their size. The Plainrunners have legends from their early history of a great flying man coming down from the sky (Icoscol,) and turning one of their greatest warriors into an undying man. Legend says that when the need is great enough, their leader of old will return again. The Plainrunners have a dark complexion, dark hair, dark skin, dark eyes. The Plainrunners have had quite a bit of difficulty plowing their fields. They have domesticated only three types of creatures thus far, the Wolf, the Horse, and the Snake. Each of these animals is worshiped as an aspect of Morintu, the Wolf's battle prowess, the horse's speed, and the Snake's cunning. |
| Evil DM Mk305-15-07, 09:28 AM | (Note this is beign posted early so you all know what is going on when I am not here. They do not exist yet.) Giants. Giants are a deep, proud, phylosophical and pragmatic people. They are native to hills and mountians of all types but are atempting to expand in all directions. Giant Socitey is univeraly a Monarcy system with the oldest of each Tribes royal family being their ruler. The King or Queen is advised by the Tribe Elders and the Clergy of The King of All Tirbes, but his or her word is Law. Each Tribe sends an emisary to the Tribe of the Eternal King, the Divine Tribe, who acts as one of the advisors to The King of All Tribes. This, coupled by galopers, young giants who earn their status as messingers, ensures that Giant Society is one Homogenious entity. Giants do not live in buildings, they are most confortable in the enviroment of their native mountains, but they do build fortifiactions and temples. Fortifications tend to be walls around encampments, across mountian passes or across cave mouthes. Their ability at seige warfare is so far unsurpassed, and is likely to remain so untill terbucheis are invented. They fight in Phalanx formations and are very adept at breaking holes in the armies of their enemies. Their temples consist of rings of eleigantly carved stones and are usually let unatended, for Giants to come and go as they feel fit. Clergy have far more important things to do than dust bolders or hold services, they are busy performing their role as warriors, advisors and historians. A giant's mindset is forthright and ultimatly violent. As a species they find the concept of evil behaviour very disturbing and will fight it with all their energy. This is (unkown to them) a reflection of the death of their previous incarnation. They will do all they can to assist and aid their allies, that is to say anyone who respects them and is not evil. On the other hand they will do all they can to utterly anialate any evil they come across, they show no mercy to evil. No matter what. Music is pivital to Giant society, they use it to let out emotions and agression, as well as to record history and worship The King of All Tribes. They have also refined it to a weapon, using it to create landslides and avalanches, as well as to damadge buildings. Their cultural instaments are Drums, Bagpipes and Harps, although often the pitch is so low that most others can't hear the music properly. They ensure this does no happen when playing for non giant audiances out of courtesy. The rarest type of Giant is the Secretive Eldrich Giants, who are rumoured to have secrets about the race that no one else knows. There are never more than a few dozen (never more than about 40) at any given time and they disslike dealing without outsiders, including other giants. The King of All Tribes has total authority over all Giants. When any Giant (and indeed any outsider too) visits the King they are expected to bring a gift, not an expencive one, mearly a thoughful and symbolic one, such as a symbolic offering of strength (such as a sword) or a sacred animal. All gifts are treated with reverance. To not bring a gift is considered an embarisment if the culprit is ignorant, or a grevous herecy and insult if they are not ingorant. Giants also take gifts to their allies and potential allies. The King of All Tribes is interesting in that whilst he has a mortal form he can percive gods in a way that they would normaly require an avatar to do so. The official battle cry (and general exclamtion, greeting and overall phrase) is ARRRGHUUUU! |
| Return of the Flumph05-15-07, 09:33 AM | (sounds like those giants will be corrupted by their own vigilantism in the future. Classic Miko fall coming up) |
| Evil DM Mk305-15-07, 09:39 AM | NO PLEASE NO!! I am trying to make a good aligned warrior race. UNLIKE Miko they are not obsessed, they are dedicated yes, but not blinded. They temper their battle with wisdom, hence the tight society and the dedicated advisors. They could not fall from this possition easily. Being agressive towards evil is not evil. It is being agressive. Miko fell becasue she was severed from a suport network and lacked the ability to reality check. This is not the case here. |
| ewancummins05-15-07, 09:43 AM | Umm, Miko?????Whozzat?:confused: |
| Evil DM Mk305-15-07, 09:46 AM | Order of the Stick character. Antoagonist, went from Lawful stupid paladin/monk to fallen paladin/monk and is now in heavy denial. My lease favourate paladin in literature, period. For one thing she should have lost ehr powers almost 40 strips (only counting those with her in)earlier and NEVER came close the being LG in my mind, then again that alignment thing was deliberate for the author to make a point so go figure. |
| Return of the Flumph05-15-07, 09:47 AM | NO PLEASE NO!! I am trying to make a good aligned warrior race. UNLIKE Miko they are not obsessed, they are dedicated yes, but not blinded. They temper their battle with wisdom, hence the tight society and the dedicated advisors. They could not fall from this possition easily. Being agressive towards evil is not evil. It is being agressive. Miko fell becasue she was severed from a suport network and lacked the ability to reality check. This is not the case here. The merciless aggretion toward evil bit sounds awfully Miko-like. I'm not saying I will corrupt them, but someone almost certainly will. Perhaps that can lead to a schism between the frost, fire, and hill giants (who turn evil) and the cloud and storm giants (who don't). The stone giants probably get disillusioned with the whole thing and turn isolationist. Or something. |
| Evil DM Mk305-15-07, 09:54 AM | I am not making hilll giants (the list is stone, frost, fire, storm and cloud). And whilst they do not show mercy towards evil they (unlike Miko) are willign to go a very VERY long way to acomidate good and neutral. They refuse to deal with evil in any way and will destroy it if they can, but otherwise they are relatively peacful. As I said deep, phylosophical, musical. They just have a very direct view on Evil. If they end up forced into MM alignemtns I will end up very anoyed as we need more good in the world and I want mostly celtic not norse giants thank you very much. |
| Return of the Flumph05-15-07, 10:05 AM | I am not making hilll giants (the list is stone, frost, fire, storm and cloud). And whilst they do not show mercy towards evil they (unlike Miko) are willign to go a very VERY long way to acomidate good and neutral. They refuse to deal with evil in any way and will destroy it if they can, but otherwise they are relatively peacful. As I said deep, phylosophical, musical. They just have a very direct view on Evil. If they end up forced into MM alignemtns I will end up very anoyed as we need more good in the world and I want mostly celtic not norse giants thank you very much. F1nn M4ck C001!!!! w007!!!! |
| Evil DM Mk305-15-07, 10:08 AM | F1nn M4ck C001!!!! w007!!!!Beth ar y ddear? Sharadwch iaith gall pawb ei ddeall as gellwsh yn dda. (I think that made my point.) |
| Return of the Flumph05-15-07, 10:12 AM | Beth ar y ddear? Sharadwch iaith gall pawb ei ddeall as gellwsh yn dda. (I think that made my point.) 1337 > Ghaelic |
| Evil DM Mk305-15-07, 10:13 AM | And? Who was using Ghealic? Welsh > 1337. And I do not speak 1337. |
| Return of the Flumph05-15-07, 10:17 AM | And? Who was using Ghealic? Welsh > 1337. And I do not speak 1337. ZOMG1111 I 7h0ugh7 ur W315h w45 Gh43l1c lol. |
| Evil DM Mk305-15-07, 10:27 AM | please stop that. Either speak english or not at all. |
| Return of the Flumph05-15-07, 10:30 AM | Okay, okay, you were just tempting me. I'll stop. |
| Evil DM Mk305-15-07, 10:33 AM | What did you mean anyway? |
| Return of the Flumph05-15-07, 10:37 AM | By what? |
| Evil DM Mk305-15-07, 10:39 AM | F1nn M4ck C001!!!! w007!!!! And ZOMG1111 I 7h0ugh7 ur W315h w45 Gh43l1c lol. |
| Return of the Flumph05-15-07, 10:47 AM | "Finn Mac Cool!!!! Woot!!!!" "Oh my god!!!! I thought you were speaking Ghaelic. Laugh out loud." |
| Evil DM Mk305-15-07, 10:51 AM | Finn Mac Cool? |
| Return of the Flumph05-15-07, 10:57 AM | Celtic giant. I thought he was Welsh, but it could have been Scottish or Irish. |
| Evil DM Mk305-15-07, 11:00 AM | I mostly know the Welsh names. But the Mac may be a bit of a clue:rolleyes:. Not to say all Cletic Giants where nice, they ran the whole spectrum, but mostly they where just like people, only bigger. FOund Fin on a site I know. Orignaly known as Fionn mac Cumhaill he was Irish but also appears in Scotland and the Ise of Man. He is belived to be decended from Welsh folk however. |
| Return of the Flumph05-15-07, 11:49 AM | I mostly know the Welsh names. But the Mac may be a bit of a clue:rolleyes:. Not to say all Cletic Giants where nice, they ran the whole spectrum, but mostly they where just like people, only bigger. FOund Fin on a site I know. Orignaly known as Fionn mac Cumhaill he was Irish but also appears in Scotland and the Ise of Man. He is belived to be decended from Welsh folk however. We were both right, then. |
| Camu05-15-07, 02:40 PM | Deleted |
| Delfedd05-15-07, 03:18 PM | Ok. For the Abels, I've got their stats figured out. Simply use the Giant Fire beetle. Give the fire beetle a 1d6 claw attack. Then give them a spawn of kyuss like attack. They should also gain fly 60 ft (poor) The Giant fire beetle should have the following advancement. 2-3 HD (small), 4-12 HD (Medium), 13-21 HD (Large), 22-30 HD (Huge), 31-40 HD (Gargantuan) Depending on their original hosts, the Abels have different intellegences. An abel's intellegence is equal to it's original host's intellegence minus 4. For an abel with - intellegence, it counts as a vermin. It gains no spell like abilities. For all other intellegences, Abels are magical beasts. Small Abels gain entangle 3/day. Medium Abels gain summon Swarm 3/day Large Abels gain Dominate animal 3/day Huge Abels gain Animate dead 2/day Gargantuan Abels gain Dominate person 3/day. |
| Delfedd05-15-07, 03:36 PM | updated plainrunners |
| Return of the Flumph05-15-07, 05:16 PM | The Kythons have a leader named Daggoth. And they have "Drones" who grow into organic buildings. And they have winged dudes with segmented tails who shoot acid bombs. I'm not going to knock it, but...well...it is kind of gimmicky. |
| Evil DM Mk305-15-07, 05:19 PM | Wait while I wikiedeia that. Oh dear. Not funny. |
| Return of the Flumph05-15-07, 05:21 PM | Wait while I wikiedeia that. Oh dear. Not funny. Not funny that I pointed it out, or not funny that they are shameless zerg clones to begin with? |
| Camu05-15-07, 05:22 PM | ok I changed drone to worker the spitfire shoot lines of burning acid (as acid that ignites when it comes into conatct with air) mutalisks shoot small worms with blades (glaveworms i believe) and you already knew his name was Daggoth and it was fine |
| Evil DM Mk305-15-07, 05:23 PM | That the very intereting creatures where given all the flavour of pre-chewed chewing gum if this is a clone. If it is a conicdence that so be it. |
| Return of the Flumph05-15-07, 05:26 PM | And you already knew his name was Daggoth and it was fine Yes, but then you added the workers growing into organic buildings and flying dudes with a ranged acid attack. Borrowing the name of a monster from a video game is a respectful tribute. Stealing a whole slew of extremely distinctive qualities and name-changed creatures is...well...stealing. |
| Evil DM Mk305-15-07, 05:28 PM | Terry Pratchett put it best. "Bad writers borrow, Good writers steal." (ie in a good instance you have to look hard to realise what has happened.) These feels like borrowing. |
| Camu05-15-07, 05:58 PM | Ok, I see your point, So hears what, I'll change the hole deal But I never thought it would upset you all so much replaced spitfire with just a flying variant of the impaler. Named them reavers, hope this isn't a problem. the drone/worker is out, also the organic hives. the kythons now don't build hives anymore, they just wander the lands, much like soldier ants, eggs are carried by the already existing broodguard. Hope it's more original now. And again sorry |
| Evil DM Mk305-15-07, 06:00 PM | Well this a communal thing after all. Too much cheese or tack is going to runin the feel a bit. It should not need too much of a reworking, just make the referance a bit more vauge. |
| Camu05-15-07, 06:18 PM | Well I can't do much more than say I'm sorry, It never crossed my mind that you would think it low for me to base them on it. I changed it all a bit, I think the zerg feel is almost out, and when I'm done with changing Daggoth's name, I hope it is good enough for you all. I just wanted to introduce an interesting race, but anyway. There are other things in this game whor are based on exsisting stuff, like the time traveling mind flayers, but you don't hear me complain. |
| Return of the Flumph05-15-07, 06:29 PM | The time traveling mind flayers are DnD cannon, as outlined in LoM. Time travel is the default origin for mind flayers in any campaign setting. The zerg are from a different game. Anyway, the changes you made are good. Don't think of it as an issue of "how similar to the zerg can I make them and still get away with it." Think of it like "the zerg are cool; I want the kythons to be similar." Trust me, the results will not only be more original, but better as well. |
| Camu05-16-07, 09:54 AM | Kythons Kythons are a hive mind race created by Ooulzoth. They look like blind reptile like creatures with also some insectile features. They are a wandering species that go where the food goes. They use a special type of eggs that allows them to grow special organic weapons.There are a lot of variaties amonst this hive-like species. Kythons hives are nomadic, and they wander the lands for food. When there hive army’s do pause, the lower casts like guards & juveniles start to form a temorary hive structure, held together by there own bodies. When they used up all natural reasorces (mostly meat) they move on to find a new suitable location. Because they lived for centuries on the Nameless plae, living of the plains flesh, they became very resistant to toxic and hasardous envirements, making it possible for them to live almost everywhere. Although they are dominated by a hive mind that controls them all, some kythons also possess some limited personality, especially the higher stages like the slaymasters and slaughterkings. The hive mind is controlled by two creatures created by Ooulzoth. One slaughterking and one brood keeper. Both serve Ooulzoth as heralds. Ooulzoth named the slaughterking herald 'Daggoth' and the brood keeper herald 'Silussa' Kythons begin there life cycle as broodlings. (exactly like BoVD) The next stages are : Juvenile : (idem BoVD) Adult : (idem as BoVD, except there are a few sub variaties) Most kythons stay in this form. There are however a few sub variaties in this stage. Guard : these serve as the main soldiers of any kython hive. These are also the ones that could sometimes evolve further into more powerfull forms. Broodguard : these ar the same as normal adults, but they have a special structure on there back which alows them to carry a few kython eggs, keeping them safe. This is how a moving nest keeps it young safe. When needed, the Broodguard can boost the growing proces inside the egg, making the broodling inside hatch imediatly. Guards can sometimes advance in more specialised and more powerfull stages : Impaler : (just like in the BoVD) Reaver : This is a winged variaty. Reavers prefer to fly low above the enemy ranks, revealing there retractable blades as they dive into the enmy ranks. When they implale a unfortunate victim they pull him up a couple hundred feet and then toosing him back into the enemy ranks, trying to break moral of the enemy. (stats like impaler, but speed 30ft, fly 60ft perfect. Shrieker: These winged kythons have enlarged structures around the head and neck. These structures are specialy grown for producing various sound effects. (as an impaler with speed 30ft and fly 60ft. There shriek is exactky like those of a Vargouille, except the range is 100ft and the save DC is 11+there HD. Shriekers also have blindsight 200ft) Tanker : These look like large, heavy build versions of the adult kython. On there snout, they have a specialised structure with glands that alows the to spray forth a powerfull blast of acid. (use the stats of a slaymaster, but with speed 40ft, +4 extra natural armor, no tail attack or constrict ability. They can fire this acid weapon every 1d4 rounds. It’s a 100 ft line of acid 8d6 damage, acid) Slaymaster : (like the one in BoVD) Slaughterking : (like the one in BoVD) It is possible that other variaties could come to existance At the creation of the kythons, they reseaved a symbiotic relationship with the Brood keeper. Both kythons and Brood keepers share the same hive mind. Brood keeper : A brood keeper looks like a giant slimy worm with wasp-like wings. (this is a brood keeper from MM3, but this version is still more wormlike in adult form. The adult form also keeps it's wings. The swarm form is like that of the MM3, but it also has the drain and reanimate ability of the bloodfiend locust swarm from fiend folio. Creatures killed by the swarm become reanimated as demodand larva.) ------------------ Ooulzoth would often watch the kythons that now inhabited the material plane. The two main traits for the kythons where the wielders of magic, as kythons where unable to aquire that ability and the lack of constant food sources. But Ooulzoth didn't worry, as with all his creations the kythons possessed an incredible ability to adapt, and would find ways to get around there limitations. The hive's awnser where three new breeds and these are knows as the following: Slavemaster: The slavemaster is a new type of kython that recently came into being, after the kythons came into contact with magic users. Since the kythons didn’t possess the ability to weild magic, they had to find a way around it. This is where the slavemaster comes in. A slavemaster looks similar to a slaymaster, except it no longer has it’s arms. Instead they possess four specialised tentacles. There poison is also of a sedative nature. A slavemasters function is to control captured spellcasters of other races and use there spellcasting powers against there enemy’s. It does so by using it’s modified tentacles. The ends of the tentacles are adapted to attach itself to the slaves spine, lower brain and main arterie. By doing so, it gains control of the slave, preventing the slave from casting it’s magic, unless the slavemaster it is connected to commands so. New slaves usually are stuborn and try to resist, but slavemasters can cause there slaves great pain at will, and evenually the slave will give up. Trying to sever a slave from a slavemaster by slaching the tentacle, will cause the head of the tentacle to inject a neurotoxin directly into the slave’s spine and brain, killing the slave instantly. Slaves connected to a slavemaster this way also get nutrients from the slavemaster and don’t need to eat. This way, the kythons don’t need to worry about there slaves health. As a side effect, slaves that are binded to a slavemaster for some time start to atrofie there own digestive organs, since there bodies don’t need them anymore. This causes the slaves to look very gauntlike even though well fed. Even if someone finds a way to safely remove the slave, it will be to late as the slave has no more means of aquirering nutrients for itself. Disrupter: This type of kython is also a recent addition to the hive army. It’s form is hunched and the head and thorax have fused together. The fused head and back carapace form a sort of dome which protects a specialised structure that is the key to there power. Several spots on this fleshy mass produces a strange orange glow. There arms and legs are atrofied, but from there thorax grow two large segmented tentacles. Each tentacle ends in a strange orb that produces the same mysterious glow like the main structure. Behind the tentacles are rows of cilia that move in waves. The lower part of there body only consist of an agile tail that ends in a pincer. It can crawl around or hover around by a natural form of levitation. Two specialised structures on it’s back give it a slow forward movement. That’s why they usually use there tail pincer to attach themselfes to a stronger and faster member of the hive, usually a tanker. There main power is that they are able to somehow disrupt the flow of magic and are able to create temporal dead spots of magic. They do this to protect the hive from the strong forces that occupy this worlds and that they are unable to master. Devourer: Unlike the Nameless plane where the kythons could just live of the flesh of the plane itself, the kythons who moved to the material plane didn’t possess a constant food source. Sometimes there was plenty, sometimes not. For this the Devourer was created. When food is plenty, the kythons would feed all the spare food to the devourer, literly stuffing it. When food would be scares, the kythons would kill the devourer, feeding on the creatures ample flesh. This would allow the hive army to survive when they move from one rich hunting ground to the next. Devourers are an enormous looking kython build for a single purpose, to eat. There heads and mouth are large, and the lower jaw can disconnect from the upper, allowing the Devourr to swallow almost anything whole. Four small armlike structures, ending in hooklike blades, grow from the side of the head, to help them push there food inside. The torso is thick and bloathed, followed by a extremely large abdomen. This abdomen makes up almost 95% of it’s body. Here is where the devourer stores the food reserve. Because of it size, it depends on other kythons to move it. The four arms from it’s torso only serve to maneuver the torso, so it can move it’s head around a little further. Because they only serve as food storage, they are barely sentient. (there abdomen looks like that of an ant queen) |
| Evil DM Mk305-16-07, 11:28 AM | Children of Blight: Keep an eye on this, it will be updated. Note that in the case of all of the below, the more evil the area the more there are likely to be. Hags: Hags come into being when a woman becomes obsessed with erh imadge and then looses it through age or acsident. If they reach a point where they would trade anythign for their looks, Blight may apear to them in a dream. He will offer them their beauty back. If they acept they become a hag sutable for the area. They are convinced that they have regained their beuty, but in fact are hideous. They deffine beauty by their own twisted standards as well. They continue to age but do not die of old age. Their souls are now forever Blight's. If they are discovered within a year and a day of the change a Remove Curse and Atonment each acompanied by a DC 25 caster level check can reverse the process and free her soul. After this it is too late. There are no male hags. A Hag's primary desire is for power and respect. She will use any methods she can to reach these goals and often works with her sister hags. Dopelgangers: Dopelgangers come into being when a person becomes so obsessed with what other have and they lack. Once they are totaly consumed by Envy they are placed in a situation where they turn into a physicla duplicate of the person they envy and are given a chance to kill them. As soon as that person is killed the change is compleate. Their souls are now forever Blight's. It is interesting to note however that it is possible for Dopelgangers to have children not just with other dopelgangers (creating a new generation who are never saveable) but with other humanoids as well. These changlings, as they are known, are not consumed with the same emotions of envy and hatred as true dopelgangers. As things stand however they are still Blight's property. Few creatures are as gloomy as a good natured changling. If a new Dopelganger is discovered within a year and a day of the change a Remove Curse and Atonment each acompanied by a DC 25 caster level check can reverse the process and free her soul. After this it is too late. A dopelganger's primary desire is for whatever trinket or object of anothers that has caught their eye. They will somtimes work together or for others, but overall they prefer to be alone, esspecialy when they are enjoying their current craving. Rakshasa: These infamous cat humaoids come into an existance when a man falls from a possition of power or authority through his own pride and arrogance and, instead of acknowlading it or moving of, becomes utterly consumed by the desire to retake "what is rightful theirs". At this point they may be offered, apparently by serendipity, a chance to seize their power once again. If they do they begin a year long mental transformation, becoming more and more arrogant and selfish. Nine months in their hands invert, the first physical sign of the transformation. They usualy hide this. At the end of a year and a day they become a fully fledged Rakshasa of an an apropriate type for their mindset. They no longer age. Their souls are now forever Blight's. If they are discovered mid transformation a Remove Curse and Atonment each acompanied by a DC 25 caster level check can reverse the process and free her soul. After this it is too late. There are no female Rashgessa. It is of note that Rashgessa refuse to view anyone as a superiour and view Blight himslef as merely an equal. All othr creatures are either inferiours to be used or inferiours to be desposed of. They loath and despise Hags, who they secretly fear for their ability to work in coherant groups and as the only other child of Blight that aproahces their power. Hags hate them for their smooth, cool and charming arrogance. In some cultures "Between a coven and a tiger" replaces "Between a rock and a hard place". Rakshasa's primary desire is for power and respect. Goblins: Goblins come into existance when a person becomes utterly obsessed with their sexual gratification at the expence of all other urges or impulse. Once they are totaly consumed by Lust they begin to degrade, to become hunched, ugly and hairy. Their mental facalties rot away and they become little more than cowardly vermin. At the end of one year and one day the transformation is compleate. Their souls are now forever Blight's. If a new Goblin is found whilst still undergoing the change a Remove Curse and Atonment each acompanied by a DC 25 caster level check can reverse the process and free her soul. After this it is too late. Goblins are hemaphradites and mature sexualy very quickly, able to bear young before they can speak. A Goblin's primary (and often only) desire is to procreate. Derro: Derro are born from those who become consumed by their own desire for wealth and possessions. Once they are totaly consumed by Greed they begin to halucinate, hearing voices speaking of the great and terrible Deep Treasure. They set off unearingly to a Derro comunity one year and one day away. At the end of one year and one day the journey and transformation are compleate. Their souls are now forever Blight's. If a new Derro is found whilst still journeying the change a Remove Curse and Atonment each acompanied by a DC 25 caster level check can reverse the process and free her soul. After this it is too late. Derro do not know what the Deep Treasure is and so seek to, as a race, own everything and everyone. They are all quite mad. A full 40% are sorcerours and such Derro set themsleves up as clerics of Blight. They treat the things (including slaves) they own with care and reverance, but will destroy them rather than let others get them. Derro cities are very well hidden, but ring with bells day and night to try and drown out the constant chanting. Derro often complain about the noisy bells, often whilst ringing them. A Derro's primary desire is to own more things and people. |
| Return of the Flumph05-16-07, 01:48 PM | Those last two posts might just have made Blight and Ooulzoth my new favorite gods. Army ant kythons...yikes. |
| Evil DM Mk305-16-07, 01:50 PM | :pumpkin: to anyone who spots the pattern I am building... |
| Return of the Flumph05-16-07, 01:59 PM | :pumpkin: to anyone who spots the pattern I am building... Evil transformed malcontented people who have a year to change back? |
| Evil DM Mk305-16-07, 02:00 PM | Evil transformed malcontented people who have a year to change back?No that is the method. Not the madness. The what, not the Why. |
| ewancummins05-17-07, 12:39 AM | This is a place holder for a more detailed description of the Animal Lords. They are similiar to the Animal Lords of the Beastlands[Great Wheel cosmology] , but more likely to be neutral in alignment. They are just coming into their powers now, but will one day be on par with demon princes or devil dukes. The Cat Lord is a good example of their kind. They defer to their creator, but remain mostly autonomous. Their primary concern is with Refuge, not the Earth. |
| Delfedd05-19-07, 01:02 AM | Bumpity bump bump |
| Evil DM Mk305-20-07, 12:52 PM | This post brought to you by the commity for the banning of bumping of threads. |
| ewancummins05-20-07, 08:01 PM | What do the Solanthi look like, anyway? |
| Janusunaj05-20-07, 08:40 PM | More on the Dwarves: Dwarves now are more powerful than before. They have a more martial society and have grudually began to be more resourceful about the environment around them. Dwarves make use of the Tika, Boarlike Rhino creatures, for war as well as well as food. There are several varieties of Tika. The ones the dwarves ride are called the Tuk. Theyh are large enough for two dwarves to ride on. Say, Tika are 3 CR. The other species of Tika are the Akytan. Akytan are wild, versions of Tika. Akytan are more than twice as dangerous as the Tika. 6 CR. |
| Delfedd05-20-07, 08:46 PM | It says that kirt posted the solanti's stats... I see nothing. I think it says that the solanthi are doglike creatures. |
| Return of the Flumph05-20-07, 10:34 PM | Vernacular Expressions of the World Gone to Father Blight is a way of saying "really screwed up." It basically takes the place of "godd4mnit" or "holy sh1t." Black turns the sun means that something bad is about to happen. Then equivalent of "uh-oh" or "there goes the neighborhood." Shackled and hissing refers to an extremely wrathful and vengeful person. Stealing the leylines is the equivalent of "opening a can of worms." Madder than the Hand means that something or someone is strange or hard to understand. Anyone think of others? |
| Janusunaj05-20-07, 10:36 PM | The Egg has fallen from the wound Means that you are very surprised. |
| Delfedd05-20-07, 10:37 PM | Dead as a death god Very dead. The winds of justice have begun blowing the justice system is working. By the mannikhorn's horn A joke, something improbable |
| ewancummins05-20-07, 10:39 PM | 'Shroomed is a euphemism for being dead. It derives from memories of the Long Night, when myconids decomposed the corpses of the fallen by the thousands. Hungry elves!: an all purpose curse of Dwarvish origin. Athachs' victory a victory that is ultimately a defeat, due to losses incurred [a Phyrric victory]. |
| ewancummins05-21-07, 02:19 AM | Actaeon The actaeon are taken from the old D&D game[ can be found in the Rules Cyclopedia]. They look like tall humanoids covered with light fur, the heads , leg, and antlers of stags. Actaeons are defenders of the sylvan realms. They have various useful powers to aid them to that end. They have the power to call animals to serve them and can transform foes with a polymorphing cloud. They are masters of woodcraft, and are surprisingly stealthy. The actaeons are usually single, or else live as a mated pair. They lack any desire to live in large communities or learn much about advanced technology. No kings or government exist in their rustic culture. The are most often true neutral in alignment. D&D Rules Cyclopedia- I'll link to a solid conversion. |
| ewancummins05-21-07, 02:23 AM | Chevalls Chevalls are centaurs who can take the form of horses. They aren't true lycanthropes, though. Chevalls are protective toward horses, be they wild or tame. They will punish owners who mistreat horses, and may even reward those who treat them very well. Source D&d Rules Cyclopedia---- conversion link forthcoming |
| Evil DM Mk305-21-07, 05:06 AM | "Beyond Blight" A hideously evil person or event that is thought by teh speaker to be worse than Blight. "Between the tiger and the coven" Between two oposing and dangerous forces. "As unlike as mother and father." To be as differant as Arethun and Blight. |
| Camu05-21-07, 03:34 PM | Tsochar They are just like the ones in the lord of madness, but they worship Ooulzoth as there deity instead. |
| ewancummins05-21-07, 03:40 PM | I haven't got LoM. Could you expand on the tsochar a bit. What are they? |
| Evil DM Mk305-21-07, 03:46 PM | In a few words. tenticle/worm like parasites that take control of the host. |
| ewancummins05-21-07, 03:52 PM | Kewl beans. |
| Camu05-21-07, 04:40 PM | I'll work them out a bit later |
| Kirtanus_Albacron05-21-07, 06:57 PM | Other Vernacular Expressions: Baring the neck: Doing something in a symbolic way but having it taken literatly. Torturing the heads: Doing something to somebody that is already dead. |
| d2447866705-21-07, 07:05 PM | "Throwing the Ring": Taking something badly and showing it physically. "Making Coral": Unintentionally doing good things through "Throwing the Ring". "Using Glacieso's Eye": Putting resources gained in a sad way to good use. |
| Janusunaj05-22-07, 02:53 AM | Loud like a MannikhorneMannikhornes are loud in their weirdness, but haven't been involved in very much. The Lung has got another Lung Lung dragons are notoriously polite. It comes from the idea that if you accidently put out it one of its Lungs in target practice, they wouldn't mind. A figurative hyperbole. |
| Evil DM Mk305-22-07, 05:10 AM | "Giant song" "Skyfather's anger" "The maden's tears" Differant types of thunder, the first tends to be the sustained kind "Giant song all night long", the second the first peal on a mostly clear day "Hark at the Skyfather's anger!" and the third distant thunder "I can hear maden's tears, can you?". "Him" "There" "Them" Not exactly venacular but in some cultures Blight/The nameless realm/Blight's creations are not spoken of in polite society and are simple refered to as above. Stone hair: (As in, it is all just a load of stone hair) A silly mistake or oversight that is best not mentioned out of politness. |
| d2447866705-24-07, 06:57 AM | :bump: "Dropping Glacieso's Eye":Giving one of your most prized possessions to a loved one before you make a large self-sacrifice. |
| Evil DM Mk305-24-07, 07:07 AM | "Turn the face" We would say "Show your true colors" |
| Evil DM Mk305-24-07, 12:36 PM | Blight's recipies: A guide to the new diseases created by Blight and assossiated creatures. (P)Denotes a Posi-virus. Such diseases do not harm living creatures but affect Undead as though the undead where living. Cure disease cannot affect Posi-viruses, but other spells might (for default Contagion cures a Posi-virus). All Posi-viruses are Supernatural. (D)Denotes a Divine Disease. Such diseases cannot be cured by mortal magic unless a caster level check of the save DC+10 is made. The caseter does not know if they suceeded this check. As well as diseases that are allways (D) in theory any disease could gain (D) if it is part of a divine action. All divine diseases are Supernatural. (R)Denotes a Resurgant Disease. Once a creature with this disease recovers roll 3d12. In that many weeks they must make a fortitude save or suffer from the disease again. Repeat the process. If the diease was fought off with a group of fortitude save that included a natural 20 (including the check for Resurgance) then it is gone for good. Magical healing also cures it for good. (S) denotes scaring. If maximum damadge is dealt to an ability score 1 point is drain. (Taken from Slimey Doom) (LS) denotes leathy scaring. One point of damadge is allways perminet drain. (I haven't used this one yet) (V) denotes virrilent. Three saves are needed to shake it off, not two. (Taken from Devil's chills) (UV) deontes unaturaly virrilent. See Mummy's rot for how the incubation and saves are handled. All unaturaly virrilent dieases are Supernatural. (I also haven't used this yet) (U) deontes uncruable. Magic must be used to cure this illness. Most (including all listed here) Uncureable dieases are Supernatural. To read entires: NAME: DESCRIPTION. (ANY NOTES). INCUBATION. SAVE. DAMADGE. Arthoshontia: This virus shows few symptoms to begin with, then causes delerium and fever. It is notorious for being resurgant. (R). 2d4 weeks. DC 18. 3d4 Wis. Black Fever: A Divinly charged illness, it is feared that it may be only the first of many. Highly agressive it causes the skin to die before the rest of the pacient and often leave horrific scars on survivors. (D)(S). 2d12 hours. DC16. d6 Con, d4 Cha. Blight's touch: Notable as it affects both plants and animals, the first signs that it may be in an area are usually the crops. d4 days. DC18. d4 Dex, 1 Con. Plant creaures may be affected. Normal plants die in 2 days if small or smaller, +1 day for every size above small. Cruel serpent: Belived to be somhow realted the Kythons as it first emerged when they entered the world. It causes the stomach to overpruduce acid on a grand scale, the name is derived from a common description of "being eaten from inside by snakes". d8 days. DC 15. d2 Con. Deal breaker: Named becasue it seems to cause the victim to lie, in fact the wisdom damadge is manifested by an inability to distingusish fact from fiction. (S)(V). d12 days. DC 14. d6 Wis. Foaming Fever: Although rarely deadly this illness can casue the victim to live an excrusiatingly painful life. Fever is not that acurate, the only visible symptom is the pints of white foam the victim coghes up (acompanied by massive painful fits) on the days the sucseed a save or takes no damadge. It's strange nature makes it an interesting interigation tool. (U). d3 days. DC 25. d10-9 Con (can be 0) Hag Brew: A favourate weapon of Hags, and some undead hunters. It causes the undead form to be broken appart and the undead mind to be erroded. (P)(R)(S)(V). d4 days. DC 15. d2 Str, Dex, Int, Wis and Cha (roll for each) Listrom-versha: A technical name meaning mind eater. First recorded by the Brotherhood of the Mind. Properly trained Psions, Psionic warriors and Soul blades can fight off the infection with Psicraft checks rather than foritude saves. Manifesters not trained by the Brotherhood (or one of thier splinter/decendant groups, note it is a more general exercise used in a specific instance, not a specific training) as well as Wilders cannot. It's only real symptom is memory loss. Casters who prepare spells have a 10% chance of being unable to prepare a spell in a specified slot for the day whilst affected. Spontainus casters and Manifesters have a 10% chance of not being able to cast/mainfest a spell/power they know in that day. (S). d3 days. DC 16. d3 Int. Mors Ending: A straightforward illness, it casues the vicims interal organs to slowly drop in effiency untill they are dead. (R) d6 days. DC 12. d4 con. Zathton's cure: Another Posi-virus, this one is harder to shake off than Hag Brew but has fewer long lasting effects. Created my a mage known as Zathton who was undeath as a diease, hence his "cure". (P). d4 days. DC 18. d3 Str, d4 Cha. |
| Return of the Flumph05-25-07, 09:40 PM | Reserved for aquatic elves. |
| ewancummins05-27-07, 01:08 PM | Lupins Lupins are a race of man sized canine humanoids. They are easily distinguishable from most other races, but the ignorant might mistake them for werewolves in hybrid form [ something lupins hate very much, as werewolves are their most detested foes]. Lupins come from the old D&D game, and stats may be found on the Vaults of Pandius website[Official Mystara Fansite!]. They were also statted out in Dragon Magazine[ dunno which issue]. In recent years, lupins have softened their old hatred for the weres. Now they avoid such creatures, but will still attack if they believe them to be evil. |
| Evil DM Mk305-30-07, 03:28 AM | Bump and Derro added. Also "Two Faced." Same meening, different origin... |
| Evil DM Mk306-02-07, 03:56 PM | Ring out the bells! To do somthing that undoes your own work OR to notice a majour flaw in a plan. DERRO take great care to hide their setelments, then ring loud bells day and night. |
| Camu06-04-07, 02:43 PM | Now there are also Neogi, well on the living plane that is |
| Return of the Flumph06-04-07, 04:01 PM | (the neogi will need someone to trade with, soon enough) |
| Camu06-04-07, 05:17 PM | at the moment the neogi serve as scouts for the living plane, with there ships they also act as transports between the many tsochar colonies on the living plane they aren't completely the same as they appear in standard games, i'll work them out later |
| ewancummins06-05-07, 01:18 AM | BUMP, and I edited some of my earlier posts to reflect recent changes. Look at the tritons and humans. |
| ewancummins06-05-07, 01:27 AM | Hill Dwarves The hill dwarves are not a seperate race. They are just mountain dwarves who have left the mountains and colonized the hills next to the Bountiful Country. Cultural differences are beginning to appear. Hill dwarves are somewhat friendlier to other races than are their mountain dwelling cousins. They are divided into clans, each with its own stronghold. They have taken to growing potatoes and raising goats- two things they've learned from their human neighbors. The Burroth and Hungram clans are the two major powers among the hill folk. The Burroth claim the title of Dwarf King, but it's been a generation since anyone has actually held the position. The Hungram are their chief rivals. Both clans have a long history or alternating between fueds and alliances. Hill dwarves build mainly in stone. Large building projects are always undertaken with the help of the clan, being a communal effort. Dwarf militamen are responsible for the furnishing and upkeep of their equipment. Most carry an iron bladed spear, a club, a hatchet, a knife[mostly as a tool]and a reinforced wooden shield. Armor is hide layers sewn together, with metal plates hammered flat and stitched onto the outside. Helmets of iron are worn over wolfskins. These dwarves have little experience of psionics or arcane magic. They prefer divine magic. Clerics of Amon are the dominant religious faction, although their god has grown silent and distant of late. Other cults are gaining in popularity. All the gods are typically portrayed as dwarf-like figures. |
| ewancummins06-05-07, 10:23 PM | Azer update[if that's cool with EvilDM] The azers have increased in number. They have established a number of colony cities, so the eight settlements have grown to a dozen. Eruk is the greatest city. Others include Ashir, Nimruk,Kaddak, and Bath Nemon. The Tortured Lands, a realm of volcanic fissures, craters, lava flows, etc is theit homeland. Azers call it the Holy Ground, and refer to the outside world as the Chill Lands. Azer technology has advanced, The development of technology among the azers has benifited greatly from their own innate ties to fire and iron, the presence of friendly wierd teachers, and the abundance of mineral resources in their territory. They are accomplished workers in iron,steel, nickel, cobalt, iridium, and many other metals. Farms abound, to the surprise of many outsiders visiting azer territory for the first time. The rich volcanic soil and warm soil that never freezes over helps to increase crop yield , despite the acid rains and overall aridity of the land. Tough strains of maize have been developed by azer farmers. Underground canals[quanats] provide water to the fields, while avoiding the risk of evaporation on the surface. Slaves work the fields with azer overseers. Tribes of orcs attack the azer settlements on a regular basis. The stupid humanoids are regarded as little better than animals by the azer, though some are caught and ''tamed''. Savage humans sometimes have attacked the azers in the past, and mostly been overcome and enslaved. Half orcs have begun to appear among the azer's slaves, due to close contact between the two species. Azers are never cruel to their slaves, without a very good reason. They actually treat the slaves rather humanely, in a distant sort of way. They realize that working slaves to death is stupid and counterproductive. Runaways are only pursued if the slave pools are getting low. Slaves live in their own towns. Slaves aren't personal property, but belong to the city: thus killing or badly injuring one without good cause is a serious crime. Slaves who prove very loyal, skillful, or brave may even earn their freedom. The old system of rule by assembly remains in place, although it has altered over time. The king of one city, Eruk, has become the overall authority in the council. The azers have little use for the gods, but instead revere the elemental forces of nature. Kur-ah once had a cult among them, but his following has faded since his death. Ceremonies are usually led by kings and nobles, rather than clergy. Azers wear brazen kilts. These serve as both clothing and protective gear. Azer tactics have evolved beyond the days of simple phalanx warfare. Soldiers are usually equipped with broad headed javelins and large all-metal mallets. Outsized triangular-bladed dirks are carried as a backup weapon and tool. The metallic skins of the azers obviate the need for much armor. This increases the mobility of the azer infantry. Some azers carry tower shields, which are mounted with kickstands. The soldier can set one up, then use it as cover while he launches javelins at his foes. Spear throwers are used to increase the power and range of the javelin throws. The azer have also developed an air cannon. It is a bellows driven pump that shoots out a blast of superheated ai or sand. The force is enough to bowl most man sized creatures head over heels, and the heat will seriously injure most fleshy creatures. These devices are bulkyand short ranged, so they are mainly used as part of a city's static defenses, rather than in battles in open country. Soldiers fight in an open checkerboard formation that allows room to swing their weapons, as well as to maneuver and cycle troops in and out of combat. A BIT OF HISTORY The azers, after the artisans of Eruk crafted a new heart for the god Morintu, were blessed by the goddess Arteheyn. their numbers increased considerably, and their hot and arid land became more productive, yielding record corn crops. The azers refer to this event as the Guerdon of Eruk. It sparked a spurt of creativity and growth in their civilization- one which is still working itself out. There being little enough surface territory in the neighborhood that's to their liking ,they have begun to expand into the Underdark. Lava and normally toxic gases don't much faze azers, so they take cavern systems that no one else wants. Azer cuisine Azers cook food by setting it on fire. They eat the charred, sometimes still flaming, morsels without the aid of utensils. Azers like flame broiled steaks, parched corn, shish kebabs, beans and peppers [Guests be warned- an azer's idea of a ''mild'' pepper is one that's so hot it would induce vomiting most other humanoids]. Azers don't drink much of anything[ see notes about metabolism]. metabolism Azers eat. They can eat just about anything that burns, actually. Their digestive system works by burning food as fuel, quite literally doing so. Anything flammable would do, in theory, but organic food is the best for them. They don't need to drink water. They don't produce any bodily waste worth mentioning, except coughing up the occasional partially burnt bone or other bits of slag[ rather like owl pellets]. The fire that wreathes their heads is actually a system to dispose of waste. Converted into gas, the waste is simply burned away. An azer livng in a very hot area doesn't require as much food as does one in a colder place. religion update The deific wars of the Second Age greatly impressed the azer with the power and emminence of the gods. Word of godly destruction of whole countries reached them. Now they are more religious than before. Their kings have taken on a definite preistly role. They remain pragmatic, however- to avoid offending any particular god, the honor ALL of them [except enemy dieties, like the Great Mother]. A brazen idol of each god whose cult they've come into contact with sits in the Great Ziggurat of Eruk. Azer priests are themsleves typically polytheists, and only rarely focus solely on one diety. [I envison the azers as a faint resemblance to the old Mesopotamian civilizations. That's drawn partly from the image of azers as portrayed in D&D art. Those kilt/apron thingies they wear just look sort of Babylonian or Sumerian to me. Hence the city names I used. Another influence is- don't hate me- planet Mustafar,from Star Wars Episode 3. That's the planet near the end, where Obi Wan fights Anakin. It looked like the sort of place azer would be happy to live. |
| Camu06-06-07, 01:19 PM | Chuul Chuul are large crustacianlike creatures. Barbarians that live in a single tribe, ruled by the most powerfull female, called the matriarch. Although most races see them as almost mindless creatures, they are relatively intelligent. They are very territorial and will fiercly defend there homes from invaders. If people approach with great care and don't provoke them, they may be able to enter there territory and might even be able to trade with them. because chuul lack the vocal organs to speak most common languages, trading hase to be done by gestures, which can be quite difficult for inexperienced traders, as using the wrong gesture might provoke them. There large claws prevent them from creating any form of craft, but one of there greatest achievements is to domesticate a small species of purple worm, which they use as guard animals. Chuul also don't kill each other when in conflict, instead they settle there differences by performing a sort of ritual combat, grabbing each others pincers and fight similar like stags would do. The victor is the one winning the dispute. Differences with other species aren't settled so peacefully, but rather in peices ;) |
| Angel Black06-06-07, 08:11 PM | ... |
| Delfedd06-06-07, 09:07 PM | Oh, you might be a bit confused. This thread is part of a larger series of threads called "Lords of creation." If you're interested, I'm sure a few gods could crop up. |
| ewancummins06-07-07, 06:56 AM | Let's get this guy a god, and get him in the mix! Beget god is fairly cheap. |
| d2447866706-07-07, 06:19 PM | Hmm.. Glykllivar and Frostbite are the only couple (beside Ooulzoth and Britmara, but I think they aren't one yet, if there is even potential) that is together that hasn't used that action. So, how 'bout it RotF? |
| Delfedd06-07-07, 06:27 PM | And Arteheyn and Morintu. Don't forget us. We've never "broken up" or whatever. |
| d2447866706-07-07, 06:34 PM | I said that hasn't had begat a god so far. Arteheyn+Morintu=Glykllivar, if you had a brief fit of forgetfulness. Happens to me all the time. |
| ewancummins06-07-07, 06:38 PM | Arteheyn and Morintu want you all to know they have been seeing a marriage therapist, and everything will be okay. :) |
| Delfedd06-07-07, 06:39 PM | Oh. Not a memory lapse, more of a reading english lapse |
| d2447866706-07-07, 06:43 PM | Arteheyn and Morintu want you all to know they have been seeing a marriage therapist, and everything will be okay. :) :rofl::heehee |
| ewancummins06-07-07, 08:32 PM | I added a bit to the azers. Think I'll add some more human tribes , next. Maybe some stuff on the talking animals, animal lords, etc. |
| d2447866706-07-07, 09:19 PM | Bumping before 48 hours is against the code of conduct. However, I believe as it heralded the dawn of new content, I think it should not count as a premature bump. |
| ewancummins06-07-07, 09:22 PM | OOps, I fix that. I'll just add some new stuff. |
| ewancummins06-07-07, 09:34 PM | the apostate titans history After being exiled from Haven by Arteheyn, some titans turned away from the gods entirely. The hard core believers in the new philosophy of maltheism[ the gods are evil, titans must oppose them all] launched an attempted insurrection against the deities, under the leadership of the great orator Herakon. They were mostly destroyed when the Empress of the Deep sank their island home. The survivors have allied with the psurlons. This alliance is not a thing of the heart, but the two races feel they need one another, and share some of the same goals. They have since learned the way of the ur priest, with all of their clerics becoming ur priests. The Apostate are ruled by Ariston the Grappler, a powerful ur preist and warrior who carries the mantle of the fallen Herakon. He rules as a sort of philosopher-king, or enlightened despot. [more to come] |
| Camu06-08-07, 09:14 AM | Grell Well now there are also grell ;) i'll post some stuff about them later on |
| Return of the Flumph06-08-07, 11:25 PM | SOME MORE EXPRESSIONS: Retrieving your heart: Repenting for previous sins. Sargoz' Helm: Marshfolk expression for bad luck or misfortune. By the Smoking Eye: Azer curse. Amon Syndrome: Politically correct term for stupidity. |
| ewancummins06-08-07, 11:31 PM | proud as a titan- said of someone who shows overweening pride, hubris. |
| ewancummins06-08-07, 11:34 PM | horned -to be cuckolded, as was Simiel by the cornugon. |
| Evil DM Mk306-09-07, 09:35 AM | By the thriteen and their masters= No equivelant in english, best described as (f***)^s***+((We are so dead*(Pwned)^2)/2) Basily the Ulber curse, used when nations fall on your head or you are turned into an ameoba. Not for polite socitey. |
| Delfedd06-09-07, 09:41 AM | Retrieve the seventh: This is a term for singlemindedness. |
| ewancummins06-09-07, 11:19 PM | ettercaps [I will post a full description soon.] |
| Evil DM Mk306-10-07, 05:11 AM | The Legion Created by Llyr of Gwyn, King of all Tribes, these constructs where first created to fight in the Great War. After the war the survivors made terrirory for themsleves, ready for the next great war. It is said that whenever a true hero dies in battle a new member of the Legion is forged from his armor. It is said that they are driven by emotionless tactical genius. It is said that they are powered by the souls of the heroic. All of these are wrong. It is true that if a True Hero dies the Legion can make a new legionary from his armor, if he died in battle and would wish such a thing, but the armor is not powered by his soul but by his potential for future heroic acts. The Legion are also not emotionless, in fact most of them are consumed by the same emotion day in day out. Fear. After the Great War it came home to them that their ranks would only ever realistically dwindle, until there where none left. In addition they have no souls of their own, to die is to plunge into oblivion. Even if they are resurrected it is with a new mind, a new self. For them Death is truly final. Nevertheless they are not cowards and obey orders to the letter. They type of Legionary created depends on the power of the individual who died, convert all class levels into fighter levels and then compare to the ranks. The Legion only has fighters and they always fight with the same equipment, although magical equipment is not uncommon in the higher ranks. Names are designations. A steel may be Fourth Warrior Under the First Sergent of the Sixth Lieutenant of the Third General's army Under The Duke. By the same token a Bronze might be First Sergent under the Sixth Lieutenant of the Third General's army. The Platinums are The Duke, The Lord of Household, The Earl, The Emperor, The Viceroy and The Librarian. Despite any apparent hierarchy all have equal voice and authority. Legionary Medium construct HD: 6d10+20 (53) Initiative: -2 Speed: 20ft AC: 18 (-2Dex +8 armour +2 shield) Touch 8 flat footed 18 BAB/Grapple: 4/8 Attack: Bastard sword +8 melee (d10+4 19-20) Full attack: Bastard sword +8 melee (d10+4 19-20) Space/Reach: 5ft/5ft SA: - SQ: Construct traits, Spell resistance 16+Fighter level, Blindsight 60ft, armored, Shield of the Legion, DR 5/Adamantine. Saves: Fort+2 Reflex+0 Will+2 Abilites: Str18 Dex 6 Con - Int 10 Wis 10 Cha 10 Skills: Diplomacy +2 intimidate +1 Listen +2 Knowledge (Tactics) +7 Search +1 Spot +3 Feats: Exotic weapon proficiency (Bastard sword), power attack, cleave. CR: 4 Treasure: No coins, No goods, Double items plus body. Alignment: Always LN Advancement: Fighter Levels. LA: - Armored: The body of a legionary is a suite of armor and as such he cannot wear any other torso slot item. However his armor bonus to AC is considered to be either Armour or Natural Armour, or both, depending on what is most beneficial. It can be enchanted just as normal amour. The armor can be of any medium or heavy sort made of metal, the bonus is always +8 whilst it is part of the Legionary but if he dies it reverts to the normal bonus. Shield of the Legion: When in a formation with a gapless perimeter of at least six members the legion gain additional abilities. Once per round as an immediate action any two members of the formation may switch places, this may occur once per round per six members of the formation, no one legionary moving more than once. For every complete multiple of six they gain fast healing 1 and +1 to AC and all saves and xp gained for defeating them increases by 5%, to a maximum of fast healing 6 and +6 to AC and saves. For ever multiple of six Bronzes the formation gains +5ft movement and xp gained for defeating them increases by 5%, to a maximum of +30 movment. For every multiple of six silvers the formation gains a +1 competence bonus on attack and damage rolls and xp gained for defeating them increases by 5%, to a maximum of +6 to attack and damadge. For every multiple of six golds one member may make a full attack as a free action once per round and xp gained for defeating them increases by 10%, to a maximum of six such free attacks a round. If all six platinum royals are present they gain immunity to offensive spells perfect flight at their movement and the ability to cast true strike on another legionary once per round as a standard action. Double xp (And get ready for some real epic fight scenes...) |
| Delfedd06-10-07, 12:21 PM | I think that the legionaries should have an advancement thing, mostly because the original legionaries where giants. So I'd put advancement to be this Advancement: 6-12 Medium, 13-15 Large 15-20 Huge. Levels in fighters. Shield of the legion is far to overpowered. The CR should scale. |
| Evil DM Mk306-10-07, 12:30 PM | No, the original leagon where medium humaoids, giants don't have metalurgy yet and metal armour is needed. Only medium creatures can become legeonaries. Also yes I will scale the CR by size, hang on... |
| Delfedd06-10-07, 12:42 PM | See, here's the thing. A group of ten legionaries has 530 hit points. 100 have 5300... you said that armor rained down from the sky. You should have a limit for the number that can be in the phallanx. |
| Evil DM Mk306-10-07, 12:43 PM | Right I have basicly changed the ability for a nest of other abilities that are easier to quanitfy with xp bonuses and have the same feel. As Delfedd pointed out the original was too good for large numbers. Note 6 Silvers gives the fast healing AC and save bonus AS WELL AS the silver specific ability. Can you imadge the whole leageon marching? True epic man... EDIT:Added a cap on the abilites. |
| Delfedd06-10-07, 01:03 PM | There you go. That's much better. |
| ewancummins06-11-07, 01:56 AM | The azers have altered their old weapons and tactics. The new light infantry approach takes advantage of their speed[ my old 1E MM2 lists them as being as fast as humans or elves] and relatively high natural armor class. Oh, I think I mentioned it, but these guys are native outisders. They can survive outside of burning hot environments, obviously. Their King is called the Aimaimon. It's a title, not an ordinary name, but the azer holding the job is always called Aimaimon, abandoning his previous name when he is crowned. The current holder is a paragon azer with class levels in fighter. [ Yes, I took the name from the 1E MM2. There it was the name of the azers' king.] |
| Evil DM Mk306-12-07, 04:31 PM | The Free. The Titans residing in the Nameless Realm live in a simple but functional society. There are three tiers to this society. Titans, Titan-spawn and others. The Titans are lead by the strongest among them, or to be more precise the one who most recently overthrew the one who was in charge before them. The current leader is a female titan called Shervisk. To celibrate her victory she systematicaly bedded every male titan and titan spawn, a process that took 8 weeks. She deposed a male titan known as Grotitivus. It is said that he has only three interest in life, roasted meat, crushing living skulls with his hands and the embrace of titan women. (I will change this whenever I get bored.) Titans only rarely kill each other although they fight frequently. A basic hierarchy exists, younger and weaker titans at the bottom and stronger ones at the top. Titans tend to favor those who they mate with and those who they have recently beaten in a fight. Titan-spawn are the Half-Titans and Titan-bloods in The Free society. One of the more common Half-Titans is the Half-Titan Solanthi as the Free enjoy the focused, energetic and aggressive outlook of these creatures. Solanthi Medium Monstrous Humanoid Hit Dice: 3d8+9 (21 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 23 (+1 Dex,+7 Natural,+5 Breastplate) Touch 11 Flat-Footed 22 BAB/Grapple: +3/+11 Attack: Spear +11 Melee (1d10+10/x3) or Bite +10 Melee (1d6 +7) Full Attack: Spear +11 Melee (1d10+10/x3) and Bite +1 (1d6+7) Space/Reach: 5 ft./ 5 ft. Special Attacks: Spell like abilities Special Qualities: Darkvision 60 ft, Powerful build, Scent, Devotion, DR 5/law, SR 13. Saves: Fort +8, Ref +4, Will+7 Abilities: Str 25, Dex 12, Con 17, Int 12, Wis 15, Cha 16 Skills: Appraise +8, Spot +10, Listen +10, Climb +14, Search +8, Swim+14, Jump+14, knowledge (the planes, Arcana) +8 Feats: Weapon Focus (Spear), Endurance Environment: The hall of the Free Organization: Solitary, Squad (3-8 plus 1 2nd lvl fighter sergeant), Platoon (100-200 plus 3 2nd lvl fighter sergeant and 1 5th level fighter lieutenant), or Entourage (100-200 plus 3 2nd level fighter Sergeant, 1 5th level fighter lieutenant and 1 Titan.) Challenge Rating: 3 Treasure: Standard Alignment: Often Chaotic Evil Advancement: By character class Level Adjustment: +6 Devotion (Ex): Solanthi, once committed to a cause, are single minded, so in the second round of combat and after they gain a +4 to Will saves. This bonus is not applied in the stats. Size and Type Spell like abilities Protection from law 3/day, charm person (DC 14), Levitate, detect law 1/day Caster level: 3 Making a Half-Titan. This is an inherited template that can be applied to any living corpreal creature (made possible mostly Titan's Change Shape ability). The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-Titans are often native outsiders. Speed Unchanged Natural armor improves by +4 (this stacks with any natural armor bonus the base creature has). Special Attacks A half-titan retains all the special attacks of the base creature and also gains the following special abilities. Powerful build: A half-titan has powerful build. Spell-Like Abilities A half-titan with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based. In the case of a choice, those born of evil titans get the second, others get the first. HD Abilities 1-2 Protection from law 3/day, charm person 3-4 Levitate, detect law 5-6 Cure Critical wounds, Summon natures allay III 7-8 Holy smite OR Unholy Blight, Daylight 3/day OR Deeper Darkness 3/day 9-10 Greater Dispel Magic 11-12 Chain Lightening 13-14 Remove curse 3/day OR Bestow curse 3/day, Etherealness 15-16 Persistent image 3/day 17-18 Maze 19-20 Meteor swarm Special Qualities A half-celestial has all the special qualities of the base creature, plus the following special qualities. * Darkvision out to 60 feet. * Damage reduction: 5/law (if HD 11 or less) or 10/law (if HD 12 or more). * A half-celestial’s natural weapons are treated as chaotic weapons for the purpose of overcoming damage reduction. * Spell resistance equal to creature’s HD + 10 (maximum 35). Abilities Increase from the base creature as follows: Str +8, Dex +2, Con +4, Int +2, Wis +4, Cha +6. Skills A half-titan gains skill points as an outsider and has skill points equal to (8 + Int modifier) × (HD +3). Do not include Hit Dice from class levels in this calculation—the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class. Challenge Rating HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3. Alignment Always chaotic (any). Level Adjustment Same as base creature +4. The Titan-blooded Dire Wolverine, also known as the Hallen-hound, is a favorite hunting animal of the Free. It is breed from Dire wolverines and Half-Titan slaves , rather than involving the Free directly. Size/Type: Large Magical Beast Hit Dice: 5d8+23 (45 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 10 ft. Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +3/+18 Attack: Claw +9 melee (1d6+7) Full Attack: 2 claws +9 melee (1d6+7) and bite +4 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Rage Special Qualities: Low-light vision, scent, Darkvision 60 feet, DR 5/law, SR 10, Powerful build. Saves: Fort +8, Ref +7, Will +5 Abilities: Str 24 Dex 17, Con 19, Int 3, Wis 12, Cha 10 Skills: Climb +15, Listen +7, Spot +7 Feats: Alertness, Toughness, Track (B) Environment: The halls of the Free Organization: Solitary, pair or hunting pack (4-12 and 1 Titan) Challenge Rating: 5 Treasure: None Alignment: Always Chaotic (any) Advancement: 6-15 HD (Large) Level Adjustment: — Creating A titan-blooded Creature "Titan-blooded" is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid or plant (referred to hereafter as the base creature). A titan-blooded creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes. Size and Type Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Special Qualities A titan-blooded creature retains all the special qualities of the base creature and also gains the following qualities. * Darkvision out to 60 feet. * Damage reduction (see the table below). * Spell resistance equal to HD + 5 (maximum 25). * Powerful build. Damage Reduction by Hit Dice. 1-3 — 4-11 5/law 12 or more 10/law If the base creature already has one or more of these special qualities, use the better value. If a Titan-Blooded creature gains damage reduction, its natural weapons are treated as Chaotic weapons for the purpose of overcoming damage reduction. Abilities +2 Strength, Intelligence is at least 3. Challenge Rating HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2. Alignment Often Chaotic (any). Level Adjustment Same as the base creature +2. The Titan-spawn are property of the Free, but they are property in the way that slaves are property, they are respected as being able to think and reason and some may well end up being taken into confidence and treated as near equals. All Titan-spawn are expected to be available at any hour for any task, no matter how painful or demeaning. Many titans have groups of Titan-spawn they use as sparing partners, nevertheless they are not usually killed unless they attempt anything silly, and even then they are likely to be let off if there was no chance of them succeeding and it was entertaining. Other is literally anything else. The Free do not consider such creatures fit for anything other than meat, entertainment or intercourse. Until quite recently slave uprisings have been quite common, filling an important slot in the Titan's entertainment calender. Recently however they started spontaneously (at least no one has claimed to give them the idea) worshiping their masters (of what is now more than a hundred generations for some) as gods (Not that the titans can (or would if they could) grant spells). This cut the rebellions down to nearly nothing. Luckily slaves belonging to different Titans began holy wars with each other, and against other slaves of the same "god" over things such as who gets to be eaten, restoring the level of utterly pointless violence to a new time high. |
| Camu06-15-07, 05:04 PM | Well another race (sort of) Void ship or Void marauder Colossal living organisms, vaguely resembling a cross between a whale, squid and crustacian. They act as massive transports, carriers and ships of war for the aberration races of Ooulzoth. There crew consists of some Neogi, Tsochar and Grell, allong with small Kython swarm army's. |
| ewancummins06-17-07, 07:47 PM | I added an update and expansion to the Hill Dwarves. |
| ewancummins06-17-07, 08:59 PM | Also updated the technology and history of the greenscale lizardfolk. They have advanced a bit. Not too much. |
| ewancummins06-17-07, 11:25 PM | Added minor updates to the Swampers and humans of the Bountiful Country. |
| riverrock06-21-07, 08:37 PM | Updated the Fey-added salamanders, updated the harpies and the fey courts. |
| ewancummins06-21-07, 08:46 PM | Love what you've done with the fey, Riverrock. Thought about bringing in any old edition fey>? This site has several conversions[ but sadly, not the artwork] for several: http://www.enworld.org/cc/converted/index.php |
| riverrock06-21-07, 08:53 PM | deleted |
| riverrock06-21-07, 08:53 PM | Love what you've done with the fey, Riverrock. Thought about bringing in any old edition fey>? This site has several conversions[ but sadly, not the artwork] for several: http://www.enworld.org/cc/converted/index.php Oh, cool. I'll definetely check that out. You can never have to many fey. |
| ewancummins06-21-07, 09:01 PM | Yeah, I miss a lot of the cool ones that never made it into D20/3E. Like the faedornae or the forlarren. Cool faerie tale feel from both those races. |
| Evil DM Mk306-23-07, 12:09 PM | Sample town on the Guild system:Vermork. Large town, Population 4798 adults. GP limit 300gp. Ready cash, 719700gp. Population, 1775 humans. 960 Orcs, 864 Solanthi, 480 Erza, 336 Elves, 240 Dwarves, 144 Halflings. Vermork is a fairly important town near the empire's border. It operates the guild system and that is the main reason for the highly cosmopolitan makeup. Power Centre: Guild consil. LN. There are seven recognized guilds in Vermork and it's six proxies. They show the diverity of the guilds that operate in the empire quite well. They are listed in order of wealth. Vermork Trade. (LN). This guild is a hauglidge/import/export/transport guild. It operates in over half a dozen towns. It is lead by a group of its more experianced haulers and its centeral office is in Vermork. Miar's Mercenary guild. (NN). This is a large guild. Mercinary warriors that patrol the trade roughts and fight bandits. Like Vermork trade it too operates in other towns. Many of the Orcs Solanthi and Halflings are employed by it and this town is its home base. Northern Guild. (LE). A farming guild. Run by only the land owners it deals with all of the arable farming in the area (which is mostly to the north). Often crisisied for its poor treatment of the farm workers. Southern Guild. (NN). Another farming guild, although they also cover other areas. Also run by only the land owners and site owners they farm animals and also run tanning, weiving and other ajasent trades, mostly in the south. Suspected of being infiltrated by the thieves guild who are not recognised here. Elumon family. (CG). An extended elven family that has little intrest in the politics of the city. The expetion is a young elf known as Elferin, who seems adicted to the fast changing pace of human life and as such is their consil designate. The family make art and decorative materials but have a not strictly legal side bussniness in "decorative" weapons and armour. Harry King Materials. (LN). Run by a human of intelect and cunning a true sign of how one may rise in this society. Born a piece of gutter trash he now runs a large sucesfull guild that removes waste of all kinds for a fee, and then sells them on. You have no idea how much a tanner will pay for human waste, or how much a rich man will pay to have it carted away every day discreetly. Drelkork tools. (LN) Recently founded by immigrant dwarves it is the main reason for the growing number of dwarves here. Still running at a loss as set up is not compleate, when they finish they will find a booming market for their hgh quailty tools weapons and armour. A guild to watch. |
| riverrock07-05-07, 06:52 PM | Added Duegar and Marids. |
| ewancummins07-08-07, 01:17 PM | Holy Republic of Haven Haven is under the protection of Britmara, but she isn't the ruler of the plane. Aside from a small realm under the direct control of the goddess, the rest of the plane is ruled by the Holy Republic. The Republic might be best described as a minarchist meritocracy. It has few laws, all quite simple and easy to understand. There is no real penal code- banishment for varying lengths of time is the only punishment normally given out. The fact that the overwhelming majority of sentient creatures living on Haven are good aligned means there is little crime and corruption to deal with. In fact, one of the few laws bars non-good sentients from permanent residence anywhere in Republic territory. Such government as exists is basically a way to root out incursions of evil and defend the Republic[and Haven] against outside attack. Goods and services are provided almost entirely by private enterprise[ not that many such are needed- angels and petitoners don't have animal needs, and lung live very austerely]. Government positions are not popularly elected offices, but are appointments given out to the best qualified candidates only. |
| riverrock07-14-07, 04:55 PM | Large fey update-added information to nearly all the fey. |
| Delfedd07-20-07, 02:17 PM | Plainsrunners Part 2 Plainsrunners have changed much since their entry onto the eastern continent. They have learned the fine art of armorsmithing, and are often quite heavily armored. The Plainsrunners still almost exclusively use knives in combat, but what a knife is has changed much since all those centuries ago. Knives mounted on pieces of wood which are thrown through the air by a great bow are considered knives, what some would call swords are knives, and almost any sort of polearm is translated as a "Knife-stick." Great cities have been built. Chainsguard, Skytop, and Riw are the jewels of the Plainsrunner society. The Plainsrunners still function as a Meritocracy, the most fit to rule always does rule. Many Plainsrunners have taken the feat "Acolyte of Morintu," and so members of other countries believe that the Plainsrunners are inhuman. Indeed, many do not take off their helmets, so from a distance it appears that a great legion of centaur-like monsters are arrayed against the defenders. |
| ewancummins07-20-07, 11:14 PM | Bountiful Country, part 2 religion The worship of Arteheyn has become even more widespread and deeply ingrained than before. Indeed, her clerics have formed a church that has rapidly gained in power. This is partly attributable to the several occasions Arteheyn or her avatar have intervened on befalf of the region and its people. General view of various gods TyDw gods- The gods of civilization, benevolent nature, good things, peace, etc. Enfermia gods- The bad gods, gods of war, hatred, death, negative things ,etc. others Most other gods have only minor cults, at best. They are still respected, however. Note that both pantheons are worshipped. The TyDw gods receive the most worship, but offerings are still made to appease the evil powers of Enfermia. Morintu is honored in his aspect as a sky/storm deity. |
| ewancummins07-20-07, 11:16 PM | I also updated the lizardmen and swampers[RIP]. |
| Return of the Flumph07-21-07, 04:09 AM | Glyri Glyri ("aquatic elves," to the ill informed) are completely unrelated to the surface elves they resemble. In truth, they are descendents of the drow; the evil necromancer race created by Avnuk. The glyri came about when a group of drow refugees fleeing the vampire scourge via Lahach were rescued by Glykllivar and transformed into sea creatures. Thus, they named their new race after the Deep Empress. Many glyri live in the upper passages of Lahach, building farming communities that stretch across the bottoms of long tunnel lengths. Some tribes are nomadic, and these often act as traders between the different sedentary communities. Despite their slow birthrate, the ideal conditions of the plane and infinite living space has allowed them to multiply greatly, and they are quite a numerous race. Recently, the Lahach glyri have begun exploring the Dreamrealm via a portal created between the two planes by Glykllivar. They have made friends with the eladrins of that plane, and as a result are almost entirely chaotic good. Many are learning to be psions as a result of exposure to the dreamrealms, and sorcery becomes common as a result of occasional eladrin crossbreedings. Lahach glyri worship Glykllivar and Kyrinian as the quintessential Male and Female entities, and a cult of Celeste is beginning to appear. Some glyri have emigrated to the Prime Material. These ones are more civilized, building cities of stone and coral, usually under rocky cliffs or in kelp forests. Despite their city building, these glyri have a great respect for nature, and druids are as common as clerics. Earthly glyri worship numerous gods, including (in order of importance): Glykllivar, Artheyan, Kyrinian, Morintu, and Lexius, seeing each as playing a needed role in the universe. Glyri are possibly the best metalworkers in the ocean; they have learned to use a combination of magic and geothermal heat to purify iron and shape it to a very advanced degree. They often include iron ornaments in their cities, and sell many tools and weapons to the tritons and other sea races. Each city has a king or queen, but their power is limited. Also, updated Ocean Giants. |
| ewancummins07-30-07, 01:01 PM | Bountiful Country update The Bountiful Country has grown in population. Not many real cities exist, but there are numerous small market towns. Dwarf influence has begun to show[the Hill Dwarves live nearby], especially in metalworking and architecture. Stone buildings, once unheard of, are becoming more common. Most builders still work mainly in timber,thatch, and plaster. Iron tools and weapons have become more common. Magebred hounds, horses, hawks, and other animals are owned by many of the welathier farmers[ magebred creatures are rare outside the country]. These creatures are never food animals[too wasteful]. They are a great help in hunting, travel, and providing security to isolated farms. Magebred warhorses are expensive, but the richest farmers and their picked men may ride such. Greatholders,Smallholders,Landless men Ownership of farmland and large herds equals social status here. The wealthiest farmers must hire on extra help to run their farms. They form the class known as Greatholders. These families are the de facto nobility of the region. They hold informal courts of justice, oversee community projects, and lead their neighbors in time of danger. The smallholders are the next step down the ladder. They are yeoman farmers who own small subsistence level farms and herds. They aren't wealthy but they are free. Most own their own arms, as all able bodied men are expected to defend themsleves and their families in the event of invasion or bandit activity. Landless men are the most numerous class. They are the hired hands, servants, peddlars, tradesmen, etc. This is a low status, but anyone can buy his way out of it by acquiring a farm. There isn't any real stigma attached to being landless, but one's options in politics, marriage, etc are quite limited. Since a fair number of small holders began as landless men, the condition is not seen as permanent. Arms, Armor, and Warfare Stirrups, strong horses, and the influence of Plainsrunner cavalry from old times, has combined to produce excellent light and medium cavalry. The best ride magebred animals. Weapons of the cavlaryman are typically the longsword, lance, and bow. Maces are also popular. Armor is most commonly light, with suits of ankheg chitin armor being the best. Horsemen are typically from the Greatholder class[or their servants] who can afford the mounts and gear. Less wealthy men fight on foot. They wield a variety of simple weapons and wear light armor if they can afford it. The market towns have militia that use bows and spears and wear leather armor. [TBC....] |
| ewancummins07-30-07, 07:42 PM | Cryion origins Cryions were created on Gellida, the second layer of Refuge, by Arteheyn. Some of them still live there. history After she created them, the goddess taught the cryion divine magic and basic survival and tool-making skills. A large number of cryion were then transplanted to the Material Plane by Arteheyn, early in the Second Divine Year. They found themslves near the Arctic Circle, and began to drfit southwards. Tanner introduced spellbooks and arcane magic to the primitive Cryion, some of whom began to train as wizards soon afterward. organization Cryion are chaotic creatures, so they have not formed states of governments. They do not have written law, either. Cryion group themsleves into extended families called mnelds. New members may be adopted in with the consent of the others in a mneld. technology Cryion are a stone age people, but this will likely change as traders reach them and contact is established. religion Cryion worship Arteheyn and Tanner. Arteheyn is known to them as the Beckoner, for she called the ancestral Cryion forth from their benighted caves into the wider world. Tanner is called the Changing One, for he brought about the great change of magic that did not come directly from the gods. Other gods are as yet unknown to them. This will doubtless change soon. [more later] |
| Zebppir07-31-07, 06:28 PM | Bountiful Country, part 2 religion The worship of Arteheyn has become even more widespread and deeply ingrained than before. Indeed, her clerics have formed a church that has rapidly gained in power. This is partly attributable to the several occasions Arteheyn or her avatar have intervened on befalf of the region and its people. General view of various gods TyDw gods- The gods of civilization, benevolent nature, good things, peace, etc. Enfermia gods- The bad gods, gods of war, hatred, death, negative things ,etc. others Most other gods have only minor cults, at best. They are still respected, however. Note that both pantheons are worshipped. The TyDw gods receive the most worship, but offerings are still made to appease the evil powers of Enfermia. Morintu is honored in his aspect as a sky/storm deity. a minor cult? for now I shall soon pick a side and the world will turn:evillaugh |
| Zebppir07-31-07, 06:38 PM | "Beyond Blight" A hideously evil person or event that is thought by teh speaker to be worse than Blight. "Between the tiger and the coven" Between two oposing and dangerous forces. "As unlike as mother and father." To be as differant as Arethun and Blight. okay here's my try at this "kissing the gallow's queen" A bad person on the run or soon to be hung "welcome the gallow's" said to people about to be executed "the Hidden one is just a myth" one who is ignorant about what is unseen/one who doesn't belive that the Nequelleden is real |
| Return of the Flumph08-24-07, 01:28 PM | Castle Goblins Unlike their savage kin, who carve out a squallid existence as nomadic raiders, castle goblins are a sedentary, sophisticated nation of goblins. Although their civilization is centered around and inspired by the ruins of the Ten Towers, they have grown beyond that crutch to form a unique society. Castle goblins are gray skinned humanoids with blunt faces, wiry black hair, and long arms. Although their legs are short and stumpy looking, they can run faster than you'd expect from a creature their size. Males and females both range from three and a half to four and a half feet in height, and weigh about seventy pounds. Castle goblins reach maturity at four years of age, and usually live around twenty five years. Racial Traits Small Humanoid: Castle goblins receive a +4 bonus to Hide checks, but suffer a -4 penalty to grapple checks. They gain a +1 size bonus to attack roles and armor class, but can only carry 3/4 as much as a Medium character. Base Speed: 30 Abilities: +2 dexterity, -2 strength, -2 charisma. Castle goblins are agile, but have little muscle mass and not much of a sense of individual identity. Darkvision: 60 Skills: +4 Move Silently, Ride, and Handle Animal. Castle goblins are naturally sneaky, and animal husbandry is an important part of their culture. Furthermore, they receive a +2 bonus to Craft and Appraise checks when dealing with hide, leather, fur, or ivory. Worg Pact: All goblins have an ancient pact of nonaggression with the normally vicious worgs. A goblin gains a +2 bonus to Diplomacy checks when dealing with those creatures. Automatic Weapon Proficiency: All castle goblins are proficient with the shortbow, their signature weapon. Weapon Familiarity: Castle goblins treat the ulfwhip (see below) as a martial weapon. Automatic languages: Common, Goblin Bonus languages: Worg, Gnoll, Elven, Solanthi, Hobgoblin Favored class: ranger EXOTIC WEAPON: ULFWHIP An ulfwhip is a coiled leather whip treated so that it naturally tries to curl back up when unwound. The last few feet of the whip are studded with metal or ivory barbs. One handed weapon. Reach: 10 feet. It can also be used against closer enemies without penalty. Base damage: 1d4 slashing and piercing.* Critical: 20/x2 Weight: 5 lb Cost: 45 GP *Most ulfwhips are designed for Small characters. A bigger one would deal a base 1d6 damage. The idea of the ulfwhip is that it allows a wolfrider to strike quickly without provoking attacks of opportunity, while still leaving one hand free to hold the reigns. Typically, one goblin will sit toward the front of the wolf and weild an ulfwhip, and an archer sits behind him. The castle goblins were originally a typical goblin tribe led by the sorcerer Ib. When they found the ruins of the Ten Towers and Ib began to study the magical artifacts within, they drew the attention of the Sage, who decided to see if he could teach these savages how to be civilized. It was a long and bumpy road, but-through a combination of good leadership, adaptability, and divine omens-they renovated the ruined castle (which they renamed Ibograd) and learned to make peace with their neighbors. Their nation is small-consisting of just one city and a few farming and foresting villages-but with their rate of reproduction it is likely to grow quickly. The castle goblins are a theocracy, but not of the usual sort. The Sage does not give his clerics a set of commandments to enforce; rather, they are to lead their people according to what the enlightened priests' logic, intuition, and studies tell them. The priests of the Wise One (their name for the Sage) recognize that times change, and culture and laws must sometimes be amended to change with it. The reigning leader of the goblins is referred to by the simple title of "Master," a word that only recently replaced "Chief" in their vocabulary. When the old Master dies, those who wish to take his place are put through a number of secret trials, tests, and challenges by the clergy, designed to gauge their competence, intelligence, worldliness, piety, and trustworthiness. The only absolute requirement for contestants is that they must have at least one level of cleric, and nearly all of them have the Student of the Sage feat. The Master sits on a throne ornamented with the bones of Ib, the Last Chief and First Master. Ib's skull, which hangs above the throne's headrest, is a treasured relic to the castle goblins, for Ib's spirit occasionally whispers advice from within the skull in a voice only the rightful Master can hear. Despite their new tendencies toward law and civilization, castle goblins retain several legacies of their savage past. For example, they have no concept of marriage, or of a nuclear family. As they were originally created by Blight to embody the sin of lust, castle goblins mate frequently and at random. Because of this, property rights are matrilineal. When a male castle goblin dies, his possessions are inherited by his mother or-if she too is dead-his brothers and sisters. Castle goblins are also known for their funerary rights, which consist of eating the dead. Cannibalizing the corpse of a friend or relative is a way of honoring the dead, for it shows that even in death they continue to give strength and substance to the castle goblin nation. The bones of the dead are used to make tools, weapons, or ornaments, and the skin is used to make parchment and leather. The only goblins who are not used in these ways are criminals who have been executed; they are fed to the wolves. Ibograd's biggest exports by far are fur, leather, ivory, parchment, and other animal products. Goblin-made masterwork leather armor is known for its comfort and flexibility, and goblin parchment (made from the skin of dead goblins) is the medium of choice for scribing scrolls and spellbooks. The goblins are accomplished trainers as well as butchers; riding dogs, for example, were bred by the castle goblins, and are now the mount of choice for halflings, ascended, and other small races. Purebred goblinhounds are worth a small fortune. The biggest import of the castle goblins is iron. Their sylvan and grassland surroundings are almost completely devoid of metal ore, and much of their trade involves obtaining metal items. Aside from cannibalism, goblins live mainly off of root vegetables (such as potatos, beets, and yams) and berries and grapes. While ranches exist in which sheep and deer are raised, most of their meat is not eaten by the goblins, but fed to their carnivorous pets. The first and most famous accomplishment of the castle goblins was their taming of several species of violent predators. These creatures play an important role in goblin culture as follows: Wolves: Although the castle goblins still maintain a distant friendship with the worgs, they ride mundane wolves more often than anything else. Just as in Ib's time, the wolfrider is the iconic unit in the goblin military. The riding dog, or "goblinhound," was bred from wolf stock. Most goblin warriors cannot afford riding dogs, and thus make do with normal wolves. Wolves are fed on venison, mutton, and the flesh of criminals and slain enemies. Gricks: The goblins only maintain a small population of gricks, due the terror they could unleash should they escape. Gricks are used in police and military operations; they are better at tracking and following a scent than canines, and it is almost impossible to kill them with most weapons. Unleashing a few gricks on the enemy at night is usually enough to deter attackers, and (due to their endurance) losing a grick is an infrequent occurance. Gricks are also much beloved because they are omnivorous and will eat anything, making them effective garbage disposals as well as bioweapons. Gray Renders: These unstoppable beasts are the rarest and most valuable creature in the nation. Owning a gray render is a sign of great wealth and power, and usually occurs only among the most powerful of priests and merchants. |
| Illeveun Bloodblaze08-25-07, 06:40 PM | I finally have stats for the ezera. :w00t: Psionic ezera are different only that instead of a plus one wizard level, they have a plus one psion level. Ezera Medium Monstrous Humanoid (Cold) 1st level Warrior Hit Die: 1d8+2(6 hp) Initiative: +0 Speed: 30ft; fly 60ft (average) Armor Class: 18(+3 studded leather armor, +4 mage armor, +1 natural armor) Touch: 14 Flat-footed: 17 Base Attack/Grapple: +1/+0 Attack: Bite +1 (1d6) Full Attack: 2 claws -1 (1d4), Bite +1 (1d6) Space/Reach: 5ft/5ft Special Attacks: Spells Special Qualities: Immunity to cold, Weakness to fire Abilities: Str 8, Dex 11, Con 14, Int 17, Wis 10, Cha 11 Saves: Fort +4, Ref +0, Will +0 Skills: Climb +3, Ride +4, Intimidate +4 Handle Animal +4, Spot +2 Feats: Mulitattack Environment: Cold Mountains Alignment: Usually Chaotic Good Loot: Standard, plus spellbook Organization: Solitary, Squad 1d4 Challenge Rating: 1 Level Adjustment: +2 This creature, with wings, a hawk head, white feathers, and fearsome talons charges at you and casts a spell. The Ezera are a proud race, and shows in its bearing. Its feathers are made so that it absorbs what little heat is in the air; making cold ineffective against it, but fire makes them burn more than usual. They are also a magical race, and are drawn to it in all of its forms. Typical spells prepared: 0/ Detect Magic /2/ Flare /1/ 1/ Magic Missile /1/ Mage Armor (already cast) /1/ Spells Known: 0/all 1st/ Mage Armor, Magic Missile, Chill Touch, True Strike, Shield, Shocking Grasp -Ezera as Player Characters -+2 Dex, +2 Con, +4 Int -+1 natural armor bonus -Medium Size -Base speed of 30, Fly Speed 60 (Average) -Casts spells as a 1st level wizard -Cold Subtype -Natural Weapons: Bite (1d6) and 2 claws (1d4) -Level Adjustment +2 This is the old one that I wrote, I'll write how their culture has changed later. The Ezera, ezeri singular, are bipedal, hawlike creatures. They are covered in white feathers that absorb any heat that is in the air, using it for their own purposes, so there is usually a cold feeling among them. Their heads are like those of hawks, but with one difference: they have hair, usually blond, but it can range from silver to blue. An ezeri can have blue, green, or golden eyes. Their hands end in talons, and an ezeri has a wingspan of 6 feet, and they are around 4'5" and around 60 pounds, to 5'6" and 100 pounds, as their bones are lightweight to be capable of flight. They have powerful, efficent lungs that can use an optimum of 75% of the oxygen in the air Location and Housing The Ezera make their homes in and among the mountain that Lexius made, exisiting from 11,000 feet and 24,000 in the range. The Ezera prefer open air, two to three cavern complexes, and these house the entire extended family. When the cavern becomes crowded, the mature offsping leave to find their own nests. Contrary to this, there are populations of Ezera who have established citis inside the mountains, with shafts leading to the surface as entrances and exits. An ezeri prefers a little magic in their life, and even the poorest one own at least one magical trinket, like a pot that boils when you tell it too. Ezera excavation and building is done with magic, and among their cites are crystal spires and floating buildings. Lifestyle Ezera love learning, and they veiw the arts, and magic, as the highest forms of expression. Ezera spend great parts of the day practicing magic, teaching and learning, when not carrying on with the necessities of life. There are four castes within the Ezera society: Noble, Scholar, Merchant, and Farmer. Their are no boundaries between the castes, and if an Ezera works hard enough, and makes enough money, and has the right education, he can be part of any caste. Marriage between the castes are common, and are encouraged. The Nobles are worried with the day to day running of life, taxes, the building of schools, and public facilities. The Merchants are, merchants. The scholars and farmers are among the most honored of castes, the scholars feeding the mind and farmers feeding the body. The Ezera don't eat grain or vegetables, those being hard to cultivate at these levels, but instead eat meat, and only meat, though they are actually omnivorous. The farmers are meat farmers, and herd and slaughter large herds for those in the cities, but animals are plentiful, because of magic. The Ezera usually wear light, flowing robes, loose enough to give them freedom, but tight enough not to constrict their flying. Ezera at War The Ezera love magic, and it shows in their military. The Ezera favor lightly armored archers, scouts and skirmishers, being largly in the favor of guerilla warfare, supported by wizards and sorcerors. Religion The typical ezeri worships the creator of their race, and pay homage to him dayly at the sunrise, taking an hour before their daily activities to pray. The ezeri clerics are loosly organized and usuallyu live in solitude. They are counted as part of the Scholar caste. Government The Ezera are a democracy, with every year a vote of the entire population deciding who their current leader is. Votes are sent in by magic from scrolls that are distributed to each family yearly for this purpose and many others. |
| Return of the Flumph08-25-07, 07:02 PM | Wow. I didn't realize the ezera were that powerful. Kickass race Illevean, very cool, and one of the only player races I've seen that is well balanced at LA +2. |
| Illeveun Bloodblaze08-25-07, 07:07 PM | Thank you. |
| Kirtanus_Albacron08-25-07, 07:08 PM | Wow...and here I was thinking Ezera were basically raptorans. |
| Return of the Flumph08-25-07, 07:36 PM | Some minor PEACHing: The initiative for the sample ezera should be +0. You forgot to add the fly speed to the ezera racial traits. Finally, if they are immune to cold and vulnerable to fire, why not just give them the (cold) subtype? |
| Delfedd08-26-07, 08:43 AM | My personal oppinion on the Raptorians is that they are the Cursed Ezera. I think that makes a lot of sense. |
| d2447866708-27-07, 03:18 PM | It does, except for one thing... I'm pretty sure that Raptorans live as long, if not longer, then humans. Can't find the chart though... |
| Delfedd08-27-07, 03:24 PM | I know. I'm talking statistically though, not agewise. |
| d2447866708-27-07, 05:35 PM | Ah. |
| Illeveun Bloodblaze08-27-07, 06:43 PM | Thank you for the PEACHing, Flumph. I didn't give them the cold subtype at first because I was basing their feather thing off of Yeti fur, and I didn't know if yetis had the cold subtype or not. They do, so I'm giving the ezera the cold subtype. |
| CombatMedic09-09-07, 11:19 PM | Let's add a bit to this thread. I'd love to see write ups on the grindylow and cactacae, more about castle goblins,etc. |
| Return of the Flumph09-15-07, 11:03 PM | Castle goblins updated. |
| CombatMedic10-08-07, 11:24 PM | Lupins are a race of man sized canine humanoids. They are easily distinguishable from most other races, but the ignorant might mistake them for werewolves in hybrid form. Once the lupins were primitive nomads who hunted werewolves. Later, they came to realize not all lycanthropes were evil. They still bear hostility towards evil shapeshifters of any type, and regard the non-evil sort as something that bears close watching. The lupins have become more settled and civilized of late. Some few still wander as nomadic hunters, but many more live in scattered settlements. Herding and farming have replacied hunting as the main means of sustenance. The lupins have wandered among other races and learned much of their culture and technologies. In particular, lupins have produced a number of master vinters, and their wines are well know in the western lands. Hunting is still an important part of their culture, so they take care to presrve populations of wild boar, deer, etc in forests near their homes. Lupin goverenment is based on lines of descent through the father. The various kin groups have herditary chieftains who rely on the support of an upper class of warriors, priests of Britmara, and master artisans. The priests have the power to call a halt to hostilities that might arise between groups. The priests also must confirm the leadership of any new leader before his rule is seen as legitimate. Marriage is monogamous, and divorce is only allowed in special circumstances. Inheritance is by primogeniture, meaning many young lupins leave home to seek out their fortunes on a fairly regular basis. The lupins gather every year at a great Moot, said to be on the spot where Britmara created their race. Of course, not every individual lupin can attend, so representatives are sent form the various families. Most lupins will try and attend the Moot at least once in their lifetimes. A lupin who has not been to the Moot may not speak in council, be a priest, or hold the leadership of a family. The lupin crusaders hold the secrets to the Sublime Way, a mystical sword art that grants its students amazing powers in battle. There are tales that a few hobgoblins have studied under lupin masters, later forming their own schools of the Way. Crusaders are a formidable force for good in Creation. They wander the land, protecting the innocent and smiting the wicked. [ Lupins have a heroic culture with early medieval technology. RL influences include the ancient Gauls and the Arthurian mythos. ] |
| CombatMedic10-09-07, 01:48 AM | I'm reposting and updating the cryion. Cryion origins :Cryions were created on Gellida, the second layer of Refuge, by Arteheyn. Some of them still live there. history: After she created them, Arteheyn taught the cryion divine magic and basic survival and tool-making skills. A large number of cryion were then transplanted to the Material Plane by Arteheyn, early in the Second Divine Year. They found themslves near the Arctic Circle. Tanner introduced spellbooks and arcane magic to the primitive Cryion, some of whom began to train as wizards soon afterward. The cryion adapted to their new home quickly, expanding their territory and encountering other arecs along the fringes of their lands. Sometimes the contact was peaceful trading, other times it was a series of violent raids. organization : Cryion are inclined towards chaos, so they have not formed states. They do not have written law, standing armies, or kings. Cryion group themsleves into extended families called mnelds. New members may be adopted in with the consent of the others in a mneld. Naturally, the strongest and wisest become leaders. their rule depends on the ability to overcome or outwit challengers. This leads to a low level chronic instability, but insures that the leaders are nearly always very capable individuals. technology: Cryion were a stone age people when they arrived in Creation, but they have advanced since then. Though still barbaric by the standards of the elder races, they have shown remarkable ingenuity in certain endeavours. One notable invention would be the iceskimmers: wind powered sled-ships that skate across the frozen fields. These vessels are used by cryions wherever the ice is thick enough. religion :Cryion worship Arteheyn and Tanner as their primary deities. Arteheyn is known to them as the Beckoner, for she called the ancestral Cryion forth from their benighted caves into the wider world. Tanner is called the Changing One, for he brought about the great change of magic that did not come directly from the gods. |
| CombatMedic12-17-07, 03:33 AM | Ibixians origins- The Ibixians, or goatfolk, were originally mannikhorne soldiers in Baern's army. They were transformed into Ibixians by Arteheyn. technology: The Ibixians make and utilize iron and steel tools, weapons, and armor. Battleaxes are popular. Their agricultural techniques are simple, but missionary clerics of Arteheyn are busy helping them become much better farmers. language: Ibixians speak their own language, a patois of the Common Imperial Tongue [missionaries from the West speak this] and the old Mannikhorne language, with loan words from the Plainsdwellers and the Eastern Giants becoming more common as time goes by. organization/gov't: Ibixians are divided into numerous clans. The clans may fight one another, but will always united to expel outsiders from their territories. Typically, a clan is lead by it's strongest, most cunning warrior. His chief adviser is most often a cleric or druid, typically a follower of Arteheyn. religion: Overhwelmingly, the Ibixians are followers of Arteheyn. They do not disdain all other gods, however. Here are the gods, as the Ibixians know them: Artheheyn= also called the Mother or the Merciful One. She is the patron of the race, their protector, teacher, and guide. Seen to have power over animals, plants, and rainfall. Portrayed in religious art as a humanoid woman with goat-like horns, often surrounded by living creatures and flowering plants. Morintu= the Thunderer: an angry god who shakes the sky and land alike, making earthquakes and thunderstorms. The husband of Arteheyn. Frostbite= the Wintersprite: a minor godling who brings on winter weather. He's shown in Ibixian art as a bluish white creature of smallish size, looking rather like a pocket dragon. No active cult. Kyrinian= associated with sleep, dreams, drunkeness, and warm weather. He's seen as distant and lazy. Depicted as an Ibixian male sleeping under the shade of an oak tree. A jug of hard cider is nearby. No active cult. Tanner = described in the Ibixian's fables as the helper and friend of Arteheyn. May be be depicted in a any number of forms, but is often shown working at a potter wheel. Baern= not truly a god, he is the chief bogeyman of Ibixian legendry. ---------------- War and combat: Ibixians love a good fight. Among themsleves, they brawl, raid, and duel with gusto. Deaths in duels are infrequent, as weapons are not normally used. Such fights are traditionally done with fists and horns. Weapons are used mainly in battles or the fight pits. [more later....] |
| Anuvrix12-17-07, 12:10 PM | (alright, time to buckle down and post all of the s**t about what i've done) Drow Formerly worshippers of Avnuk, now residing underground on creation, and somewhat in the massive ruined cavern that is their home plane. They are evil and stat-wise they are just like in the mm. The ones in Creation do not worship Avnuk (as he is dead), and worship multiple gods (pantheon of evil gods). The Females do not rule the Drow, they are actually eaqual society-wise, with women being more inclined to priesthood, while men go military. Psions of Son'Kith These people are of all races and kinds (for the most part excluding minflayers and non humanoid types). They are devout in their worship of Mirith Nirak, with some being seen even as fanatical. They have remained generally isolated from everyone else, until recently. They now are training an army of great proportions, wielding a secretly manufactured explosive as a powerful weapon. Red Crystals These were created by the Mirith himself, and he taught his scientists how to make them. The crystals are expensive, ranging for 100 to 200 gold for a small peice. A one pound stone, (about the size of a golfball) deals 1d6 damage, with a 10ft splash. A two pound stone deals 2d6 damage with an additional +5ft radius, but costs 10 times as much as a one pound stone. They will explode upon striking any surface, and can only be kept in a pouch filled with padding and soft materials to keep them from scraping eachother. The catapults fire 5 pound stones, dealing 5d6 damage, with a radius of 30ft. These stones are in small supply and cannot be changed once they are made (go ahead and try to chisel it. I dare ya.) Crystalline Creatures These serve the Psions as workers, servants, and are well treated. They are intelligent, but have a subservient mindset. They can be used in war, but, they are not born and are currently generally few in number. Crystalline Template (working on it, will be up soon) Crystal Dragon Crystal dragons are a new breed of True Dragon, and apply to all feats and benefits thereof. They appear as Red dragons, but are made of a clear crystal, resembling rose quartz. Instead of being able to cast spells as a sorceror, a crystal dragon can manifest powers at the same rate. Kiranthraxas She is a Paragon Crystal Dragon, with 10 levels of Psychic warrior. She rules the people of Son'Kith, under direction of Mirith Nirak (who ascended after an assassination attempt). The Dragon is slightly defiant, and loves battle. It will continue to create and maintain an army even in peacetime. The armies consist of psychic warriors and a few Crystal Dragons. (will also have stats for crystal dragon, which is seperate from the Crystalline Creature template) Son'Kith This city has been exanding since it's creation, now reaching several miles in diameter. It's architecture is smooth and sweeping, tending to have tall buildings made of solid stone (no blocks, made with stone shape spell), often held up by non-natural forces. Arches are common, and an exact roadmap would be near impossible to find, as the streets have many levels and cover the entire city. The center fortress, for which the city is now named, is surrounded by a wall that reaches 500 feet into the air (made of pure stone, 15 ft thick, and magically trated). The fortress inside appears as a cone, cut off at about mid-height (1000ft up), with several large towers dotting it all around. In the center is a set of three towers each reaching 5000 ft in height, these act as the High Temple. Between them, near the top, floats a massive crystal where the king himself lives (only able to be reached by the king). Thus the city stands, and will stand forever (the people hope) The races of Son'Kith are extremely diverse, with about 48% humans, and 52% uncalculable percentage of other races. It's religion is devout, following Kiranthraxas's word as law. Temples are common throughout the city, most of those born without psionic power grow up to be clerics and paladins. The rest act as merchants, while few just abandon the city. (i cant find the map, if someone could point me in the right direction i would be very thankful)(I think that is all, oh btw, Mirith Nirak is no longer missing, he resides in the void) |
| alchemyprime12-18-07, 05:43 PM | Okay, I think I should begin with the Cactacae. Cactacae Found in Dragon 352 Origins- Created by Tanner as an experiment in plant life. They were moved to the Waste after a horrible stint in trying to take over the Fire Giant capital. They were saved by Arteheyn, and so these are their primary deities. Technology: The Cactacae use wood and what little steel they can find. Their crowning achievement is the rivebow, a crossbow that fires chakrams (circular saw blades). It was primarily made as one of the few weapons that can harm the plant men. They mostly grow small grasses to make a mulch that cactacae eat. If it is a rainy season, blocking out the sun, they will eat small animals, such as rodents and vermin. However, being plants, some of their fields are filled with young waiting to sprout. Language: Cactacae speak a language that makes use of scents and deep rumbling sounds, as well as some Common and Giant words. Sometimes scentences seems like arguments to humans when they could just be excited. Organization/Gov't: Cactacae normally follow someone who has proven themselves as a wise leader. This is normally a cleric of Tanner, a cleric or druid of Arteheyn, or a military general (though most cactacae armies are small compared to some human armies). Some cactacae have become mercenaries and pirates. These obey only money and tehmselves, but follow Arteheyn, Tanner or Glykllivar. Religion: Mostly the cactacae follow a small pantheon of deities they know, often Tanner and Arteheyn (the Creator, show as a cactacae infront of a sun or a green butterfly, and Lady Snake, the Mother of the Sacred Serpents.) Here are the gods, as the cactacae know them: Artheheyn= Called Lady Snake, she is the quintessential nature goddess to the cactacae. She is seen as friend of Tanner. Morintu= The Storm Bringer and the Earth Shaker, he is depicted as a might serpentine wyrm made of bones. Used as a threat to cactacae children (be good, or the Earth Shaker will get you!), his aspect as a death god doesn't really pop up with the cactacae. Frostbite= The Cold One or the One Reborn and Evolved, he has a following in the mightiest of cactacae wizards: the Frost Mages (wizards specialized with cold magic). Cold has always had a fearful aspect to cactacae, and so Frostbite is worshipped to keep the cold away. Glykllivar= The Queen of the Large Waters, she is seen as a deity of what many cactacae never get to see except those on Salt: water instead of sand. Many cactacae adventurers worship her. Tanner = Cheif deity to cactacae, he is seen as a thinker and a sculpter, as well as a painter. If they appeal to Tanner, they believe, they will be able to change for the better. Sage= Seen as a god of thought, most cactacae mages besides transmuters and frost mages follow sage. Also, a few of the cactacae adepts follow Sage. More adpets than clerics follow Sage, but he can boast the most adepts behind Arteheyn and Tanner. The Weavers= Not gods, but seen as intermediaries. Most cactacae who have a wish know that if you bring a Weaver the proper gift, they will grant it in a day. However, "be careful in giving to a Weaver", a common Tannerite saying, came from the cactacae who would be haunted by thier wish or by when they gave the wrong thing to a Weaver. Many Weaver tales are told, the most famous being Den and the Weaver of Socks, who gave up little and gained much with two wishes, but wished it all away so his beloved could still live with his third. In the end, they both became actual cacti. Does that seem okay? |
| Delfedd12-18-07, 07:35 PM | Red Crystals These were created by the Mirith himself, and he taught his scientists how to make them. The means of their creation could be deemed evil, it involves the use of living being and several magical and psionic transmutaions. The crystals are expensive, ranging for 1000 to 2000 gold for a small peice. A one pound stone, (about the size of a golfball) emulates a Fireball, cast by a level 6 wizard. A two pound stone creates a proportional damage with an additional +10ft radius, but costs 10 times as much as a one pound stone. They will explode upon striking any surface, and can only be kept in a pouch filled with padding and soft materials to keep them from scraping eachother. Mishaps are extremely devstating, and cn leave entire villages ruined. The catapults fire 5 pound stones, dealing 30d6 damage, with a radius of 60ft. These stones are in small supply and cannot be changed once they are made (go ahead and try to chisel it. I dare ya.) No.... Just no. maybe if it was Lords of Creation: Forgotten Realms style, but in creation there is literally no city wall that can withstand that. In addition, you spent no AP on them, and there was no prelude to their coming. |
| Space_Dragon12-18-07, 09:13 PM | CM: I like what you did with the Ibexians. A lot. I see them as having a lot of potential to help shape the Eastern hemisphere now. Just make sure to keep them somewhat militaristic, though; it will take time for that aspect of their culture to fade away. AP: I now have a much greater understanding of how the cactacae live and function; do this for your other races as well, and it will be easier to interact with them. I have GOT to get me a circular saw blade launcher. :cool: Anuvrix: Tone down the blast radius and damage on those catapult balls, and they will be fine. I'd like to know more about the drow; like, how did they get to the prime material? I'll post some data on the coastmen and silthilar soon, as well as the Sage's followers. |
| CombatMedic12-18-07, 09:32 PM | Thanks, Space Dragon. I'll be adding more to the Ibexians soon. You'll see more of the warrior tradition with that additional material. |
| alchemyprime12-28-07, 11:35 AM | Khepri, Thri-Kreen and Xixtchtli-Kreen Found in Dragon 352, the Expanded Psionics Handbook and just below, respectively. Xixtchtli-kreen As thri-kreen, except as follows ABility Score Adjustments: -2 Str, +4 Dex, +2 Int, -2 Wis. Xixtchtli-kreen are weaker than their brothers, but smarter and faster than most races. Psi-Like Abilities: Psionic Repair Damage, 1/day. This replaces know direction and location. Size: Small. Favored Class: Wizard. If the Artificer class is being used, consider allowing xixtchtli-kreen to consider Artificer as thier favored class. Origins- Tanner always had a penchant for insects. The three insect races are intertwined in thier societies, and they all function together, much like the hive insects. Technology: Xixtchtli-kreen are the masters of technology. Or, at least in thier eyes. Their "genius" and four arms make them to be considered "gnome bugs" by most people. They love the concept of melding life and machine, creating amalgalms of many things. In fact, it was a team of three xixtchtli-kreen who designed Salt as it was before it became intelligent. The kreen races (as the three are commonly called) also have extensive methods of farming wheat and mould. Green mould, or a specific strain thereof, is the perfect food for them all. However, the thri-kreen and xixtchtli-kreen also farm rothe and sheep for meat, and use the sheep's wool for khepri clothing. Khepri females are strict vegetarians, and khepri males eat whatever is put in front of them. Language: The kreen races have three languages: High Khepri, Khepri and Kreen. High Khepri is the preist language, and only preists and preistsess speak it during religious ceremonies, such as New Winter's Day (Winter solstice, celebrating Frostbite's swim in the Life Pool and evolving). Khepri is the avergae language, another language of clicks, chirps, antanae waves and scents. When a human speaks it, it just seems monotone. Kreen is the comoner's language, essentially a cant of Khepri so far off that it makes no sense. Many Kreen also speak Sunglari (the cactacae language, but they sound high pitched to the cactacae), Common, and a code for pirates, sailors and Salt Dwellers called Salt Tongue. Organization/Gov't: Kreen have an odd heirarchy. Female khepri are the top, and male khepri are the bottom, but the thri and xixtchtli fit in anywhere. Female khepri are considered almost like a noble class. The typical house hold involves two or more female khepri, known as the house Mothers. They are, in fact, a couple. Under them are the xixtchtli-kreen, anywhere from 1 to 10 in a household. They are allowed to think about whatever problems the house has, such as moneys, relations with other families, etc. Thri-kreen are the ones who do manual labor, such as farming, herding, stonemasonry, essentially anything not involving metal (metal is xixtchtli kreen territory) or art (female khepri stuff). The oddest addition is the male khepri, which is in some houses treated as a pet, in others as a pest. In most, males are only brought in to read khepri young. Unlike with xixtchtli-kreen or thri-kreen, in which the males and females are equal in almost every way (a pregnant female is treated much better), khepri males and females are treated radically different, since all of the males have no real intelligence. Early autopsies show a female khepri brain being the same mass as a female human's brain, but the male khepri brain resembiling a tangled up slinky the size of a gold piece. Other evidence has shown the following: 1. Female khepri are artistic creatures, meant for beautiful thought and expression, almost a source of social evolution in each one. 2. Male khepri only have the mental capacity to mate, eat, drink and sleep. They are no smarter than other other vermin. All in all, this makes sense, as the males are only two foot long beetles. Religion: Khepri represent their gods with beautifully sculpted stautes of khepri spit (don't ask, just go read Perdido Street Station), or monuments of xixtchtli crafted metal, or simple wooden images made by thri-kreen hands. Here are the gods, as the Kreen races know them: Artheheyn= The river goddess, called by some to be the Mother of Rain. Also seen as a grandmotherly figure, children call her clerics "Nana", since Tanner's are called "Tannah". She is depicted as a khepri woman with blue skin instead of red. Morintu= The Rain Father, he is seen as a vengeful but occasonally benevolent Rain and Storm God, as well as a death god. He is depicted as a half-red dragon thri-kreen. Frostbite= Depicted as a half-silver dragon xixtchtli-kreen or a xixtchtli-kreen with angel wings, frostbite is the winter god, and also a bit of a Santa Claus figure to the kreen races. He brings Frostbite Eyes to all the good little kreen boys and girls (only girls for khepri). Glykllivar= Seen as the Mother of the Ocean, she is often called upon when sending off some trade with the grindylow. Depicted as a khepri holding an eel. Tanner = Seen as a khepri with a male body, butterfly wings and four arms, he is the Creator, who brought up the women and the mantises into civilization, but the male khepri angered him, and so he cursed them to be bugs. Well, that's how they tell it. Tanner really just gave up making the female khepri head, and so put the better of two beetles on the neck. Sage= The thought god, worshipped mainly by wizards besides the transmuters. All of the prayers to Sage are also given to Lexius. "Sage and the Blue, aid me..." is a common begining. Auranis= The technology god, as seen by the kreen. They will not recognize Nequelledon, and respect Sage and Tanner more for sciences, but will mutter a quick prayer to Auranis before starting a machine that's being stubborn. Ooulzoth= The Ooze god, seen as the god of Khepri spit and patron to male khepri. His name is reviled. Celeste= Said by some to be Tanner's inspiration for the khepri from the neck down (divinations and magic 8 balls alike respond with this when asked if it is true: "I aint talkin."), she is the khepri goddess of love, beauty, art, inspiration, kindness, generosity... in fact, it is argueable that the Khepri females all actually worship Celeste over Tanner. In fact, she does boastmore Khepri in her flock than Tanner, though the thri-kreen and xixtchtli-kreen are mostly Tannerites. Just as Ooulzoth is seen as the god of evil, and Tanner the Creator, Celeste is the near-ultimate good in the Khepri's eyes. The typical form of a statue of Celest in a Khepri Statue Garden is a nude or barely clothed khepri female with a butterfly for a head instead of a scarab beetle. There is also two odd Cults in the kreen races: the Cult of the Forlorn Pair, which worship both Tanner and Celeste, but always build a small brick wall in the middle of their shrine (mostly khepri in this cult), and the Cult of the Lock, a lawful group of Tannerites that wish for Tanner to find the Lock and reduce the world to a kreen empire (LE/NE cult, but no one knows where they've been getting spells from since Madness was removed...). I hope that brings my three insect races into a more enlightened view in all of your eyes. I tried to avoid the desert nomad angle to the thri-kreen. Outside of Dark Sun it never worked for me. |
| Space_Dragon12-28-07, 02:30 PM | Yes...indeed this helps. Thri-kreen actually have a reason to exist outside of Dark Sun now! Does the Cult of the Lock get its spells from Michael? They sound like his sort. |
| CombatMedic12-29-07, 01:48 PM | That's cool! I like the insect races now. |
| alchemyprime12-29-07, 03:30 PM | Some pics to help visualise the Mieville stuff I used. A lot of stuff. (http://njoo.deviantart.com/art/World-of-China-Mieville-48266205) I wish I had gotten around to making handlingers or scabmettlers though. Maybe I'll save scabmettlers for SHardworld... Armada, the idea I ripped off to make Salt. (http://medhi.deviantart.com/art/Armada-City-55871284) I wish I could find a grindylow pic worth 2cp on the internet. Stupid Google... Grindylow Found in Dragon 352 Origins- In a show of his new friendship with Glykllivar and to gain brownie points with Therias (that was a bust...), Tanner created the masters of sea bound trade, the grindylow. They are meant to be the opposite of Glykllivar's avatar, a humanoid form with an eel tail for legs (think like a merfolk), but with huge, bulbous eyes, and a pirahna like mouth, and long, three fingered claws. Technology: Grindylow technology is mostly shipping goods, packaging and underwater architecture. Since they can survive in any sort of water or above the surface, they are suited for any terrain. Their ability to fly has saved them from needing too much help in transportation. When they do farm it is mostly small fish and kelp. Their diets are simple, but they are complete omnivores. They can eat anything that is not poisonous or too hot or cold. Even rocks can sustain them. Language: Grindylow speak the Grindytongue, a speech understood by many people. It is a languiage with a smattering of Aquan and Draconic mixed in, and so anyone trained in either language but not Grindytongue can make a DC 15 Intelligence check to try to get the gist of what is said. Grindylow also speak Common, Aquan, Draconic, Undercommon, Abyssal and Celestial. You never know who you will want to trade with. Organization/Gov't: Grindylow follow an odd aristocracy and a magiocracy. The aristocrats are ruled by the Grindylord, the strongest arcanist in the society (every two years a tournament arcane is held. If you beat every other contestant, you become grindylord), and the aristocrats rule the people. Each grindylord may demote one house to "Commoner" status, and advance one to "Noble" in his two year term. Note that while to be a noble you must be a grindylow, you do NOT need to be a grindylow to be Grindylord of a city: any arcanist that can survive underwater can be grindylord. Each city has a Grindylord, and they hold their own special tournament, to determine High Grindylord (above all others) open only to Grindylords, held every 7 years or if a current High Grindylord is no longer a Grindylord. The system works, as any one can become Grindylord if they are tough enough. Killing in a tourney is not forbidden, but frowned upon. Since all grindylow are arcanists from their 1st birthday onwards (they all cast as 5th level sorcerers), they are all eligible. However, very few actually try to enter, since they prefer to watch and don't exactly want to risk dying. Phisiology: Oddly, the grindylow seem to be able to fly through existance it self. A natural form of levitation magic, they can fly through the air by swimming through it. Their speed is significantly reduced out of water (from 60 ft to 10) but their manuverability is perfect. However, in anti-magic fields, they are ground ridden, and can only move by flopping on the gorund, like the merfolk (5ft.). Religion: Grindylow follow a much smaller pantheon than the other Tannerite races. Here are the gods, as the grindylow know them: Artheheyn= River goddes, depicted as a serpent or anoble lamia (http://www.wizards.com/dnd/images/demonweb_gallery/103924.jpg) . Glykllivar= Sea queen, one of the three primary Grindylow deities, she is seen as a mother to them. Of course, since this is a race that would sell their mother offered enough gold, that is not saying much... Tanner = The Father, seen as a sea horse bodied grindylow (brings back bad memories of giving birth to the changeling race- Tanner). Has many fins. Therias= Being a money god, the grindylow call him "Boss Therias" or "Sir" in thier prayers. The Weavers= Seen as odd yet powerful business men, the grindylow in general try to live up to be Weavers. Some very powerful souls actually do become Weavers when they die, but remember nothing of their past lives. That would be my giant eel people for you. I chose the Mievillian grindylow because, well, they are just so Lovecraftian... I love them so. Go read The Scar and you will agree with me. |
| Space_Dragon12-29-07, 05:14 PM | Wait...did you say gryndalow could fly? How does that work? :confused: |
| Delfedd12-30-07, 03:43 PM | Yeah, that would've been good to know. (I figure that "The plainsrunners" is not a good name for a country. From here on out, the country will be known as Liddon, residents will be known as Liddonian, and the people who look like Plainsrunners will be called Plainsrunners) Liddon Plainsrunner religion: The plainsrunners worship the Concept of the "Divine trinity," although of course, they worship Morintu above all others. However, smaller cults of other deities do crop up in Plainsrunner cities. Morintu: The primary god of The Plainsrunners. "Hail He who rules the sky, the earth, and that which lies between" is a common plainsrunner expression. Tribute to Morintu usually takes the form of public executions of those who have broken his strict laws. Arteheyn: The bride of the high lord of Creation, Arteheyn is worshiped for granting mankind control over the animals (and as such generally only her Lawful aspect is worshiped), and her permission to use the rivers which run through Liddon. Glykllivar: The daughter of the Stormlord and the Rivermaiden, Some aspects of Glyklivar are more feared than Morintu and Arteheyn combined. It is well known that Glyklivar does not like the Plainsrunners, and in fact tried to destroy them on their first voyage over to the new land. Myths of Kracken, undead, and worse populate the histories, which some say are simply far too fantastic. Sacrifices to Glyklivar include the first ship that a shipwright ever makes. The Traditional Plainsrunner funeral is always a funeral barge. The Idea is that the only way for the Plainsrunner to get to whichever afterlife he deserves (Morintu's, Arteheyn's, or Glyklivar's) Is to sail between the three domains. A typical funeral barge varies in size between a one man Kayack for a typical peasant to a massive Craft that some say woudl be better used fighting other civilizations. The ships are not burned or in any way destroyed, and so it is typical to see hundreds of ships of all sizes meandering a mile away from Liddonian Cities. A peculiarity of the Plainsrunners is that they do not utilize the dead, as they believe that, despite the power that Morintu allows them to have over those who have passed, that Morintu needs the dead more and will keep them far safer. The New Empire The New Empire follows Morintu publically but their is a growing movement towards Kyrinian. In General, this makes the Government Neutral as two different religions pull at the opposite ends of the spectrum. The Debate: Those who would like the status quo to remain prefer Morintu. Faith in him appears to them like a rock, with all the strength of a storm. Those revolutionaries who would like a new system prefer Kyrinian, who the "loyalists" decry as "Eptherial as a dream." There has not been a full scale revolution, but the rumblings of the people awakening have been heard. The Dreamless Knights know not where to stand in this instance. They know that in the begining of his life, Mansa worshiped Morintu, and this fact has kept most Dreamless Knights on the side of the side of Mansa, but recently several Dreamless Knights have seen Mansa in the Dreamrealms, which calls their beliefs into question. More cultures later. |
| CombatMedic12-30-07, 05:04 PM | I like that you renamed the Plainsrunner's nation as Liddon, Defledd. I may rename some stuff, to make it more distinctive. |
| Delfedd12-30-07, 08:26 PM | Like the hobgoblins. Because they live in The Hobgoblin Country. And any specific Hogoblin is probably from the district of Goblin in the city Hob. :D For the hobgoblins, I think Kalthace is a good name. Kalthace Kalthace has been the ancestral home of the hobgoblins for thousands of years, and has remained uncontested. An ancient deity, some say a nature spirit, guided the Hobgoblins down from the north and granted them the power to turn into great cats called Lions. These creatures adorn nearly everything that the hobgoblins make. There are currently three houses of true Lions, as they are called Darcaani (Lawful Neutral), Zantuko (Lawful Evil), and Maraski (Neutral Evil). Every ten years, the Lions of the house have a three way ritual combat, using any of their three forms. The victor wins the rule of the country. House Zantuko has been ruling Kalthace for centuries now, Kalthace primarily worships Michael. The ceremonial garb of the Kalthacian priests is a representation of every one of the artifacts. Several of the priests do aknowledge Morintu as the creator of the primary god, and worship him instead. In addition, several small cults of the other gods of the land, as well as the local spirits have shrines along some of the more disreputable streets. |
| alchemyprime12-31-07, 03:02 PM | Added phisiology to the grindylow to explain flight. It's a SUpernatural ability. |