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March 6, 2007

Dragonkith as PC's

No one knows exactly how many Greater or Lesser Dragonlords there are, as after their defeat by the Eloin they became reclusive, with most preferring to act through their minions than expose themselves directly. There are a few who still regularly fly the Sphere, but most of those are whimsical or mad, as likely aiding the average traveller as devouring them for food or sport. The others plot from deep, hidden valleys or well-guarded forest palaces and monstaries.

They still wield considerable power, on par with the Eloin in terms of total influence, but they do so through their Dragonkith, humanoids with Dragonlord bloodlines. There are three main spheres of power on the continents of the Wyrms.

Gilded Victus (the Lord of Steel) rules the lands of Vitalia, with his seat of power the Palace on Seven Hills. A militaristic monarchy, the dragonlord rules through his generals. There are three general classes in society: military, nobility and common. The common class is made up of thralls and slaves captured and bred over hundreds of years, and includes almost all the races of Sphere, including some that survive only due to their servitude to the dragonlord. Also, thinbloods, or dragonkin with very weak racial traits, are almost invariably commons. The military and nobility are two sides of the same coin, wielding their influence in different ways.

The nobility hold titles, lands and often votes in the Senatorum Primus, also known as the Homeland Senate. There are always 100 members of the Senatorum Primus, often referred to as the Royal Hundred. However, this number is fluid, as there is not a month goes by without an assassination or a 'reassignment' of a noble to a dangerous (or out of the way) military commission. There are also additional political offices, including Consul, Tribune, Prefect that are combination military and noble positions.

Vitalia is a place where hedonism thrives, with standard vices aplenty, and some more exotic ones as well.

Li Lin Wu (the Lord of Air) rules over the great continent of Cathay. Where Gilded Victus and his armies have destroyed or enslaved the spirits of their land, some even stealing their power and infusing it into their children, the people of Cathay live in relative peace with the spirits. Some even communicate with the spirits and call upon them for guidance and aid, or venerate them with rituals and festivals. Although ruled in name by a dynasty, the individual provinces of Cathay have almost total autonomy, although they all provide warriors for the elite Dynastic army and taxes for the support of Li Lin Wu's palace at Xanadu and the imperial estates of the Voice of Air, the Celestial's hand-picked emporer.

The last, and least, of the Greater Dragonlords is Cingatorix, ruler of the forbidding and mountainous Isie Zephyr, or Isle of Winds. Although the weakest of his brethren, his hold over a continent known for its treacherous wind currents, random cyclones, and other dangerous climate events makes conquering it a risky proposition. Entire armies have found themselves with zero visibility on the approach to Isie Zephyr (some say not entirely natural), where the natives knowledge of terrain and currents allow them to strike with near impunity and be gone again before any retaliation. The dragonkith of the Isle of Winds are barbarous and tribal, striking with fury, taking no prisoners and keeping grisly trophies of their kills. Additionally, they sometimes paint their bodies and wings with eerie glowing inks or scarlet and indigo, highlighting their bone structures so they appear almost as starved skeletons or spirits. For all its terrors, the rich natural resources of the land bring envoys from the other realms regularly. The few who are allowed to trade in the lands of Cingatorix are generally wealthy beyond compare.

It is rumored there are other Greater Dragonlords who sleep or plan from smaller strongholds, but no one knows for certain.

Dragonkith as PC's

There are several major types dragonkith.

Metadrakes, generally bred for menial tasks requiring the intelligence and dexterity lacking in true drakes, are now used by the armies of Vitalia as mobile engines of war. They possess strength far above standard dragonkith, are much larger, standing near 8' tall on average and weighing close to 400 pounds, and have many potent natural attacks, including claws, wings, bite and breath weapon, as well as thick hides to protect them. They are generally slow, clumsy flyers, and although somewhat smarter than their drake cousins, are far inferior to other dragonkith in terms of intelligence. They do not have opposible digits, and thus have a hard time thriving without a keeper or companion. While some metadrakes go feral and abandon civilization, most accept their lot as beasts of burden and war.

Arcane dragonkith are those most suited toward harnessing the powers of spirit and sphere to fuel spells and magics. They possess high intelligence and great charisma, with limited empathy and telepathy for the various drakes that roam the sphere, and they are often able to call on them for companionship or aid. Typically, an arcane dragonkith's relationship to befriended drakes is symbiotic, and they will typically provide food or treasure in exchange for any assistance rendered. All of the major factions have arcane dragonkith at their command, but each honor them differently. In Vitalia, they are seen as necessary to counter other mages, but not much else. Often, they will pursue other options than simply being another tool of war for the military; that often means being court or high mage for another country, setting up their own strongholds, or wandering and seeking to strengthen their powers. In Cathay, they are honored highly, as their magic indicates their ties to the spirit world. They are respected and expected to be leaders, whether in martial, economic, or political arenas. On Isie Zephyr they are shamans, usually 2nd in command after a strong warkith, and often specializing in the weather or concealment magics that allow them to raid and fight effectively.

War Dragonkith are the most common of full dragonkin, and they combine some of the strengths and defenses of the metadrakes with some arcane abilities. They are generally treated with respect in all draconic cultures and lands. They comprise the majority of underofficers, non-commissioned officers and subcommanders in all draconic armies, with no limits to their potential achievements.

Racial Traits Here.

February 13, 2007

Sphere Races: Eloin as PC's

Racial characteristics:

The Eloin are a race of simian bipeds, typically standing 5'0-5'2", and because of a very light, hollow bone structure, weighing only between 60-90 pounds. They are covered with a light fur that ranges in color from light tan to dark orange-brown. With a few rare exceptions, each has a thin, lightly feathered membrane that stretches from their shoulder blades to their lower backs to underneath a typically double-jointed wrist. The membrane is usually a shade lighter than their fur, and their feathers range from light gray to eggshell white. Most Eloin are quite dextrous, although a few are born with sharp claws instead of four-fingered hands; these outcasts are typically shunned upon reaching maturity. (11 years) Typical Eloin lifespan is quite broad, ranging from 50-75 years.

Although often called 'birdfolk', 'skymonkeys' (derogatory) or the like, their wing structure is more reminiscent of jungle creatures such as flying squirrls or glidecats, and by themselves can be used for no more than gliding from a higher altitude to a lower.

Most Eloin are born with an inherent ability to store and manipulate the energies constantly generated by the sphere: light and force. In most cases this ability is quite limited; however, at the higher thresholds there are members who can generate highly concussive force blasts, protective shields, and ironically in a winged race that can only glide, the so-called 'flight burst', which when practiced by skilled members of the race, can mimic levitation or even flight. More rarely are members who can weave light, storing Sphere energy in certain crystals found naturally throughout several countries, weaving light into free-standing shapes, or in the rarest of cases, spinning vivid and dangerous lightwebs that absorb all energy in a large area around them.

Society:

Once the greatest architects and artisans in the sphere, following the Eloi Purge, (also known to the Eloin as the Birthing War), their society changed radically. Where once the race was known for free-thinkers, artists and even wanderers, the dragons awoke in them a great racial fear. The Eloin rebuilt their society as almost the opposite of what it was. Where once complete choice was the norm, the Eloin instituted a strict caste system to ensure their society was never at risk of annihalation again. A small portion of the population went into self-imposed exile in protest.

There are currently 11 castes; 4 are for those without force powers (and criminals) and those born with deformities of form or intelligence, while the remaining are achievable by anyone with specific force potential. There are 3 general types of castes: menials, who are responsible for the building blocks of society, providing food and raw materials; protectors are members of the military as well as militias that protect the menials; and crafters, who create items or art to trade or sell for the benefit of society.

There is no 'wealth' to speak of in Eloin society, as everyone's needs are taken care of as determined by their caste. Menials generally have a hard, but not overwhelming, life. Their basic needs and some of their wants are provided for. For example, the 3rd caste, the agrarians (who provide all food to society), are also known as the 'Celebrated' for their contribution to society and receive free room and board at all hostels and taverns while they travel. Each caste provides specific benefit to the whole, and receives the essentials they need to survive as well as some luxuries.

Additionally, certain castes have the power of judgment (5th, 6th and 9th caste) and anyone of that caste may be called upon at any time to do so, bypassing the need for a standard legal system. There are very few punishments, and all are permanent. (Wingclipping, death, exile or forced into a lower caste) Crime in Eloin society is very rare.

Customs:

Typical Eloin names are made up of 3 parts. The first is given by a child's parents, who raise them until their 9th birthday, when they are force-tested by one of many itinerant Bhikkuni (Forcemage) who wander the domain. Their next 2-5 years is spent training, first in general eduction, and then in the requirements of their caste. The second name is decided when a young Eloin determines their caste. Around a third of the population also chooses a third name, generally after a personal victory or profound loss. For example, Lajila Ravana Feathering is a Rocjumper (Military caste) who chose as her third name the name of the Roc she jumps from.

Some common Eloin names: Males - Suresh, Sajag, Atelic, Brahma, Tandu; Females - Shri, Sita, Ishani, Mahila.

Eloin as PC's (NPC's)

All Eloin have -2 str, -2 con, -2 fortitude save, and -2 max hp/level; +2 dex while gliding

Caste names, Force Level and Force Store here.

Shri - Non-functional wings; -2 on str, dex, checks, -2 damage, -2 to hit, -2 ac; +4 hide, +4 move silently, Despair - immune to fear effects, +25 character points

Averil - Glide; +2 str checks, -2 dex checks, +1 damage, -1 ac; +4 mining skill; +2 appraise; Endurance feat; +2 knowledge, geology; +1 search, spot Darkborn: +1 on all checks made in non-daylight conditions; -1 on all checks made in daylight conditions; Despised - -2 Diplomacy, +2 intimidate

Chanda - Glide; +1 str checks, +1 damage; +4 farming skill; Endurance feat; +2 knowledge, botany
Celebrated - Receives free room and board at all basic hostels, taverns

Ambika - Glide; +3 craft to any 3 craft skills; one craft magic [x] feat; +3 appraise; +2 Use Magic Device;
Freeborn: may request government travel once per year to any other layer/country; may travel freely throughout country

Sahan - Glide; +1 will save; +2 to hit, ranged; +4 to hit, ranged vs. animals; +1 damage, ranged; +2 knowledge, creature; Force Bolt; Force Shield, Other;
Protector: Moderate standard of living provided by the state; Militia may make judgments on all violent but non-death related charges.

Jyotish - Glide; Colored Wings; Flight Burst; Light Store;
Lightshaper's dwell in state-provided temples; Lightbinder: may make judgements on all property disputes valued at 500gp/less

Ravana - Glide; +2 dex checks, +2 to hit, ranged; Flight Burst; Flight Burst chain; Force Bolt; Force Shield, Self; Dive; Wingknives;
Wingjumper: Moderate standard of living provided by state in state-run barracks; -40 character points

Malajit - Glide; Animal Empathy, Roc; +3 Train air-based creature (+1 trick/2 levels); +2 to hit, ranged when fighting from Roc; Force Bolt; Force Shield, Companion Rocbinder: At 7th level gains a baby Roc animal companion; Flightseer - Quality accomodations and standard of living in state-run rookeries; -50 character points Rocbinders with Roc companions have near-complete freedom to fly, chart and explore until their Roc's are war-appropriate size

Bhikkuni - Glide; Flight 50', Normal Manueverability at 3rd level, Flight 60' High Maneuverability at 7th level; Flight 70' Perfect Maneuverability at 12th level; +2 int checks; Flight Burst; Force Bolt; Force Shield, Self; Force Wall; Force Bind; Stun; Force Convert; -100 character points.
Unbound - complete freedom as long as the Force Mage is working in the interest of the state; 500gp/month stipend; food/lodgings in any government palace; Force Mages can arbiter and judge all disputes

Satyavati - Must be 5th level Forcemage and complete the pilgrimage of Varishnu.

Vishnahoovi - Must be 5th level Lightweaver and deciper the Codes of Murab
Power Descriptions:

Force Level is the rate at which Force Store regenerates, per day. Force Store is the maximum amount of force that can be stored by a character.

Glide - A character can move his normal speed and loses 25' of altitude per round; each Dex check point decreases the loss of
altitude by 5'/round, to a minimum of 5' loss of altitude per round

Force Bolt - Standard action - Ranged touch attack; Xd6/3 levels (where X = Force Level); at 6th level Militia cast would do 2d6, while a 6th level Military caste would do 4d6

Force Shield- (self or other) - Swift Action - Provides Xd6/3 levels damage shield, physical; (where X=Force Level), duration is 3 rounds

Colored Wings, Lightshaper - A lightshaper is entitled to up to 2 colors on their wings (traditional colors are copper and yellow)
Colored Wings, Military - Rocjumpers have green and silver wings; Flight Burst troopers have red wings
Colored Wings, Rocbinder - Rocbinders have brown and gold wings
Colored Wings, Forcemage - A forcemage is entitled to up to 3 colors on their wings (Although traditional color is solid ruby)
Colored Wings, Lightweaver - A lightweaver is entitled to up to 4 colors on their wings (Traditionally copper, gold, azure and ruby)

Flight Burst - Move Action - Character may use up to 3 Force Store per 3 levels; for each point of Force Store used, character is propelled vertically 10'. (An 8th level character may use up to 9 Force Store and Flight Burst up to 90')

Flight Burst Chain - Multiple Move Actions - Character may stack Flight Bursts over more than one round with no loss of altitude (A 6th level Military cast could chain up to 6 Force Store per round until he is out of Force Store)

Light Store - Lightshapers may store 5 Force Store per day/3 levels into Shareen Crystals (a typical crystal can hold 15 Force Store). A Shareen Crystal glows brightly in a 30' radius and expends 1 Force Store per day naturally; any force user can draw power from Shareen Crystals on a 1/1 basis (up to their maximum Force Store).

Wingknives - Blades that extend the length of the shoulder, approximately 14-18" long; can only be used during dives - 1d8+1 damage

Dive - Can dive up to 200' (minimum 50'); gains a +4 to hit ground targets, +2 for low maneuverbility air creatures, +0 vs. standard maneuverability air creatures -2 vs. high maneuverability air creatures, -4 vs. perfect maneuverability air creatures. Deals X damage with wingknives, where X=1/2 character level. For example, an 11th level Military cast can dive for 6d8+6 damage

Force Wall - Create inertial barrier 20' long, 10' high and 10' deep per level (costs 3 Force Store per round per 2000 cubic feet). All flying creatures passing through make a reflex save at DC 15+Forcemage level+1 per 10 Force Store used (max 50). For every 1 point the save fails by, the creature loses 10' of altitude. Force Wall also prevents all physical and gas-based attacks from penetrating, although energy attacks pass though normally.

Force Bind - 10 Force Store for normal size category, +20 points for every additional size category; target makes a reflex save vs. DC 15+Forcemage level+1 per 10 Force Store used (max 50). If target fails it is paralyzed. The paralyzation can be maintained for an additional 3 Force Store per round.

Stun - 20 Force Store. Target makes a will save vs. DC 12+Forcemage level+1 per 10 points used (max 50). If the target fails it is stunned for 1 round for each point it failed its save by.

Force Convert - Character can convert hp into Force Store on a 1 for 1 basis. Character can convert Force Store into HP on a 2 for 1 basis.

October 23, 2006

Beorheim

Beorheim Character Creation Page.

To be more consistent with 3.5 rules, races will have a CL change based on their power level. For example, Beorheim have a CL +2 (Possibly +3, will know more after playtesting). This means a PC Beorheim starts at the equivalent of level 3, and would need 4,000 exp to go from level 1 to 2. (Equivalent to 3 to 4)

Caeleim will have a CL +2 and Frost Dwarves CL +1.

All new campaigns will have a rule there will be no more than CL +3 races/classes per party. (For example, they could have one Elf plus one player with a class that has a CL +1)

October 18, 2006

Iskujel Dverve (Frost Dwarf)

Iskujel Dverve character creation page.

October 17, 2006

Caeleim

Caeleim character creation page.

I'll do a narrative if someone likes, but I've decided getting to the meat of the matter is more important as the race should be fleshed out in-game. Also, as I have multiple worlds with this race, a particular history won't necessarily suffice.