Monday, July 29, 2019

Event: Lighting of the Lanterns

Lighting of the Lanterns

Date:  12 Tethys
Period:  Annual event
Restriction:  Open only to Anyelnore noble houses with living members in the Young Generation.

History

Anyelnore was constructed over the ruins of Methyr's Hold, a Nirond-Dwearoc city.  When the Aile flooded into the Northlands from the Ocean, they decimated the city with a nine-month siege.  To fend off necromancers and other fulsome powers, the Aile poured the bodies of the dead into the deep hallways of the Dwearoc undercity and pulverized them with magic power.  They then used crushed stone to fill the hallways.

The remains of city changed hands several times in the decades that followed.  Each time the Aile retook the city, the process was repeated.  When other invaders dislodged them, they took up the practice as well, creating giant cairns in the area that is now Anyelnore.

In 138 NY, Ayva Meargasdotter raised a host of the restless spirits and led them to shatter both the Aile and Jarl armies that were fighting on the edge of the Black Hills, establishing the “Ghost Line”, an invisible “line” in the world in which neither Jarl nor Aile may cross without perishing. Undaunted, both the Jarl and Aile raised even greater armies and skirted south of the Ghost Line to fight just south of it. They skirmished several times against each other as well as the armies of the Nirond Landolai and Vaen.

In 144 NY, Djauna GhostSighted, in disgust and anger over the wars, rallied the spirits of the dead once again to smash the armies. Her attack started on 4 Solumgaad and by 6 Solumgaad not a single person was stilling living in either of the armies. Only through the intercession of the Goddess Sicelenta and the music of the legendary Poet and Bard, Kindlvaas, were the spirits of the dead once again led back to peace.

Some of the dead returned to Anyelnore, especially those linked to it, haunting the cairns that still dotted the city.  On 20 Sylilnx 182 NY, a group known as Vir Thaaz attempted to overthrew the nobles in Anyelnore by rousing the spirits.  They were ultimately thwarted but out of concern that it might happen again, a cabal of the most powerful Vaen, Mour, Aile and Fierkron as well as the Arch-Priest of Ose crafted a mighty ritual that collected the spirits to specific locations in the city.  Locations that shift every year.  The rite also set in motion the rite that allows noble children to lead the dead to reincarnation.  Originally, only the "pure" could perform the rite but it was modified in 188 NY to allow any noble child of the Young Generation.  In 200 NY, the ritual was further modified to allow the spirits of the dead to be employed by the nobles for the 9 Qel Reclaiming the Land event.  This change so enraged the god Ose that he withdrew all temples and shrines from the city and charged his priests and priestess to force any Anyelnore noble to perform a divine quest to use their services.

Mechanics and Interactions


  • Must be a member of one of Anyelnore's noble houses and be in the Young Generation to be a part of this event.
  • The noble house elders determine which member or members will participate and ensures an invitation is sent to the correct noble child.
  • If within Anyelnore or within three (3) days walk, they will be expected to attend this event.  Any who do not begin the event lose 15 personal Prestige and 45 Prestige for their noble house.
  • Three days prior to the event a frenzy of activity occurs.  In this time frame, each noble house tries to knock out the others from showing up on 12 Tethys.  Everyone is expected to follow the Rules of the Game though temporary kidnapping is allowed as long as they are released immediately after the event.
  • Every noble is provided a torch that bears the mark of their house.  It can only be used by a member of the Young Generation during the event.
  • Each noble uses the torch to light the lanterns of the spirits and then leads them to the phantom river that flows below the city.  They either then lead them to the river so they can reincarnate or abandon them there and return to repeat the process.
    • Spirits who are not allowed to be reincarnated but have their lantern lit can be forced to serve the noble house during the 9 Qel Reclaiming the Land event.
    • Doing so creates negative relations with the Crystal Guard, Single Star, and Glorious Destiny Legions.
    • Creates negative relations with noble houses that feel releasing the dead from their torment is a priority.
  • Noble houses provide benefits to members who light up the most lanterns.
    • These tend to be material and tangible benefits, as well as Prestige.
  • Crystal guard provides benefits to members who elect to carry the spirits to the river, allowing reincarnation.
    • These will be prestige-based and less intangible benefits.
    • Creates positive relations with the Crystal Guard, Single Star, and Glorious Destiny Legions.
    • Creates positive relations with noble houses that feel releasing the dead from their torment is a priority.

Thursday, July 25, 2019

City of Anyelnore

Anyelnore (ahh-Yale-nor)

History

  • TBD

Political Factions
  • TBD
Houses of Nobility
General Layout

Anyelnore lies in the Northlands, to the west of the metropolis Realmsgate.  Its nestled in the DjinnBound Mountains and past engineers have used magic to scrape the mountains on the north side of the city to sheer, almost vertical walls.  Stone from the mountains have been quarried and wraps the city, standing 18 to 30 feet tall in giant border.  Where it surrounds the Thousand Orchards area in the west part of the city, it is called “The Belly”.  The two man made lakes in that area are called the Greater and Small Belly.

City Sections

HighStep — Synonymous with nobility; the highest place in the city.  Home to the extremely influential and noble.  It has the highest proportion of sky wells to people in the city as well as waterfalls, gardens and sky gardens.  It is separated from the rest of the city by a wall versus divided by canal.  It has gates that open to ArdenSpire and Central.

ArdenSpire — Northwest quadrant of the city and home to those with power, influence or more, e.g., the elite.  It has numerous large estates and homes as well as carved sculpture of silvery-hued stone taken from the mountains.  It is home to the Towers of Syadius.  Divided by wall to HighStep and canal to Central and stone rampart to Thousand Orchards.

Spring Terrace — Northeast quadrant of the city.  It has the second most proportion of sky wells to people and a place where the affluent or connected dwell.  It has large swathes of green almost in proportion to estates and houses.  Numerous merchant houses and temples to the gods are found in this quadrant.  Separated completely by canals from the rest of the city.

Central — Core of the city and its heart, where the seat of the city government lies.  South of HighStep and between Spring Terrace and ArdenSpire.  The entire area is buildings divided by small pathways to allow walking between.  Its one of the smallest parts of the city but with some of the highest reaching buildings.  It has one core rectangular called the Cloud Aerie that acts as the only official Skyship berth in the city.  

Sinks — The home of Inj’s Waterworks and where all canals in the city converge.  Its a relatively poor area and few voluntarily choose to live here but do so out of desperation.  It has numerous fountains and where the organizations of Hunters, Mercenaries, RealmWalkers, and the Merchant Assocation are headquartered.

Carnelian — South of Spring Terrace,  east of Sinks and northeast of Northwall.  Carnelian is the military district and has Fort Carnelian as well as the military Crystal Guard,  Separated by canals from the rest of the city, Carnelian has two gates outside the city, called the Gates of Blood and Slaughter.

NorthWall — Second largest quadrant of the city and its south most quadrant alongside Thousand Orchards, which lies in the west.  Separated from the city by canals in the north and rampart in the west.  It has five gates in the outer wall that are called the Gates of Wealth, Prosperity, Fortune, Magic, and Fame respectively.  The most bustling, never sleeps part of the city that is the nerve center for trade and people entering and leaving the city.  Many visitors never go beyond this quadrant of the city, thinking it all of Anyelnore.

Thousand Orchards — Largest part of the city, more a giant walled orchard than a true part of the city.  Its separated by stone ramparts from the rest of the city and canals feed into it from the city, forming many waterfalls.  Many poor people live here, in hovels and small houses and work the orchards.  It has one of the largest open air markets in the city.  It has a massive ramp that leads into Northwall called the Way of Apples and an equally giant single gate in the outside wall that opens to the Wanderwild River called the Welcoming Gate.

Unclaimed — Actually outside the walls, on both sides the Wanderwild River.  This area is a wreck of stone, metal and debris.  Its an unclaimed portion of the old city that was destroyed in past wars.  Its slowly being reclaimed but its a nightmare of politics, problems, and worse, that is as hostile as the destroyed environment.

Wonders/Places of note in the City

Wells in the Sky - Magic was employed to collect and gather water from now severed rivers coming off the Djinnbound Mountains.  The water is transported and drops in columns of pure water in the High Step, Ardenspire, Spring Terrace and Central areas.  It lands in large basins that join the canals that separate the sections of the city.  Ultimately, the waters feed the Waterworks.

Towers of Syadius - Also the temple of Syadius, the god of the Sun.  The towers rise high into the sky and have an opening at their top like the eye of a needle.  No matter where the sun is in the sky, it shines through one of the towers.  The progression of the sun through the towers is how the locals tell time.

Waterworks — also called Inj’s waterworks, after the god of water, ingenuity and engineering.  Located in the Sinks, the heart of the city.  It resembles a giant cluster of gears, each lending power to the other and driven by the water in the canals in the city.  

Other towns & cities nearby:

Reamsgate — Massive metropolis on the shores of the Ildan Shado and the largest city in the Northlands.  It is the “home” of all Aile and is east of Anyelnore by 28 days travel on foot.

OddsGate — Small city to the west and slightly south of Anyelnore by 9 days travel on foot.  It was heavily fought over in the past and has numerous destroyed areas still being reclaimed.  Known for its highly sought after flowers, which it goes in abundance.

Nythsomar — (nyth-SOMAR) Small city to the south, roughly 39 days travel by foot.  It was the bastion between the Aile and the Vaen in past battles and was destroyed and rebuilt almost a dozen times.  It is sometimes called the patchwork city, from its alternating areas of destroyed rubble and clean, bustling city.

Oyan-ai (O-yan-eye) — Town farther west past OddsGate on the Mudfast River, roughly 33 days travel by foot.  It has giant earth ramparts that separate it from the river and land around it.  Known for its fish, crayfish, and fresh water vegetables.

Anyhakadi (own-HA-ka-di) — south of Anyelnore between it and Nythsomar, roughly 18 days travel by foot.  Anyhakadi surrounds the crystal harps, a local wonder which are a religious focal point for numerous gods.  

Oald’s Held —  East of Anyelnore and between them and Realmsgate.  A farming and trading town, with terraces that rise up into mountains and spread out across the plains.  They claim to have more roads leading to their door than any other town/city.

LysolinTal (Lie-so-lin-TALL) —  North and east of Anyelnore in a deeply incised valley in the Djinnbound mountains.  This mountain town is accessible only by air or via a dangerous land path that is as often snowed in or closed from rock fall than open.  It grows or collects from the local area unique plants, minerals, waters and other material not found easily elsewhere.


Little Black House

Description:  The prison in the city. 
City Region:  Central (near the canals just north of Inj's Temple)

Those who break the Laws of Aile are put within "The Black" or the outer ring of the Little Black House.  Those who break the Laws of the Moon are cast into the "Deeper Darkness" to be tormented by the vilest evils that plague an Aile's heart.

Wednesday, July 17, 2019

Dragon Bloodlines

Bloodlines of the Primal Dragons


Additional Bloodlines TBD

  • Anaharque -- the White Queen
  • Crinthygor --
  • Kudzoroek -- Dragon of Stone and Earth; Swims in the veins of the world
  • Nigrinnmaug --
  • Occurious -- Old White Eye, the Dragon of Fire
  • Phaerafedrin -- Feathered dragon that rules the sky, Sire of the Wind, One whose claw frames the sky.
  • Yrthingmoer -- Many headed Dragon, the First Devourer





Aile Branch Family


Your family does not manifest its sorcerer powers like normal but fashion a weapon that they can employ from their star power.

1st Level
  • Weapon is magical and requires no upkeep, sharpening or care.  It hits things requiring magical weapons and cannot be dispelled.
  • It can shed light, up to 5ft brightly or dimly, at your command.
  • If taken, dropped or removed from your person, it turns into starlight and fades.  
  • You can summon it with an action or dismiss it with a free one.
6th Level
  • Weapon takes on your CHAR bonus, which is split between to hit and damage.  The assignment is permanent when made and must have at least 1 in each, unless your bonus is only (1).  However, when/if your CHAR raises enough to gain an additional bonus, then you can re-define the split.
  • Weapon gains a minor power

14th Level

  • Weapon gains another minor power
  • Weapon gains a major power
Minor Powers:
  1. Always at hand; never need to draw it, it appears in hand without thought
  2. Glows when near a specific “thing”; glow is visible
  3. Swift; +2 initiative on the first round of combat (only)
  4. Floats; in the air and can hold your weight but slowly drops (feather fall)
  5. Quiet; blade makes no noise, even if clashing with other things
  6. Salted; any food touched by it will never spoil
  7. Pointing; can point to a “thing”, defined when taken
  8. Noble; weapon is always clean, cannot be tainted or discolored.  Can provide the same effect to its wielded but only once per short rest.
  9. Sharpening;  puts a keen edge on any weapon placed next to it for a short rest
  10. Duplicate; you can have a duplicate of your weapon (cannot duplicate major powers)
  11. Magic; gains the effect of a cantrip 
  12. TBD (choose or propose something)

Major Powers:
Exactly what you think

  • Slaying
  • Smiting
  • Vorpal/Sharpness
  • TBD (choose or propose something) 

Race - Nirond

Attribute Adjustment

Nirond have normal statistics with no bonuses or penalties.

Description

Nirond (also Nyrond or Nyrondi) are a dusky skinned race that range widely in height, weight, features and body types.  They are a melange of every race in the world with all traits and atavistic traits possible; the only common denominator among all them is their dusky skin, which all Nirdoni have, regardless of their heritage or traits.

Short History

Nirond are a melange race of everyone else from Vaen to Orok-Gorn.  They are most numerous in the North, Lowlands and Shattered Kingdoms areas.  The core of what would become the Nirond migrated from the south, past the Great Anvil of Sand from near the angry waters of the Flame Scorched Ocean. Those peoples eventually came to Landolai.  The Nirondi dwelt there and lived with their internal squabbles and wars until the Aile arrived and seized a large chunk of the north region.

Common Cultures:  Landolai, Lowland, Northland, Inner Sea, Titan Mountains
Language: Oceen and Vrentoc are the most common tongues.
Common Faerie Lines: Ceffyl Dwfr, Chaetil, Ngralia, Fdych Feolor
Common Dragon Lines: Kudzoroek, Crinthygor, Nigrinnmaug
Common Titan Lines: Ujuttku, Kooas Del

Game Data


Melange Race — Nirond have roots in every race and can pick two race characteristics from any other race to represent their heritage.   Additionally, this mixed heritage means Nirond can ignore the racial limitations on magic items, classes, effects, and so (e.g., only works on Elves) for two races as well (declared at racial start).  This can be reversed to ignore the effects of slaying weapons and similar items, events or effects as well (e.g., dragonslaying).

Final Legacy of Azok - Before laying down to an eternal sleep to endlessly grapple with the Goddess of Dark Dreams Itzlotl to keep her for consuming the world, Azok sighed.  The air of his lungs traveled the world and blessed the line of beings he had grown to love.  To each children, a small portion of his gold-turning breath made them forever dusky, so no matter how mixed or far away their line was from that moment, they would eternally bear his mark.  The other, second and final gift was a burning line of fiery life that was birthed in the soul and flowered through the body.  Nirond have a deep well of life force that cannot be quelled or damage and they grow, heal, and mend quickly and well.
  • Always dusky skinned
  • Cannot be life drained, blasted or destroyed
  • Gain 50% bonus to all restorative effects (any source), including just normal rest 

Race - Vaen

Attribute Adjustment

Vaen can increase any single attribute of their choice by two (2).

Description

Vaen are tall, lean and long of limb and said to be as fair as the sun to look at. Their skin varies in hue but seems to have a shine or glow to it, especially in daylight, which compliments their near flawless skin and builds the legends of fairness. Vaen features are perfectly symmetrically, which is somewhat unsettling to most, along with their lean forms, which vary little from waist to chest, making them seem even taller. Vaen eyes have slit pupils and are amber to blue in color.

Short History

Vaen are old, with a history reaching back deep into the past. They once blanketed the expanse of Mearoc but in recent times have declined, their only true home in the White Wood. Born somewhere in the EverFae, Vaen seemed to spring fully forth into the world around the First Dawn, when the Fae Lords, Titans and Dragons walked the land and world and worlds beyond it seemed without end. The Vaen have been powerful and weak, growing vastly in strength during the Primal Wars but dying out at their end and suffering mightily during the chaos.

They rebounded, however, and once they recovered sealed their home from the world, choosing only to go out into to “purge” the pollution they saw there. Pollution, at that time, was demon born, since demonic beings entered Mearoc in the vacuum of power left by the ending of the war. 


Vaen, at first glance, seem aloof, even arrogant, and cruel but this comes from the outlook of an immortal lifespan and a culture that stretches back to the First Dawn (or so they claim). The Vaen are sophisticated and cultured, proud, very proud of their people, who tend to prefer calculating warfare to diplomacy, but still like to apply subtlety over brute force. In combat, Vaen warriors move with innate grace and fluidity, seeking the perfect opening before striking with surgical precision. The Vaen are renowned tacticians, who may overcome near-insurmountable odds through their innate power and brilliantly deployed maneuvers, ruses and stratagems. 


Notes: Vaen are physically incapable of tasting the sweetness of things, which makes them indifferent to sweet things.

Common Cultures:  Landolai, White Wood
Common Names:   Terylin, Lelliwyr, Cautlia, Quinsicosn, Taun.
Language: Vaen. It has a high and low spoken form as well as writing.
Common Faerie Lines: Arwydd Caol, Fdych Feolor, UthenVaen

Game Data

Vaen are immortal, immune to the effects of aging, and do not die unless slain. Vaen look upon life differently and unlike the shorter-lived races that are driven to excel and succeed, Vaen take a longer view, concerned with different machinations of the world.

Vaen have keen senses, with both proficiency and advantage in Perception.  They also see 60 ft in dim or dark conditions (though not absolute darkness).

Vaen have command over one kind of beast among the insects, plants, and animals of the
forest. The beings commanded will attempt to follow out the commands given by the Vaen when spoken (they automatically understand and can communicate in return) but cannot act outside of their ability. A being will follow commands from the Vaen for 1 hour before the force behind it fades. If the being stays in the presence of the Vaen then the command is reinforced perpetually until you leave. Gm adjudication is required; some entities, such as a hive of bees or swarm of fish, can be commanded as one being instead of individually.

Vaen are ruled by a condition of the Faerie that you choose at creation: Cannot tell a lie, cannot speak a truth, vulnerability to some element or thing (iron, silver, lead, twig of an oak, etc.), bound to your word (once you declare an action you must fulfill it), ruled by a specific circumstance (cannot draw a blade first, cannot enter a home unless invited, always go left when a choice of left or right is presented, etc.), drawn to possess something, cannot thank another, and so forth.  

Vaen are immune to all illusions, charms, enchantments, beguiling, domination or other forms of the same or similar power.  They cannot be compelled or forced in this manner, an effect that extends to their form, making them immune to polymorph or shape change by any force less than divine. 

Aile Constellations

These are stars, whose shapes and groups have meaning to the Aile, especially those with the Soul of Power attribute.

Layer 1 — visible by the eye

  1. Hammer
  2. Anvil
  3. Sword
  4. Net
  5. Bowl
  6. Pick
  7. Shield
  8. Bow
  9. Key
  10. Fist
  11. Wall
  12. Triangle
  13. Hunter
  14. Stag
  15. Door

Layer 2 — visible by the eye

  1. Book
  2. Fire (of Coelpsis)
  3. Tower
  4. Mountain
  5. Road (of Destiny)
  6. Axe
  7. Scorpion (Reg, annihilator of life, destroyer of mountains)
  8. Ship
  9. Harp (Vaijen’s Harp)
  10. Belt

Layer 3 — not visible except to those with eye powers

  1. Manticore
  2. Skull (necromancy powers and unlike)
  3. Staff
  4. Hydra

Layer 4 — not visible


  1. Eye (of Dedfalmor)
  2. Claw (cut hand of Teyword)
  3. Moon (in the stars)
  4. Shaplorn’s Whip 

Noble House - Moreau

Moreau

One of the top 10 noble houses of the Aile.  One of their house has been at the forefront of the generation in leading the Aile to greater and greater heights.

Power Base

  • Military Leaders - they have one of the largest density of commanders within the Aile nation.
  • Politics - Those not suited for military service find ways to be highly influential politically.

Notable People

  • Orgvr "Young" Moreau.  The arrogant prick of your generation, with the money and talent to make it stick.  Nicknamed the "Young" Moreau.  He's the one that died in Game Day 1 at the Moreau Declaration Banquet.
  • Kimsyuk Moreau.
  • Calodin Shoatar.  Belongs to a branch noble house of the Moreau.  Also called the "Bastard"

Aile Noble Houses

Aile Noble House list (Anyelnore)

-- This is a growing list that I will update and add to as needed.

This youth of the noble houses were called the "Young Generation".  Known as "The 161" that will lead the Aile.

Siblings are ordered by age.  Some houses have several individuals in the "Young Generation"

  1. Moreau - Write up on the noble house.  One of the top 10 houses.
  2. Pavelu - Write up on the noble house.
  3. Aderyn - Write up on the noble house.
  4. Iestyn - Write up on the noble house.
  5. Deiniol - Write up on the noble house.
  6. Talfyin - Write up on the noble house.
  7. ImmortalHand - Write up on the noble house.  One of the top 10 houses.
  8. Immerrock - Write up on the noble house.
  9. JotunKiller - Write up on the noble house.
  10. JoinGryn - Write up on the noble house.
  11. Chambur - Write up on the noble house.
  12. Lois - Write up on the noble house.
  13. Sinslayer - Write up on the noble house.
  14. Exactal - Write up on the noble house.
  15. Chyien - Write up on the noble house.
  16. Korian - Write up on the noble house.
  17. Sullon - Write up on the noble house.
  18. Fellskogar — (Fells-Ko-gar) Berserker warrior family; known for its warriors and generals
  19. Amintarou — (Ah-men-Ta-Row) Sorcerer family
  20. Sandairara — (Sanda-eye-rah) Sorcerer family; known for its arcane fighting capability and traveling and exploration. 
  21. Pamzil - Write up on the noble house.
  22. Ruboz - Write up on the noble house.
  23. Tamal - Write up on the noble house.
  24. Jenqami - Write up on the noble house.
  25. Qanajel - Write up on the noble house.
  26. StrongDream - Write up on the noble house.
  27. Jodeni - Write up on the noble house.
  28. Patneto - Write up on the noble house.
  29. Petmier - Write up on the noble house.
  30. Pitnings - Write up on the noble house.
  31. Mirboom - Write up on the noble house.
  32. Nightgard - Write up on the noble house.
  33. Northdall - Write up on the noble house.
  34. Goldend - Write up on the noble house.
  35. Eerni - Write up on the noble house.
  36. Aidwenon - Write up on the noble house.
  37. Jouvethier - Write up on the noble house.
  38. Barallon - Write up on the noble house.
  39. Brogny - Write up on the noble house.
  40. Chanazin - Write up on the noble house.
  41. Eedgosh - Write up on the noble house.
  42. Idgouy - Write up on the noble house.
  43. Airnsom - Write up on the noble house.
  44. Landrich - Write up on the noble house.
  45. Torvorhinus - Write up on the noble house.
  46. Ineogella - Write up on the noble house.
  47. Protogryphus - Write up on the noble house.
  48. Phyrs - Write up on the noble house.
  49. Tew Sale - Write up on the noble house.
  50. Gwaun - Write up on the noble house.
  51. Sili - Write up on the noble house.
  52. Geshu - Write up on the noble house.
  53. Mangpoje - Write up on the noble house.
  54. Layton (Nirond)  - Write up on the noble house.
  55. Andora - Write up on the noble house.
  56. Cenas - Write up on the noble house.
  57. Crimson (Nirond) - Write up on the noble house.
  58. Aiolus - Write up on the noble house.
  59. FireThrone (Vaen) - Write up on the noble house.
  60. Yoinbard  - Write up on the noble house. Know for its control over various textiles in the city.
  61. StoneQuill (Dwearoc) - Write up on the noble house.
  62. MongBlod (Nirond) - Write up on the noble house.
  63. GnarlKan (Mour) - Write up on the noble house.
  64. NorthManor - Write up on the noble house.
  65. WhiteHaven (Vaen) - Write up on the noble house.
  66. Jyango (Mour) - Write up on the noble house.
  67. Concoa - Write up on the noble house.
  68. Zuli - Write up on the noble house.
  69. IronWater - Write up on the noble house.
  70. Hershzan - Write up on the noble house.
  71. Starving Wolf - Write up on the noble house.
  72. Chishui - Write up on the noble house.
  73. AdmantWall  - Write up on the noble house.  Famous for their Shield Work.
  74. GoldInk  - Write up on the noble house.  Known for their tattoos.
  75. WisdomEye (Nirond)
  76. GorgonBlood (Vaen)
  77. Wind Speak (Vaen)
  78. Twenty-Mile (Aile)  - Write up on the noble house.  They fought a bloody battle, mile by mile, against the Jarl early in Aile's history in the Northlands.
  79. Carzola (Nirond) - Write up on the noble house.
  80. Maze - Write up on the noble house.
  81. Haishi - Write up on the noble house.
  82. WanderWild (Vaen) - Write up on the Noble House. 
  83. Arimen Thorow (Aile) - Write up on the noble house.
  84. Agumani (Nirond) --  - Write up on the noble house.
  85. Ziefcall  - Write up on the noble house.
  86. Spyderel - Write up on the noble house.
  87. Margulus - Write up on the noble house.
  88. Anelestria - Write up on the noble house.  One of the Top 10 houses.
  89. Morzeral - Write up on the noble house.
  90. Turano - Write up on the noble house.
  91. Nandero - Write up on the noble house.
  92. Kammertin - Fallen House.  Write up on the noble house
  93. Billius - Write up on the noble house.
  94. Surembog -- Write up on the noble house.
  95. Archenos - Write up on the noble house.
  96. Faol Brata - Write up on the noble house.
  97. Hylin Oto - Write up on the noble house.
  98. Resting Orchid (Vaen) -- Write up on the noble house.
  99. Senma - Write upon the noble house.
  100. Smiling Tree (Nirond) - Write up on the noble house.
  101. Midroth - Write up on the noble house.
  102. Killraven - Write up on the noble house.
  103. Oundrgon - Write up on the noble house.
  104. Maujeor - Write up on the noble house.
  105. Toroxan - Write up on the noble house.
  106. Chaowysk - Write up on the noble house.
  107. Khrondhak - Write up on the noble house.
  108. Sardonix - Write up on the noble house.
  109. Xordagath - Write up on the noble house.
  110. Thaluhur - Write up on the noble house.
  111. PyrKreft - Write up on the noble house.
  112. Parrenhaen - Write up on the noble house.
  113. Grinzorn - Write up on the noble house.
  114. Phaandrahal - Write up on the noble house.
  115. Cherlmin - Write up on the noble house.
  116. Tornlahan - Write up on the noble house.
  117. Landsbite - Write up on the noble house.
  118. Enziqual - Write up on the noble house.
  119. Ululorn - Write up on the noble house.
  120. Zinduon - Write up on the noble house.
  121. Rinjin - Write up on the noble house.
  122. DeRohan -- Subordinate house to Arimen Thorow
  123. Sringmugar - Write up on the noble house.


Race - Aile

Attribute Adjustment

Aile have a floating +2 bonus they can apply, in part or whole to characteristics, with a max of 20. For those who inherit the line of berserk, the bonuses can only apply to STR, CON, or DEX.  For the Soul of Power, it applies to INT, WIS or CHAR.

Description

Physically, they are classically what is thought of as "human", though tall and thin, with long features and epicanthic folds around the eyes, make their eyes seem small.  Aile have volcanic blue eyes and hair that ranges between silvery blond to blazing red. The shorter range of normal is 7ft for Aile, with 8 foot being a consistent norm. They are either painfully thin or built heavily to go along with their height, with a smaller range of everything between.

Short History

Aile came to the northlands by ship, fleeing a calamity in their old homelands.  They burned  their ships and their history when they landed on the shores of their new home. Centuries have passed since that time and the troubles that forced them to flee their homeland has faded and become confused, though their fear of its return has not lessened.

Aile maintain no written record, relying instead upon their fantastic memory and a deep oral history to record everything of note.  Because of this Bards are highly respected in the Aile lands, even non- Aile ones, though they are eyed with suspicion.  


Non-noble Aile maintain a call name and a last name representative of where they where raised, what they do, or where they are born.  Noble Aile have a call name and a name of their family.


Aile Notes:  Every year after birth, Aile children are moved from one household to another until they hit puberty since Aile Nobles come into their power at puberty.  When a child hits puberty they return to their birth family and its only after puberty that “commoners” truly identify with their children.


Legends:  Some among the Aile say that not all the adults stepped off the ships into the churning ocean during their trek to Landolai.  Instead, upon landfall they escaped into Adrilan and Landolai and left their child to fight and carry on.


Common Cultures:  Landolai, Aile
Common Names:   Trajan, Urighan, Aiedol, Crandydd
Noble FamiliesSee list here.
Language: The spoken tongue of the Aile is Kaison – pronounced as "kay-son".  It has no written form.
Constellations: See list here.

Game Data

Aile lost their ability to read due to a god curse and it nearly destroyed their civilization.  Aile have rebuilt their civilization on song and oral traditions, keeping the past alive in music, tales and magic.  The bardic tradition is new in comparison to their long past but a pivotal part of their culture.

Choice of Heritage

A child of Aile will inherit either the blood of the berserkers or the soul of power.  Those with berserker blood can slip into a berserker trance at will or spontaneously when greatly moved.  This trance lasts one minute to a max of one minute times WIS modifier.  It can be performed the same amount of times per day.  While berserk, an Aile gains advantage on WIS, STR, and DEX checks as well as on attack rolls.  They cannot be charmed or feared and gain a bonus action to make another attack during their turn.  Negatively, they are disadvantaged on any other check during this time frame and foes are advantaged on attack rolls against them.

Those will the soul of power are born sorcerers.  In the past, Aile formed a pact with Rhystorn, God of the Golden Moon.  In return for allegiance to the moon, he blessed the Aile with power, turning their blood to the color of his moon.  In the time of when the World Was Torn, the Golden Moon was sundered and Rhystorn was slain.  Unknown to his enemies, Rhystorn reformed his soul among the stars and was reborn, taking his revenge upon them when the world was made whole again.  Aile lost the patronage of the moon but have gained the stars in its stead.  Aile with the soul of power have golden blood and are natural sorcerers.  Those who take the Sorcerer class have an extra spell slot for each spell level and their Sorcerous Origin is the stars (constellation).

Aile were one of the races that fought in the War of Othjalas against the forces of the Dim Light Emperor, child of Oterauch, God of the Eclipsed Moon.  The Dim Light Emperor lost, but Oterauch levied on the Aile and the other races that won the war a devastating curse.  No Aile can learn to read, the words twisting and causing pain; they cannot wield written magic or magic beyond natural or divine source.

Sorcererous Origin

Glory of the Stars
At the end of a turn where you spent any number of sorcery points for any of your class features, an equal number of stars glow with stored energy, becoming visible.

You may may emit bright light from the stars in a 5 foot radius and dim light for an additional 5 feet as a free action. 


Manifest Glory
Beginning at 1st level, you can release the stored arcane power within your stars to literally become or form a representation of your constellation.  It will last an hour or less if you dismiss it.  The conjured constellation is considered magical and equal in power to the OP (1st, 2nd, etc.) of magic you can cast, to the max of the distance of your constellation from Mearoc. After doing so, it requires a long rest before you can do so again.
At 6th level, you can hand your conjured constellation to another person you designate, though it cuts its duration in half (immediately).

Starry Augmentation
Upon reaching 6th level you may add a second constellation to your stars, adding its power to your own.  When you Manifest Glory, you can conjure forth more than one constellation, but each additional constellation halves the total duration for all.
At 6th level, you can reveal hidden glyphs and enchantments that surround you. As an action, you can cause any hidden magical marks, runes, wards, or glyphs within 15 feet of you to reveal themselves with a glow for 1 round. This glow is considered dim light for a 5 foot radius around the mark or glyph.

Map of the Stars
Upon reaching 14th level, you can add a third constellation.
At 14th level, you can manifest one constellation permanently, though it cannot be given to another (doing so dismisses it).  Other constellations an be still conjured at normal duration limits.

Starry Exemplar Form
Beginning at 18th level, you can use a bonus action and become a being of pure magical energy.  This new form lasts 3 rounds + one round for every distance of your constellations in strength. While you are in your exemplar form, you gain the following benefits:
  • You have a flying speed of 40 feet.
  • Your spell save DC is increased by 4.
  • You have resistance to damage from spells.
  • When you cast a spell of 1st level or higher, you regain hit points equal to the spell’s level.

When your Starry Exemplar form ends, you can’t move or take actions until after your next turn, as your body recovers from the transformation. Once you use this feature, you must finish a long rest before you can use it again.


At 1st level, your body has begun to express your innate magical energies as naturally formed stars of energy that hide beneath your skin. You begin with 1 star, and gain an additional star whenever you gain a level in this class. Star can manifest anywhere on your body, though the first usually manifests on the forehead. They remain invisible when inert.

Aile Bardic School

Aura of Courage Perform :  3 ranks * Target :  Bard and all nearby allies Duration :  Passive aura (song) Song Description : Gives...