Tuesday, August 13, 2019

Race - Mour

Attribute Adjustment

Mour increase their Intelligence and Strength by 1.

Description

Mours are decently tall, averaging 6 - 7 ft but sometimes topping even 8 ft.  They are thick limbed, dusky skinned and burly in frame, especially in the neck and shoulders.  Otherwise they are human in shape, barring a twist from their demonic heritage.

This burly strength is needed to support the thick tendrils of "hair" that hang in locks and coils.  Mour's mobile hair that is actually a tail that they lay along their spine and let its thick, dreadlock like tendrils drape over their heads.  These "hairs" are actually a sensory apparatus that allows them to "see" in the vicinity around them by using tiny fibers.  Their hair grows with age but they tend to keep it within a 1 – 3 ft range as it gets oversensitive if it gets too long.  They have complete control of the hair and it moves according to their emotions and intent (one can override the other).   It compensates for their blindness and complete lack of visual organs, e.g. eyes.  While humanoid their features are flat, diminutive, and usually hidden behind their locks in recessed sockets.

Short History

The Mours are the descendants of one branch of the extinct Xoloi, the demons that entered the world from Adrilan, and the Zuigoy.  Their demonic heritage is strong and considered a taint on their entire race.  The Mour as a whole are constantly attempting "purify" their bloodline of this influence.  Individually this takes on a range of urgency, from the very immediate to those who embrace the demonic powers instead.

Named after the nation they founded (Mourland) they are a tough, smart and likable bunch but notoriously short tempered, stubborn and often times easily swayed with a good argument.  They are known for violent emotional outbursts of agitation and anger as well as the penchant for dueling over imagined or minor slights.

Notes: Mour always have some manifestation of their demonic nature present.  They also have a single, ancestral dream that binds them all together.

Common Cultures:  Mourland
Common Names:   Brass, Knotchten, Proage
Language: Jongua. Its writing is a form of intricate cuniform and similar to braille.
Common Demon Lines: Eulalia, Haevrie

Game Data


Mour are very long lived, attaining hundreds of years with ease, declining into age around 1000 years.  

Mour can sense 120 ft around them with the sensitivity of vision.  They can double this if they extend their "hair", haloing around their head.  They can sense out 360 ft in a "tunnel" of 60 degrees wide in one direction but only by losing their ability to sense in other directions.  This provide them with proficiency and advantage with Perception.

All Mour begin with a demonic heritage, mostly commonly Eulalia or Haevrie.

Those of Eulalia are born with the blood thread heart, the same sensory fibers creating a second heart (with a primitive nervous system) and additional hearts every hundred years of life until they reach a max of 10 (regardless of age or circumstance).  Every time a heart is formed, the Mour lose some of their humanoid shape and become more spherical and covered with twining sensory tentacles until they become a complete sphere at age 700.

  • Each heart provides +2 saves versus mind affecting powers (any source).  
  • Death by HP damage or death magic can be averted by letting a heart die instead, bringing the Mour back to 1 HP.  A heart takes one year to recover.
  • Mour can force one heart to resonate with another living being (takes d4 melee rounds).  Once beating with another heart, they can explode the heart, creating an effect equal to Finger of Death (no save allowed).
Those of Haevrie are born with a near cloak of "hair".  As they age it drapes more and more around them until their original form becomes utterly obscured behind. 
  • Mour hair is tougher than normal and adds +2 AC overall.  Every hundred years this bonus increases by +1 AC to a maximum of AC 20 (regardless of age).
  • At character creation, the player must choose whether its:
    • More mobile, able to act as an additional limb with half their normal DEX and STR.
    • OR, is hardened and can be wielded as flail for damage and attack capability.

Bloodlines and Lineage of Heroes and Immortals

Bloodlines and Lineage of Heroes and Immortals


Dwearoc


  • Halownkor (Legacy of ) - Fourth daughter of Hynix, the Fated Immortal.  She is also called the Lonely Warrior and Indomitable Mind.  In far past, before the Nirond pushed north into what is now the LowLands, she was the lone psychic null born to a nation of Dwearoc that resided north of the Grand Inner Sea.  When the Zik and Gyith shrouded the moons with darkness and stole the minds of all living beings in her nation, she was the lone being that wasn't overcome.  Alone, she fought their entire legion for weeks, preventing them from destroying her nation.  Her mental immunity and doggedness have carried through the generations and those born with her powers are considered bearers of her legacy.
  • IronGirdle (Legacy of) - An ancient legend of the Dwearoc, those who are born with thick blood and hardened skin are said to bear his legacy.  Myths say his blood was thick enough to choke a drinking vampire and better to use than adamantine to forge weapons of power.

Mour

  • Ayrnien (Legacy of) - Ayrnien was born of smoke and died in fire, incinerated to disintegration.  The mark of his strength still runs strong in the Mour, leaving a few in every generation with the power over smoke and wisp that allowed him to cast his form into smoke or wavy lines.

Nirond

  • Damodar (Bloodline) - After the Sundering of Demon Gate, those in fable Damodar walked the land, sealing away the demons, spirits and dream-entities released during the conflict. Jealous of their power and ability, the Eijit,  Ullyon Faesaid, Anze and Liviu Faerie made peace and attacked their land, laying waste to it.  A few, however, managed to escape and ensured the blood of Damodar carried on.  Those of Damodar are feared by demons, spirits and dream-entities who go out of their way to act against or flee from them.
  • Deirdriu (Bloodline) - During the days when Adrilan dominated the lands north of the Great Grass Sea, Deirdriu was blessed by the gods to fight the demon-infested warlocks of Adrilan.  His touch could anchor them to our world, sealing away their greatest weapon and their magic all in one touch.  Those who share this ability are said to have Deirdriu's touch -- and the hatred of all demons as well.
  • Vlando Indios (Legacy of) - Vlando Indios was a great adventurer who wandered broadly across the Mearoc, earning a name as an adventurer in many locales. Perhaps his greatest adventure was into the lair of Mushussu, a hydra-like dragon born of the Yrthingmoer line. It was in the Titan Mountains that Vlando Indios spoke with the strange dragon and lived, performing for it a duty, ridding it of a strange parasite.  One that attached it to Vlando instead.  It stayed with him until his death, where it jumped to a child of his line.  It continues to do so, binding to a new member of his lineage upon the death of its previous holder, passing on the ability to create an energy thread of power, like a rope, that is unbreakable.

Faerie Blood Lines

Common Faerie Blood Lines


  • Anze - Amorphous Faerie that steal the face and form of other beings.
  • Arwydd Caol - Faerie of permanence, the Seneschals of the Faerie. All within their eyes becomes immutable and what they behold lies unchanged.
  • Ceffyl Dwfr - Faerie of rivers, streams and moving waters. They are invisible and uncaring, drowning anything in their path for their pleasure.
  • Chaetil - Faerie that is born enslaved, forever bound to a Fae Lord. They fish the chaos of the worlds, both real, spirit and dream, for the items their masters' desire.
  • Eijit - Intangible Faerie that devour emotions and dreams.
  • Fdych Feolor - Special warriors to the Faerie Lords and the only non-Fae Lord who can create a Fae Ride. Also in motion, they never seem to stop moving, jostling in an eternal dance.
  • Gwrach - Crones of the Faerie, whose voices and song is as beautiful as they are ugly. They are the holder of dooms and can curse and bind any being with word or song.
  • Ittan-onnan - Faerie that loves to drool, slime or drench body fluids on cloth and make it bend to their will. While primarily mischievous, they will murder and kill if spurned or angered.
  • Liviu -- Faerie of Blood and Slime.
  • Ngralia - odd Fae that control water, rain and mist and use it to drag down and drown travelers.
  • Ourgous - The Ourgous (oar-gus) are odd in that they are considered Fae Lords but also lesser Fae at the same time. The Ourgous are ruled by certain proprieties that they define every night they come into existence, for the nighttime is the domain of the Ourgous.
  • Ullyon Faesaid -- Faerie of Bone, Fear, and Darkness.
  • UthenVaen -

Monday, August 12, 2019

Race - Eolil

Attribute Adjustment

Eolil increase their Strength and Dexterity by 1.

Description

Short (5 - 6 ft), muscular, and copper to bronze in hue Eolil have black or brown hair, which they usually keep in braids or matted tangles; sometimes in a combination of both.

Short History

Eolil are cousins to the Vaen as they both descended from the same strain of Fae. The division between the two started deep in the past but the change to separate races came when those who would be the Eolil were changed by the goddess Vajien (see more below). For many turns of the world the Eolil wandered the breadth of the great forest Augorau (ah-gore-owe) that once stretched from the Titan Mountains to the Endless Desert. As it dwindled so did they and over time they took on a bloodthirsty and ruthless bent, slaying all who would despoil the green lands. Unlike their kin the Vaen in what would become the White Wood, they had no power to bewilder and beguile fools with glamor.  In its place they chose blood and death, shadows and guile to force those away from the depths of the forest.

Eolil are deeply reserved, choosing to invest their trust in others hesitantly and only after great deliberation. Those they trust are few, typically only their family and tribe without hesitation, followed by other Eolil and then rarely non Eolil. They choose isolation over interaction with non-Eolil. The trait seems to hold true without regard to upbringing.

Eolil tend to live spartan lifestyles. They own very little that cannot be carried with them while on the move between semi-permanent thatch hut settlements. Though to others, Eolil may not tend to care about art and other finery, the Eolil take pride in their ability to work wood, bone and similar "natural" things.


Differing Eolil tribes have different ideas concerning gender equality. Some tribes are patriarchal and others are matriarchal. Regardless of the dominant gender in the tribe, males and females are treated with relative equality, though preference may be given to one or the other respectively. 

Notes: Eolil always have some manifestation of their bestial nature present.

Common Cultures:  Western Wood
Common Names:   Skye, Bruag, Corimil.
Language: Wyndlsohn. It has a high and low spoken form as well as writing.
Common Faerie Lines: Arwydd Caol, Fdych Feolor, Gwrach, Ourgous

Game Data

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

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

Eolil 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.  

Eolil also gain strength from their Faerie heritage, and identify with one kind of beast and carry one or more characteristics of its form in their own. Such things run in families and the Eolil divide along such lines. Eolil can speak the language of that beast as well.
  • Eolil are immune to lycanthropy and cannot become were-creatures by any means.
  • Eolil are true children of the great forests and have the Ranger Class skills of Natural Explorer and Primeval Awareness in Forests.

Eolil have a fighting spirit that shines in battle to shield them and strike powerful blows.  This ferocious energy is a quiet burning intensity versus a volcanic berserk fury.  As a bonus action, an Eolil can give themselves advantage on all attack rolls until the end of the turn and a number of “phantom” HP that round equal to their STR bonus.  All damage taken is applied to these “phantom” HP before real damage is inflicted.  They can do this their DEX bonus in times a day before requiring a long rest to recuperate. 

Ten Sleeping Gods

Ten Sleeping Gods or The Sleeping Gods

The Goddess of Dark Dreams Itzlotl has always been a door in which nightmares and terrors have entered into Mearoc.  She cares not for followers and gains no power from their faith (GM:  She's a primal being that doesn't require faith for her divinity).  For a long time, Itzlotl was content in tormenting sentient beings.  

At some point this changed.  The goddess of dreams became bored and weary of her game.  So, she laid down to sleep herself.  She dreamed a dark dream of The Ending, the destruction of Mearoc, its gods, its people and its world.

It started and ended in one night's length.  Her dream swept up everything and would have ended it all had not luck, or perhaps fate no intervened.  Two foreign divinities from a far away realm were visiting.  One was know as Morpheus, the winged god of dreams.  The other was Xuanth, the six-fingered hand of fate.

As her dream swept up the world, they both were caught up in the dream.  A god of dreams himself, Morpheus summoned his Daimones and moved Erebos, his divine land in an attempt to escape but ultimately failed -- her dream too strong to allow his escape.  Xuanth as well, was equally captured.

As foreign divine beings, they were not as affected as those beings of Mearoc.  They watched the world fade and die until only fragments were left.

Morpheus commanded his Daimones to fly from Erebos, their hands and wings capturing fragments of reality as it shredded into nothingness, using the power of dream to keep the fragments whole.

Xuanth used his powers to change fate, reaching his invisible fingers across the realms of the multiverse to tear holes in reality, opening gates that flooded the fragments with power enough to exist, even if tenuously.  With that power came people, sentients gathered from various reaches of the Multiverse to power the dream stuff that was keeping Mearoc whole.

A balance was then kept, if only a precarious one.  Aware on some minute level still, Itzlotl combated them, releasing her minions to eat and devour the dreams and kill the sentients that came.  The struggle was long and the pace slow but inch by inch, Mearoc pulled itself from her destructive grip.  

In the end, 10 gods, 99 immortals and the greatest mortal to walk Mearoc made a choice.

The Greatest Mortal gave up his freedom to entice, charm and entrap the goddess.  To embrace and hold her tight so she could not escape.

The 99 immortals gave up their Eternity to make sure his grip would last for forever.

The 10 gods chose to surrender their divinity to sleep, to act as guardians and to power the rite that entrapped her, so she could never be free as long as they slept.

Aile Bardic School

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