Races of Theril

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Races of Theril

Post  Genisisect on Sun Dec 27, 2015 12:08 am

I decided to give this it's own section, particularly due to the fact that from here on in, these entries will contain both fluff and rules.
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Dwarves

Post  Genisisect on Sun Dec 27, 2015 12:10 am

The firstborn of all mankind, the Dwarves were awakened while the Primordeals still moved across the face of the earth, and have endured every hardship that befell the world since them. Their wondrous halls were built with grandeur deep into the roots of mountains long before even the elves had stirred.

The Children of Stone:
The Goddess Silnai breathed life into the stones of Theril, and forged them into the Dwarves as a gift to her favored lover, Terque. Dwarfkind bears Tersque likeness; they are short standing much shorter then 5ft, but are so broad and dense that they weigh as much as the taller races, such as humans, who stand 2 feet taller. Their skin is coloured similarly to stone they were raised from; ranging from a deep brown to a paler hue tinged with red, with a soft brown or deep tan being the more common hue. Their hair is grown long, but is neatly kept, and tends to black or brown, with the lighter dwarves tending to have redder hair. Male Dwarves are particularly fond of their beards, which they keep well groomed, though they tend to have less hair up top.

Ancient Wars, Long Grudges:
Dwarfdoms first opponents were found in the Dragons, who often competed for the same homes and resources as them. Both petitioned the children of Tersque, the dwarves earning the favor of Vaen, who taught the dwarves how to fashion arms and armour from metal. Thus began their obsession we glittering bounty of the earth, dwarf holds being filled with the ringing hammer and pick and the roar of hot furnaces. In the end the Dwarves out lived the Dragons, but dwarves are slow to forgive, and a great distaste for their offspring, the dragonkin, is felt by most of Dwarfdom.

Craftsmanship and Ingenuity:
The dwarves were not only blessed by Vaen, but also by one of his sons, Omnis. Dwarves became master of not metal but also machines, creating wondrous devices that improved their quality of life, industrial power, and combat efficiency. They looked down upon the knowledge of magic when it was revealed to all races, preferring to rely of the machinations they had come to know. Every dwarf has a natural affinity for machines, moreover they are blessed by Omnis such that machines will rarely fail in the hands of a dwarf.

Bound to the Earth:
Every dwarf has a deep set connection with the earth, they draw comfort and calm from its order and stability. Many dwarves live their entire life with two feet firmly on the ground, some still never see the open sky. Those that do take to the sea and sky often describe a longing to be back on solid ground, many of these adventurous dwarves carry with them a simple stone, often referred to as a sooth stone, which they can often be seen holding and rubbing. Parents to be will often go on great pilgrimages to have their children on solid ground, and even then children who spend most of their life at sea or in the sky will still make a concerted effort to spend time on solid ground. For every dwarf, it is important to be laid to rest in contact with solid stone, even those who lived out their life away from it.

Solidarity and Loyalty:
Dwarves are almost entirely self-sufficient, their clans stand separate from each other, and very little interaction occurs between them. To their clan though a dwarf is fiercely loyal, and would willingly lay down their life for their clansmen. Dwarves regard those who are not of their clan with indifference or suspicion, and it often takes up to a century for a dwarf to forge a friendship outside of their clan. This is due to the rather long lifetime of a dwarf, a dwarf can expect to see their fourth century and thus their concept of friendship is much slower than the short lived races. If a dwarf spends a fair amount of time with an organization or group, they will eventually come to consider them their clan too, and are just as loyal to their group as they were to their clan. Note that dwarves are quite singular in their loyalty, if they are loyal to some group they are such to the exclusion of all others, including their clan. Dwarves who in this way renounce their clan, will often cease to use their clan name, replacing it either with their childhood name or some nickname of their choosing.

Names and Coming of Age.
A dwarf is considered 'nameless' for the first half century of their life, and will be referred to only as their fathers son or mothers daughter for male and female dwarflings respectively. During tier fiftieth year, a dwarfling will have their namesday, where the dwarf will take on their clansname and choose a name for themselves. It is strictly forbidden for a dwarf to take on the name of any of their immediate family, though choosing to name themselves after an ancestor is allowed, if not encouraged. The name they take is something of a promise, a dwarf chooses a name because they strive to embody that name; so for example, if they were to take the name of an ancestor, it is an oath to walk the path that ancestor took. Also during their namesday, either their family or their clan will bestow upon the dwarfling some kind of heirloom, which can either be symbolic or practical, needless to say, this heirloom is of great value to the dwarf it is bestowed to and will be cherished. Dwarves also accumulate nicknames, as they accomplish deeds, so an older dwarf can have quite a long name if they had an illustrious career.

The Worship pf the Gods:
In general, dwarves only interact with a small number of gods. Every dwarf pays homage to their father Tersque, with the each dwarfhold housing a large temple in his honour. Many dwarves also give homage to Venn and Omnis, for their gifts to dwarfkind can be seen all around them. Most dwarves have a distaste for Dramnet and Silicia and all fear Belough for her dark vengeance.

Dwarven Souls:
It is the soul of the dwarf that binds them to stone, and is the source of their stubourness and sense strong sense of tradition. Further every dwarf carries in their soul a blessing from Omnis, an assurance that he will watch over and protect them from the failings of Machines.

The Tongue of Stone:
Dwarves claim that they were taught to speak by Tersque himself, and this claim seems to hold some truth, as the Dwarven tongue is incredibly similar the languages of both earth elementals and Dragons. It is filled with hard sounds and numerous consonance, and for someone learning is an incredible effort to pick up, due to the this. When speaking common, dwarves who are not well versed in the language will speak with a heavy accent, that gives little emphasis to vowel sounds and will often replace soft consonance like s, c and w with harder sounds like z, k, and v.

The Remaining Clans:
Though for an individual dwarf, there was little impact from the breaking of the world, Dwarfkind suffered greatly. This is because many of the Dwarfholds simply ceased to exist. Only 7 holds can still be found on the face of Theril, of these one was so close to the world border almost all its clansmen have died, and three have been abandoned due to incursions. A brief description of the 9 clans is below.
Clan Irnverst: The dwarves of Clan Irnverst (Iron Fist) were masters of machines even by Dwarven standards. They built numerous hulking men of metal to perform much of their labour for them. It was because of this that many of their skilled craftsmen were found beyond the confines of their hold, as their skills were in great demand by others and a lucrative trade could be made abroad. This is fortunate, for those who were in Irnversthelm during the breaking simply did not survive. The hold is so close to the worlds edge that it spends some time outside of existence, which is known to be fatal to anything living. Few attempts have been made to recover anything in Irnversthelm, due to this threat, though many dream of the technological secrets that could be uncovered. The surviving clansmen formed a priesthood to the God Omnis, which became the Cult of the Machine. Even during the absence of the Gods, the Cult of the Machine were strong in faith, after all their gods blessings still abounded and in a world without magic and the divine their skills were of great use. The cult grew, adopting members from all races who were willing to learn of the gifts and rites of the machine.

Clan Daknsvlud: The dwarves of Clan Daknsvlud (Dragons Blood) were the 'frontline' in the war against dragonkind. Not in the sense that they defended Dwarfkind from the draconic threat, but more because their hold in particular was a target for draconic incursion. Early in their history Daknsvludhelm was discovered to house the greatest of all gemstones, the Eye of the World, a diamond of 10ft radius. The eye of the world was greatly desired by dragonkind, though the dwarves of clan Daknsvlud kept it more to spite their foe than any other reason. More than other dwarves, the Dwarves of clan Daknsvlud were proud of their mighty warriors, both alive and fallen. The priests of Daknsvuld developed an incredible technique for embalming which preserved the body perfectly. This technique was used to preserve the bodies of fallen warriors, which they then dressed in the arms and armour they used in life and placed on stone plinths all about the hold. In the eyes of the Dwarves of Daknsvlud, the corpses will act as a charm to protect the living. This was not the case. During the breaking of the world, just like everywhere on Theril, the dead awoke from their slumber, but in Daknsvludhelm the dead were limber, armed and armoured. It was a massacre, many fell as the dwarves at first attempted to hold their home. But the hordes of undead overwhelmed them, the survivors fled their ancestral home and have not returned since. Not all was lost though, the Eye of the World was saved, and was traded to Emperor Krasus for a position of honour and prestige in his new Empire. Clan Daknsvlud re-established its hold during the age of expansion, when they colonised the elemental plane of fire.

Clan Depnirn: The dwarves of Clan Depnirn (Deep Iron) were renowned for their audacity and skill at mining. Far into the earth do the mines of Depnirnhelm extend, and from these mines many of the more exotic minerals were extracted, such as Mithral, Adamentine, Cold Iron, but most notably a unique metal found only in their mines; deep iron. Their deep mines became a curse after the Deep Dark became inhabited, soon much of the mining was forced to cease as the Dwarves of Depnirnhelm traded picks for weapons as they defended their home from the hordes of dark denizens. They became experts of fighting in the confined spaces of their deepest mines and the war lasted for millennia without any resolution. After the breaking of the world, the war subsided for a time, but then expectantly with the assistance of shades, a large Deurgar army captured Depnirnhelm, and it has yet to be recaptured. The dwarves of Clan Depnirn took refuge with their close relatives and longtime ally, the dwarves of clan Gudsfurje, until Depnirnhelm was re-established during the age of expansion on the elemental plane of earth.

Clan Brekngrun: The dwarves of Clan Brekngrun (Broken Ground) are the only other humanoid on the continent of Ausciash, the home of the Naga. Brekngrunhelm did not burrow as deep into the ground like other dwarfholds, instead it was constructed at the base of a vast ravine. Unlike typical dwarvesm their cities were built upward, not down; clinging to the walls of the vast ravine. This allowed them to better access to the river that flowed through Brakngrunhelm, a most valuable resource indeed in the dry deserts of Ausciash. Like the lands the Dwarves of Clan Brekngrun grew hardy and resilient, during the breaking of the world, though the land of Ausciash was shaken they were not perturbed. Yet, the Naga grew more aggressive and what was once a minor boarder skirmish became a deesperate war. Worse still, the river began to dry. The dwarves of clan Brekngrun decided to cut their losses and migrated away from their ancestral home on a fleet of great airships, a Brekngrun invention. The dwarves of clan Brekngrun rebuilt their home among the peeled rock. A vast field where the ground has curled up in vast spires. Their new home is windy, as they have carved their home into the peels and the wind howls through them. Everything they need is drawn from thin air, as they have constructed strange devices that can extract moisture from the clouds that pass through the spires.

Clan Gudsfurje: The dwarves of Clan Gudsfurje (God's Forge) were greatly blessed by Venn, for it was in their hold that the god of metals built the first forge. It is a vast structure, fueled by molten rock extracted deep within the earth and infused with divine energies. Their exports of Gudsfurjehelm are considered second to none, for the blacksmiths and founders of Clan Gudsfurje have incredible skill, and nowhere else in Theril has such a mighty foundry been built. Long has Gudsfurje had strong ties to their neighbours, Clan Deonirn, for they would supply their fore with the rarest of metal ores, from which the most potent of allows could be built. After the breaking, the magic of the forge failed, but that did failed to stop the fires of industry in Gudsfurje. After the gods war, the Metals Machine was brought to Gudsfurjehelm, and once more the great Gods Forge produces the and rarest of allows, particularly as new ores are being discovered on the other plains.

Clan Stunriz: The dwarves of Clan Stunriz (Stone Rise) are an oddity amongst their own kind, forgoing the typical architecture and building style of their people and instead building their hold upon Therils Surface. Stunrizhelm was the first city to be built on Therils surface, and became somewhat of a model on city construction. The dwarves of Clan Stunriz were desired by their neighbors for their skills in quarrying, architecture terraforming. They tackled problems that normal dwarves did not, like how to provide water to all residents, and the safe disposal of waste, and their solutions of both technology and design have become staples for most cities. Stonrizhelm is the largest and most heavily fortified city on Therils surface, it’s walls never being all but impenetrable and the hold can survive indefinitely under siege.

Clan Frustherth: The dwarves of Clan Frustherth (Frost Hearth) are more isolated then their other brethren, their home being north of Irnversthelm, deep in the frozen wastes. Here their ownly regular contact outside of their clan are roving bands of Frost Giants and orcs. Their home is simple, even by dwarven standards. Further, the dwarves of Frustherthhelm are a people of few words and plain ways, often leaving them the subject of derision by others. That said they are master of the cold, an expedition into the frozen wastes is considered suicided without the aid of a Frustherth guide. After the breaking The frozen wastes proximity to the Words Edge caused the appearance of many strange and useful resources, over which Clan Frustherth have maintained a monopoly.

Dwarf Stats:
Primary Characteristics: STR +1, CON +2, INT +2, WLP +2, PER +1
Secondary Characteristics: WPN +2, BLS +2, STM +2, EDU +1, LDR +1
Base LCK: 1
Unnatural STM +1
Dark Vision
Sturdy: Count as one encumbrance level less than they actually are.
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Changelings

Post  Genisisect on Sun Dec 27, 2015 12:11 am

A mischievous race, blessed with the ability to assume the guise of any other humanoid. Little is known about when they entered the world, for they were made in secret and made no lands of their own. Many have become masters of politics and intrigue, others thieves extraordinaire, others simply live out their lives nobody aware of what they truly are.

Borne Out of Trickery:
The Changelings were created purely out of Olimicks mischief. In their 'true' form, Changelings are tall thin humanoids, with slender long limbs and silvery skin. In this form they faces are featureless, with the exception of their eyes which are also featureless and work as mirrors. The true form is utterly genderless and it is impossible to distinguish two changelings in their natural form as they are truly identical, and the natural form cannot be used for reproductive purposes. In order to have children, they must assume the form of another humanoid. Changelings are in fact the only race capable of breeding with other races, though the children are always changeling. A changeling who is bearing a child loses the ability to shape change. The form that the changeling is borne into becomes their 'natural' form and it is often the form that they choose to consider their own form.

The Great Deception:
The divine trickster Olimick created the Changelings as a trick to the other gods, perhaps he intended the that at some-point that after some time there would be no other races, this never came to fruition. The individual changelings became far more interested in their own individual deceptions to persue some grand scheme. All changelings have a great love of lying, cheating and otherwise misleading everyone they come into contact with.

Silver Tongues and Silver Palms:
In general Changelings have a great love of conversation, debate and banter. After all, there is nothing more enjoyable than a verbal deception. This combined with innate ability to deceive makes them incredibly skilled diplomats and politicians. Changelings are obsessed with the accumulation of wealth and the gaining of prestige, though they are rarely seeking fame. Thus it is likely a Changeling will seek out a career that provides them with both a high salary and a the respect and admiration of their colleagues, not just once but several times, in different fields. Many changelings also put their talents to use becoming traveling merchants, always getting a favourable reception as they appear as the right race for the destination, this allows the establishment of trade routes as that link otherwise disparate societies such as the dark races with the surface dwellers.

Weavers of Falsehood:
The secret of the arcane were quickly stolen from the Elves, long before Mysth taught all races the Arts. Unsurprisingly they had a talent for Illusion and Transmutation Schools. Their interactions with the dark creatures though taught the changelings the secrets of Caris' Shadow Magic, though they quickly learnt of the dangers of its' use.

The Truthless Voice:
Changelings are compelled to lie, even to the point where they will deceive even in trivial cases amongst friends, like trying to conceal the content of a meal they just enjoyed. This is even more true when it comes to important details about a Changelings life. Trying to extract details such as age, parentage, even trying to discover their 'natural' form is as hard as distinguishing between two Changelings. This has a serious effect on how they interact with others around them, but also on how they perceive themselves. Changelings have no tongue of their own, but have a voracity for learning new tongues, and a skill for affecting accents.

The Fickle Friend:
Too a Changeling, relationships are a rapidly changing concept. They adopt different personalities with their different forms, and associate within different groups. You may be friends with a Changling in one of their forms, but an enemy with another. This reflects on the psyche of the Changeling underneath the masks, the form friendships quickly, but are also quick to abandon them.

Lip Service to the Devine:
The changelings don't really offer prayer to any gods, some may offer praise to Olimick, others observe the rites of Worpul. All though are willing to offer lip-service to the divine in order to maintain an identity.

True Names, and the Rite of Truth:
The life of a changeling is not just a quest for wealth and prestige, it is also a quest for truth; the truth of who they are. The first step in this journey is the make of an adult changeling; the ability to assume the true form. Often even before they learn to walk, a changeling begins to manifest their ability to shapechange, but assuming the true form alludes them for the first 10 or so years of their lives. The remaining half-century is filled with another quest, the search for their True Name.

Changeling Souls:
The soul of a changeling drives them to their deceptions, and makes them fickle like their Gods. The soul of a changeling equips them with their infamous silvered tongues, and is also what drives their search for truth.

The Philosophies of Deceit: When one lives their life to deceive even the gods themselves, they inevitably consider the nature of their role in the world. Traditionally changelings fell into one of three schools of thought, but the generation born after the breaking challenged the accepted schools and strived anew to find the truth of reality and their position in it.
Sleepers: Some Changelings conclude that they should serve the purpose of their creation, to slowly transform all Mortals into Changelings. From this, they conclude that the path they need to walk is one of abstinence, refusing the use of their powers of shape-shifting, and pretending to be of another race. Sleepers enforce their beliefs on their children, as their powers also betray them.

Collectors: Many Changelings in the pre-breaking world adopted the philosophy that it was the prerogative to live as many lives to the full. Such changelings built up a roster of alternative forms, and measured their skill by how many such forms can be kept 'active' at any given time.

Tricksters: Considered extremists amongst their kind, Tricksters make no effort to establish permanent forms, instead preferring to live their lives in as many forms as possible. Tricksters use their powers so often that they find it hard to assume a single form.

Seekers: Many born after the breaking questioned the interpretations of their forebears, and instead concluded that, much like how they seek out their true name, they should also persue their true form. Unlike the older schools, Seekers have a stronger sense of self, and resist the urge for rampant deception. To a seeker the old schools are a dismisal of self for the sake of deception, and the seekers rebel against that concept.

True Changeling: Finally, though very few in number, some changelings took the quest for self of the Seekers school, and took it in the direction of changeling solidarity. Their changeling form was the true form, their true name the only name they needed. True Changelings would use their 'true' form, and true name as their general form, and only utilised their shapeshifting powers sparingly. True Changelings consider those of the other schools as hiding away from their heritage, and thus consider them inferior.

Changeling Stats:
Primary Characteristics:
Secondary Characteristics:
Base LCK: 2
Unnatural CHA +1
Silver Vulnerable: Changelings take double damage from weapons treated with silver.
Shapeshift: A changeling can alter their form into that of any other humanoid race, though they need not take the form of another purpose, instead sculpting the features they take to suit their purpose.
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Naga

Post  Genisisect on Wed Dec 30, 2015 11:59 pm

Proud and resiliant, the Naga were scattered across the harshest of environs, where they eked a living in the places no other races could flourish. They build no cities, instead preferring to live in more sustainable small tribes that wander the harsh lands of Theril. Their strict honour system binding them together and preventing them from decent into barbarous hordes.

The Descendants of Survivors:
The Naga were created by Shissa from the remnants of her former creations, giant reptiles who were destroyed by Paern after they threatened his balance. To ensure the survival of her creations, Shissa crafted her new beings in the shape of mortals and partitioned Silnai to make them mortals. Naga are about 8 feet long, but rarely draw themselves to more than 6 feet above the ground. They have scaled skin, with a single tail appendage extending bellow their wiry but muscular torsos. Their scales come in a variety of pigments, but browns and greens are more prevalent. Their faces lack noses, as they smell by tasting the air, their eyes have slit pupils and lack eyelids. Naga's have quite wide mouths and can unhinge their jaws. They do not grow hair, but most Naga grow crests that become increasingly elaborate as they age.

Honour and Debt:
Naga are bound by a strict honour system, more so than all other races. Sha esc Shia as it is called in the Naga tongue is different to other honour systems in two ways; the first is that the Naga themselves is the one who judges that they have Shia (debt) and that Naga also determines when that debt has been repaid. The second is that it is considered dishonourable to bring up the past Shia of another after it has been repaid. It is also somewhat strange in the sense that your accumulation of Sha and Shia are  independent of each other. Amongst Naga it is considered a great honour amongst Naga to touch an armed enemy while themselves unarmed and to save the life of a foe, conversely being touched by an unarmed opponent or having your foe save your life are among the greatest debt. To repay this debt the Naga would demand to be taken subservient to that foe. In the case of being touched by a foe they become Chais (Peace-bound), touching no weapon and taking no part in battles for a year, following the orders of the rival clan. To repay the debt of having your life saved is to be taken Lai (deathless), a Naga serves for the rival clan until he can save the life of one of their foes clansmen, the be taken both Chais and Lai (that is to be taken Chais Lai) is a rare occurrence indeed.

Scales Stronger then Armour:
To a Naga, the act worth the largest amount of Shia is donning armour. Such is the shame that a Naga ends their life if they willingly don armour of any type. This is due to the fact that Naga put great pride in their scales, which have the ability to turn spears and arrow head as well as armour of metals. Naga take great pride in maintaining their scales, typically polishing much of it before raids. Naga wear no clothing, except when being taken Chais or Lai when they don a white tunic.

Driven to Toughness:
Shissa created the Naga to outlive all things, after the disaster that befell her previous creations. Thus the Naga are driven to survive and become more resilient. This reflects in the lives of all Naga, who train for survival through their childhood and all throughout their lives Naga are driven to prepare for catastrophe.

Clan and Caste:
The clan is a fundamental unit in Naga  culture, more so then individual families. All Naga are loyal to their clan of birth, which rarely exceeds 50 members. Within the clan there are a number of Soam (classes), the first is the Schoom (Children); who cannot be taken Chais or Lai, nor are to be attacked in raids, Schoom are recognisable for by the strip of red cloth they wear around their forehead. When about 20 the young Naga approaches the Mai (Wise Ones), and presents the path they wish to take, and with their approval will discard their red band and adopt their new roll in the clan. Most prestigious of the soam are the Hassa (Blacksmiths), a clan tends to have only 1 or 2 full fledge blacksmiths, who cannot be taken Chais or Lai. The Shel (Spear) and the Boa (Bow) serve as raiders and hunters respectively. Some tribes keep a separate soam for the Se Shae (Shield Maiden) who are guardians of the clan. Finally the Gal (herders) and Mai (Carers) are responsible for looking after beasts and Schoom respectively. Once assigned to a soam a naga serves that purpose for life (unless taken Chais or Lai), and there is equal opportunity to attain Sha in each soam by performing your roll well.

The City of the Sleeping Dragon:
Some Naga though are beyond the soam, these are the Mai; wise women who lead the clans, and the Shalm who is the clan chief. To become Mai or Shalm the prospective must receive the blessing of their clan and them make a pilgramige to Lou Xa Shahm (the City of the Sleeping Dragon). Loh Xa Shahm is the only city built by the Naga, it sits without inhabitant, located high in the mountains. Even before the breaking this trip was challenging, as located in Lou Xa Shahm the prospective would face challenges the refuse to speak of. The challenge has been greatly increased as Loh Xa Shahm is located at the edge of the world and spends some time outside of existence. When a Mai returns successful from the trail, she has a single white scale at the centre of her forhead, when a Shalm returns he posesses the likeness of a shadow on his primary arm.

Those that Speak:
The rarest of all the Soam is chosen by birth right, but by no choice of mortal minds. The Mal Fis (Great Speakers) have the powers to weave magic. Mal Fis is applied to both arcane and divine casters, as the Naga consider the two functionally equivalent. The Mal Fis transcend the tribes, their talents belong to all Naga kind. They are in a sense beyond  Sha esc Shissa, possessing honour beyond measure for their talents, but are indebted to all Naga's  beyond repayment. The Naga are a shamanistic people, they worship the gods they can see around them. A Naga who lives by the sea will pray fervently to Posida, but if they were to journey into the mountains they would cease that worship, instead offering praise to Tersque. The Mal Fis are the exception to this generality. Mal Fis are expected to be the physical embodiment of a single deity.

A Spirit of Resilience:
Shissa built the Naga to last, down to their souls. The spirit of a Naga never ceases to give up, resisting death no matter how harsh the odds. Very little can break this determination, the most common source is a loss of honour.

The Septs:
The Naga are split into cultural and physiological group called Septs. Traditionally there were 4 Septs, but the breaking caused rapid climate change and the Naga adapted, leading to the rise of a new Sept. Naga of different Septs consider each other as outsider as members of other races.
The Desert Sept:
Grown in the desert, these Naga are more austere then most. The barren wastes teaches how to conserve in all things; food, water, wood, even words. The skin of these Naga are browns of varying colours, with light and dark matching the sands where they grew up. The naga of the desert sept have developed a language of sign in addition to the native tongue of the naga, and they speak sparingly in both. Naga of this sept prey most often to Pharlor.

The Jungle Sept:
At a glance you may feel the life of a Jungle Sept Naga is one of plenty compared to ta Desert Sept Naga, this is an illusion. The more plentiful in life and water, the Jungles of Massalia are a harsh lands. The vast majority of species of plants and animals are poisonous, and the two great water ways that traverse these areas are dengerous to spend time about. In the nights the air is thick with insects, many of which carry horrible diseases. For the naga of this Sept it is knowledge that maintains survival; knowledge of whats safe to eat, where the freshest sources of water can be attained and what plants offer cure to the ailments that stricken the jungle. The jungle floors are hazardous, so these naga have become masters of moving in the trees. Life in the jungle has been made harder still after the breaking, by the appearance of strange reptiles of vast stature, which now compete for the limited resources available. Nagas of this sept are of green hues, best to fit in amongst the foliage.

The Swamp Sept:
The way of life of this sept has been all but annihilated. The vast marsh that once covered the northen tip of Massalia were submerged by the rising sea levels. Some few clans have retained a living in the small areas of marshlands left, but many struck out into the newly formed mangrove to eke a living there. The remaining naga of this sept have fallen low, forsakening the ways of Sha esc Shissa for a life of savagry, to outsiders, naga of this sept are considered no more than animals. They share a palid blue to pa;e green colouration with their descendants the Mangrove Sept.

The Mangrove Sept:
Much of the lanfs that were once marsh have been turned into mangroves, deciding not to eke a living in the vanishing marshes most of the former swamp sept set out to live a life at the ocean's boarders. Naga of this sept have become incredible swimmers, and have mastered the art of retaining breath for long periods of time. There is much food to be attained in the mangrove, but the greatest challenge is to attain fresh drinking water. So hard is it to aquire, that the naga of this sept have taken to diluting all fresh water with salt water, and even though few generations have passed since the forming of this sept, naga of this sept are now capable of tolerating much stronger dilutions. The drawback is that they no longer can stomach pure water, which makes them quite Ill. Mangrove naga that travel abroad must bring salt to season their drinking water with to prevent this from happening.

The Mountain Sept:
The smallest of all the septs, these naga live in the harshest of conditions. High in the mountains of Massalia, the rain cannot reach, and the lands are dry and airless. Yet somehow these naga survive in such severe conditions, drawing water from the stones and sustaining their livestock on sparse nutrition. The naga of this sept are considered greatest of all the septs for their choice of home is by far the hardiest. Yet still there numbers dwindle. The naga of this sept speak in addition to the Naga tongue a tonal language of whistles, which can be heard at great distances over the mountains. There scales are a variety of greys in colour

Naga Stats:
Primary Characteristics: DEX +2, CON +2, INT +2, WLP +2
Secondary Characteristics:  WPN +2, STM +2, POW +2, INI +2
Base LCK: 1
Unnatural CON +1
Unnatural Armour +4
Pride of the Naga: Whenever wearing armour of any type, take disadvantage on all DEX, BLS and WPN saves and checks. Further whenever a Naga dons metal armour of any type, they lose 1d3 REN.
Slither: Naga's move as if their DEX bonus was one less, but they take no penalty when climbing or swimming.
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Ferals

Post  Genisisect on Fri Jan 08, 2016 2:31 pm

These beings were once human, now fallen into savagery. Animalistic in both appearance and behaviour, the Ferals form tight night tribes or leading their adopted kin the Orcs in vast hordes.

Betrayers of Peace:
The Ferals were once humans, but they turned away from the peace of Shais and embraced Ogrum's war. The fall of the Ferals was the deed of Olimick, who appeared to humans across Theril and convinced them that the only path to peace was a war to end all others. Shais was disgusted by the eagerness and fervour which these humans took to war and revoked her blessings from them. This had the unfortunate effect of removing these traitors desire for peace, driving them to even greater acts of war. This attracted the attention of Ogrum, whom the traitors began to worship. Ogrum shaped the traitors, who were now called Ferals, into more brutish forms appropriate for their war-hunger. Ferals appear almost human, but take on a more bestial appearance, though the specifics of their bestial nature varies by tribes.

Broken and Scattered People:
Unlike their peaceful kin, the Ferals do not organise themselves into kingdoms and empires, instead forming small tight knit tribal groups, rarely exceeding a family or two. These clans are insular, rarely do they come together instead being as aggressive to other clans as they are to all other outsiders. There is an exception to this, some Ferals join the Orc Horde, often serving as leaders as they are more organised then the Orcs.

War Across the Wilderness:
The Ferals are the only race on Theril that come close to the Orcs appetite for war. Over the generations the Ferals have become incredibly talented in their chosen form of combat. Unlike the Orcs, Ferals do fear death and hence favour a technique of ambush warfare over the Orcs preferred strategy of horde warfare. Incredibly skilled with bows, Feral warfare favours hit and run tactics and ranged combat, rarely closing into close quarters. Every member of Feral societies have a part to play in their eternal war, men and women fighting together and children being used for diversions and confusion. Ferals fight for no real purpose simply waring for their own enjoyment though the supplies that they steal are useful, as they lead nomadic lifestyles. Feral tribes are savvy enough to avoid major population centres, instead vying for control over the deep wilderness.

Heartless and Brutal:
When the Ferals fell from Shais' grace, she revoked from them all her blessings. Thus Ferals lack the concepts of peace and love in their hearts. This is the main reason that Ferals live in such small communities, even as it stands these small tribes are prone to breaking apart with startling regularity. The concept of a life partner is almost all but foreign to the Ferals, with children often being born from mothers who were captured in raids or the like.

Hatred to All:
Ferals consider all other life in some way lesser to their own, even those of their kin. This disposition makes it incredibly hard for Ferals to relate to others. Some rare exceptions can supress their bloody urges and live life amongst the more civilized races, but these are few and far between. The Ferals extend their distaste for other life to the gods as well, offering no worship even before the breaking of the world. After the breaking the tribes were quick to forget even the existence of the gods, and instead turned to a form of ancestor worship.

Savage Magic:
Without the patience of Temperament for a true appreciation of the arcane arts, few Ferals have a capacity for magic. Some become attuned to the lands they live on and may tap into the power of nature. Far more common though, Ferals who live within Orc society learn the simple and destructive forms of magic favoured by Orcs. Those ferals that head underground in search of the power of the Ogre are often disappointed, for Tar'Zarin has a different effect on them as it does on Ogres; turning their skin potted and leathery, their eyes murky and clouded and their flesh have a soft purple glow.

A Life of Violence:
From the day they are born a Feral's life is dominated by violence. Their mothers usually perishing in childbirth or soon after from violence, younglings must look after themselves. Scavenging for food in the community when they are young and trying to contribute in exchange for food as they grow older. The line between adult and child is blurred, though a Feral reaches maturity at the age of 8 it is not uncommon for a feral to have already had children by this time. Bloodshed is the most likely cause of death for a Feral all throughout their life; children often killing each other in an attempt to secure food, and adults are often killed in combat both inside the tribe and with enemies. Surprisingly enough it is Ferals in Orc communities that are likely to live out full lives, with very few making it to half a century.

The Diverse Tribes:
Not all Ferals look the same, there are six broad categories of Ferals which share common features. It is not necessarily true that these different types of Ferals are geographically separated but this is mostly true. Ferals of different types are never found in the same clan though.
Bearhide Ferals:
Taller and Broader than most other Ferals, Bearhide Ferals are coated in coarse fur and thick skin. Commonly found in the sparse forest in the North of Old Theris. Less outwardly aggressive then other types of Ferals, they are much more likely to simply isolate themselves from other tribes or races. That said they are fiercely territorial and are much more likely to live alone then in tribes.

Goatwalk Ferals:
Short and Nimble, Goatwalk Ferals can be found in the mountainous regions all across Theril, with the excpetion of those on Massalia. They live in surprisingly large tribes of four or five families and eke a living by raiding caravans that move through exposed mountain passes.

Elkstride Ferals:
Native to the Frozen Wastes, the Elkstride Ferals are the most isolated of all the Feral types. Tall and with lanky limbs, they sport tuffs of fur across their body and tend to decorate themselves with the pelts and antlers of the beast from which they get their name. Elkstride Ferals spend more time fighting with each other then most types of Ferals, bit have out of necessity become herders.

Longtusk Ferals:
Short and Stocky, the Longtusk Ferals sport two tusks from which they draw their name. Hyper-aggressive, these are the Ferals who are most likely to be seen joining with the orc-hordes and are often found wherever the hordes are.

Catclaw Ferals:
Lithe and Nimble, Catclaw Ferals are often found in the deserts of Broken Lands. Catclaw Ferals posess charp claws and keen eyes. Preying on caravans that move through the region, these ferals form tight-knit but small tribes of normal size.

Wolfpack Ferals:
Perhaps amongst the most savage of the Ferals, the Wolfpack Ferals sport golden yellow eyes and keen senses. They are ubiquitous in most of the wilderness of Old Theris. The tribes form skilled hunting packs that are incredibly effective at seeking the kill, but often get torn apart when times are tough. When a pack disperses often some seek out the Orc hordes to join their ranks, whereas others may try to join new packs and begin the hunt anew.

Feral Stats:
Primary Characteristics: STR +1, DEX +2, CON +1, INT +1, WLP +1, PER +2
Secondary Characteristics: WPN +1, BLS +1, STM +2, EDU +1, LDR +1, INI +2
Base LCK: 2
Unnatural DEX +1
Unnatural INI +1
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Drow

Post  Genisisect on Wed Jan 13, 2016 6:48 pm

Of all the beings of the Utterdark, the Drow are the self-professed rulers of them all. Created a twisted image of the Elves, the Drow have now care for the world around them, seeing everything only as a resource to be used, including each other. The cities of the Drow are hot beads of lies, betrayal and manipulation.

Elves of the Deep:
The Drow were the second of the dark races made by Belough, formed from captured elves who had been tortured in the unfathomable depths. They share most of the elves features but with skin ranging from dark blues and purples to near pure black, their eyes are pupils globes of solid colour, the most typical being a pale pink, but white and light blue are also common, their hair is purest white unless dyed.

Exploitation and Subjugation:
Whereas true elves see the world as something to be nurtured and cared for, the Drow are a subversion to this. To a Drow everything in the world is a tool for them to use, and if it has no use it needn't exist. Drow cities run on mutual distrust and constant political turmoil, each citizen striving to secure their 'rightful' position as N'zar, the current leader of the city. N'zars are rarely in power for more than a week or so before being deposed, the longest reining N'zars rarely lasting more than a year. One would think a society plagued by such a crippling leadership system would lack the productivity to survive in the Utterdark, and this would be the case if it weren't for the Drows strong slave culture. Capturing Surface and Dark races with equal quantity, the Drows traffic a large number of slaves into their cities, such traffic is needed as the bound lead short and utterly miserable lives.

Persuasion and Extortion:
There is no currency in the bizarre underground cities of the Drow, commerce is instead performed through barter and extortion. As a race Drow are remarkably good at getting what they want, and somehow the cities are well supplied without the need for standardized commerce. The only people who are disadvantaged by this system are outsiders, who often end up receiving unfair payment, losing their inventories or even being taken as a slave.

The Pursuit of More:
Belough created the Drow such that they were never satisfied by their possessions, and always jealous of what others have. Their perception that each Drow is the only being that deserves to be in control is also ingrained into their very souls. Post-breaking, the absence of Belough lessened theses urges, particularly due to Drows nolonger receiving her blessing during their rights of adulthood, but it wouldn't be until the Gods War that they could truly begin to put the most destructive of these traits behind them.

Weaves of Taint and Shadow:
Just as the Elves are skilled in the Art, so too are the Drow. They have a distaste for Mysth's weave, preferring the use of the Charis' Shadow Weave, but the Drow also pioneered a new form of magic. The deep places of the world are filled with malign energies known as Tar'Zarin, a dangerous energy with the power to twist and corrupt mortal flesh. Belough infused the Dark Souls contained by all of her creatures with Tar'Zarin rendering them immune to their mutating effects, but the Drow discovered a way to harness it to perform magic. This became even more useful following the breaking; the magic may have left the world but the Tar'Zarin remained.

Allies of Convenience:
The Drow are a friendless people, all interpersonal connections are for personal gain. This also applies to their relationships with the Gods, often considering deities as a source of power, but still dreaming of a time when they can cast them off, or take their power.

A Family of Convenience:
So pervasive is the belief that each Drow see themselves as the rightful owner of everything they around them, Children as young as 6 share this belief. Drow do not practice marital bonds, and Drow families only hold together while the members feel they have a use for each other, Drow parents seeing their children as a Vessel for their legacy and potential political gain, and Drow children as a provider of food and shelter and a pathway to prestige. Family units often break up well before the young Drow is considered and adult, which is typically within their 110th year. Before the breaking, a Drow child would become an adult after taking the blessing of Belough and taking their own family name, permanently severing their ties to their kin. Post-breaking the tradition was continued despite the absence of the gods.

Hungering Hearts:
It is the soul of the Drow where Belough lies, driving them to greed, envy and desire, pushing them to see everything around them as possessions. The Drow though were the first to reveal the effect of souls on the mind, some Drow in the overworld had their souls driven out of them which had a profound on their personalities.

Drow Communities:
The events around the breaking of the world had a profound effect on Drow societies, taking a more or less uniform social structure and shattering it into a variety of different opinions.
The Drow of Talor Val:
The city of Talor Val is an oddity amongst elven towns, as it has a small population of Drow. The Drow of Talor Val joined the city when refugees of a Chitine attack forced the denizines to rise to the surface. Unable to seek asylum themselves they did secure a home for their young children, who was brought into a great orphanage. The priest of Selus saw that Belough was still influencing the children despite his best efforts, so he decided to exorcise her. What he did not know was that he was in fact, destroying their souls. The orphanage was shut down a mere 10 years after its founding, driving those who had not found homes were driven to the streets. All of this was before the breaking, and at this time many of those Drow are now entering adulthood. Drow on the surface fight prejudice leveraged against them for their race, as a response the Drow of Talor Val try their best to subvert common Drow types.
***Section Not Finished, lacks further opinions will be presented at a later date***
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