*RISE OF THE FALLEN CAMPAIGN*
A) Historical significance before the fall
In the first age, the Lord created the heavens and the Earthen. He created life when none other existed. With love he gave them freedom of thought; and freedom to walk freely between heaven and Earthen.
Upon earthen were created the first forms of flesh: ethereal. In this form the plants, the animals, and the faerie were created. Within the heavens were created angels, also in ethereal form.
Angels and faerie alike were permitted to interact, but none in the ethereal form could bring harm to another. All the souls of creation dwelled in the glory of the creator, and everything was formed for His pleasure.
Manna was given to all to consume; it was this that sustained all life and subsided all boredom. It gave all who ate it renewed energy and vitality. Those who did not eat of this would not die, but, instead, would experience loneliness, boredom and detachment from existence.
Order was established and the Lord reigned from his mercy seat. There was peace with most of the heavens rejoicing and praising the Lord. Until the moment of pride; the day Daem’Gog desired what was not his to claim.
This being was no ordinary angel, he was a cherub (protector of the mercy seat). Only a handful (out of trillions) of angels were annointed to become one of the cherubim, and Daem’Gog was the most beautiful and adored among them. The blessings and glory received from the Lord, reflected the Lord’s approval. Thus, Daem’Gog was set above all others.
For an eon Daem’Gog lead the many in honest praise and worship of the Lord, fiercely defending the seat from any who thought themselves worthy. But his pride and determination that drove him to protect it from the unworthy, unraveled a desire in his heart: to covet that which was not meant to be. Daem’Gog desired to be worshipped as the Lord.
In between his watch of the throne, Daem’Gog began confiding in those angels and faerie of like mind. Also, when he was suppose to be guarding it from others, he spent time admiring it and the possibilities of life if he was in control. His blessings dimmed as his songs of praise became hollow upon the ears of the worshipping angels.
Even those of the faerie races began desiring him, and built small idols and hidden temples to worship him. Amongst the whispers of admiring angels and the blessings of those rebellious faerie, Daem’Gog became resolute to do the impossible: become the new redeemer.
In a moment of brashness, he sat upon the throne; no longer wanting to deny that which he so righteously deserved. The halls of heaven became ravaged by a spiritual wave of anarchy. Among the crowd grew a loud wave of cheers and jeers. There were those that danced and howled at their new master, while others went slack jawed and astonished at what they witnessed. Amongst the these throngs stood the loyal cherubim who prayed.
The multitude of abominable worshippers and astonished onlookers began arguing and assailing each other with curses; this led to the first acts of psionics and magic as they began assaulting one-another. As this wore on, few in heaven stopped to take notice, nor perceive the sudden silence of the world around them, until the foundations of their world was crumbled to dust.
In an instant, the first dimension, a world in which they had known their whole existence, was taken from them. Their souls were banished from the heavens and the earthen; banished to a form of slumber.
In like, all of earthen, including the faerie, suffered. They were immediately transformed from ethereal to true flesh, with the color and brilliance of the plants dulled into the new solid existence. The tranquil days of earthen became broken into four seasonsfirmament. In the drastic north and south snow and sleet fell; in between grew great forests and deserts. The animals of earthen experienced hunger and began to feed.
The lord had made all of the faerie nations barren and mortal so that within an a few millenia they would become extinct among true flesh. They must then await their day of judgement.
Lastly, some of the angels were made flesh; forming all the races and their tribes, to live and multiply. While the remaining angels await their birth into the second age. All angels were forbidden to dwell in the realm of Earthen without being born through the womb. To violate this is punishable by spiritual death.
Daem’Gog was sentenced to death before all to witness, and bound in wait for his final day. All of the others were given the chance to repent. This life became a chance for them to prove their worthiness. Those who live worthy lives will be given eternal life, all others will meet oblivion. There are those who would rather meet oblivion than submit to their maker.
Also, no angel, once born, remembers this spiritual age, though the knowledge is remembered by faerie kind.
B) First of Birth
The first 450 years is marked by tribal warfare and the establishment of tribal leadership. Humans, elves, and dwarves are vying for places to live, hunt, mine, and cultivate.
The Earthen’s population learned to survive on the basic knowledge given by the angels of the Lord. Even though they live in relative solitude and distrust of each other, there was still some trade done amongst one another. Which led to fighting amongst those who had wealth, and those who wanted to take.
Battles in these times are sporadic and are never for a great loss of life. For half of this age there is no standing armies to send forth and fight. So alot of the fighting was feuds and vandettas. Justice was carried out by those with enough courage to stand up and defend themselves.
During the last half of this age, small, unorganized, groups of men became loosely organized and formed the first army. There was little, or no, loyalty amongst these creatons. just honest to goodness greed.
Major diseases are nonexistent, but some viruses do affect their well-being. Sicknesses like colds, flus and fevers are the most prevalent.
Some of the most wicked angels discovered ways to assert their will upon the lands. They speak to people’s minds in dreams and when awake; planting their desires within the innocent, disrupting the lives of many people. It is during these years that the wicked begin developing the power of possession, and they used it freely on those with weak minds.See psionics (free text- earthen)
Only debtor’s slavery is quite prevalent within this age. People that owe money and fail to pay must become a slave for the lender. Falling into debt is easy; getting out of it is the hard part. The masters of slavery are the first rich of the land.
As the years progressed, rituals became very prevalent within all societies. Eating, waking up and even before fighting, a ritual must be performed. These rituals were formed to create a semblance of normality and comfort. There is incense burning before one goes to sleep; bathing in holy water in the morning; spitting on the ground when one gets married; burping loudly when satisified after a good meal; and holding a ceremonial orgy before combat and hunting. These rituals are numerous and believed to give one favor among the Lord.
In the north, most tribes are nomadic and either follow the migration of animals, or hunt what they can before the winter months.
The further south one goes, the more civilized they are (relatively speaking). They live in huts of mud and wood.
Age notes:
1. proficiencies should be limited
2. Wrestling is the most common form of combat.
3. Psionics is available, but weak in power and available spells.
classes available: Warrior, thief, alchemist, minor psionics, symbolist.
Historical weapons: Stone dagger, sling, stone head spear, stone axe, club, blow gun, dart.
Currency
Bartering of furs, jewelry, and food is the only form.
C) First Defiance
Some time later Earthen’s first dynasty ascended to power: King Escer was the second king. During the night of his not-so-formal coronation, the young king declared that a great city must be built; he named this city, Ishtar. This would be so that all of the people of the world could come and take part in this newfound system of life. So his new subjects took to the task and built a grand city right into the side of a mountain. This was not finished until his death sixty years later; his son Escerbendin quickly took the throne.
In an act of defiance to The Lord, King Escerbendin shot an arrow into the heavens to try and hit Him. As the arrow flew into the air, a lightening bolt blasted through it and struck the king dead. Then, a great earthquake struck the city causing much of it to collapse down a hole that opened in the midst of the southern side of the city. By the time the arrow fell back to the ground, the city was no more.
In anger, The Lord transformed some of the inhabitants of the city into two new non-human races of Earthen. These were the races of badoon, and olk. These races were given it’s own language to further the confusion that was thrust upon them; humans were also separated by regional dialects. Some fights broke out amongst the new races, though, mostly, they left the city and traversed to find another place to live.
All of the land around the city became spotted with canyons and salt lakes as the ocean flowed into some of these crevices. An earthquake also struck deep beneath a near-by ocean. A large tsunami flooded the once fertile plains with salt water; tainting the land. This hot area became known as the burning wastes.
Age notes
Trade routes These are developing throughout and so is the crime that follows.
Trading: The traders of the world develop a standard of writing weights and measures to better communicate with each other and agree on price.
More weapons available: Short bow, short sword, bronze and wood armor, .
Currency
Simple coins of gold and silver are now in use within Ishtar and the surrounding lands.
D) the great migration
With the great city Ishtar in ruin and the lands surrounding laid waste, all of the races had no choice but to find new habitations. Many followed the same route causing many fights and murders: hatred was born through these bloody trails.
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Codex
Creations of the Lord
By: strom
( Lifeforms ) Intelligent Species -
Any
These are the non-human races that the Lord had created at the dawn of Earthen and those that were transformed from men, after the destruction of Ishtar.
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FIRST CREATIONS
NPC
1)Race: und-ka (sacred lizard)
Strength- They have the strength of a physically fit human.
nimbleness- Surprisingly agile, and quicker than a normal man.
intelligence- Very intelligent creatures. They possess a photographic memory.
Height: 5’4" - 5’9" weight: 100 - 120 lbs.
Description:
Und-ka are humanoid in form and can be mistaken for a human, from a distance, if properly clothed. Their eyes are small slits with triple lids to help keep them clean. The innermost lid closes in dust storms and in water to permit continued vision and protection.
Small holes on each side of their head are their ears. Hearing from a distance is difficult without outer tissue as humans have. They possess long, skinny tongue that continuously slides in and out of their mouths. Und-ka use their tongues to taste the air; they can taste the smell of sweat, flowers, poison, e.t.c. Their green scaly skin is soft and offers no protection form damage.
Temperament:
Und-ka are well educated and very articulate. When speaking and interacting with others, they keep their heads bent low and speak softly. Violence is not in their nature and would rather avoid any type of altercation outside of a good discussion. Their avoidance of violence breaths a strong air of submissiveness towards all who meet them.
Typical weapons and armor: None.
Typical Attacks and abilities:
1.
wrestling
: Using their quickness, they will put an attacker into a submission hold, but will not attack him. Preferring, instead, to get away from the offender.
2.
Nature’s touch:
With a touch of a finger, an und-ka is able to create plant growth in a desert. They are also able to draw water up from below the soil.
Historical:
Born in the days of creation, the und-ka were designed to be a blessing upon the world. The total number that exists cannot be determined, but they are quite rare.
During times of drought and destructive weather, they have been known to appear and create a small lake and vegetables to feed the down trodden. Trees and crops that have been reaped are known to be regrown by the next day.
Even though many believe them to be just mere legend, there are those who try to capture these beings for their own desires and gains. In fact, some time after the fall of Ishtar, there are und-ka who created the und-mali and und-mabre for their own personal protection (genetic creations, not done yet).
Their acts of kindness are only performed for those in need. Also, an und-ka cannot be forced to work their wonders; their power is not voluntary. There can be no premeditated action when using this power.
Society They have no society, leadership, nor city. There is no male, and female; they cannot bear children in any way. These solitary beings merely walk the world aiding those in need of their magical abilities.
TRANSFORMATIONS AT ISHTAR
PC
1)Race: badoon
statistical categories.
Strength- Being able to lift over 500 pounds is normal for this breed. Imagine having one strike you out of anger.
Nimbleness- These behemoths are slow in movement, but when enraged, anyone within reach can be struck by lightening quick reflexes.
Intelligence- This varies between the orango and goro. An orango is more book smart, goro are more street smart.
Resistances: nil.
Height: 6’ - 7’ weight: 360 - 520 lbs.
Description:
There are two types of badoon: the red-haired and black-haired. The red-haired look like a cross between an orangoutang and a human and is called an orango, while the black, being a cross between a gorilla and man, are named goro. These two types can live together in some villages, but mostly they are separated by their temperament differences.
Orango are slightly shorter and more stout and the goro stay closer to 7’ and appear leaner. Their statistical categories are the same.
Temperaments: 1. Orango
These red-hairs are very social and are never hateful. They do have a temper, it’s just that they are slow to lose it, and quicker than the goro to regain it. Being slightly more docile, orango tend to be more understanding of others and are better educated.
They choose their friends by their actions. They have little time for those who are not of like mind. Their mild mannered approach in life helps them easily blend in cities as well as wilderness settings.
2. Goro
Slow, but strong, these primates are very aggressive and consider fear a sign of weakness. Showing their teeth, snarling and beating their chests are done in fits of anger. Their tempers are honestly brutal; lying is a disgrace upon themselves and their family.
Goro are quick-tempered and like to lash-out their anger at the annoyance, to the nearest inanimate object. Their friends are chosen by their perceived strength and ability to fight. They distrust city-dwellers and prefer the sanctity of the wild.
weapons and armor:
1.They prefer to have no armor so their movement is not hindered.
2. Clubs, spears, and maces.
Weakness nil.
Typical attacks, abilities:
1.
Orango
- They like to strategize and discuss what must be done when certain events occur. Even during combat they will shout orders and directions to characters they have not fought with before.
2.
Goro
- No direction needed. They see the enemy at defeat him. Talk is cheap; especially when a good broken skull shuts up an opponent.
Historical:
As the arrow of Escerbendin flew through the sky, royal family members, guards and all within the political structure of Ishtar were transformed into the badoon- as they became to be known.
After their transformation the badoon went on a rampage. Some lashed out at other badoon and human alike, while others began searching the rubble for any of their old belongings and treasures they could find. As they walked out of the city they seemed to congregate towards one another; finding their safety in numbers.
These bands of badoon used their physical and numeric strength to overwhelm many of the humans who marched close-by. They stole their food when hungry, and, when found, their treasure. The fighting, at times, was fierce, and the badoon did not always win.
They eventually migrated in clusters throughout earthen. Hated by those that survived their anger; feared by those who heard the stories; and loathing their deformed existence.
Society
Goro- Only the strongest lead the tribe.
PC
2)Race: olken d’arven, (dirt dwarves)
Height: 4’5" - 5’5" weight: 160 - 200 lbs.
Description:
An olken’s skin is dark gray and very dry. So dry, in fact, that they always seem to have an itch and dandruff. When in arid regions, their lips and skin cracks and bleeds. The hair on their head is thin, dry, and filled with dirt.
Bathing consists of mud baths. They do not want to be covered in perfume; they don’t like incense; and they get a little edgy when a bar of soap is near. It is common for olken and their wares, to be covered in dry mud.
The arch of their nose is crooked with broad nostrils. Their eyes are smaller with a permanent squint/scowl on their face, leaving a grumpy aura about them.
The olk like to wear coins and jewels in the flesh of their ear, and jewels are placed under their skin. This is done to keep them safe from common pickpockets.
They wear leather tunics and dresses for their durability and their lacking need for washing. Shoes, capes, hoods and the like are not worn by olken. This lack of cover symbolizes their pride in their ancestors that left the underworld for the open skies.
These dirt dwarves are actually quite strong. Between hunting, working and traveling, they are more fit than the average dwarf.
Temperament:
Not only are these stout fellows grotesque to look at and smell, but they have no manners to speak of. The most hardened are known to throw snot at those they dislike, and can curse with the worst of sailors.
Olk are attracted to the poor and down trodden in society; these people may remind them of their own plight. The rich and powerful are too clean and pretty to be trusted; their flowery smells are nauseating. Having a Robinhood complex, the olken people will help and defend the weak. They assist without knowing the facts of a situation.
They don’t like to sleep in caves, houses, or underground sewers; they prefer alleys, fields, and barren mountain tops. The olken people love wide open spaces and the stars above.
Olken are nomadic in nature. They like to move from one place to the next with an inane purpose: annoying as many people as possible. Eating other people’s food, or simply needing a new place to defecate, their reasons are endless and so are their vulgarities.
While they are known to be hard workers and craftsmen, none could ever be what you call "pillars of society". Their butt-picking ways would not look good in the fashionable circles.
Olken usually travel with their family. These packs are led by the father and mother of the group; sometimes the eldest son or daughter takes over. The leader makes all the decisions for the family, and a leader’s decision is final.
Those who are found alone either lost their family, or decided to search out a mate to start his/her own family.
Being of dwarven descent, olk are very proud of their heritage; even though dwarves no longer claim them as their own. Their ancestral crest is put upon their leather jerkins and dresses. They also carry flags with this crest, and sing the old dwarven songs of their clans. It is very common to hear a chorus of an olken family before you see them.
Normal dwarves dislike them for olken fled their heritage to worship King Escerbendin in the city of Ishtar. Also, if a dwarf catches an olken wearing their families crest, then he will berate him, beat him, or even kill.
Burps are very important in their society. It is used when shaking hands to consummate a deal, when finishing a good meal. Also, burps are blown in people’s faces when offended by another. Sacks of vomit and poop are kept for special grievous acts against them.
There are no animosities nor hatreds among the olken clans. They are always happy to meet one another, and discuss stories and notes about people they’ve met and places they have been.
Religion: Many of them still worship Escerbendin, and talk of the kingdom of Ishtar as being the good ole days. Those that do not worship him, have no faith at all.
language: They can still speak a broken form of the common tongue of humans. Mostly, though, they speak the
dwarvish language, which they use when amongst themselves and for privacy.
Historical:
These were dwarves that lived within the city of Ishtar, and worshipped the human king, Escerbendin.
At the moment of transformation many humans were transformed into these beings called olken. These were the people who reveled in the actions of King Escerbendin; who drank to honor his power; and who consummated their hatred of the Lord by worshipping a human king.
With a glance of their new form and new language (dwarvish), those who became the olken, went mad. Nothing seemed to matter to them anymore. They walked from Ishtar a broken soul and everyone was to blame.
Along the trek, the humans insulted and kicked at them. The badoon tossed them as toys. This, however, was met with their horrid insults, by day. At night, they urinated and defecated upon those who offended them.
For these creatures there is no rest. While the other survivors of Ishtar settled down and began building a life, most of the olken just walk on, living in the streets and on the roads. It’s as if they are searching for that certain something; the thing that calmness that cannot be found.
Elves(Ehiven)
1. height: 4’5"-5’2"
2. weight: 80 - 100 lbs
: Elves come in a variety of different hair and skin colors; there are four known tribes that roam Earthen: the mountain, the woodsland, the wild and the underearth elf. Each type of elf is made up of many clans that claim fealty to a ruler of their own kind.
Elves are not known to intermingle nor trust one another. Indifference is common among clans of the same tribe, while distrust and hatred are common feelings between the different tribes.
These beings are also unable to be possessed by the fallen. It appears that their spiritual will is unattainable to them. They can, though, obtain a fallen’s power; becoming what is known as a wild elf.
The mountain(sky,or soul) elves( Toren Ehiven), or high elves- as some call them- are known to construct great projects within their cities. The rule of law, and councils form the structure desired for a subordinate society.
High elves have a copper tone skin that glitters hues of a rainbow when directly within the suns rays. Their eyes are also multi-hued, though grow different colors with certain moods: red- angry; blue- sad.
All of these elves are stunning in beauty and appearance. They wear the finest of clothes with the brightest of colors. Silks, and furs come incensed with strong perfumes and oils.
Intelligence and reason are attributes admired most by a high elf. They have a distinct love for riddles and mind numbing puzzles. Great games and tournaments are held bi-annually to pit the-best-of-the-best against each other, with new opponents being permitted to enter, occassionally.
At night the city of a high elf, and all within become ethereal. It is seen, and can be walked through, yet nothing not inside during the transformation can manipulate anything within.
Woodland elves(Would Ehiven)
A wild elf( Ehiven) This is not a separate race, but a conglomeration of elves that have chosen to use the powers of the fallen. A wild elf thrives on usurping power and instigating great spiritual and political intrigue.
They cannot be possessed by a fallen, but, instead, are able to siphon their power.
Their magic spells are comprised of basic cantrips that develop, during combat, into more involved and dangerous weapons.
An under-earthen elf is the most reviled and secretive of all the elven races. They dwell within the caves and sewers of large cities; where they hide during the daylight for the cooling blanket of darkness. The daylight does them no harm, but they prefer to meet a foe and/or dinner on common ground.
The underearthen have sight at birth, but, at an early age, lose most of their sight to a degenerative disorder that infects the whole of their kin. Everything beyond two yards is indeciferable for most, while others lose their vision entirely. Those with some sight have reddish eyes, and the blind’s are pink.
An under-earthens skin has lost all pigmentation leaving a smooth chalky flesh that, at times, is transluscent. Revealing portions of the inner body protected, yet exposed. The hair on their head is shaved or left unkept. Physical beauty is not cherished. Instead, they are attracted to one’s cunning and devious acts.
Clothing is only a necessity used when moving amongst the other races of earthen; modesty is not in their vocabulary. When above the earth, a under-earthen will wear clothing stolen from the surrounding population: hooded cloaks, jerkins and long sleeved tunics.
With the loss of vision, the other senses become more in tune. Thus, they love the smell of incense and oils; they are enjoyed like a smokers enjoys a cigarette: after eating, when waking-up, e.t.c. The smell of a fresh kill is also intoxicating. Their senses of touch and feeling are quite abnormal; as they depend upon them to move and to locate opponents.
Their wealth is gained by stealing, terrorizing and murdering the helpless. They use this to sway the hearts of corrupt men into servitude. Simple guile, and threats of violence are also used to obtain their desires.
Before the coming of man, they fed mostly upon the blood and organs(?) of animals. With the advent of man, though, they have found an easier prey to eat and manipulate.
dwarves
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genetic alchemy
By: strom
( Lifeforms ) Intelligent Species -
Any Taught by the Nephilim, genetic alchemy was born to lay the foundations of confusion, and racial superiority.
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Transformations
The one common trait all of the mutations have in common is that they have to spend some time in a cocoon wrap made leaves, silk, cloth and other various materials. During this is when all of the transformations take place.
The outer shells are made of leaves, while The inside has an animal, and/or plant placed inside. An initial incantation is cast to meld the outer shell around inner contents. Afterward, the specimen goes through a gestation period; the process takes six weeks to fully complete a conversion. During this time, a character is in a comatose-like state, and will die if the shell is broken before it is finished.
With each creation comes a rather unpleasant side affect- a character is physically and mentally changed forever. Physically they partially transform into that which they are blending with. Mentally they inherit animal traits, or are just simply left slightly less sane. No one is left unscathed from this process and there is no returning to one’s natural form.
A special serum is given to ensure that assists with the transformations, and helps keep the specimens obedient to their master.
The materials and specimens needed to conduct these transformations are quite costly. Animals need to be captured or purchased; subjects need to be obtained (not everyone wants to change their physical bodies); and organic materials need to be purchased and mixed. There is also the problem of hiding and protecting the specimens as they develop. Only the regal and wealthy can afford to do this in mass quantities.
*Campaign I*
1)Race: skreech
statistical references
strength-This is of normal human strength and can vary depending on the strength of the human that was used.
nimbleness- Much more agile in the air than on the ground. Normal flight is dificult, but when they swoop down to attack they are quick like a hawk.
intelligence- They cannot read nor write, and retain fragments of the dialects that they spoke. Now, though, they may imitate words that seem familiar to them, but cannot hold an intelligent conversation.
Resistances
1. Illusion spells also have no affect upon them.
Heght: 5’5" - 5’10" weight: 225 - 240 lbs.
:
-Description: These beings were blended with bats, butterflies and lizards. The possess no hair, but scales upon their body with a long serpentine tail(4’ in length). Their skin color is dark brown and ebon one.
The skin is thick and around their head it apears as though their flesh has been melted like wax. Their brows are thick and sag over the eye holes, and their ears are pinned back and fused to the skull.
Their eyesight is very poor. This disability stems from the fact that their eyes have shrunk and receded into their sockets. Up close you will notice that they are continuously squinting and contorting their face. It’s as if they are trying to force their eyes forward. Also, their mouths are always agape as they are always chewing and gritting their teeth; their facial expressions makes them seem to be in perpetual pain and frustration.
Drool is always seething from their lipless mouths in order to keep their mouth damp. They tend to make soft slurping and smacking noises as they try avoiding the loss of saliva and becoming dehydrated. They also possess a large bulbous hershey-kiss-shaped nose with small nostrils to breath through. Their nose is also always runny, they lick the fluids as they breath.
Their wings resemble a monarch butterfly’s, but are supported by a thick transluscent, and leathery feeling shell. This restricts their flying to short periods of time, because it takes extra effort flying to keep themselves aloft. This leathery shell protects them from all physical damage. With a limited ability to fly the skreech prefer to swoop down at their opponents. These wings easily fold back and out of a skreech’s way.
-Temperment: These seemingly mild creatures are a curious lot. They are always searching where they are, monitoring their surroundings. When intruders enter an area of their stewardship they immediately come face-to-face with a single skreech; when more than one are guarding, then the most dominate one greets the intruders while the others wait in hiding to witness the outcome. During these moments, a skreech remains silent to listen to see if the intruders leave voluntarily, or if they need to be ushered out.
Having bad vision and sense of smell the skreech rely upon their hearing and touch to decipher what is before them. A low humming noise is emitted from their throat so they may see what is in their midst. The noise bounces off of what is in front of it and comes back towards the skreech.
The noise is absorbed back into two soft spots on it’s head- one on each side. The faster it receives the sound waves, then the closer it is. A skreech is also able to feel the shape of what the sound waves bounces off of: large animals, humanoids, small animals. Think of this as an advanced sonar system.
Having no ears, they continually turn their head to better hear to area they are scanning. Their back side literally becomes their blind side.
Though their humming senses objects, they must remain silent to hear the movements of unsheathing a blade, or notching a bow.
The skreech are able to sense a psionic’s power from 50 meters away. They can actually sense where and how close a psionicist is. Any skreech without a master are drawn to them and will trust them over any other.
Their service can only be in reference to protection of people (psionicists) or objects (treasure, magic weapons). A skreech will not mindlessly attack, nor commit murder. They permit an intruder to escape when they flee their objective, but they will guard things with their life if instructed to.
-Weapons and armor: Their skin has a natural resistance to blunt damage, and their wings resist all forms of physical damage.
-Typical attacks, abilities
1.
scream: They emit a sonic blast that knocks down an intended target and stuns him for 1d8 rds. The opponent must be within 10 meters for this to be effective.
2.
swoop: Descending upon an opponent from above is how they prefer to attack their opponents. When in large groups they will climb up onto something and lunge at an opponent already engaged with another skreech.
3.
grappling: When engaging an opponent, the skreech will attempt a bear hug, while others attack.
4.
psionic sense: With a simple sniff a skreech is able to sense fear, anger, hatred, and the intent of a character towards them and their ward. They also can sense when someone is possessed.
5.
telepathy reception: Though they possess no ability to communicate, a skreech can receive and understand anything psionicist tells them. They have no language barrier.
-# of actions: 3
-damage
Punch: 1d10, two-hand punch: 2d8, bite: 1d8
-Habitat: Wild skreech live near rivers and streams. They live in caves or burrows that they dig themselves. Cliff sides are a popular choice for their unobtainable characteristics. Some may even find hospitality in large trees.
Trained, or owned, skreech live near their master or designated treasure (characters included). Places of perch are usually nearby- trees, roof tops, and other high places. Without a perch, they lose that important first strike.
Skreech cannot live in temperatures below freezing. They will die in their sleep.
-Historical: In the age of defiance, when King Escer II began building the great city of Ishtar, the first structures built were the prisons, the original throne room, the catacombs and the treasure room within the deep caves. Given into possession at birth by his parents, King Escer II has been influenced by the daemon Arasmus, and was granted minor psionic abilities by the beast possessing him. Through this possession Arasmus influenced the king to create, among many things, the skreech for protection.
These protectors filled his inner sanctums. Hallways and rooms were built twenty yards high with ledges, perches and arches that bridged one room with the next so that they may fly above and follow their treasure anywhere within.
Some of these creatures were given to loyal members of the court and used when transporting valuable cargo. They cause fear and awe amongst those that witness them. However, skreech do not attack unless provoked. Possible ways to incite them to violence would be to steal the treasure they are guarding, or harm the person they are protecting.
The reigning king receives the most intense protection. Any that approach him are inspected by a skreech before being permitted to get close. Those who do not pass inspection risk immediate assault. In a moments notice, though, the king can call them off, and calm them down. Also, the king can designate untouchable people. Meaning, they are not allowed to inspect them.
Because all reigning kings must be possessed by Aramus, all skreech available will come to his aid. No treasure is more important than the King.
(see City of Ishtar for info)
2)Race: elohala succa (elven succubi)
-statistical references
strength- These are fragile creatures with the normal physical strength of an elf.
nimbleness- Has the normal ability of an elf.
inteligence- Not book smart at all. These creatures are in a world of passion and desire and nothing else matters.
-Resistances:
1. Cannot be harmed by physical weapons, or magic.
Height: 5’5"-5’7" weight: 80-95 lbs.
Movement:
-description From a distance they appear to be a normal elf covered in faerie fire; upon a closer look, a character will notice that these women and their clothing are in an ethereal state, yet seemingly physically obtainable. This said, when a character sees them he is beholding the most beautiful elf ever created; even women have this same effect.
Their scant skin-tight raiment sparkles with enchanting rainbow colors and their skin is flawless. They cast a smile to all who behold her. She speaks softly, as if singing her words to potential suitors.
Mere glances are transformed into a trance; all thoughts beyond pleasing her vanquish. When consumed, a person will speak about how beautiful her hair is, or how graceful she walks. Then there’s her eyes and voice; and how the wind blows in her hair and her dimples crease when she smiles. The list of compliments are endless and is annoying to anyone who resists her enchantments.
-Temperment: An elohala succa (succa for short) is very calm and playful in demeanor. When encountered, they are laughing and seemingly bashful. Potential suitors are lured back to their lair.
Succa cannot be reasoned with and desire nothing other than a character’s love. They know no anger, fear, nor hatred; they are familiar with sorrow, though. A despair that they can never give birth; they can never feel the touch of a loved one’s skin; and that they may never die to release their pain.
Victims lose almost all of their intelligence and willpower scores while beguiled. Victims that become brain dead are tossed away; it’s as if she no longer sees or desires them. It is not known if the succa realize the damage they inflict upon their lovers, because they truly seem to love their victims and want to care for them.
Also, succa will not interfere with another’s lover unless one of them do not have one. The more feeding off a victim, the quicker he loses all mental capacity.
-Weapons and armor Succa are in ethereal form and nothing from this world can bring them harm.
-Typical attacks, abilities:
1. Passion gaze: All who look directly at them automatically become stunned and all their thoughts become comsumed with her beauty.
Distance: Line of sight.
Duration: 1d20 rds.
2. enthrall: This is used to entice specific victims. Anyone that hears the song of the succa becomes comsumed with thoughts how wonderful and beautiful she is. No one in this state can hurt her, or speak of anything but her. A successful save means the intended victim cannot even hear the song.
duration: until she finishes.
Distance: fifty meters.
3. beguile: The beguiled become a succa’s lover and will follow her anywhere and do as she wishes. They will resist rescue, and will weep for up to four hours after being away from her spell.
Duration: Must be separated from her for four hours, or until death.
Distance: Victim must be within twenty meters.
4. Psychic feeding: When a character is beguiled, the succa feed upon parts of the brain. A victim’s intelligence and willpower are both lowered to a score of two. And they must make a weekly saving roll or lose either one point of intelligence or willpower permanently. Once both original scores are reduced to zero, the succa leaves them behind and looks for a replacement. The mental capacity that is siphoned is also used to feed the victims. They wouldn’t want their lovers to starve, I guess. *NOTE: Each additional succa feeding off of a victim lowers a victim’s save chances by two.
Duration: Until victim is brain dead or he escapes.
Distance: Ten meter radius.
5. Wailing: When a lover is rescued, a succa wails a cry of broken passion. Any with one-hundred yards of her will plead for the person’s return, when the rescuers are spotted. Some will even try to pry the lover away.
Duration: One hour.
Distance: Everyone within one-hundred meters.
# of actions: 1
damage: They are unable to physically harm anyone.
-Weakness: A character using a disenchantment spell destroys everything she has magically in her control. This also causes her to disappear for three days; afterward, she returns to resume her work. People who successfully disenchant her are known to become hunted by her; even those they interact with can become marks. It is not known if this is done for revenge, or for the fun.
-Habitat: These one-time-elves are usually found within wooded and swampy areas, but are known to travel to any region. Their homes are built within trees and their victims live nearby awaiting their love’s touch.
-Historical: It is said that Aramus, in the first years after The Great Destruction?, promised an elvin king that he could break the Lord’s curse (see ) and permit the women of his tribe to bare children.
All of the women, including his two daughters, were put into cocoons. Once complete, the spirits of the elven women arose from their harrowing graves and attacked all of the men. As the men became brain dead, they succa began feeding off of other succa’s lovers. The result left a whole village of men permanent vegetables, and the succa spread out into the lands to find more lovers.
(?Gaming notes:
1.
*Campaign II*
1)Race: d’arven-ghauts (dwarven goats)
-statistical references:
Strength- Their upper body strength is that of a physically fit dwarf, but their legs are as strong as a mountain goat.
Nimbleness- While not being very good at evading attacks, they are very nimble when leaping up and over treacherous rocks and mountain sides.
Intelligence- Even though they do retain some of their past knowledge, they are not very book smart and have not the patience for constructive work or long debates. Their speech is accompanied with grunts and high pitched cracks in their voices.
Resistances:
1. They are more resistant towards mind controlling magic than a normal dwarf.
2. Normal cold weather conditions do not bother them; their goat hides provide adequate protection. During extreme conditions, though, they usually recede into their caves and wait out the storms. Also, normal virus’- like the cold, flu, e.t.c.- do not affect them.
Height: 4’5" - 5’0" weight: 135 - 150 lbs.
Description: They are covered in black and gray hair, with hooves for feet. Their stand in a haunched position because their legs are hind quartered like that of a mountain goat. From their foreheads protrude two horns that twist into circles. They have beards that consist of the hair that grows on their chin and sideburns; both of which is grown long and braided. All of the rest of their hair is straight and grows no longer than 1" in length. It is quite common for most to have small stubby tails.
Temperament: They are loyal unto death towards another d’arven-ghaut and their king. All other loyalties are tied to the safety of the kingdom they are protecting.
D’arven-ghauts are even more stubborn than normal dwarves. Minor disagreements are usually settled with minor acts of violence. Large bloodfeuds can also be levied amongst one another for merely giving a sideways glance.
The younger and less proven a d’arven-ghaut is, the more foolhardy and reckless they tend to be. The younger ghauts are most eager to prove themselves at any cost. This is the best way to ensure their stature within their community.
First impressions are very important to the d’arven-ghaut. When first met, they will quickly develop an opinion about a character. Things like does the character appear weak,is he armed; what is he carrying; even where he is going will define the everlasting memory a d’arven-ghaut will retain about him.
A stranger, when challenged, must accept and fight the d’arven-ghaut. An outsider winning and losing the bout is not as important as them answering the challenge. Those who refuse are turned away from the dwarven lair they protect, and, at times, the offended ghaut will attempt to kill him.
These fiesty creatures greet strangers with weapons in hand and a probing eye for battle. Their honesty is rude and to the point; diplomancy is not their strong suit. In fact, it is not played at all.
Weapons and armor: d’arven-ghauts prefer to use blunt weapons that permit them to perform hit-and-run tactics. These weapons are usually hammers, maces. They only wear leather and chain armor; heavier types of armor would badly hinder their mobility. Also, shields and helmets are never used.
Typical attack(s), abilities
1. Charging: With their horns leading the way, these beasts are known to enter a fray headfirst. Furiously they ram their opponents with their horns and hammers.
2. Diving: They are also known to jump from heights high above and landing headlong onto an opponent. Being hit with their horns in this fashion causes double the normal damage.
3. Head butt: In close quarter combat, this breed resorts to ramming an opponent with their horns.
4. kicking: This is only effective if the character places his hands on the ground and lashes his legs out behind him; as a horse or donkey would do to those angering them from in the rear.
Weakness: Fighting in cramped quarters or dense forests hinders the d’arven-ghaut’s ability to effectively cause chaos in a battlefield. Psychologically, d’arven-ghaut cannot stand fighting in small spaces. They are much more effective with hit-and-run tactics.
Habitat: These creature dwell mostly outside of a dwarven city. Some are known to be personal guards to kings, but they predominately stay in or near caverns that dead to the city.
Historical: It is during the Curse of the Fallen campaign that dwarves are being slaughtered wholesale for control of their kingdoms. Many nations desired to obtain their riches and do what they must to achieve this goal. So, too many dwarven clans fell into the abyss of their coming extinction. Through alchemy, though, the dwarves have developed this new warrior class; A new hope to stave off the armies of the greedy and escape total annihilation at their hands.
Those who take the oath of the d’arven-ghaut swear to never drink, nor try to mate throughout the remainder of their lifetime (the young are born deformed and never live). Their sole purpose is to defend the inner city and outer mountainous region from foreign invaders. A task they perform with absolute ferocity.
They are revered by normal dwarves, but not known to socialize with them. They have their own society built around bravery and violence. Thus, the more combat experience one has obtained, then, the higher his stature becomes among his peers; scars are badges of courage. Dominance, both physically and socially, is a trait shared within the d’arven-ghaut society.
Gaming notes:
1. These beasts are very agile in mountainous regions and are able to leap from 15 to 20 yards across when sprinting.
2. They have a great amount of agility when moving along rocks and cliffs. They know how to pick their footing by eyesight and rarely fall.
Race:
statistical references
strength-
nimbleness-
inteligence-
willpower-
Resistances:
Height: weight:
description
Temperment:
Weapons and armor
Typical attacks, abilities:
Weakness
Habitat:
Historical:
Gaming notes:
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Gods will
By: strom
( Society/ Organizations ) Criminal/Espionage -
World Wide We are not mere assassins, we are Gods will.
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The masses know them as Angers Judgement, but they prefer God’s Will. This group of assassins are never found when searched for; they merely appear when their clients wish death or a brutal maiming upon another. They hear a character’s cry for revenge even if the words do not touch their lips.
When one of them appears before a perspective client he must not refuse the offer; this results in punishment for the client. Death is possible, but a spurned assassin usually pierces their mind with the mark of defiance. All psionics of the order can see this and are honor bound to inflict some type of torture or interference in the life of the marked.
When appearing for a job, God’s Will members wear outfits that are black and purple in color. The particular style varies with the nationality and region in which the assassins live. Obviously, they must keep their identities hidden with veils, scarfs, cloaks and other obtrusions to remain anonymous.
The payment they coherse is never more than they one can afford (they can read their thoughts after all). Usually it is a “favor” to be collected later. Money is usually not their driving desire, but not out of the question. Above all they desire favors to be collected when needed. Refusal for a collected favor is always death.
These men and women are found within all classes: serfs, royal counsel, black smiths, beggars, guilds, e.t.c. All of them are psionics and fill their ranks with babies they sense have the gift. When they breed, they only do so within their circle. If they have a baby without the gift, then they kill them. Children without the gift are worthless to them.
Their hatred for the ungifted is deep seeded in the fact that psionics, for hundreds of years, have been hunted and killed by those who fear their power. Knights, wizards, guilds, and even whole nations, at one point and time, have declared war upon their very existence and ultimately seeked out their extermination. When ever one is found to coexist in a community, the locals break into chaos. This chaos often consumes all those who personally know, or have been in frequent contact with, the psionic be tortured into confession and then burned, stoned, and hung; along with the guilty psionicist.
Many orders (both religious and non) have arose over the years to quell what is considered deviltry, or outright demon possession. The most ruthless and longstanding is the Royal Order of the sphinsters; which was formed some ninety years ago. A baron named beauregarde sphinster, being the type of man to seize an opportunity when it presents itself, used his small amount of political clout to form a small council of puppets who traveled throughout the land promising to rid a town or countryside of this scourge. A hefty fee was charged for the services they rendered, of course. They charged by the head.
This council used actual psionics to hunt down others. When no psionics were found in an area, the council would create one. Creating one meant that they would pick out an outcast of society and pressure (torture) him to confess. The trial they held was always public occassions for grandstanding and to build notoriety. One of the slaves they used for hunting was named Kaeel, and, at first, he reveled in the work.
Kaeel was a baby when the council’s “Dogs” found him. They decided to keep and raise him for future use. Raised in the confines of slavery and taught the brutality of hatred, Kaeel became the most vicious hunter of all the slaves. Often times killing his prey (psionic and not) without a grandiose trial, which angered the council many times over.
In desperation(after roughly forty years of hunting), Kaeel, instead of hunting psionics, recruited them. The only people he brought before trial were men of authority and wealth, and those psionics who would not join him. He
formed an extremely loyal army that was instructed to wait for his return. So that they may rid the world of the tyranny of the ungifted.
It came on a brisk spring evening after a day of reveltry and celebration from another day of successful hunting. Kaeel was being punished for not finding a true psionic. He was tied to a post and being whipped; given one lash for ever year he lived as a psionic. After the beating was concluded the council and it’s members finished out the festivities and went to sleep. During their slumber a fellow Dog came to him and released him from bondage. Together they entered the minds of everyone there, murdered them and fled into the night.
Back tracking his way to where they had been, Kaeel collected all of the psionics that pledged their allegiance. This small, yet formidable army stormed havoc throught out the countrysides of many nations. The more members that were collected, the bloodier their wake became.
For two years the army marched where Kaeel led them; attacking the leaders of nations and known opponents of their existence, and then moving on. They would enter small villages and incapacitate or even murder any capable defenders and then pillage their needed resources. This became known as the purge war.
This misguided plan of sporadically massacring the world’s leaders unwittingly created alliances amongst those that were once enemies. Wizard and knight; thief and noble stood together to fight a common enemy. Small skermishes were used by the ungifted to lure the militarily untrained psionics into a trap: the battle of durin plains. The army of psionics became quickly encircled after nightfall, and at dawn the opposing force, some 5,000 strong fought and nearly decimated the entire psionic army. It was in the fleeting moments of combat the demon-god Thuul appeared.
Kaeel and the other psionics were offered a deal: he would save their lives as long as they promised to serve him against the ungifted. In desperation, Kaeel and his army submitted to him and vanished; being delivered from certain death; giving fealty to a god of chaos.
The assassins now worship the chaotic god Thuul.Thrice times daily, these believers pray to him. Prayer lasts for 30 minutes at a time, and while praying they fall into a deep trance that blocks out all of their senses to the outside world. It is during this that they are most susceptible to any attack.
Once a year, to celebrate the night Kaeel destroyed his masters, the psionic enclaves search out and kill someone who is prejudice towards psionics. This is called the celebration of freedom and is the second most holy day for them; the first is the celebration of Thuul’s Birth.
Their God demands them to live their lifes integrated into society, but, at the same time, isolated from normal interaction with non-psionics. God’s Will members live in small groups consisting of as many as ten, to as little as one. The assassins know that it is not their destiny to rule the world; just keep chaos within it.
Their typical methods of destruction:
1. mind melt: the psionicist puts his hands on the victims head whipping his brain into a liquid that oozes out of his head.
2. madness: Their opponent suffers for hours, even days. This causes the victim to feel claustrophobic and fearful of mundane things. He may see bugs crawling in and on his body; see his body transform into another lifeform; and have total loss of bowel control. The end result is permanent madness.
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March 10, 2006, 21:19
Once 'tis modified further, the vote may or may not change. But don't be discouraged, I definitely think it shows potential.
March 21, 2006, 2:44
Also, I'm working alot lately, and really don't have as much time as I would like to write. I shall, however, nail this out; hopefully you will like it.