Saturday, October 27, 2018

Updated List of Playable Races


Shear ushers you all into a lounge inside the building he conjured. Starry-eyed, the dragon, bone centaur and two robots hang onto every word as he explains the totality of the playable races in the Nexus, via hyperlink, starting with the old guard: (Ignore Racial Hit Dice, Two levels worth of Level Adjust are considered paid off at this point)
Human – These come in four varieties. The standard configuration are the Morcinian/Carracans, technologically advanced abyss salvagers who are currently at war with one another on the continent of Ungerland.
Morcinians have extremely urban lifestyles, manning factories and fueling their comfortable lifestyles with Aether powered replicas of modern comforts. The capital of their country is a multi-layered metropolis with a population in the millions. They gain Undercommon as a bonus language and have a +2 racial bonus to Use Magic Device.
Carracans live as nomads or shepherds, and convert technology pulled from the abyss into functioning tech. Some groups make their fortune in the Desert of Glass, where they export Aerthersand from the edge of the Abyss. Carracans gain +2 to Handle Animal and Survival, and speak their own language as well as Common.
                On the summit continent of Fruschia, humans have evolved to be closer with the abundant Aether flowing from the Crystal Mountain and live in abject surplus, using their magic frivolously.  These humans gain no bonus feat or skill points, instead starting with +2 Intelligence and the ability to cast Disguise Self at will.
                The Dingiri reptilians have spent generations modifying Humans for their true purpose, to be slaves! These primitive looking folk lose the bonus feat and skills, and have an Arcane Spell Failure Chance of 100%, as the Dingiri have bred out their magic ability. In return, they gain +2 Strength and +4 Constitution.

Gnome – The traders of the free world, gnomes can be found in every region. Their homeland, Austland,  is a series of airborne islands, along which flows the Austbruck River, connecting Fruschia and Morcina.

Centaur – Centaur are the roaming champions of the Plains of Ophir. They value honor and the pursuit of glory. Religious and scholastically inclined members gather in Provenance, home of the premier University in all the Nexus, and the Paragnostic Assembly. The largest city in Ophir, Provenance sits between the massive lake at the base of the Crystal Mountain and the base of God’s Cradle, where the Nebulim reside.

Phyrtha – In the shimmering polygonal labyrinth of Byzantium, the moth-like Phyrtha skitter about, coveting mineral wealth and competing between royal houses for the limited subterranean space they inhabit. Legend has it they once resembled humans, but fell under the curse of a vindictive dark god. Phyrtha have dwarven stats, but also count as elves for racial purposes. They have four arms and can use them effectively, qualifying for multi-attack feats.

Varren – From the depths of the Abyss, great Fungal Forests consume their way across the land, carried on the blooded bodies of the Varren. Varren have bodies like a human, but heads resembling those of a reptilian goat. Their body is covered in a coarse green fur, lined with spores from the fungal treetops they call home. Along either arm are bony protrusions, which count as natural weapons. Varren spread the forest wherever they raid, and those who die in the fight must be incinerated, lest their bodies explode into quick-growing fungus. Racially, they count as orcs.

Slee’gir – Hardy lizard-like humanoids, Slee’gir make up the bulk of the reptilians in the continent of Din’gir. They often travel the land, looking to prove themselves by bringing treasure and glory to their house.  Each house have long lineages modeled after the chromatic dragons, and their scales match the color of their house.

Din’gir – Din’gir are the high-bred reptilian folk, resembling snake-men more than lizards. They alone of the reptilian houses are allowed nobility by birthright, and often pursue mercantile or mystical careers, as they are physically weaker than their low-born counterparts.

Mer – Resting in a enormous cradle of earth and crystal riverine, the Upper Sun Sea eventually drains into a waterfall that feeds the Sun Sea. Mer live in both, but the lower ones control the series of islands and bridges connecting Morcina and Carracas. They resemble humans, but have bluish skin, finned arms and sharp teeth. Mer take advantage of their central location and heavily tax the trade between nations in Ungerland, as well as exporting oceanic goods.


However, the explosion in trade and exploration in recent months has enticed many more peoples to join the race for adventure:
Kobolds – These small, rat-like humanoids live in subterranean communities under the plains and jungles of Ophir. Typically shying away from other races, they’ve started venturing into the Abyss to find magical shinies to hoard. Kobolds have the Earth subtype instead of reptilian, and a burrow speed of half their land speed. Their base language is Terran.

Warforged – Deep within the Abyss, the Clockwork Plane of Mechanus houses the remnants of many destroyed planes. Dragging themselves out of the wreckage, the living machines called Warforged are making a splash in the world at large due to their hardiness and esoteric knowledge. Many have no knowledge of where they come from, and seek to fill that hole in their life.

Tiefling – After years of back-room dealing with the denizens of the Abyss, the taint of the demonic has started to manifest in the populace. Tiefling resemble humans, but often have Abyssal characteristics, like dark or reddened skin and horns or fangs.

Goliath – In the lands of Jotunheim, Goliath live as the literal small-folk. Tribal and common, they are forbidden to take up arms by the giants there, and as such rarely become adventurers. The Goliath of Xen’drik, however, are expert marksmen and live off the land, enjoying equal status to the giants.

Hengeyokai – On the outer fringes of the Xen’drik Giants’ lands live small, close-knit communities of intelligent animals. Hengeyokai normally take on their animal forms, but can turn into humans to travel secretly among them. Each area has their own clans, and they rarely interact unless they occupy the same land, like the wetlands in the Thunder Plains, where the carp, crane and crab clans often fight over land or prank one another.

Muckdweller – Past the Fire Swamps of Xen’drik, where the water’s calm and the marshland is relatively pleasant, mischievous Muckdwellers lurk in the shallows. Life here is easy and boring, so many of these bipedal salamanders leave the marsh, seeking adventure and subsequently being smashed underfoot.

Tortle – The tenderfoot denizens of the Xen’drik marshland, Tortle spend their days lounging and tending their crops. Tethering their homes and walkways from tree to tree, they are the maintainers of gentlefolk’s society.

Raptoran – Scattered about the Thunder Plains in loose colonies, Raptoran live free of worry, often assisting giants on their hunts by spotting from high in the air. In return the giants build them spires to nest on and crafted equipment. The resemble bird-like humans, with full wings and a penchant for hunting. Raptorans have one large city, Toronto, which is built atop massive trees that jut out of the silty lake at the entrance to the western Frozen Steppe.

Hill Giant – In the Thunder Plains, Hill Giants are the main civilized inhabitants. They are hunters and small-town farmers, and prefer to stay out of the squabbles between the other Giants. Some leave the plains to work as laborers in Stormreach or seek out a new life in Jotunheim as tradesmen. The other races of Giants are absorbed in their own internal struggles and aren’t typically found outside of their lands.

Drow – The living remnants of a bygone age, Drow come from one of two places. Long ago, they migrated to Xen’drik, claiming wide swaths of jungle. Before that though, they took refuge in the destroyed land of Thulanthar, surviving Rune’s slaughter of the gods. Drow resemble humans with pointed ears, dark gray skin, and white hair.

Yuan-ti Pureblood – It’s said the Din’gir race originated from jungles deep in the Abyss. Whatever originator they have must be shared with the Yuan-ti. From my dealings with the snake-men of Xen’drik, their plans range from dark to evil. The purebloods that venture out of the abyss seem amicable at times though, and resemble humans more than snakes. Rarely adventurers, most Pureblood characters are exiled or members of evil parties.

Shear leans forward, and in a hushed voice, alludes to certain explorers inheriting or gaining power from their lands of origin:
Dark Creature – Beings from the shattered remains of Thulanthar seem to be one with the shadows themselves.

Dragonborn (of Bahamut) – Many Slee’gir undergo the trials of their clan leaders to gain the power of a dragonborn.

Half-Dragon – Purportedly true dragons live alongside the Dingiri clans and a rare few interbreed with lesser beings.

Primordial Giant – Clergy and arcane casters in the giant clans are specially bred in the ways of old.
Secrets of Xen’drik, pg.79

Half-Fey – When the Court of Stars broke away and floated into the void, many of the residents managed to escape.


Saturday, October 20, 2018

The Story So Far Redux


Our crew has had many adventures over the past few months to get to this point. Accidentally killing Dingiri nobility on an escort mission across the Lower Sun Sea, they found themselves flung across the globe by the wrath of the water dragon god of Trade and Seafaring, Matsya, landing in the outer crust of the Upper Sun Sea. The caravan they were escorting lost, they set out into a confusing network of crystal caves. Gathering an exorbitant amount of riverine crystals as they escaped a horde of rust monsters, they set out into the calm waters towards Chelonia, the mithral city carved into the back of the dragon turtle god of Protection, Kurma. Readily breaking the economy with a truckload of rare materials, the party took a few odd jobs wiping out pirates before heading deeper into the Sun Sea to petition Matsya for atonement.
                Upon arriving at the lighthouse city, they were faced with earning citizenship to freely take in the sights, and did so readily. They took up many quests and successfully captured a dragon hoard in the game of Xorvintaal, losing the venerable monk Asheed in the process. Evi’jien used the earnings to undergo experimental Illithid surgery, gaining the monstrous features of a minotaur. The cleric-knight Levin convinced the party to follow up a lead on the local church of his god, Rune, the god of Destruction. This path led them deep into the abyss, through the fungal forest, where the first vestiges of demonic presence were felt. Finding the massive corpse of a young thunder behemoth, Levin bartered with a mad druid they found in the forest, obtaining enough black onyx to raise the beast from the dead.
The cult’s trail led through a segment of the desert of glass, where a chuck of the Old World had emerged, settled by Carracan humans, who named it Century. It was here that Cabella joined the Paragnostic Assembly and Sneaky Pete got his hands on a functioning Abrams tank. The party found the cult at war with a small group of Old World humans attempting to recover an ancient weapon with the power to demolish a city, deep inside a salt mine. Ever ready to obtain power, the party delved deep within, obtaining many Old World relics. Their tag-along cleric of Rune discharged the force of a nuclear warhead into a specially prepared relic staff, dying in the process. They were confronted by an avatar of Rune thereafter, who traded a powerful staff of destruction for the unwieldable weapon the cleric made.
                Back in Century, the party picked up a quest to do away with a dry lich and his men, who had been harassing supply lines on their way through the desert. Pete went undercover and investigated the cult of Phyrtha surrounding the lich. While preparing for the impending fight, the party picked up a new member, Melchizdek the warforged alchemist. After fighting their way to the lich, he presented them with a non-hostile solution to free him and his cult from the temple where he was trapped. Going through with the mind-spinning request, they retrieved his canopic jars from their respective dreamlands. However, before returning the jars to the lich, Melchizdek demanded he give up the men who killed so many caravaneers. Eternally faithful to his followers, the lich took umbridge and a fight broke out. As the battle ended, the absence of Sneaky Pete was noticed. He must have snuck off somewhere. Several loud explosions went off outside, and the behemoth zombie Levin left to guard the tank made short work of leveling the cultist’s makeshift town.
                As the party raced out the door to fight the remaining cultists, they saw the  auto-piloted tank finish blowing apart a massive weirdstone that had anchored the temple onto the material plane. As the stone broke apart, the form of a human was revealed, bellowing forth an evil aura. Cabella identified him as the devil lord of Stygia, Levistus. Evi’jien dumped a full magazine of holy bullets from his bible-thumping rifle into him and the fight was on. As the temple grounds spiraled through many layers of the abyss, the crew did battle with the newly awakened devil, culminating with him wiping Levin’s memory and plane shifting away, leaving the party with a boon for freeing him and putting up a good fight. The group now found themselves smaller, a paltry three in the center of a rusted desert, deep within an abyss of gnashing gears, Mechanus.
                Resting a full week, they grabbed the attention of a beholder surveying the newly arrived temple. He told them of an axial dragon who’d gone mad after reading from the books he found from their sacred archive. Vowing to return the books, the party set out to free the dragon of the chaos that gripped him. They delved into the raw chaos which changed them in severe ways. Evi’jien’s lawful power grew to define him, Cabella’s flesh withered off the bone, and Melchizdek’s form became as elemental stone. Rescuing the true form of the mad dragon, they force-fed him to himself, breaking the curse as well as freeing the warforged slaves he’d taken in his madness. One of them, a hulking juggernaut named Oldren, joined the party in their travels.
                They returned the books to the beholder, who allowed Cabella a glimpse into the forbidden knowledge within. Great insight was given into the origins of the Nebulim and Devils, as well as leads on powerful artifacts deeper into the Abyss. Taking their leave of the temple, the party traveled up the face of a neighboring gear, where they destroyed a lesser Devil to gain the trust of the ant-centaur folk (Formians), who gave them safe passage through their hive. Nearing the edge of the gear, they found a gnome-run tavern near a portal to Fruschia. A tough-looking woman there beseeched them to help steer a law-bringer construct off the trail of her friend. They did so by coincidence, starting a race with him in the morning and disabling his motorcycle before trapping him in the air and dousing him in glue. The girl thanked them and took off on his cycle, her actions in repairing the totaled vehicle in a single gesture hinting at some hidden power. Leaving the law-bringer to his sticky fate, the crew took off for the next gear; the vaunted land of Xen’drik.
                Xen’drik is an infamous destination for experienced adventurers. Once a secretive island full of danger, it now holds a central position in Mechanus and draws heavy traffic due to its bevy of ancient ruins full of material and mineral wealth. As the innkeeper said, crews from all over the Nexus have been pouring in, most notably a contingent of Dingiri dragon-ilk and a full clergy led by a man shining with holy light. (Cabella’s insight into forbidden things led him to believe this was an avatar of the god of the Sun, Hanu). Arriving at a temple, the party had to clear out a bramble beast and reactivate the poral within. Their first foray into the portal brought them face to face with a stone colossus guarding a minor creation forge. The enormous golem proved to be no match for a hastily arranged ballista full of tree-sized splitting arrows manned by Evi’jien. His falling mass crushed Oldren flat. Melchizdek and his aides worked tirelessly for hours to piece him back together. MVP of the mission, the warforged alchemist bypassed the hostile constructs within the facility. The crew repaired a wrecked warforged there, who claimed to be over a thousand years old. He had the hardware to prove it, as well. Taking over the creation forge’s production, Shear the ancient machine man joined the party, offering support in the way of a place to call home. When they returned to the temple, Shear began reconstruction immediately, establishing the temple as an forward operating base for any enterprising adventurers. He even went so far as to repair the unfortunate side-effects the raw chaos reaped on Evi’jien. Through the ingestion of a trance-inducing brew of primordial ooze mixed with a bit of chaos, he conducted a séance with his old draconic form and rebuilt himself anew. Shear then sat the party down for a long info-dump, explaining how the dark god Rune is responsible for the warped state of the Abyss, having killed the pantheon of three worlds before angering the overgod and being smote into his current form, his portfolios and divinity scattered across the land. With an all-too-serious plot hook look in his robo-eye, Shear explained that Rune was on his way to resurrecting an ancient dragon of destruction that is his true form, Tinjin. He then went on to plot dump about all the playable races that have unlocked up to this point, which will be featured in my next post. Enjoy!