Keirin — Spirits of Light, Storm and Air that Slumber in Stone

Of all Arhda, the far-seeing Keirin are perhaps the most beautiful, the most graceful. Born aloft on wings of multi-hewed fire, Keirin ride the winds above mother Oesha. Their heads are adorned with a horn the color of white lightning. Their manes — a pallet of shifting luminescence.

They are most at home in storms — playfully riding the winds, mounting each violent updraft with an ease to put any bird to shame. The eldest among them can summon great thunderstorms, even hurricanes. For they know the names of the seven winds and all the riling airs of the great world. And when they sleep, they take on the hardness and hew of stone — standing a silent watch as vivid statues.

Often called sky-unicorns by elves and mortals, the Keirin share a few traits with their terrestrial relatives. They tend to choose a patch of virgin sky to call home and they become protective of the birds and other creatures of wing — keeping the skies safe and free of darkness, nightmare, or human pollution. Spires, mountain peaks, and cliffs are all part of a Keirin’s sacred abode. And a Keirin in slumber can sometimes be seen standing atop the highest nearby mountain — a solemn and still-seeing sentinel even in slumber.

Keirin

(A Keirin’s wings are ephemeral and, while on land, are often dismissed. Image by Rajewel, please support her fantastic artwork here.)

Though taking a horse-like shape, Keirin do not usually permit themselves to be ridden. Only female paladins, clerics, and sorcerers possessing the purest hearts may find a Keirin willing to bear her. And even then, they will keep their heads, deciding their way as they see fit.

Keirin are wise, mercurial and willful. They have respect for all living things and are loath to take a life, even if they must. They respect the more violent Arhda and feel a kinship with all immortals, even those who’ve fallen to nightmare. These, they do battle with out of a sense of sad obligation. For them, it is as if they’re forced to slay wayward siblings. Each immortal soul lost to Death makes them feel as if they’ve become something less. Something closer to mortal themselves.

A Keirin’s Lair

The Keirin’s lair is a patch of sky at the heart of their realm. It is often the source of wildly varied weather — especially storms, winds, fogs and rainbows. At night, the moons and stars are often shown in bright contrast against a foreground of roiling clouds. In the center of this patch of sky is a great cliff, a spire, or a tall mountain peak upon which they can perch — viewing all the lands about for many, many miles.

Regional Effects

  • Open flames are extinguished beneath the skies of a Keirin’s domain. Campfires and torches refuse to burn, however closed lanterns are unaffected. Fires set by Ichor do burn and the Keirin in the region of Romas becomes enraged at the sight of the violet flames.
  • Creatures native to the airs of a Keirin’s lair gain +10 to their flight speed and have advantage on stealth checks to hide from hunters and trappers.
  • When a good aligned creature casts a spell or magical effect that causes another good aligned creature to regain hit points beneath a Keirin’s skies, the target regains the maximum number of hit points.
  • Curses affecting any good aligned creatures are suppressed.
  • The rate of natural healing for good creatures and for beasts beneath a Keirin’s skies is doubled.
  • Any person or beast eating meat beneath a Keirin’s skies becomes sickened until they leave the region.
  • Predators are able to subsist on plant matter beneath a Keirin’s skies.
  • The effects of storms beneath a Keirin’s skies are considered one category stronger when affecting evil creatures or manufactured structures. Structures of shaped stone (Troll, Dwarf or Half-Troll make) or shaped trees (Valemar, Ithildar) are unaffected.
  • Air, thunder, and lightning magics cast by good aligned casters are considered to be one level higher under a Keirin’s skies.
  • Good aligned creatures may speak with plants and animals (10 days out of the month) under the light of the fifth moon — Tiolas — beneath a Keirin’s skies.

Keirin

Large, Celestial, Neutral Good

Armor Class: 14

Hit Points: 88

Speed: 60 Feet (Fly) 50 Feet (Run)

STR: 20 +5  DEX: 20 +5 CON: 14 +2 INT: 14 +2 WIS: 18 +4 CHA: 18 +4

Damage Immunities: Lightning, Thunder, Poison

Condition Immunities: Charmed, Paralyzed, Poisoned, Diseased

Senses: Darkvision 90 ft, Passive Perception 20

Challenge: 8

Charge: A Keirin that moves at least 20 feet toward a target and then hits with a horn attack on the same turn inflicts an extra 2d8 piercing damage. If the target is a creature it must succeed in a DC 16 Strength check or be knocked prone.

Innate Spellcasting: The Keirin’s Innate Spellcasting ability is Wisdom (Save DC 16). The Keirin may cast the following spells requiring no components:

At Will: Detect good and evil, druidcraft, pass without trace, light, thaumaturgy, blade ward

2/day each: Calm Emotions, Bless, Crusader’s Mantle, Dispel Good and Evil, Control Winds, Gust of Wind, Healing Word (3rd Level), Cure Wounds (3rd Level), Thunderwave (3rd Level), Shatter (3rd Level), Lesser Restoration, Lightning Bolt (4th Level)

1/day each: Chain Lightning, Mass Healing Word (5th Level)

Magic Resistance: The Keirin has advantage on saving throws against spells and other magical effects.

Magic Weapons: The Keirin’s natural weapon attacks are magical.

ACTIONS

Multiattack: The Keirin makes two attacks — one with its hooves and one with its horn.

Hooves: Melee weapon attack +10 to hit, reach 5 ft, one target. Hit: 2d6+6 bludgeoning damage.

Horn: Melee weapon attack +10 to hit, reach 5 ft, one target. Hit: 1d8+6 piercing damage + 1d8 lightning damage.

Healing Touch: The Keirin touches another creature with its horn. The target regains 2d8 +4 hit points. In addition, the touch removes diseases and neutralizes all poisons afflicting the target.

LEGENDARY ACTIONS

The Keirin can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Keirin regains spent legendary actions  at the start of its turn.

Horn: The Keirin makes one attack with its horn.

Graceful Flight: The Keirin flies 20 feet without provoking attacks of opportunity.

Protective Winds: The Keirin creates protective winds around itself or another creature within 60 feet of it. The target gains a +2 bonus to AC and ranged attacks against it are at disadvantage until the end of the Keirin’s next turn.

 

 

 

 

 

Living in the Heartbeat of Nature — The Druids of Oesha

In a world as rich and vibrant as Oesha, many creatures hold a deep connection to the natural. And among these, Druids are paragons. Though rare, Druids are most numerous among Valemar, Sith and Ithildar fey. More infrequently, Dwarves may show talent for Druidic mastery as do their Half-Troll relatives. Human Druids, however, are nearly unheard of as the natural spirits of the land typically reject them.

Druids dream the deep dreams of the living world and this grants them a special Wyrd all their own. Birds and beasts and plants are friends and family to them. The rich variety of life is an unfolding tapestry and symphony entwined. Nature is a companion, a partner, an equal or often superior force. It is never to be dominated, enslaved, devoured, exploited or destroyed.

Changes in The Moons

There are, however, some deeper differences between the Druids of Oesha and those of other settings. The most critical of these involves the shape-changing ability of the Moon Druid.

Ruled by not just one moon, but many, the Moon Druid, in lieu of gaining an advanced shape shifting form, instead gains what is called a Machin Shin or Heart Form. Upon reaching second level, the Moon Druid chooses one of the following Heart Forms and it stays with them, developing as they advance in level.

A Druid may enter his or her Heart Form as a bonus action, by expending one use of her shape change ability. The Moon Druid may take a heart form once per extended rest at second level, twice at 10th level, and three times at 18th level. The Heart Form is a hybrid form — appearing partly human, partly plant or animal. Heart Forms grant the following features and abilities according to type.

Fur

The Fur Heart Form is often that of a hybrid wolf, tiger or bear. The form enlarges by about three feet in size and grows sets of vicious claws and fangs. Fur form is muscular and quick, possessing amazing athletic ability. Moon Druids with this heart form tend to take on a bestial nature.

Size: The Fur Heart Form is large, towering about 9 feet tall. Fur has a reach of 10 feet.

Speed: The Fur Heart Form is swift moving at a speed of 40. The fur form is capable of either bipedal or quadrupedal locomotion. It can therefore willingly serve as a mount.

Attack: At second level this Heart Form gains 2 claw attacks that do 1d6 plus strength or dexterity modifier damage. At 11th level, the form gains a bite attack that does 1d8 plus strength or dexterity modifier damage.

Armor: Fur gains a base natural armor class of 13. The form is incapable of wearing armor.

Temporary Hit Points: The Fur form possesses a number of temporary hit points equal to 10 plus 3 times the Druid’s level. Once this temporary hit point pool is exhausted, the Druid reverts to normal form. A Druid may allow half of any damage taken to soak through to her normal hit points in order to preserve the Heart Form.

Special: Fur gains +2 to strength and +2 to dexterity. Fur gains advantage on Athletics checks. Fur is incapable of wielding hand-held weapons or of casting spells (until higher levels as per normal).

Feather

The feather form is the most regal and graceful Machin Shin. A majestic feathered cloak appears to adorn the shoulders of the Druid in this form. And only when he leaps into the air are his glorious wings revealed as they unfurl in flight.

Size: The Feather Heart Form maintains medium size.

Speed: Feather possesses the same walking speed of the original Druid. However, rather than walking a Druid in this form may take great leaps, covering 50 feet of ground and landing at the end of each movement. A Druid in this form is immune to falling damage and may instead glide at the rate of 30 feet for each ten foot drop. Upon reaching 14th level, this leaping and gliding speed becomes flying speed.

Attack: As a bonus action, this form may make a wing buffet attack while at the same time moving 10 feet away from the target. The damage for this attack is 1d8 plus dexterity modifier. The movement does not provoke attacks of opportunity and may include vertical movement. At 11th level, Feather can perform this attack as part of another attack action without expending a bonus action.

Armor: Feather gains a base natural armor class of 12. The form is capable of wearing specially tailored light armor to accommodate its wings. All other armor is too heavy and hinders flight.

Temporary Hit Points: Feather is the least resilient Heart Form gaining 8 hit points plus 2 per Druid level. As with all other forms the Druid may allow half of the damage to soak through to attempt to preserve the form.

Special: Feather gains +2 to dexterity. Feather gains advantage on perception checks. Feather is capable of wielding hand held weapons and of casting spells.

Leaf

Leaf Machin Shin

(Moon Druids of the Leaf Machin Shin often bind themselves to spirit-haunted forests filled with sacred pools and starlit glades. They are protective of all life, understanding the vital connections between every living being the most intimately of all Druids. Image source: Wi35dda please support her fantastic art here.)

Leaf is the most durable and powerful Machin Shin. Druids in this form grow into enormous walking trees. Their root-like fingers are able to rapidly burrow through earth and stone, easily finding missiles to hurl or rocks to pummel those who defile the great wilds.

Size: Leaf Heart Form is large in size and has a 10 foot reach. Upon reaching 13th level, the form becomes huge with a 15 foot reach.

Speed: Leaf moves at a lumbering pace,  covering 30 feet.

Attack: Leaf may pummel opponents with great wooden fists, smash them with hand held rocks or hurl these rocks at opponents up to 200 feet away, making two such attacks each round. These attacks deal 1d8 points of damage + strength modifier or twice as much to structures. Upon reaching 13th level, the attacks deal 1d10 + strength modifier damage.

Armor: Leaf gains a base armor class of 14 + dexterity modifier. Leaf is incapable of wearing manufactured armor.

Temporary Hit Points: Leaf is the most durable form gaining 12 + 4 temporary hit points per Druid level. As with other forms, a Druid can let half the damage soak through in order to preserve it.

Special: Leaf gains + 4 to strength. Leaf gains advantage on endurance and on persuasion checks when dealing with beasts and plants. Leaf can use improvised but not manufactured weapons. Leaf may root in place as a standard action becoming immobile. Leaf in this state cannot be pushed and gains +1 hit point for each hit dice spent to heal during a rest. Leaf cannot cast spells while in this form.

Fin

This Machin Shin is scaley — possessing traits similar to a mix between a fish, a humanoid and a sea reptile. Fin is the most versatile Machin Shin — able to adapt to numerous settings and situations.

Size: The Fin form is medium in size.

Speed: The Fin form is swift — having both a land speed and swim speed of 35. Due to its claws on hands and feet, and due to its balancing tail, it also possesses climb speed of 25.

Attack: Fin may strike with its tail stinger once per round as a bonus action. The stinger possesses a neurotoxin requiring a saving throw DC 8 + Constitution Modifier + Proficiency bonus or become blinded until the end of the next turn. Stinger damage is 1d4 + dexterity modifier. At 11th level, Fin may make this attack as part of a regular attack action without using up its bonus action.

Armor: Fin has a base natural armor class of 13. Fin is capable of wearing light armor, but the armor bonuses do not stack.

Temporary Hit Points: Fin is relatively tough for its size gaining 8 + 3 temporary hit points for each Druid level. Like the other forms, it may let half damage soak through in order to preserve the form.

Special: Fin gains +2 to dexterity and +2 to constitution with the hit points gained going to the Druid. Fin gains advantage on stealth checks. Fin may cast spells and use hand held weapons in this form. Fin may breathe and see normally in water.

The Blood of Oesha — Rules and Races

The Blood of Oesha is a homebrew Dungeons and Dragons Fifth Edition Campaign. It is set in the fantasy world of Oesha, and based on the fictional series — Luthiel’s Song. Players and Game Masters need not have read Luthiel’s Song to take part in this FRPG. However, having read the series may allow opportunities for added depth, storytelling and character development.

The events of Blood of Oesha are not strictly Luthiel’s Song canon. They occur approximately 500 years prior to Luthiel’s birth and 500 years after Vlad Valkire’s death. That said, this game, as described in this blog, may include some hints and teasers related to the upcoming book — The Death of Winter. So gamers interested in the further events of the Luthiel’s Song series may receive a delightful hint of foreshadowing.

Other than described below, the Dungeons and Dragons rules set remains unaltered and the game can be played using the core materials for Fifth Edition. The Blood of Oesha homebrew game borrows a little from The Princes of The Apocalypse campaign and adventure sourcebook. So game masters may wish to have that setting available.

Vyrl

(Vyrl are one of the original races in The Blood of Oesha homebrew campaign. Image by Sandara Tang. Please help support her fantastic artwork.)

Ground Rules

As mentioned above, the core game rules are mostly unaltered. The exceptions are listed below. Readers will note that some of these rules (Shot Clock) fall under the typical definition of a House Rule. Other Game Masters may take or leave these rules as they see fit. The remaining rules are game balance and theme related (Grace and Defilement), so it is highly recommended that they remain.

Feats — The Blood of Oesha uses the optional feats rules provided in the Player’s Handbook with minor modifications. The first modification is that the Great Weapon Master feat is not allowed. The feat presents serious rules balance issues with regards to the Fighter class and its synergies with weapon style, multiple attacks, accuracy and magic items. It has thus been removed. The Sharpshooter feat has been modified such that optional attack penalty and damage bonus are reduced to -3 and +5 respectively. All other feats remain unaltered.

Point Buy — The game uses a modified version of the point buy system. 29 points are available for use. No single ability score can be set to higher than 16 prior to racial modifiers being added. This point buy system sets starting characters at a high capability with base attributes that are superior to their peers.

Grace and Defilement replaces Inspiration — Characters receive Grace points when role playing exceptionally well according to background traits, when acting in a heroic manner, when contributing to the story development, and when being exceptionally helpful to their peers. Grace points are removed for selfish, narcissistic, or base acts of evil and corruption. Negative Grace becomes a point of Defilement. A Game Master can use Defilement to impose Disadvantage on a single role. A Game Master can also use a high number of Defilement points to inflict a permanent alteration on a character. Use of certain items, including Ichor, generates Defilement. The particulars of these alterations described more in detail in the Defilement section to be further described in another post.

Movement still includes the shift action. As part of any move action a character or monster may shift 5 feet without provoking an attack of opportunity. This movement still provokes other special reactions as normal.

Shot Clock. Each character has approximately one minute to complete a turn in combat. If combat is running smoothly and swiftly, then the Shot Clock can be ignored. However, if a player spends excessive time quibbling, pouring over the rules, angling for advantage by arguing with the Game Master or otherwise dominating the time at table, then the Game Master will set a 60 second clock on the player’s turn. Failure to complete actions in that time will subsequently result in forfeiture of turns. Allowances will be made for new players who are honestly attempting to familiarize themselves with the rules.

Wyrd. In the World of Oesha, all magic comes from dreams. This concept does not mechanically impact the various classes. However, it does provide much more flexibility regarding color. Divine magic often comes from the dreams that result from a deep and abiding belief. Belief in and dreams of a god or an ideal grant magic, rather than the gods themselves. Though gods exist, they are simply ancient and powerful beings — some of whom are often uninterested in the worship they receive. Arcane magic comes either from the deep dreams of self or the world (sorcery), the Eversong (bard), or belief and dreams that ritual chanting and formula tap into magical forces (wizard). As a result of this distinction, the magic using classes have a bit more liberty in describing where their magic comes from and how they tapped into that power. For ultimately the source is the same — Wyrd which means the deep and powerful dreams.

Races

Allowed traditional races for The Blood of Oesha campaign setting include Humans (Romas), Ithildar (High Elves), Valemar (Wood Elves), Halflings (Humans born small but raised by human society), Dwarves (Hill Dwarves only which are enclaves of small humans) and Changelings (as Half Elves but with a dark twist) all with stats identical or nearly identical to the typical Dungeons and Dragons races. Racial color and backgrounds, when they depart from traditional Dungeons and Dragons, are described below.

In addition, the following new races are added — Gruagach, Sith, Half Troll, Werewolf, and Vyrl.

Humans — this industrious and versatile race hails from a lost continent that sank into the Middle Sea long ago. Romas is the last enclave of a race that once built a thousand empires. Humans, though fast breeding, ambitious, talented and clever have fallen prey to a series of calamities. Currently, their numbers continue to be thinned by the Sith who have effectively isolated Romas and its out lands while continuing to spirit away human children and turn them into Changelings. Of all races, Humans are most destructive to the natural environment. They are also the most likely to fall into corruption and become undead after natural death. In the past, humans left vast wastelands in their wake and often attracted the influence of the denizens of The Black Moon Gorothoth. It is this inherently destructive nature that has likely led to their decline as well as a proliferation of enemies. Ironically, individual humans can be counted among some of the greatest heroes in history. A paradoxical contradiction that may well be their saving grace. Despite their isolation and continued decline, humans are still one of the most numerous, adaptable and widely varied races of Oesha. Two subsets of humans include Halflings and Dwarves.

Halflings — Halflings are humans born small. At first, only a few Halflings could be found among humans. However, during recent years, and as stress on the human population increased, more and more Halflings cropped up. Halflings are short, about 3 feet tall. They are often witty — making surprisingly good leaders and entertainers. And they possess a measure of good fortune that their taller fellows seem to lack. Often underestimated, Halflings can find themselves living out the lives of unfavored sons and daughters only to come out ahead as a surprise underdog. They have an innate talent for thievery, which can get them into trouble, but a good number also find fame as silver tongued bards or sorcerers with a talent for crafting Wyrd.

Dwarves — The bearded people, like Halflings, were born from human couplings. However, Dwarves posess some markedly different traits. Unlike Halflings, they can no longer breed with Humans. Nor do they find them in the least bit attractive. Dwarves hear the call of earth and hills and mountains and so inevitably leave their human parents in search of their own kind who have taken to constructing hilltop citadels or carving miniature cities into the sides and hearts of mountains. They are both clever farmers and artisans. Their respect for the earth means they have very little harmful impact to the land around them and they often find friends among the elves. They are masters of cold forging and of crafting stone and jewelry without the use of heat. Having learned the Elfin runes, they have made a derivative magic that is based in the dreams of depths, of great natural caverns and of growing things. Dwarves and trolls are, strangely, compatible. The offspring of these couplings are the mighty Half Trolls.

Ithildar or High Elves are a tall and proud race. Golden haired and clear eyed these immortals possess a racial memory going back to the first days of Oesha. They are friends of the Arhda — the angelic spirits of Oesha — and many whom humans would call gods were companions to the eldest Ithildar of the first days. Ithildar stand 6 to nearly seven feet tall. They are thin, graceful, quick and intelligent. They do not suffer the effects of age or death by disease ( mechanical change — immune to aging and disease). Their meditations do, however, include rich and powerful dreams ( mechanical change — meditation provides no benefit and Ithildar must ‘sleep’ for 8 hours like humans). In the region of Romas where this campaign is set Ithildar are few in number. However a few captains sail their living vessels to trade with the humans there and to gather news. So a player wishing to run an Ithildar could be a member of a ship’s compliment or even a traveler drawn to Romas by one of its many mysteries.

Valemar (Vale Elves) or Wood Elves hail from the lands surrounding the Vale of Mists. They are quick, cunning and very perceptive. Of all elves they are, perhaps the most adept at living in the beat of nature. They craft homes from trees (like their Sith, Ithildar and, sometimes, Gruagach cousins) but they also know the language of plants, beasts and growing things (mechanical change — empathic bond with plants and animals). They do not speak to them, per sey, so much as sense what animals and plants are thinking and feeling. Shorter than their Ithildar cousins, Valemar stand between 5 and a half and six and a half feet tall. Their skin is fair, though not the blanche shades of the Ithildar and their hair ranges from golden to orange to green and occasionally blue. Of late, Valemar have come to live in the Shadow of the Vyrl of the Vale of Mists. Of all elves, Valemar have the most potent blood — which Vyrl find desirable.

Changelings use the same base stat block as Half Elves. However, that’s where any resemblance ends. Changeling were kidnapped by Sith as human children. In the depths of the Dark Forest, fertility magics, blood sacrifices, and rites of changing are used to transform these abductees into fey beings. Possessing fading human traits and ever more prominent Sith like traits, they are branded Changelings by humans who thereafter view them with fear and suspicion. The Sith, in their dark way, treasure Changelings, considering them children and heaping both wealth and attention upon them. Changeling children are often pre-selected by their Sith parents. They are watched and often receive ‘visitations’ by forest spirits until the day they come of age. At that point they are whisked away to the Dark Forest, perhaps never to see their human relatives again. Changeling tend to be deeply conflicted souls. On the one hand, they feel sadness for the humanity and family they have lost. But they have also had a glorious and primal spirit awakened within them. They have been granted gifts of Wyrd and immortality and they have stood in awe of the mighty Gods — Elwin and Chromnos who rule over the great Dark Forest. Changeling posses powerful personalities and are among the most versatile of all races. Their human past allows them to relate to that unnatural race while at the same time living in the heartbeat of the primal wood. Upon reaching their one hundred and first birthday, Changeling complete their transformation and become full Sith.

*   *   *   *   *

Gruagach — Flesh of wood and blood of sap, the Gruagach are a family of fey directly bound to the land. Hailing chiefly from the woodland realm of Ashiroth, they have, increasingly, fallen under the sway of Zalos. Ironically, Zalos has aided in the breaking of the Gruagach’s traditional bonds with the land — teaching these elves the more human-like living methods of cutting down trees, mining ores from the earth and burning every variety of fuel for heat, energy and light. Ashiroth is not, as yet, entirely ruined by Zalos’s influence. And there are many Gruagach who cling to the old ways. Tribes of these voluntary exiles have crossed the Drakken Spur Mountains to inhabit some of the wilder lands not under the influence of Romas or the The Dark Forest. Gruagach are wolf-riders and are thus tightly bonded to the branch of intelligent dire wolves known as Urkharim.

Ability Score Increase Your Constitution increases by 2 and your strength increases by 1.

Age Gruagach, unlike Ithildar, are not immortal. They do, however, live an exceedingly long span of years. Most Gruagach age only slowly, wrinkling like great and ancient trees. Most live about 800 years. But it is not unheard of for the most land-connected Gruagach to live to 1,500.

Alignment Gruagach are both tribal and loyal, tending toward Lawful and Neutral alignments.

Size Gruagach are stocky. They tend to stand between 5 and one half and six feet in height but often support strongly muscled frames.

Speed Gruagach are not as swift footed as their Valemar cousins. Often relying on their Lupine friends for added speed. Base land movement speed of 30 feet.

Flesh of Wood Unarmored Gruagach are still tough to hit, having a base armor class of 12 rather than 10. This base armor class does not stack with any armor worn, though it does stack with a shield.

Blood of Sap Gruagach are resilient to bleeding and harm. Gruagach are immune to ongoing damage from non elemental wounds. If reduced to below zero hit points they use their proficiency bonus on any death or excessive damage saves. When resting, Gruagach gain one extra hit dice to use for recovery.

Darkvision Gruagach possess Darkvision out to 60 feet.

Dire Wolf Companion A Gruagach may start play with an Urkharim Dire Wolf animal companion.

Fire Vulnerability Gruagach flesh burns like wood. They are vulnerable to fire.

Languages Gruagach speak Common, Elfin, and Urkharim.

*    *    *    *    *

Sith are the fey who inhabit the Dark Forest. They are lithe and quick possessing green skin, yellow eyes and hair that ranges from black to midnight blue. Among all Fey, they, perhaps possess the strongest personalities. Elder Sith are fearsome forces of nature not to be trifled with and even the younger breatheren — the recently changed — possess Wyrd lore well outside the kin of mortals. Like Ithildar, Sith are true immortals — suffering none of the ill effects of age or disease. They vary wildly in height ranging from 4 and a half feet to as tall as seven feet. Sith are among the most innately magical of the Fey. The power of dreams comes easily to them, even if these dreams are often dark and wild. It is also the Sith’s sacred trust to continue to expand the borders of the Dark Forest. They worship the great world tree Anaturnar and demand that any passing the boundaries of the Dark Forest offer up a sacrifice of blood and silver. The Sith then use this sacrifice to water Anaturnar’s roots from which all trees of the Dark Forest spring.

Ability Score Increase Your Dexterity increases by 2 and your Charisma increases by 1.

Age Sith are immortal suffering none of the ill effects of age. Elder Sith grow into primal spirits with a kinship to the vital elements of Oesha, with the life blood flowing through the world, or with the Wyrd itself. These volcanic spirits often serve or work among the Arhda of the world.

Alignment Sith tend toward Chaotic in alignment. However, they willingly serve Elwin, Chromnos, and the great world tree itself, setting aside their quixotic nature to aid these powers.

Size Sith’s size varies wildly from 4 and one half to seven feet tall. They are lithe, rangy, and light-boned.

Speed Sith move at 30 feet but are not inhibited by natural growth nor do they take a penalty to speed due to jumping and climbing.

Innate Magic At first level Sith can cast light, dancing lights, blade ward and minor illusion. At third level, they gain the ability to cast faerie fire once per long rest. At fifth level they can choose one of the following — cure wounds, speak with animals, or misty step — to cast once per long rest. If a Sith does not gain levels in a caster class, she is considered to be a level 1 caster.

Darkvision Sith can see out to 60 feet in pure darkness.

Sith Weapon  Proficiency All Sith gain weapon proficiency in Longsword, Longbow, Shortbow, and Scimitar.

Immune to Disease Sith do not suffer the ill effects of magical or non-magical contagions.

Bound by Word A Sith that states he or she will do something cannot go back on his or her word. A Sith who willingly attempts to break his or her word is subject to the effects of a geas until he or she completes the promised task.

Unnable to naturally reproduce A long time ago, Sith fell under a curse which rendered them unable to reproduce. They have since been stealing human children and subjecting them to the Changling creation ritual. All young Sith are now Changelings. Some Sith feel this child-theft is amoral. They are embarrassed at being forced to abduct the children of others to perpetuate their race and have foresworn the practice. These Foresworn quest for a means to break the curse under which all Sith have fallen.

Languages Sith speak Common and Elfin.

*   *   *    *    *

Half-Troll are a result of the unions of dwarves and trolls. Of trolls, most have fallen under the curse of the Black Moon, Gorothoth. These must return behind the warding stones during times of daylight or be turned to stone themselves. However, a small group of trolls broke free from the Black Moon’s yoke and returned to their happy lives among the rocks, rivers and trees — far away from any of the powers. These Unbound sought their own way in the world and were, mostly, gentle giants — unless stoked to rage by abuse, enslavement or other ill treatment. When humans settled in Romas and their Dwarven off-spring took to the hills, the trolls approached them with gifts of water, wind, and the songs of the rocks themselves. The Dwarves saw them as kindred spirits and some fell in love with these gentle giants, forming families all their own. Half-Trolls are tall with gravelly skin, a stoic disposition and possess great physical strength and endurance. They have both the clever hands of their dwarven parents and the deep, abiding connection with earth and stone of their troll parents. Half Trolls can make mighty warriors but they also often find themselves dreaming the dreams of the world — feeling a deep connection to the frailest of things such as flower petals, dew drops, and butterflies.

Ability Score Increase Your Strength increases by 2 and your Constitution increases by 1.

Age Half Trolls live to be about 300 — after which point they go to rest in the hills, their bodies falling to stone with crystalline hearts.

Size Half Trolls are the largest of the humanoid races — usually towering 7 to 7 and one half feet in height.

Speed Half Trolls are able to lumber along at 30 feet.

Flesh of Stone Half Trolls add 1 to their armor class regardless of the variety of armor they use.

Living Earth Half Trolls gain one additional hit point per hit die.

Song of Stone A Half Troll can sing with a voice of the earth itself. This song has the effect of a calm emotions spell on friends, allies, and animals. A Half Troll singing in this way to a wild animal or hostile beast gains advantage on Persuasion and Handle Animal checks related to the creature. Song of Song can also be used to heal rifts in rock objects, acting as a mending spell. A Half Troll may use Song of Stone once per short rest. The effect has a duration of Concentration.

Vitality of Earth Half Trolls brought below zero hit points for the first time per short rest are instead reduced to 1 hit point.

Tool Proficiency Half Trolls are all proficient and wood carving and stone working tools. They know the Dwarven runes and the most skilled among them are adept at scribing these Wyrd signs into both weapons and tools.

Trusting Half Trolls have disadvantage on insight checks to tell if someone is lying to them.

Rage at Betrayal Any Half Troll finding out they are betrayed or lied to by another gains the benefit of expertise when using Athletics to pursue to grapple or to break objects and gains one extra weapon damage dice on each physical attack against the betrayer.

*   *   *   *   *

Werewolf are typical humans transformed by Wyrd into great lupine beasts. These magical creatures are large and bestial. As they maintain their lupine form, their memory of being human slowly fades. Few know exactly how or why humans are transformed into wolves. Some believe that it is the very spirit of Oesha herself trying to reclaim her wayward children. Others blame the affliction on wolf-bites, but this is mostly known to be superstition. Still others believe that the great powers of the world have chosen humans who are fated to live out their lives as wolves. Sometimes, a werewolf will undergo a reverse transformation, to become human again. They do not age while in bestial form and so, can tend to become legends in their own right. Often forests and places that werewolves haunt bear the name of the creature. For example, Othalas of the Vale of Mists. Werewolves are solitary and will not suffer another of its kind in its territory. They are often protective of the wilderness lands they call home. And due to the fact that they are terrible predators all but the most fierce creatures give werewolf lands wide berth. A creature gifted with Wyrd and Wyrd lore may sense the vague form of a human nestled within the body of the werewolf. But to all others the werewolf is a giant magical beast. A terror to behold.

The Werewolf Othalas

(The Werewolf Othalas. Artwork by Sandara Tang.)

Ability Score Increase Your Strength increases by 2, your Constitution increases by 2, and your Dexterity increases by 1.

Age Werewolves do not age while in their bestial form.

Size Werewolves are large creatures. They have a reach of 2 and a space of 10.

Speed Werewolves move at a rate of 50 feet.

Darkvision Werewolves have darkvision out to 90 feet.

Bestial Form Werewolves take the form of giant wolves. In this form they gain the bite natural weapon attack with a base damage of 1d10 + strength or dexterity modifier (whichever is higher). Werewolves cannot wear normal humanoid armor or manipulate weapons or tools. Werewolves are unable to change form and are locked in giant beast form unless powerful magic transforms them back to human shape.

Keen Senses Werewolves are proficient in the Perception Skill and are considered to have expertise in that skill. The range of werewolf hearing is triple that of a typical human, sight is double that of a human, and sense of smell grants it both a tracking sense and the ability to target nearby invisible creatures (blindsight 20).

Devour Magical Items Werewolves can devour magical items to apply their properties as if they were worn or held. For example, a werewolf may devour a +1 dagger and apply the enchantment to their bite attack or a werewolf may devour a magical suit of +1 armor to apply the enchantment to their armor class. Only non-artifact items may be devoured in this way. Only up to five items may be devoured in total. The items are not considered destroyed and if the werewolf wishes to trade enchantments, they may vomit up an item to exchange.

Natural Armor Werewolves have an innate armor class of 13 + their dexterity modifier. They may wear barding but most are loath to — feeling that it confines them.

Toughness Werewolves start play with the toughness feat.

Regeneration Werewolves regenerate hit points at the rate of 1 per minute.

Silver Vulnerability Werewolves are vulnerable to silvered weapons. Hits by silvered weapons prevent regeneration until after the next short or long rest.

Class Limitations Werewolves are only able to advance in the Fighter (Champion, Battlemaster), Ranger, Barbarian, Rogue, and Monk classes. Werewolves of the Ranger class consider their eyes a magical focus and have no need of gestures or spell components instead howling in order to summon the Wyrd to their aid.

*   *   *   *   *   *

Vyrl are ancient spirits of life who once fed on the dreams and nightmares of living creatures. They were cursed long ago by Gorthar Lord of Death and have, ever-after, been forced to feed on blood instead. This form of nourishment is not ideal to them. So simply feeding on the blood of animals will result in an eventual fall into madness. The blood of sentient creatures with a deep connection to the World of Dreams is most desirable and the mere presence of a creature powerful in dreams and Wyrd can be a heady intoxicant to Vyrl. Over time, the potency of their blood requirement has grown. During the period of this campaign, feeding on the blood of one humanoid creature equal to half its hit points is enough to keep a Vyrl from falling into a maddening hunger for one week. Half this amount from any fey creature or sorcerer, cleric, druid, bard, or wizard will do. Valemar elves’ blood potency is enough to support a Vyrl for four times the usual period. And the blood of one just come of age (15) is doubly potent again. Vyrl often seek to bond (see below) with a creature of potent blood. Such a bond results in obligations both on the part of the Vyrl and the blood bond. Being bonded to and fed on by a Vyrl can be a dangerous situation as the Vyrl sometimes lose control and seek to completely drain a creature of all its blood. However, as Vyrl often wield great influence and possess hoards of wealth, a bonded individual may see this as a risk worth taking. On very rare occasions one of potent blood may bond to multiple Vyrl. Such was the case with Vlad Valkire before his own father slew him. Vyrl are almost always lords of remote lands, vales, secluded forests. hillocks, seaside grottos, or mountain peaks. They possess an ability to compel the actions of others far outside that of any other race. Vyrl are also physically powerful, making mighty warriors and Paladins. Vyrl are very rare with any major settlement now only including a handful of often secreted individuals.

Ability Score Increase Your Strength increases by +2 and your Charisma increases by +2.

Age Vyrl are fallen Arhda and, as such, do not age or suffer the ill effects normal diseases. Vyrl, unlike Ithildar and Sith in their fallen state are vulnerable to magical diseases.

Size Vyrl are medium size ranging from 5 and one half to seven feet tall.

Speed Vyrl move at a rate of 30 feet.

Darkvision Vyrl see 60 feet in darkness.

Blood Drain A Vyrl gains a bite attack based on either its Strength or Dexterity. The attack does 1d4 damage and drains one point of Constitution from the target. The Vyrl regains hit points equal to the amount drained plus 5 for each point of Constitution devoured. If the Vyrl is at full hit points, the Vyrl gains half as many temporary hit points. Unlike usual temporary hit points, these hit points stack with other hit points gained by blood drain. The temporary hit points last until the next short rest. If these hit points are drained from a child (age 15 or under), a Valemar Elf, a sorcerer, a wizard, a cleric, a druid or a paladin the Vyrl adds two additional healing points or one additional temporary hit point. To initiate a blood drain attack, a Vyrl must lower his guard. Such attacks provoke an attack of opportunity from an unwilling target. If using blood drain to prevent madness, keep a tally of hit points to determine if the total is sufficient. A Vyrl may forgo Constitution drain from a willing opponent but must succeed in a Wisdom save (DC 10 for humans, DC 13 for Fey, DC 15 for Valemar and spellcasters, Spellcasters and Valemar above level 10 are DC 19). Lost Constitution points return at the rate of 1 per short rest and 2 per long rest.

Compulsion Vyrl are adept at commanding others. When using the Persuasion skill, a Vyrl may declare to compel. When doing so, he or she gains advantage on the roll. Alternatively, a Vyrl may impose disadvantage on one creature’s saving throw to resist a command, geas, charm or other compulsion related spell. Focusing its will on other creatures is taxing. A Vyrl may use this ability once every short or long rest.

Blood Bond Vyrl may form a bond with one creature who agrees to be its source of sustenance. Bonded creatures share the Vyrl’s thought’s and senses. They can communicate telepathically over the distance of many miles. And, by concentrating, they can see through one another’s eyes. In extreme situations a Vyrl may share hit points with a blood bonded creature by allowing it to drink the Vyrl’s blood. This requires a self inflicted wound equal to the hit points healed.

Madness Vyrl who do not receive the blood of a sentient creature once a week equal to the allotment above fall into madness. A Vyrl in this state becomes hyper-active but loses mental acuity. Vyrl gain a +2 bonus to Strength but suffer a -2 penalty to Intelligence and Wisdom. Vyrl in this state must make a saving throw equal to DC 10 +1 for each hour under the influence of madness. A failure means the Vyrl begins a blood hunt, seeking out the nearest sentient, dreaming creature to feed from. This saving throw occurs once every hour while under madness. When feeding on a sentient creature while under madness, a Vyrl suffers a -2 penalty to resist draining Constitution. During madness, a Vyrl’s senses are heightened and it is able to detect sentient creatures within a 100′ radius simply by closing its eyes and concentrating.

(Further Edits Pending)

Introduction — Wind Cries, Forests Burn, Waters Rage, Oesha Bleeds

Romas.

This once-great city has now been hollowed out by fear. Fear of the Sith who steal away human children to keep for their own. Fear of the advancing Dark Forest which gobbles up more of the field lands each year. And fear of the internal strife gnawing away at the city’s shrunken populace.

Old and yet ever-growing, these threats alone may swallow the last great human nation whole in just a few generations. But now, something even worse has taken hold. A force that threatens to rip the very foundations of the world asunder.

Out in the borderlands Gruagach and their wild Urkharim have discovered that the Arhda — angels of Earth, Air, Water, and Fire — are disappearing. They are victims, they believe, to strange hunters ranging the wilds. Upon the north border of the city a great crack has opened where earth meets ocean. The Defile, as it has come to be called, is at the heart of an ongoing cataclysm. There, earthquakes rumble, poisons fill the waters and airs, and fires burn the ground, sea and within the rain itself. The forests about this place have fallen victim to an ever-expanding conflagration. A blood-like ooze bubbles up from its deepest pits. This Ichor, as the locals now call it, is a versatile and volatile substance — now the center of an illicit trade due to both its magical and drug-like properties.

Blood Land

(Lands all about The Defile are burned, dessicated, and withered wastes. Featured art by Ludmila — Check her out and support her work on DeviantArt.)

Within the city itself, four sects of a strange cult have gathered, spreading the worship of a mysterious God known only as He Who Sleeps and seeking followers for their princes — The Howl, The Black, The Maelstrom, The Glutton, and The Firestorm. City constables suspect the cult of conducting ritual blood sacrifices to their God. But the cults’ wealth means its influence runs all too deep — corrupting the governance of the very city they now prey upon.

It is this world that our heroes enter — one rent by cataclysm, loss, corruption, and a growing fear. Yet for each of you the trouble runs deeper. For you all share a connection to the world that is your home. When looking at the crimson Ichor passing from hand to hand in the dark, smoke-filled alleys, when seeing it ooze from the expanding Defile, you sense that this is the blood of the world itself. That your great home is suffering grievous harm that risks its dying. A great injustice that rankles the heart of you, bringing forth the angry question —

‘Why?’

‘Why is this terrible thing happening?’

%d bloggers like this: