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Broken Skies - Players' Corner
Broken Skies - Players' Corner
When the world was young, the Endless ruled supreme as its undisputed masters, toying with
forces beyond understanding. Not bound by any morals that would be comprehensible to us,
they followed agendas beyond mortal ken, and created with wild abandon. Many of their
creations were flawed, while others had untold consequences - whether by design,
carelessness, or by evolving beyond their maker's intent, none can tell. They played at gods
amidst their creations, but uncaring deities they were, abandoning their toys when they grew
tired of them.
In the end, their name carried considerable irony, as the undying Endless are no more - just
their legacy of creation and destruction.
Our tale takes place in Tar Sanil, the Second World, that is separated from the First World of the
Endless by the Interregnum, a time of utter chaos that followed the demise or departure of the
Endless.
Tar Sanil is a world that's broken, yet remarkably robust, stumbing onwards despite its failing
nature .. though, who knows for how long? Its people, left to their own devices, will have to
shape their destiny; whether it includes mending their broken home, or departing towards a
brighter future elsewhere, we shall see.
Setting characteristics
The setting is dark fantasy - there's a lot of horrible things out there, and in here, the people
aren't flawless either (honestly, few have the luxury to be). The setting has fairly low contrast -
heroes aren't differentiated from villains by a vast gulf of moral high ground they would never
cross. Sometimes, a hero is a criminal who does the right thing, a monster that decides to reign
in its natural urges for a while, or a villain we, the audience, have ample reasons to empathise
with.
Sapient species
The world is home to a plethora of sapient species, many obviousy made by the Endless, while
some may have developed naturally, or arrived from elsewhere. On rare ocasions, the creators
made but one individual of a species; the remains of these make for interesting exhibits, but
when coupled with a sufficiently long lifespan, this makes for aeons of loneliness - and at least
one unlikely hero.
Aasimar
The Celestials are not called so due to a Christian notion of Heaven, but doe to the simple fact
that the Divine has manifested for the first time in Feria, a flying city that remained airborne
during the Interregnum.
Those who gave themselves to the Light were re-made, becoming the Celestials and Aasimar.
The Divine is a strange and alien harmony, and hard to comprehend for creatures of flesh. Its
will is obscure, and made known through visions, meditation, and other attempts at communion.
It is said that to face the Divine in its unbridled power is to be unmade, the prophets and oracles
being a prime example, their frail bodies and spirits harmed by their heightened understanding
of the Divine. The clerics and paladins know that by changing themselves, their souls, to
resonate with the Divine harmony is the source of their miraculous abilities, and their loss comes
not from an act of displeasure by the deity, but rather by falling out of tune with Divinity. It is akin
to a journey towards a lighthouse, but instead of being a change in location, it is a change of
mind. Wisdom lies in being in tune with the Divine, and avoiding hubris that would draw one too
close before the soul is ready.
Halo strength +2 +3 +4 +5 +6
Temp. HP 2 3 5 8 13
You can choose to instensify your halo as a bonus action a number of times equal to
your proficiency bonus. When you do, choose one of the following effects:
○ Blind one creature that can see you within 30 ft unless it makes a CON save with
a DC of (8+CHA bonus+proficiency bonus). The creature can repeat the save at
the end of each turn, recovering its eyesight when it succeeds.
○ Use the Word of Radiance cantrip.
○ Give a number of Undead or Outsiders equal to your proficiency bonus within 30
ft. disadvantage on all saving throws until your next turn.
○ Re-roll any dice on the next spell you cast this turn.
Your Halo strength decreases by 1 each time you use one of these effects, and you can't
use the above abilities when it reaches 0. You regain all uses when you finish a long
rest.
● Languages. You can speak, read, and write Common and Celestial.
Protector Aasimar
Scourge Aasimar
Fallen Aasimar
Broken Lords
Inspired by Endless Legend.
Suits of animated armour that serve as vessels for their souls, Broken Lords still have the
memories of life vivid in their minds, and can refresh them by taking the life of others.
The Breaking was one of the last echoes of the Interregnum, afflicting the ancestors of the
Broken Lords with an incurable wasting curse, one and all. In an act of desperation, their
greatest wizards devised the solution - crafting bodies of metal and stone to hold the souls of
their people.
The vital energy sustains their crafted shells indefinitely, but is not enough to restore their
integrity if damaged. Taking life of another is the simplest solution, as all of their number
possess the instinctive ability to siphon off the souls of the dying; the influx of vital energy is
coupled with a feeling of euphoria. Some Broken Lords embrace this ability, while others
eschew its use, holding on to the high moral standards of the Old Republic.
Biology and Appearance:
Even in their condition, Broken Lords *can* reproduce - two of them can spark a new soul, for
which a body must be built. Usually, the newborn soul circles its parents before it is mature
enough to control its own body.
Broken Lords appear to be statues of stone and metal, but their individual features are highly
dependent on the fashion at their time of creation - and both the artistic skill of the sculptor and
investment of the parents-to-be. The inhabitant of the body can alter the body in minor ways
through sheer willpower, but generally, one is stuck with what one is given. Later alterations hurt
- the stone and metal are alive. Broken Lords who come into money later frequently wear masks
or have their body plated in precious metal. Some simply don armour, and are done with it. Still,
the social upstart is very obvious.
Barring violence, Broken Lords can live forever. Damage to their shells can be restored by
magic or life energy; until the soul leaves, even catastrophic damage (such as severed limbs)
can be repaired.
Dhampiri
The vampires were made by the Endless, possibly as lieutenants whose loyalty was ensured by
restricting the supply of vital energy they needed for survival. With the fall of the Endless, some
adapted, and thrived, feeding on mortals to sustain their existence.
True vampires are the stuff of legend, shadowy eminences, but each has left a sizeable progeny
of dhampiri, their mortal spawn. To what end, none know, but it is likely a part of their
far-reaching plots.
Dhampiri are technologically inclined, clustering into city-states. The lineages of individual
dhampiri can be quite easily traced to their vampiric progenitor based on inherited traits. The
profound influence the heritage has leads them to cluster with their kin. As to prevent
inbreeding, unwed males - appropriately called 'Journeymen' - have to travel between city states
to find their match; the added benefit is the exchange of ideas.
Notably resistant to necrotic energies, they dare to venture into places lethal for others, and
count many daring archaeologists amongst their number.
Some of their number would like to know their founder's will, while others fear they - as a
species - are being manipulated towards sinister ends. Most dhampiri though have concluded
that they are on their own, and approach the issue of life and all that with pragmatism and a
'humanist' spirit.
Appearance and Biology:
Dhampiri are generally pale, and more slender than their parent race, still hiding surprising
strength in their sinewy bodies. Dhampiri of elven stock often appear positively willowy, even
wispy, but all possess a visceral, feral magnetism.
Though Dhapiri are cross-fertile with their parent species, there is an interesting peculiarity -
Dhampir females will give birth to Dhampiri almost unequivocally, while Dhampir males only
rarely sire a Dhampir with a non-Dhampir female. The theory goes that the fetus is suffused in
necrotic essence while gestating inside a Dhampir female, but surrounded by life energy in a
normal mortal mother, cleansing the vapiric essence from it.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or
increase three different ability scores by 1.
Languages. You can speak, read, and write Common and one other language that you and
your DM agree is appropriate for the character.
Creature Type. You are a Humanoid.
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 35 feet.
Proficency in two skills of your choice.
Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in
darkness as if it were dim light. You discern colors in that darkness as shades of gray.
Deathless Nature. You don't need to breathe. You are immune to necrotic damage.
Spider Climb. You have a climbing speed equal to your walking speed. In addition, at 3rd level,
you can move up, down, and across vertical surfaces and upside down along ceilings, while
leaving your hands free.
Vampiric Bite. Your fanged bite is a natural weapon, which counts as a simple melee weapon
with which you are proficient. You add your Constitution modifier, instead of your Strength
modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing
damage on a hit. While you are missing half or more of your hit points, you have advantage on
attack rolls you make with this bite.
When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you reduce
its hit point maximum by the damage dealt, and can empower yourself in one of the following
ways of your choice:
➢ You regain hit points equal to the piercing damage dealt by the bite. This also restores
hit point maximum lost to Blood Power.
➢ You gain a bonus to the next ability check or attack roll you make; the bonus equals the
piercing damage dealt by the bite.
You can empower yourself with this bite a number of times equal to your proficiency bonus, and
you regain all expended uses when you finish a long rest.
The victim of your bite regains their hit point maximum when they finish a long rest.
Blood Power: At the start of its turn, as a free action, a Dhampir may reduce its current and
maximum hit points to activate one of the following effects (the cost depends on their proficiency
bonus):
➢ double your movement speed this turn (cost: 2xPB).
➢ gain a bonus action this turn and a reaction that you can use until your next turn (cost:
1.5xPB)
➢ add your proficiency bonus to the damage of all attacks and spells this turn (cost: PB).
➢ gain an action (cost: 4xPB)
Transfusion: As an action, two consenting Dhampiri who are not incapacitated can freely
exchange hit points. They can also exchange lost hit point maximums.
Draconians
Inspired by Endless Legend.
The Endless warred across many worlds against other mysterious elder races - or why else
would they have need of so many warriors? Dragons, Draconians, Demons, and so many
others? Perchance a few of the elder dragons recall those days. The Draconian culture of today
is still martial in many regards, to ensure survival and sovereignity, but the word is preferred
over the sword. More centralised than many other races, the Draconians seek to unite others
under their banner and their enlightened rule. Those who find them too insistent just highlight
that perhaps their vision is not as enlightened as they'd like to think. Meanwhile, Dwarven books
speak of aeons of conflict with the Drakes, the henchmen of tyrannical wannabe-gods. Suffice to
say, no love is lost between Draconian and Dwarf even today.
Appearance and Biology:
Draconians are strongly built, with males decidedly athletic, and females pronouncedly
amazonian, towering above men and elves. Draconians are oviparous mammals with
pronounced reptilian features. Due to their sizeable eggs and voracious offspring, the sexual
dimorphism is quite pronounced in Draconians. Generally, each Draconian has two dominant
colours, one for skin areas, the other for scales, horns, and the leonine mane.
Dwarves
Whether they were once the enslaved workforce of the Endless, or - as they claim - their sole
undefeated enemies, enclaves of Dwarves have survived the Interregnum by hiding deep
underground. Many of the Vaults failed. Many have lost much of their legacy in the cataclysmic
changes. A select few remained intact, and thrived.
The great dwarven holds are hard for the outsider to enter - the dwarves value safety above all
else, and will do everything to prevent their havens from being tainted in any way - or their
secrets from being stolen.
Dwarves blend mysticism and thaumaturgy with a technological approach.
Elves
Natives of Tar Sanil, the elves were slaves to the Endless throughout their reign, but have
learned secret lore during their service. Following the fall of their masters, Elves split based on
their reaction to this event. The wood elves, calling themselves Wild Walkers, have returned to
nature, seeing the prideful dominance of the Endless as utter hubris, and look for ways to mend
the world. The high elves have preserved as much of their culture and legacy as possible, and
seek to recover whatever can be saved, before they depart the world for a brighter tomorrow.
Steeped in learning and research, many of their brightest minds spend their time working on
how to achieve such a feat. Finally, the drow see themselves as the heirs of the Endless, and
seek to emulate their works, only better this time (without the whole cataclysm and extinction
thing); drow wish for dominance over all other species.
Wood Elves
Wood elves seek to restore balace to the world of Tar-Sanil. They foster a strong connection to
nature and safeguard sources of life energy remaining in the world.
Dark Elves
The Dark Elves were not deterred by the fall of the Endless - rather, they seek to pick up their
tarnished crown, and rule the world (without breaking it this time, if they can help it). Through
dabbling in dark secrets left behind by the Endless, Dark Elves have gained a faint reflection of
their dark majesty.
The Forsaken
A race loosely inspired by Endless Legend.
Type: Humanoid
Attributes: Add +2 to an attribute of your choice.
Speed: 40 feet.
Size: medium.
Languages: Common. Furthermore, the Forsaken know a type of rudimentary telepathy that
works like the Message spell.
Shadow Blending: Attacks made against members of this race while they are within areas of
dim light have disadvantage. This trait does not grant concealment; it just increases the miss
chance.
Mist Child: You can partially lose substance when you are concealed, e.g. by foliage, smoke, or
mist. Half concealment counts as half cover; any greater concealment counts as three-quarters
cover.
Darkvision to 60 ft.
Change Shape, lesser: As an action, you can change your appearance and your voice to one
alternative form. You choose your alternate form at level 1, and may change the form into which
you transform when you gain a level. You determine the specifics of the changes, including your
coloration, hair length, and sex. You can also adjust your height and weight, but not so much
that your size changes. You can make yourself appear as a member of another race, though
none of your game statistics change. You can't duplicate the appearance of a creature you've
never seen, and you must adopt a form that has the same basic arrangement of limbs that you
have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
Trickster. You know the Minor Illusion cantrip. Intelligence is your spellcasting ability for this
spell.
Skill Proficiencies: Stealth.
None truly know whether the Forsaken were denizens of Tar Sanil already during the reign of
the Endless, and the Forsaken prefer to evade such questions - as is the case with most
questions, in fact.
Nomadic and clannish, the Forsaken prefer to live in societies of ther species, often assuming a
role for extended periods of time. Often working as travelling craftsmen and artists, or as
merchants, the Forsaken are an excellent source of information, trading secrets at hidden
meetings, which they also use to socialise in their natural guise, to make matches, and make
decisions that affect more than the individual.
Other species, once they learn of the existence of the Forsaken, tend to ascribe nefarious
ulterior motives to them, wary of their covert ways. Meanwhile, the Conspiracy is a running joke
amongst the Forsaken. Or is it?
Gnomes
The Gnomes are cousins of Dwarves who served the Endless with glee. In essence, they are
similar to the Zastur I used for a different setting.
https://strolen.com/viewing/Dark_Gnomish_Evil_or_how_to_improve_a_hopeless_race
Still clustered along the masters they once served, Gnomes seek to bring back the Endless and
restore what they see as their golden age. Meanwhile, they are a veritable plague upon the
land, whether through slavery, warfare, pillalge, or the fallout of their misconceived
experimentation.
Their society is organised into cabals united by two facts - their trade and their deceased
master. So, alchemists, necromancers and summoners will have their own cabals, as
machinists and biomancers - those will be subsections of of a dead master’s following. So, the
“Cabal of Behtevet the Night-Born Soul-Flayer” will feature gnomes of all trades, who will be in
various subsections, distinguished by titles, medals and various insignia - gnome heraldry is
about as complex as Chinese writing.
Most cabals will have a central focus mirroring their master’s main interest in his lifetime. The
Cabal of Mosgaron the Dystopic Blood-Forged Hell-Stone might be excellent at making golems,
while the Cabal of Helshiraz Atrocious Immolator of Untainted Hearts might have the best
battlemages around.
The population of gnome Apostates (those who have forsaken their legacy) is small, but vocal -
sometimes, one wants to create in peace without being disturbed to kiss boots or to polish
statues of long-dead god-things. Also, one has to be pretty vocal about no longer being a
supremacist maniac to be allowed amongst other species, and prove himself over and over
again.
Obsessive: Gain Proficiency and Expertise with one tool of your choice.
Pyromaniac: Resistance to fire. All fire spells and fire attacks used by the Gnome deal +1
damage per die.
Demolitions Expert: gain Evasion against attacks originating from the gnome himself or from
his allies.
Creative Harm(ony): Each Gnome gains proficiency with one exotic weapon. 5e doesn't
feature exotic weapons, but options include:
> Double Weapon (for two-weapon fighting)
> Firearm
> Weapon that adds another die on a critical.
Lab Rat: Immunity to Poison. Each time a Transmutation spell or ability is used on a Gnome, he
may elect to halve or double its duration. If the Gnome desires, then Transmutation effects cast
upon it by others do not require Concentration.
Tiny Bastard: against opponents who are flanked, or suffer from a negative status effect
(stunned, restrained, etc.), the gnome gains +1 to hit, +1 to damage, +1 to DC of all spells and
abilities, +1 to critical range of all weapons, and may even land critical hits with attacks that don't
normally cause them (e.g., Fireball)(roll a d20, a critical is scored on a 20).
Natural Henchman: if the gnome is within 10 ft. of his leader, any positive spells affecting the
leader may also affect the gnome.
Goblins
The wilds of Tar Sanil are a dangerous place, especially to small folk like Goblins. That's why
most of them found shelter in the cities of bigger folk. Whether Human, High Elf, or Draconian,
townships have Goblin quarters, and actually benefit from it. Densely populated, Goblin quarters
teem with craftsmen and service providers of all sorts. A driven restlessness characterises the
diminutive greenskins, the need to do something right here, right now. Creative and intuitive,
Goblins do not reach the meticulousness of dwarven cratsmanship, but they excel at providing
ad hoc solutions tailored to the situation at hand. Given their "can do" attitude and the view that
"in a time of need, the worst thing you can do is nothing", they may not always present the right
solution, but they will present a solution. The best cooperations are born when a wiser, more
tempered being helps them pick out the more considerate solutions, and steers their
enthusiasm in a productive fashion.
A trait found curious by other races is that Goblins generally care far less about the magnitude
of a piece of work than about how well it is executed, how well it fulfills its purpose - so would
the builder of an excellent water mill be more acclaimed than the architect of a mediocre
cathedral. Similarly, they take pride in doing their job well, regardless of what it may be - a
Goblin plumber will be pretty proud of being a good plumber, and a Goblin prostitute will try to
be a good one as well. Living in extended family structures, all goblins chip in with their bit, and
if no one can, then the cousin of the cousin perhaps knows who can help. Family is their most
precious asset, and women, especially the matriarchs of extended clans, hold considerable
power.
Meanwhile, nomadic goblins travel in mobile townships composed of multiple wheeled buildings
drawn by heavy beasts of burden; these can be assembled into larger structures when they stay
in one locale for an extensive period of time. Nomadic goblins live by herding, trade, and by
offering their skills and services to settlements they pass by.
Furthermore, choose a subtype - Nomadic Goblin, or City Goblin; the latter also choose
between Boffin and Tinker.
Nomadic Goblins:
City Goblins:
Humble: City Goblins need very little. They consume half the food a small humanoid would. A
City Goblin gets 2 uses out of a magical potion.
Furthermore, when a beneficial spell or effect with a limited duration is cast on the Goblin, add
1d6 time increments to its duration (so, a spell with a duration of CL minutes would last CL+1d6
minutes when cast on a City Goblin).
Helping Hand: the 'Help' action can target two allies instead of one.
Skill Proficiencies: Perception.
City Goblins come in two flavours, depending on their natural gifts and training - Tinkers and
Boffins.
Boffins
Boffins are goblins with a talent for the arcane.
Attributes: Boffins gain +2 to two of: INT, WIS, CHA. Boffins suffer -2 STR.
Flexible Magic: Boffins may use Flexible Magic a number of times equal to their Proficiency
bonus. They regain all uses when they finish a short rest. They choose one of the following
effects each time it is used:
➢ Elemental change: change the type of damage done by a spell they cast (reaction).
➢ Share magic: Move one of their active spells from one target to another within 10 ft. The
spell ends for its original target and begins affecting the new target. Enemies get to
make a new saving throw (if they succeed, the spell still ends for the original target)
(bonus action).
➢ Waste Not: When all targets succeed at their initial saving throws against your spell, you
may regain the spell slot (reaction).
A Personal Touch: Each Boffin who belongs to a class that prepares spells in advance also
has a personalised list that's always prepared. Each time he gains access to a new spell level,
the Boffin chooses one spell of the given level for his personal spontaneous casting list.
Furthermore, each time he gains access to a spell level beyond 3, he may add another spell to
the list; this must be 3 or more levels lower than the highest spell level he may cast. The Boffin
may spend a spell slot to cast a spell of the same or lower level from this list. Each time he
gains a level, he may change one spell in the list.
Boffins who belong to a class that casts spells without preparing them in advance simply add +1
to the number of spells known for each spell level they have access to.
Tinker
Tinker Goblins have a knack for engineering and alchemy.
Attributes: Tinker Goblins gain +2 DEX and +1 INT.
Waste Not, Want Not: when a Tinker crafts items in a location where appropriate material could
realistically be scrounged, improvised, or borrowed from your cousin, he reduces the cost of the
item by 1d20 x 5% (yes, on a 20, it's free).
Hobbyist. Tinkers gain proficiency with three tools of their choice.
Special Effects: items in a Tinker's possession perform better thanks to minor helpful
modifications. A Tinker may have a number of modified items equal to their proficiency bonus.
These bonuses work only for the Tinker who made them; for others, the modified item performs
worse (the bonus is reversed).
➢ For weapons, the Tinker may increase the critical range by 1, or the damage die by 1
step (1d4 to 1d6 and so on), or increase the range of a ranged weapon by 20%.
➢ For armours, the Tinker may increase armour class by 1, remove its penalty to stealth,
decrease its weight class by one step, or add damage reduction 1 against one specific
type of physical damage (bludgeoning, piercing, or slashing).
➢ For other items, the special effect is usually good for a +1 bonus to a specific skill under
specific circumstances.
The special effect stays the same once chosen. The Tinker may alter them with the appropriate
tools, as if he was repairing the item.
Dismantle. Tinkers add their proficiency bonus to damage against Constructs, items, and
structures.
Halflings
Fearless and lucky, halflings have conquered many inaccessible reaches of Tar Sanil.
Numerous tribes have descended into a feral state, such as is the case with the halflings of the
Elder Woses. Relentless, halfling societies have thrived in orc-infested badlands and similar
locales where settlements of ostensibly hardier folk have failed. The feared mounted nomads of
the Shadow Steppes are none other than halflings, as are Roskill's Airship Pirates. So are the
Picts of the Grimfang Heights and the treetop dwellers of Utulu. To most is common an
adventurous spirit, a plucky attitude, and the drive to carpe diem.
Halflings are a prolific race, used to rough life, fond of rough humour, not needing anyone to pull
their punches - and not pulling theirs. Their prime religion is pragmatism and common sense,
their prime directive independence, and the person most responsible for your well-being is you.
Humans
There are theories that humans were one of the original species enslaved by the Endless at the
start of their reign, and used extensively for various kind of experimentation, as well as starting
material in many a nefarious project. Flexible, adaptable, and fairly prolific, mankind was
certainly well-suited for such endeavours. The fact that humans are highly cross-fertile with
Elves and Demons and even dragons, for example, lends credence to this notion.
This mutability and adaptability has given rise to many strains of humans, from the Iceborn of
the Frostfell to the cannibals of the Ardakar Wastes.
Free of the yoke of the masters of old, humanity has spread across Tar-Sanil, settiling down in
societies ranging from basically what amounts to Stone Age tribes to Rennaissance
pre-industrial societies.
An unifying feature of humanity is their abilty to learn with great alacrity, as well as their
individualistic free-thinking nature. Ironically, they are fairly hard to unite just because of this.
Another salient aspect is their susceptibility to outside influeces; after all, Dhampiri and
Necrophages are originally of human stock. Some human societies take this as matter of fact,
while others cautiously guard their heritage and purity, investing heavily in personal protection
(for example the Imperials, or Vaulters).
Necrophages
Necrophages of Tar Sanil are very loosely based on Endless Legend.
Numerous dangers pervade the wilderness of Tar Sanil, and the Necrophages epitomise this
threat. Humanoids with insect traits, Necrophages have obviously humans in their ancestry -
and something monstrous, feral, and ever so hungry. Driven by an imperious will of the
collective, they propagate in great underground cities, to descend upon other sapients… and
make them theirs.
As their evolution advanced, the collective has seen the need to create individuals capable of
independent, novel thought to develop creative solutions, and to lead groups outside the range
of the Unity. Some of these Alphas became independent by a flaw in their design, ever denied
the security and comfort of Unity. Some have wrested the control of their faculties from the
collective, fiercely defending their individuality at all cost.
Due to their unique talents, some of these Necrophage outsiders are tolerated in societies of
other races, but rarely if ever welcome.
The possible shapes a Necrophage can take are near infinite. This comes from the fact that
eggs incubated in the carcass of a sapient being can take on some of its attributes. This is the
source of the species' name - a wide-held belief is that the adaptations of the Necrophages
come from eating corpses. Furthermore, Necrophage Alphas are cross-fertile with most sapient
races, their secretions adapting their partner to be receptive to impregnation, while their bodies
are highly receptive to many types of seed.
Orcs
Orcs are modified in comparison to the Monster Manual.
Not a creation of the Endless, Orcs were created during the Interregnum by a large-scale leak of
a corrupting compound from an Endless ruin. The alchemical concoction has killed many, and
changed the survivors into furious brutes. Even today, there exist stagnant pools of greenish
water that can drive a man into unthinking rage and madness.
Today, the Orcs are a menace that loves to pillage and destroy, and to subjugate the weak. On a
fundametal level, Orcs respect only strength. To avoid constant infighting and shows of force,
they have developed a culture of boisterous warrior honour; regardless, challenges and brawls
are on daily order, as each Orc possesses a deep inner fount of murderous wrath that just begs
to surface. The less organised tribes live in a state of constant power stuggle and mayhem,
while the more successful ones adopt a rigid feudal structure under a powerful leader, effectively
delegating intimidation. Think 'feudal Japan' without all the pretty culture, and with less
constrained living space.
Orcs gain:
Attributes: +2 STR, +2 CON, -2 INT.
Speed: 30 ft.
Weapon Familiarity: Orcs are always proficient with some sort of unweildy murder instrument.
Orcs gain proficiency with a heavy weapon.
Darkvision: Orcs can see perfectly in the dark up to 60 feet.
Vessel of Wrath: Orcs harbour a seething, barely restrained wrath inside. An orc may spend a
number of Wrath points per turn equal to their Proficiency bonus. Spending Wrath during other
turns uses up their reaction. A Wrath point can be spent to:
> Gain Advantage on a melee attack or a destructive action (such as breaking down a door).
> Continue functioning for 1 round at 0 hit points (continue rolling death saves).
> Gain Advantage on a CON save, WIS save, or Intimidate roll, or to break free of restrains.
> Add +1d6 damage to a Melee attack or damaging spell (the bonus must be bought before
rolling to hit / before saving throws).
An Orc starts each combat with 1 Wrath point, and gains further points as follows:
> 1 point each time the orc is wounded.
> 1 point each time the orc is affected by a hostile combat maneuver.
> 1 point each time the orc is targeted by a hostile spell.
> 1-5 points for a preparatory rousing speech (Perform), based on the degree of success.
> if an orc is deliberately goaded into rage (e.g., with the attempt to make him abandon caution,
or lure him out of position), treat the skill roll as a preparatory rousing speech.
All Wrath points are lost when the orc rests.
Menacing: gain proficiency with Intimidation.
Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of
the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Tieflings
The Tieflings are revised stat-wise in comparison to the PHB
The Interregnum has brought many a strange creature to this world; others have escaped from
the laboratories of the Endless, demons amongst those - creatures of pure magic, originally
intended as weapons, but now masterless. The tyrannical devils have stumbled into this world
from another reality, and became trapped as the wild energies of the Interregnum faded, and the
interplanar paths became dangerous even to creatures such as them.
Devils have created a tyrannical oligarchy, while demons are out for themselves, either utterly
mad, or absolutely selfish and out for number one.
Tieflings come into being in numerous ways, of which all have in common that a mortal life is
fused with demonic energies.
> Devils and demons sometimes offer to save a dying infant by using unholy energy, in return
for a service from the parents.
> Devils and demons are none too fertile, but their success at conception is slightly better with
the mortal races. Tieflings are often the product of supernatural rape, though voluntary congress
with infernals is shockingly common as well.
> Unholy contamination of some areas can lead to pregnancies resulting in tiefling births.
Sometimes, there is no father involved, and a spontaneous conception occurs in females
exposed to high concentrations of taint.
The above align with the tiefling Legacies: Pact, Progeny, or Pollution.
> A tiefling born from a Pact can ascend for the first time when it achieves character level 7, and
fulfills a task of moderate difficulty for a devil. It can ascend for a second time when it fullfills a
task of great difficulty for its sire.
> A tiefling that is dark Progeny may ascend for the first time when it achieves character level 7,
and lands the killing blow on an evil outsider of CR7 or higher. It can ascend for a second time
when it its sire dies the true death, or relinquishes its bond to the tiefling. It needs to be
mentioned that while a demon or devil puts itself at risk by breeding tieflings, it also gains power
with each of its mortal spawn that lives (the more powerful the spawn, the better) - unless the
spawn is released.
> A tiefling born of Pollution can ascend for the first time when it achieves character level 7, and
absorbs the power of a corrupted magical node, which includes defeating its guardians and
whoever may be wanting to use its unholy power. It can ascend for a second time when it
absorbs the power of a major corrupted magical node, a daunting task involving the defeat of
competitors, as well as powerful creatures. It is worthy of note that the absorbed corruption does
not vanish from the world; rather, it germinates inside the tiefling. Unless the soul is sealed away
somehow, the corruption leaves the body upon death, giving rise to new corrupted nodes.
Each Ascension is accompanied by another maturation step, where the tiefling undergoes
another rapid puberty inside a magical chrysalis, gaining new abilities. Its appearance changes
with each Ascension as well, becoming more pronounced; lesser physical changes are also
common.
Besides the above, there are two additional ways to create tieflings - a tiefling can take another
humanoid inside its chrysalis, transforming it into a tiefling; also, ascended tieflings born of
Progeny and Pollution can sire/bear tiefling children.