People

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Book of the Chaosborn
[ earth / chaos ]
Magic is Chaos disguised as Order. When
the Order breaks down the true nature of magic is released. When
magic escapes Order it is without form or purpose. Magic
without Order is corrupting; eroding at the surrounding Order
until it eventually dematerializes.
The Chaosborn are beings created within the
warp of Chaos. Shortly following the dissipation of
the first woven magics there have been Chaosborn. |
Physiology: Due to the nature of Chaos,
no Chaosborn are created identically. For this reason, most Chaosborn
are not procreant, and do not appear again following their initial creation. In
rare instances, Chaosborn are created that may procreate (whether sexually
or asexually). If not destroyed, such Chaosborn may father a new
race.
Sages that are aware of the Chaosborn mechanism
often credit it with the wide variety of races existing on Teréth
End. Races who are viewed as Orderly, are given
the benefit of doubt, and not classified with the Chaosborn. Of
the standard Teréth End races; Gru, Ikitikirittik, Ortor, Shul, Urdar, Werrid,
and Zultaya have all been
classified at one time or another as Chaosborn.
Psychology: Most races that are
classified as Chaosborn have chaotic natures, many bordering
on psychotic evil (see Chaosborn-Bru). Other
Chaosborn are not evil, but are different enough (or misunderstood)
from the standard races to be classified as Chaosborn (see Chaosborn-Denizens).
Magic: Chaosborn are very magical
but have difficulty imposing Order on the magics around them. For
this reason, Chaosborn magic is wild. |
Bru
The most infamous and recognizable Chaosborn
are the Bru. The Bru
are an early race that have spread throughout the World of
Teréth End. They are hated everywhere and killed
when the opportunity presents itself. Though annoying
(even dangerous in outlying areas) their nature has prevented
them from amassing formidable threats to civilized areas.
Physiology: Bru are medium-sized
bipedal goat-headed creatures with cloven hooves. Bru are physically
stronger (on average) than a typical Uren. Bru
appear to be male (penises tend to be large and openly displayed). Female
Bru have never been observed among them their ranks. Reproduction
within the race is a mystery, compounded not only by the
absence of females, but also the absence of young.
Psychology: When defining chaotic
evil, the Bru are a good place to begin. Bru have no
fear of death, failure or consequence. They are driven
perpetually by base needs and desires. Thievery, rape
(gender is unknown), and murder are rampant within Bru society.
Culture: Despite their chaotic
nature, Bru do have culture. Bru live within a shifting
society, where their superiors and inferiors are constantly
changing, and one's position in the society is never secure. A
Zembran soldier, imbued with magics to understand the enemies'
commands, once reported that during the course of an evening
assault on the Dreamlands city, the Bru leadership seemed
to change half-a-dozen times. When an order was given
others did not approve of, the commander was viciously attacked.
Magic: Only exceptional Bru may
master the arts of magic and even they may only employ clerical
and sorcerous magics. No Bru has the discipline necessary
for book-learning and therefore wizardly magic is unattainable.
D&D: Bru
are not meant to be played as player characters, but rather
NPCs. Bru cannot be tamed or socialized to fit into
civilized society, and will not join groups with non-Bru
characters (except to eat them). Bru parties are very
chaotic and malicious. Bru should take issue
with even the slightest hint of insult and react with unbridled
anger and violence. Few inter-group battles and shuffles
are fatal, though injuries are common.
D&D
Chaosborn-Bru Racial Traits |
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Strength +10 |
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Dexterity +2 |
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Intelligence -6 |
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Wisdom -4 |
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Size; Medium |
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Vision; Darkvision
90 feet |
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Base Speed;
30 feet |
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Immunities;
Disease |
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Natural Armor;
Fur +2 |
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Natural Weapons;
Goat horns, 2d4 bludgeoning; Bite 1d6 |
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Aging; Normal |
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Automatic Languages;
Chaos (Bru) |
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Bonus Languages;
None |
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Favored class;
Warrior |
GURPS: |
Black Craw
These giant raven humanoids have existed within
the Old Empire for longer than most can tell. Depicted
in ancient paintings as the guards of ancient kings, the
Black Craw now lurk in the ruins and darkness of the crumbled
empire. It is uncertain whether they remember those
long ago days when they held positions of esteem and honor. Today,
their lot is very different. Society no longer turns
a blind eye to their unholy appetites. Many are hunted
and killed when found.
Physiology: More common than
their red-plumed cousins, the Black Craw are the warriors
of their race. Beneath a thick layer of waxy black
feathers, the hefty creatures are powerfully muscled. Black
Craw are carnivores in the strictest sense of the word. More
than this, they prefer the flesh of intelligent creatures,
usually dining on the bodies of humanoids. The preference
is for living flesh (the Black Craw do not require the spices
and slow-cooking that the Red Craw take such delight in). If
desperate, both Craw species will resort to carrion.
Psychology: Though unenlightened,
the Black Craw are far from stupid. It is this mistaken
perception that gives them their greatest advantage. These
Craw appear immune to emotion, pain and most mental weaknesses. Among
the intelligent races, the Black Craw are among the least
susceptible to mental illness. Their great discipline
must have been what attracted the ancient kings so many years
ago.
Culture: The greatest weakness
of the Black Craw (if you can come by it) is their word. The
species seems unwilling to renege on their promises, even
at pain of death. Moreso, in the uncommon circumstance
that a Craw does go back on his word, his fellow Craws seem
inexorably drawn into a cannibalistic feeding orgy. Despite
centuries of refinement and civilization, the final death
for all Craw remains this final feeding.
Magic: The magic of the Black
Craw usually takes the forms of pendants or tokens granted
them from their Red cousins. Regardless of the magic
practiced by others in a particular class, the Black Craw
insist on the use of fetishes. It would seem that they
cannot work magic without them.
D&D: Black
Craw would not make very good player characters. The
race's propensity for feeding on the flesh of humanoids can
be a deal-breaker in many parties.
D&D
Black Craw Racial Traits |
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Strength +4 |
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Charisma -2 |
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Size; Medium |
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Vision; Low-light
Vision |
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Base Speed;
20 feet |
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Immunities; Disease |
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Natural Armor; Feathers +3 |
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Special Quality;
Alertness 1 |
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Special Quality;
Iron Will 2 |
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Special Quality;
Limited Magic |
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Aging; Long |
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Automatic Languages; Crawwok |
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Bonus Languages;
Old Othic |
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Favored class;
Ranger |
1 Alertness.
Black Craw gain the Alertness feat. The coal-eyed humanoids
seem ever alert and on-guard, especially at night
2 Iron
Will . Black Craw gain the Iron Will feat |
Red Craw
Mysterious creatures that live in pockets
throughout the Old Empire, the Craw are most famously the
residents of the City of Oth's dark Vishàshun. These
bird-like creatures prefer to dwell in ruins and shadow,
watching the world around them with cautious baleful eyes. Their
speech sounds like a raspy cough, words seemingly ill-suited
for their throats and large beaks.
Physiology: A major reason
for why the Craw are not more widespread or visible throughout
Teréthor are their eating habits. The Craw
are carnivores that prefer the taste of intelligent flesh. The
cookbooks of these vile people are infamous and as detailed
and well-planned as any wizard's spellbook.
Psychology: Judging the mental
state of creatures as alien to Uren sensibilities as the
Craw, is a difficult endeavor. Most outward indicators
would suggest that the Craw are remorselessly evil, notable
among them the Craw appetite for intelligent flesh. In
fact, this studious race have been known to work well with
other peoples to ends which could be interpreted as positive. The
impetus for this social behavior however must be questioned. Many
who find themselves in productive league with the Craw
are often left wondering to themselves, "I must not
taste good".
Culture: Not much is known
about the culture of the Red Craw. More than their
black cousins, the Red Craw are loners preferring to carry-out
their strange experiments and recipes in solitude.
Magic: Though well-attuned
to the magics of the Tapestry, the Red Craw seem unable
to master the mysteries of sorcery (rf. sorcerer). Their
inability to harness wild magics have inspired them to
experiment with these effects and attempt to discover the
source of this "weakness". To date, all
attempts to understand this have failed, and some failures
have been catastrophic. In 642 DR, a localized earthquake
rumbled through Kelspar in southern Oth collapsing half-a-dozen
buildings. Though the surface residents never learned
the true cause of the quake, the Red Craw were forced by
the set-back to abandon their subterranean laboratories
in that area.
At first glance, the categorization of Craw
as Chaosborn might seem misguided. Unlike their Chaosborn
brethren, the Craw cannot wield with abandon the powers
of the Unwoven or Unravelled (depending on your view of
metaphysics), a key component to the Chaosborn dichotomy. It
should be noted at this point, that this state of affairs
is a recent devleopment in the "evolution" of the species. In
the dawn of their inception, they like their spiritual
kin the Bru and Denizens "danced among the Unfettered".
A long millennia of close Uren association has changed
this people, almost. In the last few centuries, their
revered company has been replaced with revulsion and their
banishment has in turn fed a renewed interest in the Unwoven.
Most Red Craw do not understand the compulsion and are
attempting to grasp understanding of the raw energies without
sacrificing centuries of teaching and ritual. Those
few that are watching this occur, fear that discovery and
change could usher in a rapid transformation among the
remaining Craw. This sudden and explosive shift could
very well happen under the black streets of Oth.
D&D: Red
Craw would not make very good player characters. The
nature of the race is self-imposed isolation and long study,
interrupted by horrid feeding.
D&D
Red Craw Racial Traits |
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Strength +2 |
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Intelligence +4 |
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Charisma -2 |
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Size; Medium |
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Vision;
Low-light Vision |
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Base Speed;
20 feet, glide 40 feet 1 |
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Immunities; Disease |
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Natural Armor; Feathers +3 |
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Special Quality;
Alertness 2 |
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Special Quality;
Knowledge (Arcana) Bonus 3 |
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Aging;
Long |
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Automatic Languages; Crawwok |
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Bonus Languages;
Old Othic |
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Favored class;
Wizard |
1 Base
Speed. Craw do not move quickly. They seem
unsuited for upright walking and incapable of true flight. On
the southern edge of Oth, the Craw are sometimes seen
gliding down atop prey within the shadow of the South
Wall and then climbing back up the cliffs with their
quarry.
2 Alertness.
Craw gain the Alertness feat. It is unclear whether
the senses of the Craw are naturally enchanced, or whether
this is a side-effect of their slow, deliberate and often
quiet habits.
3 Knowledge
(Arcana). Craw gain a +2 racial bonus to Knowledge
(Arcana) skill checks due to their extensive study of
the Tapestry. |
Denizens (Othic)
Denizens are
those things that were born and continue to live in the Lower
Streets area of the City of Oth. Although denizens
come in all shapes, sizes, and temperaments, some basic
selected features are common throughout. These attributes
are the result of poor living conditions, selective breeding,
and stagnant magic.
Uren Denizens
Many inhabitants that live further from
the dim realm of Vishàshun have
adapted in more dramatic ways than those that live near
the surface. These more advanced adaptations only
apply to those whose families have lived in the total darkness
of the lower layers for hundreds of years. For these
reasons there are two Uren denizen packages. Those
that live in the first two layers of the Lower Streets,
or whose families have not lived long (less than 400 years)
in the dark regions are included in Package One. The
first package does not apply to those not raised in the
lowest tunnels.
Those denizens whose families and communities
have dwelled in the darkness of the Lower Streets for many
centuries (Package Two) have adapted to the environment
through selection and through the warping natures of the
magics in that area. All longtime inhabitants suffer
from a loss of skin pigment. Most are hunched from
years of living in low areas, and bone disease. Depending
on the magic in the area where the people live, some denizens
have developed Dark Vision while others have developed Dark
Senses.
AD&D:
GURPS: Human
Denizens are 85 and 90 CP GURPS characters.
GURPS Human Denizen Package
One |
HT and
ST -1 |
-20 CP |
Color Blindness |
-10 CP |
Light
Sensitivity |
-10 CP |
Unattractive
Appearance |
-5 CP |
Acute Hearing
+3 |
+6 CP |
Alertness
+2 |
+10 CP |
Night Vision |
+10 CP |
Scrounging
(IQ+2) |
+4 CP |
CP Balance |
-15 CP |
The -15 CP Social Stigma
(GBSp27) Social Disadvantage should only be applied to
those denizens that visit the surface on a semi-regular
basis.
GURPS Human Denizen Package
Two |
ST -1 |
-10 CP |
HT -2 |
-15 CP |
Albinism,
Para- |
-5 CP** |
Ugly Appearance |
-10 CP |
Acute Hearing
+4 |
+8 CP |
Alertness
+4 |
+20 CP |
Dark
Senses |
+15 CP |
Survival,
Underground (IQ) |
+2 CP |
CP Balance |
+5 CP |
** Denizens with Para-Albinism
have little body pigment or hair. They suffer the
same damaging penalties that Albinos would in the sunlight,
but their vision is not affected, since most are Blind.
Each of the Human Denizen Packages include
more points of Disadvantages than Advantages. This
is not a mistake. Living in the sunless realm of
the Lower Streets does not produce Humans equal to those
that live above. Denizen Package Two is more equal
because those that have had longer to adapt have done so. Those
who have not lived in the dark for long, suffer the consequences
of not being fully adapted to the environment. All
inhabitants suffer similar fates, so as long as denizens
do not venture from their "home realms" they will mostly
meet only their equals.
Other Advantages common to the lowest realms
are Cast Iron Stomach (GC1p51) and Secret Communication
(GC1p65).
Halver Denizens
The Oddfriends are
not often found in the Lower Streets, though small communities
have been found in the western reaches of the tunnels where
the Run Dul first cuts
through the Hole's layers.
There are no known Oddfriend communities
below the first two layers of the Lower Streets. Likewise,
no Halvers have returned from those areas to give an idea
how they would adapt to the harsher, darker conditions.
AD&D:
GURPS: Halvers
receive a single package of racial and denizen advantages
and disadvantages. Halver Denizens are 100 CP GURPS
characters. The "Halver Denizen Package" (see below)
applies only to Oddfriends. Other Halver subraces
that find themselves denizens of the Lower Streets will
have varying make-ups.
GURPS Halver Denizen
Package |
ST -3 |
-20 CP |
DX +1 |
+10 CP |
Color Blindness |
-10 CP |
Light
Sensitivity |
-10 CP |
Reduced
Movement -1 |
-5 CP |
Social
Stigma (Minority) |
-10 CP |
Unattractive
Appearance |
-5 CP |
Acute Hearing
+3 |
+6 CP |
Alertness
+2 |
+10 CP |
Night Vision |
+10 CP |
Scrounging
(IQ) |
+1 CP |
Silence
+2 |
+5 CP |
Stealth
Skill (DX+1) |
+4 CP |
CP Balance |
-10 CP |
Neveren Denizens
Neveren are
not common in the Lower Streets. Those that have
been found are solitary dwellers, preferring to disassociate
themselves with the communities of the dark. The
Neveren have decided advantages over most other denizens
of the Forgotten Place. They are among the most
naturally adapted to the "unfriendly" environment, with
the exceptions of Dwürden
Nar and Deep Gnorm.
The Neveren most likely to be found in
the Lower Streets are those that are descendant from the Nekrul
Nelveral (The Moon Elve). These demi-Human dwellers
appear slighter and more pale than their Human cousins,
with white or streaked white hair, and white or grey eyes. Most
Neveren are evil.
Some Neveren have been found beneath the
layers of Tormolis and Uchor though
they do not seem changed from those that dwell above. It
is believed that the Elve, Halvarel, and Neveren blood
is resistant to selective change.
AD&D:
GURPS: Neveren
Denizens are 100 CP GURPS characters.
GURPS Neveren Denizen
Package |
DX +1 |
+10 CP |
HT -1 |
-10 CP |
Bad Temper |
-10 CP |
Social
Stigma (Distrusted) |
-15 CP |
Alertness
+2 |
+10 CP |
Combat
Reflexes |
+15 CP |
Longevity |
+5 CP |
Night Vision* |
+10 CP |
CP Balance |
+15 CP |
* Neveren do not suffer the penalty
of Light
Sensitivity.
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