Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Sunday, October 24, 2010

Lockout: Cultural Overview 1- The Silken Kingdoms

Kingdom of Silks is a well-ordered society on the whole, where etiquette and poise are paramount. Many different schools of philosophical thought contend for commercial and mystic authority, but overall the society has advanced beyond inter-faction violence. Arcane and psionic pursuits are what define the Kingdom, and the advances and conveniences these studies have produced allow most citizens to live in relative leisure despite the tremendous ecological devastation surrounding them. Though it is uncommon for most citizens of the Kingdom to pursue a purely martial path, those who do are extremely well-trained and dangerous. Much of the warfare is relegated to ranks of constructs, from the numerous terracotta soldiers cast from living earth before great battles to the sentient warforged and mysterious, musical shardminds.

The Position of the Races Within the Kingdom of Silks


Eladrin: The majority of Kingdom citizens are Eladrin, and thus form the peasant caste. Most can read and write, and as farming is handled magically, most focus on jobs as scribes, carpenters, and artisans. Many Eladrin join the military, of course, though usually as martial characters. Eladrin also comprises a large percentage of the ancestor-worshipping clergy in the Kingdoms, using their powers to cast out malevolent entities unleashed by the other Bloodlines.


Bloodlines


"Bloodlines" are specific magical philosophies, genetic qualities, and cultural similarities that bind particular citizens of the Kingdom of Silks. Most bloodlines are not actually related to the circumstances of a creature's birth, but rather represent conscious choices available to most qualified Eladrin of the Kingdom willing to undergo the necessary changes and sacrifices. However, many bloodlines also breed true, or simply raise their children in such a way that the possibility of rejecting the covenant associated with the bloodline is never presented; this is especially true of Tieflings and Genasi.

Sunday, September 12, 2010

Lockout: Races and Classes

Eventually I'll have flavor text for all of this, but I started writing individual, kingdom-specific flavor for each class and nearly blacked out. Most of the racial abilities were wholly off the cuff (feats too) so I don't know exactly where they fit in terms of balance. Goblins and bugbears stand to receive some special feats, and kobolds will probably either get feats of their own or have the ability to just feat into dragonborn feats.

Races Allowed

The Kingdom of Silks

Eladrin

(+2 Dex or Cha, +2 Int)

Tieflings

(+2 Int or Con, +2 Cha)

Genasi

(+2 Int or Con, +2 Str)

Githzerai

(+2 Dex or Int, +2 Wis)

Changeling (Eberron Player’s Guide)

(+2 Dex or Int, +2 Cha)

Deva

(+2 Int or Cha, +2 Wis)

Half-Elf

(+2 Con or Dex, +2 Cha)
Special Rules In lieu of their Dilettante power, half-elves from the Kingdom of Silks may select the racial power of Eladrin, Tieflings, Genasi (select one manifestation and only gain the encounter power portion), Githzerai, or Changelings (Changeling Trick only). This represents the strength of that portion of their bloodline, and the half-elf counts as a member of whichever race he selects the racial power from for the purposes of feat and paragon path selection. Note that a half-elf cannot select Deva with this option.

Warforged (Eberron Player’s Guide)

(+2 Str or Int, +2 Con)
Special Rules Warforged may not begin the game as Artificers. They can, however, multiclass into Artificer.

Shardmind

(+2 Wis or Cha, +2 Int)
Special Rules Shardminds do not possess the Immortal Origin. Shardminds may not begin the game as Artificers. They can, however, multiclass into Artificer.