Showing posts with label saesun. Show all posts
Showing posts with label saesun. Show all posts

Tuesday, January 16, 2018

Character Crunch: Mousefolk

Mousefolk are a subspecies of ratfolk.

Physically, they are similar to ratfolk but have distinctive differences. They are at least a foot smaller than their ratfolk cousins with rounder features, fluffier and lighter colored fur, and brighter eyes. They are omnivorous, like ratfolk, but prefer fruit, vegetables and grains. They are less cautious than most ratfolk, often characterized as overly curious and gregarious. They are nimbler than ratfolk but do not have the subterranean survival skills of ratfolk since they live in agricultural and metropolitan environments.

Mousefolk live on the elven isle of Saesun. "Wild" mousefolk live in small forest communities that ally themselves with their Sylvanar neighbors. "Domestic" mousefolk live in small farming communities or settle in Iaurdin towns and cities. While ratfolk are often mistrusted and marginilized by humans, mousefolk are welcome neighbors. Mousefolk often get jobs as street cleaners, chimney sweeps, house servants, carriage drivers and gardeners.

Mousefolk have the same suite of features that ratfolk except: they get a bonus to Cha instead of Con, they lose Speak with Beasts and Sewer Dweller but gain Nimbleness and Naturally Stealthy. For your convenience, here are their features:

Ability Score Increase. Your Dexterity score increases by 2 and your Charisma increases by 1.
Age. Mousefolk mature quickly to adulthood at 10 years of age and live to about 40 years.
Alignment. Mousefolk are friendly, generous and helpful creatures. They tend to stay out of larger affairs. They are most commonly neutral good.
Size. Mousefolk are smaller than ratfolk, standing between two and three feet, and are not as hunched as their rat cousins. Your size is Small.
Speed. Mousefolk are slower than other races but can use their front paws to outpace most humanoids.Your base walking speed is 25 feet but, if you drop to all fours, your base walking speed is 35 feet.
Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Inquisitive Nose. You gain Perception as a skill and have advantage on all Perception skill checks involving your sense of smell.
Rodent Bones. Your bone structure is impressively flexible and you're used to moving through cramped spaces. You are considered one size smaller when attempting to move through tight spaces and take no movement penalty when doing so.
Nimbleness: You can move through the space of any creature that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Extra Languages. You can read, write, and understand the Raskaar language.

Friday, May 5, 2017

Evolving Timeline of Narya Part II: Modern History of Sublanarya

For Part I: Ancient History of Sublanarya, click HERE.

The 2nd Epoch: Modern Narya (0 CE to 6667 CE (Present))

The first epoch, what Sublnaryan's call the "Ancient Epoch", is a time of great uncertainty, where reality and myth are intertwined, and the gods are locked in a series of brutal battles over the dominion of time and space. The space itself was constantly shifting in reaction to these battles, as gods can raise mountains and raze forests with ease, and time itself was warped by the destructive cosmic power of war on a scale beyond the understanding of mortals. It was a time that chaos reigned supreme and order struggled to gain a foothold. The current epoch is different.

In the current epoch, order has more than gained a foothold. It has put a boot on the jugular of chaos and the "Current Epoch" (CE) is one of some certainty. If the first epoch was defined by the struggle between order and chaos, between the authorities of the universe, the gods, and those who wish to destroy it, then the current epoch is one shaped by the struggle of good and evil. While both of these metaphorical and material struggles are of concern to the gods, the struggle between good and evil, right and wrong, are of much more consequence to mere mortals. After all, mere mortals are rewarded or punished based on their actions. Gods are all but absolute.

It is important to keep in mind when looking at the last seven millennia of Naryan history, told from a Sublanaryan perspective, that while the gods still guide the peoples of the material plane, the people are now, ultimately, the ones who shape the current state of the world. For better or worse, this is a time of civilizations, of kings and queens, of masters and slaves, and of armies and hordes. This is a period defined by the actions of mortals upon mortals.

The Current Epoch is tangible. Time and space can still be contorted but are less pliable. Years are 400 days long (10 moonths of 40 days) and each day is 25 hours long

Epoch II: Modern Narya
 (Summary)
1st Age: The Age of Wonders and Wandering
2rd Age: The First Dark Age: Rise of the Giants
3rd Age: The Age of Restoration
4th Age: The Second Dark Age: The Beastmen Invasion and The Holy Crusades
5th Age: The Tytanyan Age

Here goes:

Saturday, April 1, 2017

Character Crunch: Treefolk

Treeants are awakened trees that dwell in ancient forests. They grow to the size of great trees and are some of the mightiest champions of the natural world. Druidic, fey, divine forces or nature itself animates trees that have the spark of potential to become a treeant. After much meditation, they form a human-like face and limbs. Treeents protect the wild from woodcutters, hunters and others who would harm the inhabitants of its home

Queen Tytanya felt that her gardens were remiss; unlike the ancestral forests of the old iaurdin or in the sacred groves still tended by the sylvanar, the gardens nurtured and cultivated in urban environments by the great elves lacked the protection of treeant guardians. She was envious for the watchful eyes, the deep thrumming voices, and the heavy footsteps of treeants that she remembered from her time with the sylvanar. But massive treeants do not fit into the confines of urban development. And so, as with any problem faced by the Queen, she turned to researching arcane means to recreate the same results from the natural realm on a smaller scale. Despite some reservations from the garden druids of Grand Saeffura, the Queen gets what the Queen wants.

Under her guidance, the druids cultivated saplings from fallen treeants that, with magical assistance, formed a new, smaller and more tame type of treeant; the treefolk.

With careful cultivation, they were able to limit the size of these treefolk to restrict them to the height and size of most humanoids. They are plenty tall, most standing between 6.5 and 9 feet tall at full size, that still make them a sight in the gardens of the elven elite in the cities of Saesun. Unlike treeants that have many seasons to learn and draw upon nature for their knowledge, treefolk are raised by a mix of gardeners, druids, and other treefolk. They are raised to be top notch gardeners and serve as a trophy in any prized garden. Most treefolk are gifts from the royal gardens, on behalf of the Queen herself, to noble households.

Some imperial citizens are suspicious that they serve the Queen herself, as do most of her "creations", but the simple and easy-going nature of treefolk, caring for their gardens, has put most of these suspicions to ease.

Treefolk are seen as harmless, since they've been successfully domesticated, by most iaurdin but that doesn't mean that treefolk don't go wild.

They are raised, more or less, so that their life revolves around the garden they are given. But what happens if the garden is destroyed or displaced? What if they go berserk when some hooligan destroys their favorite shrub or tree? What happens if the treefolk become more interested in more and more gardens outside of their own and go seeking new horizons? What if they feel like returning to nature? What if they want to break the chains of bondage? What if they fall in love with a person? What if they want to protect an owner? What if they want to fight for something?

By perverting the nature of treeants, they iaurdin think they took something they understood and created something they could control. But, in reality, by changing the nature of the thing they understood, they have lost understanding of it.


Treefolk are no longer as beholden to nature as their treeant ancestors. They are something completely new. Would you like to explore the nature of your relationship with nature? Then try to play a treefolk.

What will win? Nature or nurture?

Ability Score Increase. Your Constitution score increases by 2 and your Wisdom increases by 1.
Age. Treefolk reach adulthood within ten years and can live for hundreds of years.
Alignment. Most treefolk are easy-going and are usually content as long as they can protect and care for their gardens. Their nurturing nature mixed with the adherence to order cultivated by the iaurdin means that most treefolk are lawful good. As treefolk adventurers, they often go against the grain by abandoning the obedient existence forced upon them by the elves.
Size. Treefolk are dwarf-sized treeants and, rather than being large or huge, they are considered Medium. They stand between six-and-a-half and nine feet tall.
Speed. Your base walking speed is 30 feet.
Natural Armor. You have tough bark as skin. When you aren't wearing armor, your AC is 16. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Photosynthesis. Despite requiring water, you don't require normal food. Instead, you feed off of minerals, that you can draw from the air or soil and sunlight, which you take in through your leaves, eyes and mouth.
Tree-ish. Treefolk don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
False Appearance. While not wearing armor or clothing, if a treefolk remains motionless, it is indistinguishable from a normal tree.
Long-Branches. Increase your reach by 5 feet.
Strong-Branches.  You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Song of the Forest.  You can cast the Plant Growth and Speak with Plants spells once with this trait. You regain the ability to use this feature when you take a short or long rest.
Dry-Wood. You are vulnerable to fire damage.
Languages. Treefolk are very quick learners of nature languages and have been taught elven by their cultivators. You can speak, read, write and understand Common, Druidic, Elven and Sylvan.

Saturday, October 1, 2016

Empire Ascendant: Imperial Holdings of The Tytanyan Pact


THE TYTANYAN PACT: 
SAESUN, SMOLDER, ALBYON, & NUAR

A century and a half ago, the Isle of Saesun was gripped in a civil war between human kings. Their ancestors had come to the peaceful paradise isle as refugees. Out of mercy, the iaurdin convinced the sylvanar and the metallic dragons to let the humans settle until they could return back to the east. The humans settled and were allowed to use the lands as they wished as long as they respected the sacred groves of the sylvanar. The elves and dragons managed to keep the peace between the settlements as they developed into kingdoms. But perhaps it is in the nature of humans to quarrel. The humans began fighting over valuable resources, bickering over petty misunderstandings and creating war out of nothing. The metallic dragons picked sides and, after thousands of years of peace on Saesun, war broke out.

The elves tried to broker peace, they tried to abstain, but the men of Saesun began burning down their forests, killing their sacred animals, and escalating the war to greater heights. The sylvanar tried to intervene out of self-defense but brought the war home. The death of the sylvanar king, Opheros, was the final injustice that the iaurdin could not bear. Something had to change.

Since the beginning of the world, Saesun and the elves had been protected by powerful celestial runes that not only prevented invasion but helped keep many dangerous extra-dimensional threats from entering the world of Narya by force. Among these forces, were the chromatic dragons trapped since the Creation War. Queen Tytanya used her knowledge of the arcane to change the runes so that Red Typhon and his tyrant lords could enter Sublanarya through a gate she opened in Ryn-Durazar.

The following war was swift: the dwarves of Ryn-Durazar first endured devastating natural disasters caused by the gate opening and then were forced to abandon their homes under threat of dragon fire, then the iaurdin and the chromatic dragons forced the human kingdoms into submission, and the metallic were exterminated.

Ryn-Durazar became Smolder, the home of the chromatic dragons, and Saesun became the heart of the iaurdin empire. Together, they formed the Tytanyan Pact and the Tytanyan Age began. Over the next hundred years, they took complete control of the western seas of Sublanarya, colonized the island chain off the coast of Tazlan, and conquered the western kingdoms of Thule. The islands became Nuar and the kingdoms became Albyon.

Together these regions form an empire that have shaped the events of the last century in Sublanarya. But this realm is not merely an army of elves and dragons; it is a place of incredible natural beauty and home to the millions of citizens of the empire.