narko - great goddess of the moon
titles: the dark one, the unshackled, the moon mother, the great tempress, the gentle night, the pale storm
domains: artistry, darkness, moon, women, lust, arcana, night, family, history, love, children, dreams, death, liberation and pleasure
portfolio: innovation, sex, lust, community, artistry, women, children, liberation
aspects:
- the mother - aspect of narko that takes the form of a beautiful middle aged human woman that has loving motherly air to her presence.
this aspects reflects her as the goddess of women, family, love, children and history. she's the protector of home and family.
- the crone - the crone is the form narko's viewed as in her capacity as goddess of darkness, death, night and magic.
this form looks like a human woman in her twilight years, but still standing tall. some would consider the crone the kindest
of narko's aspects as she gently gathers those who have passed into her domains and cares for the lost beings of magic.
- the tempress - narko's appearance as goddess of sex, lust, pleasure, atristry, dreams and liberation. in this aspect she takes the form of a
beautiful wild tiefling maiden with scandalous appearance. this aspect is the rebel and liberation against the established norms.
- has other less popular and known depications.
realms: moonlit valley - narko's realm is known as the moonlit valley. a giant country sized realm hidden deep within the plane of shadowfell. despite
it's location, the moonlit valley's is a beautiful and colorful, in it's own way, sanctuary for all those who seek out liberty and peace in death.
while the shadowfell reflects the material wastelands in a dark and monochrome ways, the moonlit valleys more closer resembled a night covered lush oasis.
the realm is protected from the influences of the shadowfell, using the greater plane as an additional layer of defense against any who would dare
to bring danger upon it. it's inhabitants are mostly non humans of all genders and human women who suffered in life.
narko's residence is located in the middle of the realm and is known as the silver palace. it's a grand affair where all arts and passions have
representations.
favored weapon: combat gauntlets
artifacts:
-libera (combat gauntlets)
-mother's caress (light armor)
-last page (grimoir/wonders item)
-moonlit crown(destroyed)
temples: narko's primery temple used to exist in the mountains that partially border the southern parts of the holy nation, however after the rise of the phoenix cult,
the temple was razed to the ground, all living being butchered, burned and the the grounds salted as nothing to exist or return there no more.
nowdays the primery temple of narko is a much smaller affair locatedin the small tech hunters city of flats lagoon. beyond that most uc and independent
cities have at least a small temple or a shrine to narko. in addition while the worship of narko was outlawed in the holy nation entirely, there are a number of small
shrines scattered in the most difficult to reach or find locations in the holy nation.
followers: narko is one of the two chief deities of the world and as such her followers are only second in number to the followers of orkan. as a deity of wided and varried
domains, her followers could be found in all walks of life and locations. in additions as a goddess of women, children and families almost all women give prayers to
her in some capacity, even in the holy nation.
her clergy and paladins are collectively referred as the 'moon touched' in most parts of the world and as 'the demoness's spawns' in the holy nation.
in addition to the regular followers and her normal clergy, there exists a splinter group called 'daughters of sin' who are considered an evil cult that's growing.
rituals: the rituals practiced by the followers of narko are many and varied as her domains and partfolio, however there are 3 main rituals most known or practiced. in addition
most prayers to narko are done at night or while the moon is present.
- ritual of martial binding - an official marraige overseen by the temple of narko as the goddess of families. it's usually an involved multy-stage affair.
- ritual of the final rest - an official entombing and burrial rite that's protects the departed from influnece of necromantic energies and spells.
- night of remembrance - once a year at the date when the day is the shorted and the night the longest, clergy of narko can send those chosen by narko into her realm as
astral projectoins as to meet their loved ones that have since passed.
orkan - great god of the sun
titles: the bright one, the sun lord, the lawbringer, the divine conqueror, the all father, the golden flame
domains: community, human, strife, conquest, fire, glory, men, hunt, law, light, day, duty, domination, order, strength and sun.
portfolio: honor, knighthood, lordship, tradition, men, order, conquest
aspects:
- the phoenix - represents orkan's aspect as a ruler. it's also the aspect most commonly incarnated in the mortal world using the rulers of the holy nation who have also taken
the title of 'phoenix' to signify their divine chosen right to rule. in this form orkan's presented as a tall human male in golden armor with red accents and fur decorations
the phoenix also plays the rule of the judge and the one who oversees honor in deeds. this aspect governs, fire, glory, law and order.
- the father - the father aspect of orkan's quite similar to his phoenix one, though it forgoes the golden armors and weanons in favor of majestic noble robes and crown. his face
is mature and chisased, but not old. this aspect governs man, day, light, duty, community and honor.
- the conqueror - the conqueror is the aspect of orkan responsible for strife, conquest, domination, strength, glory and hunt. this aspect is a savage warrior cland in tarnished bloody gold
armor. under his influence the holy nation has violently expanded, exploited, exterminated, and explored all surrounding territories.
realms: halls of the chosen - a country sized monument and fortification that serves as orkan's realm. it's located in the feywilds, appearing like a garganual golden mountain. while the feywilds
are considerably more fertile and green that the material plane and the shadowfell, the insides of the halls of the chosen are filled with plants and animals with entire city sized gardens
that grow food and endless revelries and feasts that happen in the golden halls. still for all it's beauty and bounty, those golden halls are bound by laws and order. everything has a place
and everything has a purpose that has already been long since decided.
favored weapon: greatsword
artifacts:
-sun's glory(greatsword)
-phoenix armor(heavy armor)
-divine edict(wonderous item)
temples: orkan's main temple is located in the holy nation's capital city of blister hill. it's a grand monument coated gold that also serves as the ruler's palace. few are allowed within
the main temple itself, however the city of blister hill has dozens of other temples scattered throughout in addition in front of the grand temple/palace is a huge public space where
thousands upon thousands can participate in open ceremories led by the holy phoenix himself or one of the high priests. in addition most orkan temples serve as training grounds for his
clerics, paladins and inquisitors.
outside of the holy nation, temples of orkan can be found in almost all civilized settlements though they are usually kept a lot smaller and not allowed to maintain armed forces bar a few
priests.
followers: as one of the two chief deities, orkan's followeres are actually the more nuberous of the two. his cult being the state religeon of the holy nation and having outlawed other cults.
though most other sentients couldn't be counted among his followers still in some capacity. most of his followers are harmless though easily driven into zealotry. his priests tend to be
well trained and extremely dangerous even in low numbers. the main cult of the holy nation is heavily patriarchal and xenophobic. his following outside the holy nation tends to be more
open and accepting, though even followers of his faith from outside the holy nation have been known to be purged when they do not bend knee.
orkan's clergy and paladins are collectively referred as 'sun chosen' or simply the 'chosen'.
rituals: orkan's faith is heavily based around fire, glory and the sun. temples feature many great torches or braziers that burn all the time to which the faithful can pray to. all temples feature
roof spaces where it's possible to pray directly under the sun and extensive training grounds as prayer through combat training is also considered means to pray to the sun god.
les miracles - the honored one
titles: the adventurer, the fool, the wanderer
domains: challenge, freedom, war, curiosity and honor
portfolio: war, contests of skill and strength, exploration
aspects:
- les miracles - an undead skeletal warrior clad in ebony armor. often depicted without helmet and sporting a giant club instead of a slayer sword.
realms:
favored weapon: (leviathan)slayer
artifacts:
temples:
followers:
rituals:
The Kenshi Campaign stuff.
- rivaan
- Immortal

- Posts: 2033
- Joined: Sun Apr 15, 2012 10:47 am
- Clan: Gangrel
- Garou Tribe: Glass Walkers
- Sabbat Clan: Tremere Traitor
Re: The Kenshi Campaign stuff.
lunatic school spells
lvl 0/cantrips
- memory surge - magically improve memory recall and thinking speed, granting advantage on knowledge, history, arcana and other memory/knowledge related ability checks.
- geshtalt harm - use any weapon to fire a projectile attack dealing 1d8 psychic damage. the shot mimics the weapon's natural 'projectiles'. the damage increases to 2d8 at lvl5...
- idea obsession - a target creature makes a wis dc. on a success they know you've tried to spell them, on a failure for the next minute they are obsessed with an idea. when the spell ends they snap
out of it and know they've been spelled. the obsession cannot be one that would physically harm their bodies. if it is, the spell stops working as soon as they try considering
self harm.
- perception shift- make people believe one object is something else for an hour. holding the object doesn't break the illusion, however attempting to use it for any purpose causes the illusion to
break and returns people's perception to the correct one.
- mind games - induce harmless sensory effects( sounds, flahses, images), voice transmission, give disadvantage on perception checks.
- memory imprint - for the duration of 1 hour, imprint a memory that you've witnessed upon an object, person or an animal. others could experience hte memory by taking the imprint onto themselves.
after 1 hour the imprint fades.
- false death - a dying creature enters a state of suspended animation and is halted from getting worse or better for 1 hour. target doesnt bleed, breathe and their hearth doesn't beat.
- precognition - before a roll for atacking or for being attacked is made, suffer 1 psychic damage for +1 to attack or ac
- psychic blast - make a ranged intelligence attack target defends with a wis dc vs the attack. if the attack hits they suffer 1d6 psyhic damage and cannot use bonus actions till next turn.
lvl 1
- attention shift - for 1h you can shift others' perception of you towards or away from you. in either case people would require a wis dc vs your spell safe to notice you or to not focus on you alone.
- perception mask - for 1h a target of your choice and only them sees you are somebody or something else for the duration of the spell. the spell masks you to all of their senses bar true sight and sixth sense.
- eldrich pity - creatures within range feel overwhemling sense of dread and pain as the pity of the eldrich god on their existence causes thier bodies to start tearing themselves apart.
- pandora's eldrich blasts - twin concentrated bolts of unstable eldrich energies given form. the bolts possess some tracking capability, but are not perfectly homing like the magic missiles spell.
make an attack roll for each bolt that does 1d10 force damage on a successful hit. if the first bolt hits the target, it waekens their defenses giving them a -2ac penalty for the
second bolt. on a failed attack, the bolt seeks the next closest target( allies included) it jumps targets until it hits something or has no more possible targets left.
- lunatic will - as a reaction put eldrich madness onto a target that manifests in varying ways. the target loses 3 points of wisdom until a long rest and gains 2d10 temproary hit points.
- psyche ward - as a reaction grants a +5 bonus to resist versus all effects that have a mental component and require saving throws.
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lvl 2
- psyche reading - for a minute sense the intent of all beings around you, granting you a flat bonus of a +3 on all ability checks, attacks, save checks and ac if they are against a thinking opponent
- lunatic cure - sacrifice temporary up to 4 points of wisdom and recover 1d8+con hp for each point sacrificed.
- despair - a target is overwhelmed by a suddenl feeling of despair and helplessness. must make a wis saving throw or lose their turn unable to act or move. repeat each turn.
- phantasmal map - for the next 12 hours create an illusionary miniaturized map of the area you are in. the map displays 1 km in diameter and is a perfect copy of the area at the point it was cast.
any and all spell casters in the area would feel a sudden ping of magical energies briefly while the spell takes effect. same with any creatures with magical powers or properties
- geshtalt reave - cause reality itself to reject the target's presence, forcing their existence to try to erase itself. target makes wis saving throw on a failure takes 3d10 force damage. if they
succeed they take half.
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lvl 0/cantrips
- memory surge - magically improve memory recall and thinking speed, granting advantage on knowledge, history, arcana and other memory/knowledge related ability checks.
- geshtalt harm - use any weapon to fire a projectile attack dealing 1d8 psychic damage. the shot mimics the weapon's natural 'projectiles'. the damage increases to 2d8 at lvl5...
- idea obsession - a target creature makes a wis dc. on a success they know you've tried to spell them, on a failure for the next minute they are obsessed with an idea. when the spell ends they snap
out of it and know they've been spelled. the obsession cannot be one that would physically harm their bodies. if it is, the spell stops working as soon as they try considering
self harm.
- perception shift- make people believe one object is something else for an hour. holding the object doesn't break the illusion, however attempting to use it for any purpose causes the illusion to
break and returns people's perception to the correct one.
- mind games - induce harmless sensory effects( sounds, flahses, images), voice transmission, give disadvantage on perception checks.
- memory imprint - for the duration of 1 hour, imprint a memory that you've witnessed upon an object, person or an animal. others could experience hte memory by taking the imprint onto themselves.
after 1 hour the imprint fades.
- false death - a dying creature enters a state of suspended animation and is halted from getting worse or better for 1 hour. target doesnt bleed, breathe and their hearth doesn't beat.
- precognition - before a roll for atacking or for being attacked is made, suffer 1 psychic damage for +1 to attack or ac
- psychic blast - make a ranged intelligence attack target defends with a wis dc vs the attack. if the attack hits they suffer 1d6 psyhic damage and cannot use bonus actions till next turn.
lvl 1
- attention shift - for 1h you can shift others' perception of you towards or away from you. in either case people would require a wis dc vs your spell safe to notice you or to not focus on you alone.
- perception mask - for 1h a target of your choice and only them sees you are somebody or something else for the duration of the spell. the spell masks you to all of their senses bar true sight and sixth sense.
- eldrich pity - creatures within range feel overwhemling sense of dread and pain as the pity of the eldrich god on their existence causes thier bodies to start tearing themselves apart.
- pandora's eldrich blasts - twin concentrated bolts of unstable eldrich energies given form. the bolts possess some tracking capability, but are not perfectly homing like the magic missiles spell.
make an attack roll for each bolt that does 1d10 force damage on a successful hit. if the first bolt hits the target, it waekens their defenses giving them a -2ac penalty for the
second bolt. on a failed attack, the bolt seeks the next closest target( allies included) it jumps targets until it hits something or has no more possible targets left.
- lunatic will - as a reaction put eldrich madness onto a target that manifests in varying ways. the target loses 3 points of wisdom until a long rest and gains 2d10 temproary hit points.
- psyche ward - as a reaction grants a +5 bonus to resist versus all effects that have a mental component and require saving throws.
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-
-
lvl 2
- psyche reading - for a minute sense the intent of all beings around you, granting you a flat bonus of a +3 on all ability checks, attacks, save checks and ac if they are against a thinking opponent
- lunatic cure - sacrifice temporary up to 4 points of wisdom and recover 1d8+con hp for each point sacrificed.
- despair - a target is overwhelmed by a suddenl feeling of despair and helplessness. must make a wis saving throw or lose their turn unable to act or move. repeat each turn.
- phantasmal map - for the next 12 hours create an illusionary miniaturized map of the area you are in. the map displays 1 km in diameter and is a perfect copy of the area at the point it was cast.
any and all spell casters in the area would feel a sudden ping of magical energies briefly while the spell takes effect. same with any creatures with magical powers or properties
- geshtalt reave - cause reality itself to reject the target's presence, forcing their existence to try to erase itself. target makes wis saving throw on a failure takes 3d10 force damage. if they
succeed they take half.
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-
-
-
- rivaan
- Immortal

- Posts: 2033
- Joined: Sun Apr 15, 2012 10:47 am
- Clan: Gangrel
- Garou Tribe: Glass Walkers
- Sabbat Clan: Tremere Traitor
Re: The Kenshi Campaign stuff.
factions and groups for kenshi
-daughters of sin(formerly daughters of narko)( neutral evil cult of narko / cult driven society )
a growing cult society dedicated to teh goddess narko, the daughters of sin have been declared an evil cult. if discovered they are
very hostile towards outsiders and tend to operate on the basis of secret infiltration cells and sleeper agents outside of their
hidden bases and safehouses. originally known for missionary and volunteer work, traveling to aid those in need, in the recent decade
the daughters have became increasingly hostile and zealous towards any other religeous following in addition to increased hatred for
males. many the daughters are experts at infiltration and subterfuge, serving as spies and assassins in addition to whichever other
goal they might have at the time. none of the major powers allow the cult's presence. narko's main temple have a strained relationship
with the daughters, sometimes leading to outright conflicts, over the daughters' atrocities.
objectives: the cult's growing presence is a direct result of their goal of expansion as result of the desire to grow and go to war
with the holy nation. as far as anybody is aware, their direct objective is the murder of the holy phoenix, his heirs and any other
orkanite leader alive. followed that, many of their lesser objectives include acts of terror and sabotage in the name of freedom
from orkan and his chosen.
main hq: the daughter's main temple is rumored to be hidden deep within the cannibal plains. while the location itself hasn't be confirmed
enough information has leaked to know that it's a replica of narko's original temple in the mountains of southern holy nation.
entry requirements: only females are allowed as members of the daughters. to join you must be a follower of the goddess and go through
a number of rituals and tests, designed to wash away your old way of thinking and be remade into a new glorious self( indoctrination )
people of interest:
lust - high priestess of the daughters of sin. real name unknown. appears to be a beautiful woman with bronze tan and glowing silver eyes.
there's little to no information about her, bar the fact she's the one running the daughters and a powerful divine magic user.
-tech hunters ( traveling historians, archeologists, engineers and scientists / international organization )
affiliated with the university of world's end, the tech hunters are an organization of traveling historians, archeologists, scientists,
engineers and adventurers who scour the world for remnants of the old world, it's technologies and mysteries. official tech hunters' hq
is the town of flats lagoon, a city located on top of an ancient raised platform above a lake. historians and scientists theorize that once
upon a time the area was under water with the raised platform serving as a type of water city, though details are sparce to non existant.
the tech hunters tends to get along with most factions bar the holy nation and their very strict control over any and all technology and who
has access to it. most hunters tend to travel in pairs a historian and scientists or engineer, though in some cases some prefer to go solo.
while not a military organization, the hunters are in possession of many advanced technologies and as such production resources. leading
their agents to be very well equipped as they tend to face a lot of dangers out of civilized parts of the world.
objectives: the tech hunters standing objectives haven't changed in decades, it's the dedication of discovery of lost history, technology and
arcane, their understanding and preservation for the future. in addition to figuring out ways to better the way of living in the wastes.
main hq: the tech hunter's main hq is the fortified city of flats lagoon. most of the tech hunters facilities are located there in addition to
their own research and manufacture infrastrcuture. the city is one giant platform on huge pillars above a lake. it's a frequent spot for
trading caravans and tech hunters looking to drop off their loot and discoveries. they have two more major hq one within world's end
and at the city of black scratch.
entry requirements: to join the tech hunters is not hard. they can always make use of more general workers to carry luggages or work the digs.
to become a tech hunter is a more involved process that requires a certain degree of intelligence or at least willingness to learn. it's a job
like any other. it's not a cult.
people of interest:
finn mcgann - elected leader of the tech hunters. spends most of his time running things from flats lagoon. appears to be middle age human
male with penchant for smoking. has held the post for the last 20 years since he was elected after the last leader died. in this time
he has increased the life expectancy of hunters by improving training, gear and has managed to lead the hunters to the completyion of
a number of high profile technologies with the aid of the worlds end university of course. this has sadly assured him a degree of popularity
that will ensure he will likely hold the post till his death, much to his annoaynce.
kasumi rhyne - a recent addition to the high eschalons of teh tech hunters, kasumi is a young human woman of lithe build. having decided
on a last name when she published her thesis with the university. kasumi is responsible for the first creation of simplefied automaton or
warforged documented in over 2000 years. her acomplishment however has made her a major target for the holy nation and their rampant fear
of all warforged as such she has left world's end to travel south.
-slavers' guild ( organized slavers / international organization )
in the wastes of the world, slavery is just another aspect of life that's accepted as normal in some form in every major or minor nation.
though even then the guild prides itself on thier dedication and logistics. the slavers' guilds operates numerous slave camps across the world
and have squads of wandering slave catchers across every kingdom even if they need to be careful about it as capturing 'escaped slaves' from
the orcish kingdom or the holy nations can backfire as the guards and soldiers would take a rather harmful objection to that, however outside
the city walls and out of view? the guild is very proud to produce slaves for any and all tastes or needs. the guild operates like a business
with a pyramid scheme. a master owns and runs the guild, a number of executives operate various parts of it and so on down the line it goes.
objectives: the slavers' guild objectives are very simple - money. slaves are an indespensable part of most societies left and as such present
a great source of income. as such the guild has great incentives to maintain the slave trade and the market's stability. as such the eradication
of any emancipation and freedom movements is a critical priority of the guild.
main hq: the slavers guild leadership and administration is housed in the city of heft within the united cities empire. as the uc is their
prime clinet of slaves and they enjoy quite the status and priviliges within the uc empire. the hq itself is a palace, gift by the emperor
for the guild's contributions.
entry requirements: nothing specific beyond the willingness to enslave people for profit.
people of interesst:
yama tashino - owner of the slavers' guild and direct relative to the current uc emperator tengu. yama is a human man in his twilight years who
has taken the guild and turned it in his 50 years or rulership from a collection of loose thugs scraping some coin to a major business that
continues to operate despite protests or attempts to stop them. rutheless and efficient tyrant and all his underlings know it.
-nomads ( traveling herders and merchants / traveling independent society )
the traveling nomads are not a single clan, but a great collection of unified ones that never the less rarely gather in their entirety. true to
their names, nomads maintain very few permanent homes as most spend their entire lives traveling with their herds, looking for pastures and trade.
many nomad caravans serve as the defacto mail and delivery service in the world. their great beasts carry incredible amount of merchandize and supplies
across the wastelands. they are known to be neutral to most bar bandits and slavers and the caravans tend to be guarded by at least a number of
warriors to discourage raids upon them. in addition the nomads quite often help lost travelers in need, especially if there are slave camps anywhere
in the areas.
objectives: to survive, thrive and maintain their culture. nomads do not have a grand goal or objectives beyond survival of their clan and living
their lives. they use the trade as means to supply their caravans with things they cannot produce and tend to avoid getting into trouble. that said
they are known to rescue escaped slaves when encountered without asking much in return.
main hq: the nomads do not maintain what one might call a permanent base of operations. any stationary settlements they own are closer to farms
rather than administration or place to gather up and operate out of. if there's an issue that nomads as a whole need to decide, a location is chosen
and a grand gathering of the clans is held.
entry requirements: joining the nomads is quite easy, you just need to be accepted into one of the clans and most have different requirements to do so.
some are simple as asking, others will require a task and so on...
people of interest:
pale joy - a young tiefling woman of milky white skin and 4 horns who has inherited the leadership mantle of the grass heart nomad clan. a clan
that specializes in trade of farm animals. her great beauty is only likened akin to her ferociousness when angered. her rise to fame was her
dispatching of an orkanite patrol that tried to capture all the non human members of her clan when they strayed a bit too close to holy nation
borders. rumor has it that an inquisitor was present to that battle which is why her fame rose so.
old babt - an ancient human woman who is rumored to be at least 100 years old, maybe more. tiny, hunchbacked, with dry skin and sunken face and
crooked nose. said to be the leading shaman of the nomads, capable of magic, reading the stars and the future... also to be able to break any
curse and to curse anyone.
-sunfire inquisition( lawful evil cult of orkan / cult driven society )
the inquisition of the holy nation is in the direct service of the holy phoenix himself. they are the most ruthless, well trained and organzied
of the orkan's chosen. all men are trained from early age and well educated so they can sniff out and chase down heresies, traitors and unbelivers.
the presence of an inquisitor is seen as ill omen in the holy nation, it's a sign that somebody has sinned enough that even orkan's angered. their
methods are ruthless and effective.
objectives: the inquisition's main objective is the survival of the holy phoenix. as such they root out spies, assassins and any other undesirables.
most of their time is spend hunting down foreign agents, followers of the heretical gods such as narko and so forth.
main hq: the inquisition is based out of the holy nation capital of blister hill. in difference from the paladins and clerics whole serve the holy
phoenix directly in his temple palace, the inquisition is housed in a grand walled complex where they can do their tasks and duties out of the perview
of the regular folk. the inquisition complex is situated next to the holy phoenix palace.
entry requirements: the inquisitors of orkan are an entirely male group, fanatically devoted to their cult, even more than the paladins themselves.
to become one, you must undergo years of training, education and commitement. members are usually brought in as children to ensure loyalty. to allow an
adult to join, one must undergo many trials, tests and willingness to confirm to the idealogy to a fanatical degree.
people of interest:
inquisitor seta - a human male around the age of 30. seta's the holy phoenix's most zealous inquisitor and known as one of the strongest paladins
of orkan. the few times he has entered open conflict are well recorded and his presence easily turning the tides. if he's out for any reason, chances
are that somebody screwed up badly. he also is known for making it quite personal when he is punishing sinners or heretics... personal and cruel.
his favorite method is burning his victims alive.
inquisitor kara - also known as sister kara is the only woman inquisitor of orkan. a female half elf, she's everything the holy nation stands against
however as she's never been in the holy nation and is in fact an orkanite believer from the united cities empire. however her skill in battle and
dedication to the destruction of demons, devils and evil in general has earned her the grudging recognition of the holy phoenix and the inqusition.
she's not official member, however should the need arise, she's known to operate in the inquisition's stead within the uc in case demons or devils
are involved.
-catun crafters ( independent union of crafters )
the catun crafters is an organization that hails from the city of catun, located in the far south. first discovered by the united cities empire over
2000 years ago, catun's rise to fame is their meriad skilled warforged craftsmen that have maintained quality standard since their discovery and in fact
have set the standrad for other craftsmen to follow. the current world currency commonly referred as cats in fact comes as abbriviation of catun credits.
since every major faction wanted to trade with catun and their quality armors and weapons, gradually over teh course of a few centuries the currency was
shifted adn replaced. nowdays while not as popular or important as it once was since the last great war, catun still maintains it's quality standard for
all it's products. membership in the group by outside craftsmen is seen as a highest honor and proof of one's skills and dedication to their craft.
in addition many craftsmen still send their apprentices to catun to be tested by the master craftsmen there. besides the contingent of warriors or
mercenaries maintined by the crafters, they also have close ties with the ninja thieves. both groups benefit from each other, catun gains from the forces
the ninjas station to defend it and with help of trading and caravans while the ninjas benefit from a source of quality gear and a save haven for it's
people.
objectives: trade and skill. the crafters of catun are solely focused on perfecting their crafts. earning coin helps with that as the things they produce
fun their further projects. to that end they send numerous trading caravans to major factions to sell their gear and have a partnership with the tech
hunters in case they find technologies or arcana to help with their crafts.
main hq: the crafters' obvious location is the city of catun. the city's town hall serve also as teh group's administration center on top of administrating
the city itself.
entry requirements: membership is considered an elite status for crafters. to gain such membership, a person must impres a commitee with their craft. this
tends to require crafting or produce an item that the majority of the commitee will accept for the status.
people of interest:
vorun - a warforged smith that runs one of the weapon smithies in catun. has been there since the day the uc rediscovered the city and has been
crafting ever since. his weapons are among the best out there and he personally trains a number of promising students at every point in time at
his smithy. is known to never pick a weapon to fight despite making them for others. he would just bash skulls with his fists instead.
sad snake - a warforged crafter that specializes in cloth. his outfits are known as the highest quality out there( not armors) and most master
tailors have been apprenticed with him before they took their masteries. he's known for his fondness of children and doing charities to help them
even outside of catun.
xandar - a human man in his twilight years, xandar is the first human to be elected as leader of catun for this contributions and skills. ironically
he turned out to be even more skilled administrator. before turning to life of managing cats, he was known for his impressive metalurgy skills. he's
looking to retire nowdays.
-dust bandits ( bandit group / criminal organization )
the dust bandits are a group that mainly operates in the neutral lands between the holy nation and the orcish kingdom, occasionally sending out raiding
parties to attempt to loot, capture or scack whatever they stumble upon before they are repelled or captured. the dust bandits are decently well organized
and possess some degree of training and equipment, even if most of it is looted of travellers or bought from other means. this group of bandits is very
hostile to anyone they could get into their sights and have been known to even attempt to attack large patrol forces if they think they can get away
with it. organization is usually a simple affair with each raiding party consisting of up to a few dozen men and one or two squad leaders. while their
base is known, it's deep enough in neutral lands that it makes mounting an expedition to deal with them a chore and weakning to a nation's defenses if the
needed numbero f men is sent to attack them properly.
objectives: dust bandits are led by the so called dust king. their objectives are simple enough, loot, pillage and live to enjoy the spoils. on the grand
scheme of things the dust king has a dream of unifying the border lands and declaring himself a true ruler. though he lacks people with the brains to pull
this goal off.
main hq: the tower of dust, as they call it is a fortress located in the borderlands somewhere east of the hub. it's not exactly hidden as it could be seen
from very far as it's located on top of the plateus, but access to it is a hard to find commodity as the steep cliffs and maze like structure of the area
makes navigation difficult.
entry requirements: willing to kill, loot and pillage in the name of the dust king? if yes, welcome aboard, we can give you gear if you lack it.
people of interest:
dust king - nobody knows his real name or face outside of the dust bandits. those who fought him tend to not return alive. it's believed he is either
a former paladin of teh holy nation or a samurai from the uc. has not displayed any magical talents in public so far though.
-shinobi thieves ( principled criminal international organization )
the shinobi thieves are one of the biggest criminal organizations out there. they have hideouts in almost every major and quite a few minor settlements
across the known world. in difference from many criminal orgnizations, the shinobi thieves are extremely principled. they are thieves first and foremost
as such all of thier members are required to not be walking murder hobos that gut everything they find. that's the job of the dust bandits after all. no
the shinobi thieves prefer their targets to never even realize they have been robbed until it's too late. in addition they also serve as protection details
for a number of independent groups and settlements. among their many duties also comes wide range of smuggling of gear, supplies and luxuries. though it
should be noted that the shinobi thieves do not deal in drugs.
objectives: as many other organizations, the shinobi thieves main objective is prosperity. they are first and foremost dedicated to profits though in an
unusual twist of fate, they are dedicated to the safety of the people under their employ and protection next. they do not have a grand scheme to work on
or neferaious goals to acomplish.
main hq: the hub, the shinobi thieve's seeminly main branch is located in the half ruined town called the hub. it's an inconspicious tower structure where
the shinobi live, train and prepare for their tasks. many other hideouts across teh worlds are modeled after this one.
entry requirements: flat 300 gold entry fee. if you can't scrounge that up first? then you aren't a good thief.
people of interest:
zero - believed to be the leader of the shinobi thieves. in actually very few people know what he actually does, but is quite commonly seen around
around the hub, often fighting bandits or making sure there's no danger around town. he's got the respect of the people in any case. half elven male
in his prime years, almost silver white hair and charcoal colored skin with red eyes typical for drown hertigage.
-doctors' guild ( traveling healers and doctors / international volunteer organization )
the guild of healers is not the biggest organization out there, nor is it the most influencial. many of their members spend their days traveling out in
pairs, wandering the wastes and helping people along the way. they are reasonably respected and most groups will not attack them as the guild's healers
are known to heal almost all people who seek their aid no matter their affiliation. a notable exception being the slavers' guild who often clashes with
the doctors and attempts to capture their traveling members whenever able. in addition the guild maintains a number of hospial across the world, mainly
in some major settlements that provide cheap or free help to those who cannot afford medical services otherwise. however these facilities tend to be on
the smaller size because of how the guild's structured and maintained. the doctors' guild is purely volunteer organization focused not on profit. as such
much of their funding comes from various donations sources. in addition to providing health care, they also run a medical teaching program to train more
healers and doctors.
objectives: the doctors' guild main objective is the preservation and improvement of health to as many as possible. their traveling agents are tasked with
helping those in need whenever they find them. caravans with medical supplies are often dispatched to struggling settlements and medical help is provided
free of charge for the most part. donations they gather go to maintaining the guild, improve facilities as able, hire help as needed and buy additional
medical supplies.
main hq: college of medicine. the college of medicine is a small fortified city out in the borderlands. originally a neutral village that got razed in war.
the doctors took it over after they lost thier original which got overrun by the sudden invasion of the cannibals in the area now called the cannibal plains.
after that loss, the survivors traveled to the borderlands to take over the ruined village, that they have nowdays transformed in a small walled off haven.
entry requirements: willingness to volunteer. the doctors' guild accepts al volunteers as long as tehy swear the doctor's oath.
-wanderers union( adventuring guild / international organization )
calling it a union is a bit of a strech but the wandering union serves as a defacto face for most 'mercenary' smalltime organizations out there. the union
has a strict structure and serves as official governing body for mercenaries. major offices are maintained in all big cities, even the holy nation grudgingly
accepts their presence, albeit under conditions. originally 'adventurers' or mercenaries worked with no oversight or control which led to quite a few
issues over the years, eventually a solution was reached and the union was created.
objectives: managing of the constant flow of new adventurers or mercenaries, logistics of their operations and maintaing and sorting through the meriad
of jobs that come their way constantly. part of the union's main tasks is to sort through and assure that jobs are taken by those that have at least a
chance of completing them least they escalate the problem further, as things were known to happen before hte union was formed(and still do on occasion).
as an organization, the union takes a flat 20% of the reward for any job. the coin goes to maintaing the union facilities, paying salaries and etc.
main hq: the wanders union actual main point of operations is within the hidden city of worlds end. with the city being under the control of the university
and the tech hunters, it's a hive of research, innovation and discovery. in fact the union is actually under the control of the university, which uses
the access to the job listings and information to further it's research into various topics.
entry requirement: none.
-daughters of sin(formerly daughters of narko)( neutral evil cult of narko / cult driven society )
a growing cult society dedicated to teh goddess narko, the daughters of sin have been declared an evil cult. if discovered they are
very hostile towards outsiders and tend to operate on the basis of secret infiltration cells and sleeper agents outside of their
hidden bases and safehouses. originally known for missionary and volunteer work, traveling to aid those in need, in the recent decade
the daughters have became increasingly hostile and zealous towards any other religeous following in addition to increased hatred for
males. many the daughters are experts at infiltration and subterfuge, serving as spies and assassins in addition to whichever other
goal they might have at the time. none of the major powers allow the cult's presence. narko's main temple have a strained relationship
with the daughters, sometimes leading to outright conflicts, over the daughters' atrocities.
objectives: the cult's growing presence is a direct result of their goal of expansion as result of the desire to grow and go to war
with the holy nation. as far as anybody is aware, their direct objective is the murder of the holy phoenix, his heirs and any other
orkanite leader alive. followed that, many of their lesser objectives include acts of terror and sabotage in the name of freedom
from orkan and his chosen.
main hq: the daughter's main temple is rumored to be hidden deep within the cannibal plains. while the location itself hasn't be confirmed
enough information has leaked to know that it's a replica of narko's original temple in the mountains of southern holy nation.
entry requirements: only females are allowed as members of the daughters. to join you must be a follower of the goddess and go through
a number of rituals and tests, designed to wash away your old way of thinking and be remade into a new glorious self( indoctrination )
people of interest:
lust - high priestess of the daughters of sin. real name unknown. appears to be a beautiful woman with bronze tan and glowing silver eyes.
there's little to no information about her, bar the fact she's the one running the daughters and a powerful divine magic user.
-tech hunters ( traveling historians, archeologists, engineers and scientists / international organization )
affiliated with the university of world's end, the tech hunters are an organization of traveling historians, archeologists, scientists,
engineers and adventurers who scour the world for remnants of the old world, it's technologies and mysteries. official tech hunters' hq
is the town of flats lagoon, a city located on top of an ancient raised platform above a lake. historians and scientists theorize that once
upon a time the area was under water with the raised platform serving as a type of water city, though details are sparce to non existant.
the tech hunters tends to get along with most factions bar the holy nation and their very strict control over any and all technology and who
has access to it. most hunters tend to travel in pairs a historian and scientists or engineer, though in some cases some prefer to go solo.
while not a military organization, the hunters are in possession of many advanced technologies and as such production resources. leading
their agents to be very well equipped as they tend to face a lot of dangers out of civilized parts of the world.
objectives: the tech hunters standing objectives haven't changed in decades, it's the dedication of discovery of lost history, technology and
arcane, their understanding and preservation for the future. in addition to figuring out ways to better the way of living in the wastes.
main hq: the tech hunter's main hq is the fortified city of flats lagoon. most of the tech hunters facilities are located there in addition to
their own research and manufacture infrastrcuture. the city is one giant platform on huge pillars above a lake. it's a frequent spot for
trading caravans and tech hunters looking to drop off their loot and discoveries. they have two more major hq one within world's end
and at the city of black scratch.
entry requirements: to join the tech hunters is not hard. they can always make use of more general workers to carry luggages or work the digs.
to become a tech hunter is a more involved process that requires a certain degree of intelligence or at least willingness to learn. it's a job
like any other. it's not a cult.
people of interest:
finn mcgann - elected leader of the tech hunters. spends most of his time running things from flats lagoon. appears to be middle age human
male with penchant for smoking. has held the post for the last 20 years since he was elected after the last leader died. in this time
he has increased the life expectancy of hunters by improving training, gear and has managed to lead the hunters to the completyion of
a number of high profile technologies with the aid of the worlds end university of course. this has sadly assured him a degree of popularity
that will ensure he will likely hold the post till his death, much to his annoaynce.
kasumi rhyne - a recent addition to the high eschalons of teh tech hunters, kasumi is a young human woman of lithe build. having decided
on a last name when she published her thesis with the university. kasumi is responsible for the first creation of simplefied automaton or
warforged documented in over 2000 years. her acomplishment however has made her a major target for the holy nation and their rampant fear
of all warforged as such she has left world's end to travel south.
-slavers' guild ( organized slavers / international organization )
in the wastes of the world, slavery is just another aspect of life that's accepted as normal in some form in every major or minor nation.
though even then the guild prides itself on thier dedication and logistics. the slavers' guilds operates numerous slave camps across the world
and have squads of wandering slave catchers across every kingdom even if they need to be careful about it as capturing 'escaped slaves' from
the orcish kingdom or the holy nations can backfire as the guards and soldiers would take a rather harmful objection to that, however outside
the city walls and out of view? the guild is very proud to produce slaves for any and all tastes or needs. the guild operates like a business
with a pyramid scheme. a master owns and runs the guild, a number of executives operate various parts of it and so on down the line it goes.
objectives: the slavers' guild objectives are very simple - money. slaves are an indespensable part of most societies left and as such present
a great source of income. as such the guild has great incentives to maintain the slave trade and the market's stability. as such the eradication
of any emancipation and freedom movements is a critical priority of the guild.
main hq: the slavers guild leadership and administration is housed in the city of heft within the united cities empire. as the uc is their
prime clinet of slaves and they enjoy quite the status and priviliges within the uc empire. the hq itself is a palace, gift by the emperor
for the guild's contributions.
entry requirements: nothing specific beyond the willingness to enslave people for profit.
people of interesst:
yama tashino - owner of the slavers' guild and direct relative to the current uc emperator tengu. yama is a human man in his twilight years who
has taken the guild and turned it in his 50 years or rulership from a collection of loose thugs scraping some coin to a major business that
continues to operate despite protests or attempts to stop them. rutheless and efficient tyrant and all his underlings know it.
-nomads ( traveling herders and merchants / traveling independent society )
the traveling nomads are not a single clan, but a great collection of unified ones that never the less rarely gather in their entirety. true to
their names, nomads maintain very few permanent homes as most spend their entire lives traveling with their herds, looking for pastures and trade.
many nomad caravans serve as the defacto mail and delivery service in the world. their great beasts carry incredible amount of merchandize and supplies
across the wastelands. they are known to be neutral to most bar bandits and slavers and the caravans tend to be guarded by at least a number of
warriors to discourage raids upon them. in addition the nomads quite often help lost travelers in need, especially if there are slave camps anywhere
in the areas.
objectives: to survive, thrive and maintain their culture. nomads do not have a grand goal or objectives beyond survival of their clan and living
their lives. they use the trade as means to supply their caravans with things they cannot produce and tend to avoid getting into trouble. that said
they are known to rescue escaped slaves when encountered without asking much in return.
main hq: the nomads do not maintain what one might call a permanent base of operations. any stationary settlements they own are closer to farms
rather than administration or place to gather up and operate out of. if there's an issue that nomads as a whole need to decide, a location is chosen
and a grand gathering of the clans is held.
entry requirements: joining the nomads is quite easy, you just need to be accepted into one of the clans and most have different requirements to do so.
some are simple as asking, others will require a task and so on...
people of interest:
pale joy - a young tiefling woman of milky white skin and 4 horns who has inherited the leadership mantle of the grass heart nomad clan. a clan
that specializes in trade of farm animals. her great beauty is only likened akin to her ferociousness when angered. her rise to fame was her
dispatching of an orkanite patrol that tried to capture all the non human members of her clan when they strayed a bit too close to holy nation
borders. rumor has it that an inquisitor was present to that battle which is why her fame rose so.
old babt - an ancient human woman who is rumored to be at least 100 years old, maybe more. tiny, hunchbacked, with dry skin and sunken face and
crooked nose. said to be the leading shaman of the nomads, capable of magic, reading the stars and the future... also to be able to break any
curse and to curse anyone.
-sunfire inquisition( lawful evil cult of orkan / cult driven society )
the inquisition of the holy nation is in the direct service of the holy phoenix himself. they are the most ruthless, well trained and organzied
of the orkan's chosen. all men are trained from early age and well educated so they can sniff out and chase down heresies, traitors and unbelivers.
the presence of an inquisitor is seen as ill omen in the holy nation, it's a sign that somebody has sinned enough that even orkan's angered. their
methods are ruthless and effective.
objectives: the inquisition's main objective is the survival of the holy phoenix. as such they root out spies, assassins and any other undesirables.
most of their time is spend hunting down foreign agents, followers of the heretical gods such as narko and so forth.
main hq: the inquisition is based out of the holy nation capital of blister hill. in difference from the paladins and clerics whole serve the holy
phoenix directly in his temple palace, the inquisition is housed in a grand walled complex where they can do their tasks and duties out of the perview
of the regular folk. the inquisition complex is situated next to the holy phoenix palace.
entry requirements: the inquisitors of orkan are an entirely male group, fanatically devoted to their cult, even more than the paladins themselves.
to become one, you must undergo years of training, education and commitement. members are usually brought in as children to ensure loyalty. to allow an
adult to join, one must undergo many trials, tests and willingness to confirm to the idealogy to a fanatical degree.
people of interest:
inquisitor seta - a human male around the age of 30. seta's the holy phoenix's most zealous inquisitor and known as one of the strongest paladins
of orkan. the few times he has entered open conflict are well recorded and his presence easily turning the tides. if he's out for any reason, chances
are that somebody screwed up badly. he also is known for making it quite personal when he is punishing sinners or heretics... personal and cruel.
his favorite method is burning his victims alive.
inquisitor kara - also known as sister kara is the only woman inquisitor of orkan. a female half elf, she's everything the holy nation stands against
however as she's never been in the holy nation and is in fact an orkanite believer from the united cities empire. however her skill in battle and
dedication to the destruction of demons, devils and evil in general has earned her the grudging recognition of the holy phoenix and the inqusition.
she's not official member, however should the need arise, she's known to operate in the inquisition's stead within the uc in case demons or devils
are involved.
-catun crafters ( independent union of crafters )
the catun crafters is an organization that hails from the city of catun, located in the far south. first discovered by the united cities empire over
2000 years ago, catun's rise to fame is their meriad skilled warforged craftsmen that have maintained quality standard since their discovery and in fact
have set the standrad for other craftsmen to follow. the current world currency commonly referred as cats in fact comes as abbriviation of catun credits.
since every major faction wanted to trade with catun and their quality armors and weapons, gradually over teh course of a few centuries the currency was
shifted adn replaced. nowdays while not as popular or important as it once was since the last great war, catun still maintains it's quality standard for
all it's products. membership in the group by outside craftsmen is seen as a highest honor and proof of one's skills and dedication to their craft.
in addition many craftsmen still send their apprentices to catun to be tested by the master craftsmen there. besides the contingent of warriors or
mercenaries maintined by the crafters, they also have close ties with the ninja thieves. both groups benefit from each other, catun gains from the forces
the ninjas station to defend it and with help of trading and caravans while the ninjas benefit from a source of quality gear and a save haven for it's
people.
objectives: trade and skill. the crafters of catun are solely focused on perfecting their crafts. earning coin helps with that as the things they produce
fun their further projects. to that end they send numerous trading caravans to major factions to sell their gear and have a partnership with the tech
hunters in case they find technologies or arcana to help with their crafts.
main hq: the crafters' obvious location is the city of catun. the city's town hall serve also as teh group's administration center on top of administrating
the city itself.
entry requirements: membership is considered an elite status for crafters. to gain such membership, a person must impres a commitee with their craft. this
tends to require crafting or produce an item that the majority of the commitee will accept for the status.
people of interest:
vorun - a warforged smith that runs one of the weapon smithies in catun. has been there since the day the uc rediscovered the city and has been
crafting ever since. his weapons are among the best out there and he personally trains a number of promising students at every point in time at
his smithy. is known to never pick a weapon to fight despite making them for others. he would just bash skulls with his fists instead.
sad snake - a warforged crafter that specializes in cloth. his outfits are known as the highest quality out there( not armors) and most master
tailors have been apprenticed with him before they took their masteries. he's known for his fondness of children and doing charities to help them
even outside of catun.
xandar - a human man in his twilight years, xandar is the first human to be elected as leader of catun for this contributions and skills. ironically
he turned out to be even more skilled administrator. before turning to life of managing cats, he was known for his impressive metalurgy skills. he's
looking to retire nowdays.
-dust bandits ( bandit group / criminal organization )
the dust bandits are a group that mainly operates in the neutral lands between the holy nation and the orcish kingdom, occasionally sending out raiding
parties to attempt to loot, capture or scack whatever they stumble upon before they are repelled or captured. the dust bandits are decently well organized
and possess some degree of training and equipment, even if most of it is looted of travellers or bought from other means. this group of bandits is very
hostile to anyone they could get into their sights and have been known to even attempt to attack large patrol forces if they think they can get away
with it. organization is usually a simple affair with each raiding party consisting of up to a few dozen men and one or two squad leaders. while their
base is known, it's deep enough in neutral lands that it makes mounting an expedition to deal with them a chore and weakning to a nation's defenses if the
needed numbero f men is sent to attack them properly.
objectives: dust bandits are led by the so called dust king. their objectives are simple enough, loot, pillage and live to enjoy the spoils. on the grand
scheme of things the dust king has a dream of unifying the border lands and declaring himself a true ruler. though he lacks people with the brains to pull
this goal off.
main hq: the tower of dust, as they call it is a fortress located in the borderlands somewhere east of the hub. it's not exactly hidden as it could be seen
from very far as it's located on top of the plateus, but access to it is a hard to find commodity as the steep cliffs and maze like structure of the area
makes navigation difficult.
entry requirements: willing to kill, loot and pillage in the name of the dust king? if yes, welcome aboard, we can give you gear if you lack it.
people of interest:
dust king - nobody knows his real name or face outside of the dust bandits. those who fought him tend to not return alive. it's believed he is either
a former paladin of teh holy nation or a samurai from the uc. has not displayed any magical talents in public so far though.
-shinobi thieves ( principled criminal international organization )
the shinobi thieves are one of the biggest criminal organizations out there. they have hideouts in almost every major and quite a few minor settlements
across the known world. in difference from many criminal orgnizations, the shinobi thieves are extremely principled. they are thieves first and foremost
as such all of thier members are required to not be walking murder hobos that gut everything they find. that's the job of the dust bandits after all. no
the shinobi thieves prefer their targets to never even realize they have been robbed until it's too late. in addition they also serve as protection details
for a number of independent groups and settlements. among their many duties also comes wide range of smuggling of gear, supplies and luxuries. though it
should be noted that the shinobi thieves do not deal in drugs.
objectives: as many other organizations, the shinobi thieves main objective is prosperity. they are first and foremost dedicated to profits though in an
unusual twist of fate, they are dedicated to the safety of the people under their employ and protection next. they do not have a grand scheme to work on
or neferaious goals to acomplish.
main hq: the hub, the shinobi thieve's seeminly main branch is located in the half ruined town called the hub. it's an inconspicious tower structure where
the shinobi live, train and prepare for their tasks. many other hideouts across teh worlds are modeled after this one.
entry requirements: flat 300 gold entry fee. if you can't scrounge that up first? then you aren't a good thief.
people of interest:
zero - believed to be the leader of the shinobi thieves. in actually very few people know what he actually does, but is quite commonly seen around
around the hub, often fighting bandits or making sure there's no danger around town. he's got the respect of the people in any case. half elven male
in his prime years, almost silver white hair and charcoal colored skin with red eyes typical for drown hertigage.
-doctors' guild ( traveling healers and doctors / international volunteer organization )
the guild of healers is not the biggest organization out there, nor is it the most influencial. many of their members spend their days traveling out in
pairs, wandering the wastes and helping people along the way. they are reasonably respected and most groups will not attack them as the guild's healers
are known to heal almost all people who seek their aid no matter their affiliation. a notable exception being the slavers' guild who often clashes with
the doctors and attempts to capture their traveling members whenever able. in addition the guild maintains a number of hospial across the world, mainly
in some major settlements that provide cheap or free help to those who cannot afford medical services otherwise. however these facilities tend to be on
the smaller size because of how the guild's structured and maintained. the doctors' guild is purely volunteer organization focused not on profit. as such
much of their funding comes from various donations sources. in addition to providing health care, they also run a medical teaching program to train more
healers and doctors.
objectives: the doctors' guild main objective is the preservation and improvement of health to as many as possible. their traveling agents are tasked with
helping those in need whenever they find them. caravans with medical supplies are often dispatched to struggling settlements and medical help is provided
free of charge for the most part. donations they gather go to maintaining the guild, improve facilities as able, hire help as needed and buy additional
medical supplies.
main hq: college of medicine. the college of medicine is a small fortified city out in the borderlands. originally a neutral village that got razed in war.
the doctors took it over after they lost thier original which got overrun by the sudden invasion of the cannibals in the area now called the cannibal plains.
after that loss, the survivors traveled to the borderlands to take over the ruined village, that they have nowdays transformed in a small walled off haven.
entry requirements: willingness to volunteer. the doctors' guild accepts al volunteers as long as tehy swear the doctor's oath.
-wanderers union( adventuring guild / international organization )
calling it a union is a bit of a strech but the wandering union serves as a defacto face for most 'mercenary' smalltime organizations out there. the union
has a strict structure and serves as official governing body for mercenaries. major offices are maintained in all big cities, even the holy nation grudgingly
accepts their presence, albeit under conditions. originally 'adventurers' or mercenaries worked with no oversight or control which led to quite a few
issues over the years, eventually a solution was reached and the union was created.
objectives: managing of the constant flow of new adventurers or mercenaries, logistics of their operations and maintaing and sorting through the meriad
of jobs that come their way constantly. part of the union's main tasks is to sort through and assure that jobs are taken by those that have at least a
chance of completing them least they escalate the problem further, as things were known to happen before hte union was formed(and still do on occasion).
as an organization, the union takes a flat 20% of the reward for any job. the coin goes to maintaing the union facilities, paying salaries and etc.
main hq: the wanders union actual main point of operations is within the hidden city of worlds end. with the city being under the control of the university
and the tech hunters, it's a hive of research, innovation and discovery. in fact the union is actually under the control of the university, which uses
the access to the job listings and information to further it's research into various topics.
entry requirement: none.
- rivaan
- Immortal

- Posts: 2033
- Joined: Sun Apr 15, 2012 10:47 am
- Clan: Gangrel
- Garou Tribe: Glass Walkers
- Sabbat Clan: Tremere Traitor
Re: The Kenshi Campaign stuff.
wizard subclass: lunatic mage
a wizard who has gazed into the eldrich truth of the world and it has gazed back, delivering
maddening secrets that mortal minds are hardly prepared to bare. their spells are powerful
and cause deliberating effects on themselves and their targets. they grow stronger and more
dangerous to everybody as a battle progresses and their lose more and more of their sanity(wis)
to the mental corrosion of their own spells.
2nd lvl feature: primordial seer
- for the price of -1 temporary wis that remains until long rest, you gain
advantage on any one roll.
2nd lvl feature: eldrich whispers
- when gaining this feature, replace up to 2 of your cantrips with lunacy
ones.
- when learning new spells, including the level you gain this feature, you
can chose spells from the lunatic group of spells as if they were wizard
spells. in addition you can transcribe lunatic scrolls in your spellbook.
gold and time to transcribe lunatic spells is halved.
2nd lvl feature: lunacy
- when rolling for an attack spell or when an enemy rolls for a save check
against one of your spells, if the roll is equal or lesser to your raw wis
modifier(ex: mod -1 -> 1) you suffer a psychotic episode, roll on the
lunacy table.
6th lvl feature: primordial truth
- when casting an attack spell or a spell that requires a dc, add
any negative wis modifier as positive to the spell roll or dc requirement
and to any relevant damage rolls.
6th lvl feature: lunatic imprint
- whenever you roll a wisdom saving throw, you do so with disadvantage.
- wisdom or intelligene saving throws can trigger the lunacy feature.
10th lvl feature: mind over matter
- advantage on any saving throws against spell or other spell-like effects.
- for the price of -1 temporary wis heal hp equal to proficiency mod.
10th lvl feature: slipping sanity
- whenever you roll on the lunacy table, roll twice and use both results.
14th lvl feature: truth seeker
- gain proficiency in 2 skills of your choice
- gain proficiency in history or arcana, or expertise if you already have proficiency.
14th lvl feature: pandora's will
- purge all linger effects from lunacy rolls and restore lost temp wis to
it's base value.
-purge any lingering spell effects and curses.
-this feature can be used once per long rest.
-cannot be used if pandora's madness was used before a long rest.
14th lvl feature: pandora's madness
- sacrifice all remaining wis to turn yourself into an avatar of lunatic
pandora. for each wis sacrificed you gain 1 turn of transformation. once
the transformation ends, you resume your original form reformed to 1 hp
and 4 wis.
-cannot be used if pandora's will was used before a long rest.
lunacy table - roll 1d20 (for the purposes of these rolls both enemies and allies are counted as targets unless specifically stated otherwise)
1 : release a psychic scream that causes a prof.mod d8 in a 30ft radius dc wis on success half dmg
2 : you subconsciously lash out. if triggered by an attacking action repeat it against the next nearest target
if triggered by a defensive effect because of lunatic imprint, cause the closest target to do the same savethrow as you.
3 : you become completely feral for 1d4 turns, you drop any wielded tools or weapons. your unarmed damage becomes 1d10 and does force damage. will attack anything in range
4 : your crazed mind lashes out, freeing itself by transfering the horrors it's seen to 1d4 targets each target lowers wis temp-1 while you regain that many lost wis points
5 : your are overtaken by horror and panic, becoming stunned for 1 turn.
6 : you hurt an ally, deal that much damage to prof mod targets around.
7 : your mind is overlapped with closest target. as reality twists for the next 1d4 turns you share their statblock
8 : your mind shuts down for 1d4 turns. you can be woke up early by being hurt or interracted with. oncey ou wake up, restore 1d6 temp wis.
9 : the closest target near you must wis dc or be charmed for 1d4 turns.
10 : your insanity causes the dreamweave to flicker, allowing for a random cosmic abberation to slip through for 3 turns.
11 : your struggling psyche devoples a permanent quirks of some variety that lingers even if all other effects are purged( including with pandora's will.
ex: counting things obsessively, twitching, stutturing, refusing to drink water, and etc. can have no more than 2 quirks at a time can replace one)
12 : your body begins to reflect your damaged mind, growing twisted and etherial. for the next minute become resistant to 1 physical type of damage.
13 : your psychic screams empower everything within 30ft radius, giving them prof mod. d8 temp hp.
14 : your psychotic break causes you to get flushed with adrenaline gaining prof mod d6 temp hp and haste
15 : your madness causes you to lash out and mutilate yourself. any injuries you suffer are autoamtically also caused on the closest prof mod. numbr of targets
16 : your damaged mind shifts it's alignment in a random direction. roll 1d4 move according to allignment chart
17 : psychic wave of madness spreads in every direction within 30ft radius everybody must make a wis dc or become berserk and immediately attack their closest ally
18 : you are overtaken by fear, becomign fearful of the closest target, forcing you can only use your movement to run away from them and cannot attack them for 1d4 turns.
19 : psychic wave of madness spreads in every direction within 30ft radius everybody else must make a wis dc or lose 1d4 temp wis and roll on the lunacy table
20 : you hallucinate, causing a flat -2 to all attack rolls for the next 2 turns
a wizard who has gazed into the eldrich truth of the world and it has gazed back, delivering
maddening secrets that mortal minds are hardly prepared to bare. their spells are powerful
and cause deliberating effects on themselves and their targets. they grow stronger and more
dangerous to everybody as a battle progresses and their lose more and more of their sanity(wis)
to the mental corrosion of their own spells.
2nd lvl feature: primordial seer
- for the price of -1 temporary wis that remains until long rest, you gain
advantage on any one roll.
2nd lvl feature: eldrich whispers
- when gaining this feature, replace up to 2 of your cantrips with lunacy
ones.
- when learning new spells, including the level you gain this feature, you
can chose spells from the lunatic group of spells as if they were wizard
spells. in addition you can transcribe lunatic scrolls in your spellbook.
gold and time to transcribe lunatic spells is halved.
2nd lvl feature: lunacy
- when rolling for an attack spell or when an enemy rolls for a save check
against one of your spells, if the roll is equal or lesser to your raw wis
modifier(ex: mod -1 -> 1) you suffer a psychotic episode, roll on the
lunacy table.
6th lvl feature: primordial truth
- when casting an attack spell or a spell that requires a dc, add
any negative wis modifier as positive to the spell roll or dc requirement
and to any relevant damage rolls.
6th lvl feature: lunatic imprint
- whenever you roll a wisdom saving throw, you do so with disadvantage.
- wisdom or intelligene saving throws can trigger the lunacy feature.
10th lvl feature: mind over matter
- advantage on any saving throws against spell or other spell-like effects.
- for the price of -1 temporary wis heal hp equal to proficiency mod.
10th lvl feature: slipping sanity
- whenever you roll on the lunacy table, roll twice and use both results.
14th lvl feature: truth seeker
- gain proficiency in 2 skills of your choice
- gain proficiency in history or arcana, or expertise if you already have proficiency.
14th lvl feature: pandora's will
- purge all linger effects from lunacy rolls and restore lost temp wis to
it's base value.
-purge any lingering spell effects and curses.
-this feature can be used once per long rest.
-cannot be used if pandora's madness was used before a long rest.
14th lvl feature: pandora's madness
- sacrifice all remaining wis to turn yourself into an avatar of lunatic
pandora. for each wis sacrificed you gain 1 turn of transformation. once
the transformation ends, you resume your original form reformed to 1 hp
and 4 wis.
-cannot be used if pandora's will was used before a long rest.
lunacy table - roll 1d20 (for the purposes of these rolls both enemies and allies are counted as targets unless specifically stated otherwise)
1 : release a psychic scream that causes a prof.mod d8 in a 30ft radius dc wis on success half dmg
2 : you subconsciously lash out. if triggered by an attacking action repeat it against the next nearest target
if triggered by a defensive effect because of lunatic imprint, cause the closest target to do the same savethrow as you.
3 : you become completely feral for 1d4 turns, you drop any wielded tools or weapons. your unarmed damage becomes 1d10 and does force damage. will attack anything in range
4 : your crazed mind lashes out, freeing itself by transfering the horrors it's seen to 1d4 targets each target lowers wis temp-1 while you regain that many lost wis points
5 : your are overtaken by horror and panic, becoming stunned for 1 turn.
6 : you hurt an ally, deal that much damage to prof mod targets around.
7 : your mind is overlapped with closest target. as reality twists for the next 1d4 turns you share their statblock
8 : your mind shuts down for 1d4 turns. you can be woke up early by being hurt or interracted with. oncey ou wake up, restore 1d6 temp wis.
9 : the closest target near you must wis dc or be charmed for 1d4 turns.
10 : your insanity causes the dreamweave to flicker, allowing for a random cosmic abberation to slip through for 3 turns.
11 : your struggling psyche devoples a permanent quirks of some variety that lingers even if all other effects are purged( including with pandora's will.
ex: counting things obsessively, twitching, stutturing, refusing to drink water, and etc. can have no more than 2 quirks at a time can replace one)
12 : your body begins to reflect your damaged mind, growing twisted and etherial. for the next minute become resistant to 1 physical type of damage.
13 : your psychic screams empower everything within 30ft radius, giving them prof mod. d8 temp hp.
14 : your psychotic break causes you to get flushed with adrenaline gaining prof mod d6 temp hp and haste
15 : your madness causes you to lash out and mutilate yourself. any injuries you suffer are autoamtically also caused on the closest prof mod. numbr of targets
16 : your damaged mind shifts it's alignment in a random direction. roll 1d4 move according to allignment chart
17 : psychic wave of madness spreads in every direction within 30ft radius everybody must make a wis dc or become berserk and immediately attack their closest ally
18 : you are overtaken by fear, becomign fearful of the closest target, forcing you can only use your movement to run away from them and cannot attack them for 1d4 turns.
19 : psychic wave of madness spreads in every direction within 30ft radius everybody else must make a wis dc or lose 1d4 temp wis and roll on the lunacy table
20 : you hallucinate, causing a flat -2 to all attack rolls for the next 2 turns
- rivaan
- Immortal

- Posts: 2033
- Joined: Sun Apr 15, 2012 10:47 am
- Clan: Gangrel
- Garou Tribe: Glass Walkers
- Sabbat Clan: Tremere Traitor
Re: The Kenshi Campaign stuff.
cleric subclass: domain of primordial sacrifice
the clergy of lunatic pandora are tasked with paradoxically maintaining the stability of the world from the many outsider influences
and that includes lunatic pandora herself. while they can and do channel on the innate lunacy of their patron deity, many of their
abilities are focused on maintaining mental stability and banishing foreign influences at the expense of their own sanity and health.
in addition the clerics of pandora are tasked of seeking, categorizing and chronologing any eldrich appearances within the realm.
domain spells:
1st: minor illusion, message
3rd: counterspell, haste
5th: contact outer plane, wall of force
7th: reverse gravity, power word pain
9th: foresight, wish
bonus proficiencies:
history/arcana proficiency
insight/investigation proficiency
1st lvl feature: shared burden
-as a reaction you could redirect one temporary or permanent reducement
of 1 point of an attribute to yourself instead of the target.
2nd lvl feature: channel divinity: lunatic will
-you can recover 1 point of any temporary attribute loss ir 1 point of permanent
intelligence or wisdom loss.
2nd lvl feature: eldrich whispers
- when gaining this feature, replace up to 2 of your cantrips with lunacy
ones.
- when learning new spells, including the level you gain this feature, you
can chose spells from the lunatic group of spells as if they were cleric
spells.
2nd lvl feature: lunacy
- when rolling for an attack spell or when an enemy rolls for a save check
against one of your spells, if the roll is equal or lesser to your module of
your negative modifier modifier(ex: mod -1 -> 1) you suffer a psychotic episode,
roll on the lunacy table.
6th lvl feature: eldrich sence
- within 30ft sense the presence of abberations/eldrich beings
8th lvl feature: aura of stability
-as a bonus action, sacrice 1 temporary point of wisdom for 1 turn in a radius
of 15ft centered on the caster, all wisdom, inteligence and concentration checks
done by allies gain advantage. abberations have disadvantage on attack actions
and concetration checks.
-in case of lunacy check, roll a d6 on even result the lunacy check is negated.
8th lvl feature: ailing health and mind
-when using short rest, can only use up to 1 hit die to recover hp.
-when using long rest, unless you sacrifice 2 hit dice worth of hp, you suffer from exhaustion
17th lvl feature: truesight
-you gain truesight 30ft
17th lvl feature: channel divinity: the lamb
-you sacrifice a part of yourself to banish outsiders back to their plane of origin
they must perform a dc 20 cha. this check cannot be made with advantage.
-on a failure they are banished back to their plane of origin and cannot automatically
return unless somebody summons them again. They cannot use personal means to transport to the realm they were banished from. the user loses the part they've chosen as a sacrifice permanently. it cannot be returned even with a wish spell. the sacrificed body part disintegrates.
-on a success the banishment fails and they remain. sacrificed sense of the cleric is
rendered unusable until a long rest is made. debuffs from loss of body part applies
until long rest is performed.
Sacrifice of sight: your eyes become pure white, losing your sight completely. All relevant skill checks that require sight are made with disadvantage.
Sacrifice of hearing: you lose your hearing, rendering all relevant skill checks to be rolled at disadvantage. You are permanently deafened.
Sacrifice of touch: You lose all bodily sense though your skin. You can still hold or operate things normally. Relevant skills are made with disadvantage. If you roll 5 or under on attack, you lose grip of your weapon. Your skin visibly becomes covered in marble like pale scars.
Sacrifice of movement: You lose the ability to walk and stand. Your movement speed becomes 0. You cannot add your dexterity modifier to your AC.
Sacrifice of health: Roll half your health dice, lower your max HP with the result and permanently remove those dice from the HP pool. You are now weak to poisons and diseases.
the clergy of lunatic pandora are tasked with paradoxically maintaining the stability of the world from the many outsider influences
and that includes lunatic pandora herself. while they can and do channel on the innate lunacy of their patron deity, many of their
abilities are focused on maintaining mental stability and banishing foreign influences at the expense of their own sanity and health.
in addition the clerics of pandora are tasked of seeking, categorizing and chronologing any eldrich appearances within the realm.
domain spells:
1st: minor illusion, message
3rd: counterspell, haste
5th: contact outer plane, wall of force
7th: reverse gravity, power word pain
9th: foresight, wish
bonus proficiencies:
history/arcana proficiency
insight/investigation proficiency
1st lvl feature: shared burden
-as a reaction you could redirect one temporary or permanent reducement
of 1 point of an attribute to yourself instead of the target.
2nd lvl feature: channel divinity: lunatic will
-you can recover 1 point of any temporary attribute loss ir 1 point of permanent
intelligence or wisdom loss.
2nd lvl feature: eldrich whispers
- when gaining this feature, replace up to 2 of your cantrips with lunacy
ones.
- when learning new spells, including the level you gain this feature, you
can chose spells from the lunatic group of spells as if they were cleric
spells.
2nd lvl feature: lunacy
- when rolling for an attack spell or when an enemy rolls for a save check
against one of your spells, if the roll is equal or lesser to your module of
your negative modifier modifier(ex: mod -1 -> 1) you suffer a psychotic episode,
roll on the lunacy table.
6th lvl feature: eldrich sence
- within 30ft sense the presence of abberations/eldrich beings
8th lvl feature: aura of stability
-as a bonus action, sacrice 1 temporary point of wisdom for 1 turn in a radius
of 15ft centered on the caster, all wisdom, inteligence and concentration checks
done by allies gain advantage. abberations have disadvantage on attack actions
and concetration checks.
-in case of lunacy check, roll a d6 on even result the lunacy check is negated.
8th lvl feature: ailing health and mind
-when using short rest, can only use up to 1 hit die to recover hp.
-when using long rest, unless you sacrifice 2 hit dice worth of hp, you suffer from exhaustion
17th lvl feature: truesight
-you gain truesight 30ft
17th lvl feature: channel divinity: the lamb
-you sacrifice a part of yourself to banish outsiders back to their plane of origin
they must perform a dc 20 cha. this check cannot be made with advantage.
-on a failure they are banished back to their plane of origin and cannot automatically
return unless somebody summons them again. They cannot use personal means to transport to the realm they were banished from. the user loses the part they've chosen as a sacrifice permanently. it cannot be returned even with a wish spell. the sacrificed body part disintegrates.
-on a success the banishment fails and they remain. sacrificed sense of the cleric is
rendered unusable until a long rest is made. debuffs from loss of body part applies
until long rest is performed.
Sacrifice of sight: your eyes become pure white, losing your sight completely. All relevant skill checks that require sight are made with disadvantage.
Sacrifice of hearing: you lose your hearing, rendering all relevant skill checks to be rolled at disadvantage. You are permanently deafened.
Sacrifice of touch: You lose all bodily sense though your skin. You can still hold or operate things normally. Relevant skills are made with disadvantage. If you roll 5 or under on attack, you lose grip of your weapon. Your skin visibly becomes covered in marble like pale scars.
Sacrifice of movement: You lose the ability to walk and stand. Your movement speed becomes 0. You cannot add your dexterity modifier to your AC.
Sacrifice of health: Roll half your health dice, lower your max HP with the result and permanently remove those dice from the HP pool. You are now weak to poisons and diseases.
- rivaan
- Immortal

- Posts: 2033
- Joined: Sun Apr 15, 2012 10:47 am
- Clan: Gangrel
- Garou Tribe: Glass Walkers
- Sabbat Clan: Tremere Traitor
Re: The Kenshi Campaign stuff.
barbarian(lunatic): a lunatic whose mind has been nearly shattered by brushing with things beyond the world.
their sanity teetering on the bring of madness ever since their brush with the things mortals are not meant to
encounter. finally the thing they've seen in the great beyond has caught up to them and it doesn't want to
let go.
a mortal whose growing madness and rage allows the eldrich beings to manifest through their own body, turning
them into lethal engines for destruction both physical and psychological.
3rd lvl feature(optional/example): the remnant and the beast
when you reach 3rd level and pick this subclass, you must choose the nature of the eldrich
force that has become drawn your very essence and become the source of your madness.
-the beast - the majority of the things that lurk beyond the veil. often mindless or with
minds so foreign that they are impossible to ever know or understand. these are creatures
of endless hungers and raw alien emotions who induce madness with their mere presence.
alien, grotesque and against all that is sane.
when raging: your body starts mutating to match an unknowable being. twisting muscles,
more eyes and mouths, aberrant grotesque flesh.
-the remnant - remnants are relics and remains of powerful beings or civilizations that have
existed somewhere out there, but have been lost to time, entropy and the things in the void
of the outer realms. these remnants take forms of weapons, armors, jewelry and other such,
but their existence in the outer realm has turned their nature into that of alien parasites
or symbiotes that always seek new hosts.
when raging: the remnants manifest through your body, protecting it in a layer of armor that
matches it's nature.
3rd lvl feature: living weapon
-the eldrich being manifests through your body, physical appearance is up to the player.
-as a bonus action, your unarmed attacks' damage becomes a 1d8, you are considered to
have proficiency in those attacks. the dmg dice become 2d8 at level 10 and 3d8 at level
15. the damage type is selected at the use of the bonus action. this this effect lasts until
undone or you go through a long rest.
-when using this ability, temp reduce your wisdom by your proficiency modifier. this lasts until
the next long rest.
3rd lvl feature: savage lunacy
- when raging, trigger on results of 1 or 20 even if your wisdom modifier has not gone negative.
- when rolling for an attack or when an enemy rolls for an attack against you,
if the roll is equal or lesser to your module of your negative wisdom modifier
(ex: mod -1 -> 1) you suffer a psychotic episode, roll on the savage lunacy table.
6th lvl feature: aberrant fortitude
- the ability to manifest the eldrich influence you suffer from grows as it's now capable of taking
the form over your entire body. while you are raging your unarmored ac becomes equal to 12+dex+prof.
6th lvl feature: mortal weakness
- as your eldrich essence grows stronger, your mortal coil grows weaker and ever more fragile.
while out of your raging state you gain weakness towards one of the following:
-weakness to physical damage
-weakness to magical damage
- permanently lower wisdom by 1
10th lvl feature: growing madness
- when you roll for a savage lunacy, after the roll is resolved, you could decide to roll a second
time and resolve another savage lunacy check.
10th lvl feature: peace at last
- once per long rest, you could sacrifice a charge of barbaric rage to ensure a critical hit.
doing so blocks your ability to rage again until you have completed a short or long rest.
- regain wis +1
10th lvl feature: mortal weakness
- as your eldrich essence grows stronger, your mortal coil grows weaker and ever more fragile.
while out of your raging state you gain weakness towards one of the following:
-weakness to physical damage
-weakness to magical damage
- permanently lower wisdom by 1
14th lvl feature: extra attack improvement
- when you take an attack action, you could attack 3 times.
14th lvl feature: perfect self
you give yourself fully the the flow of eldrich energies coursing through your body and mind, turning into a being of eldrich power and unleash all of it at an enemy.
- sacrifice all your remaining hit dice deal that much damage. if you kill the target, die with them.
without being able to be revived as your body disintegrates into pure energy afterwards.
- if the target survives, you survive too with only a single hit dice worth of hp. the rest is impossible
to heal via regular means and can only return 1 hit dice worth of hp per day or by use of the wish spell.
- if a second sacrifice is attempted while you are recovering from the first one, deal your current max
hp as flat damage to the enemy. your body disintegrates afterwards.
savage lunacy table: unless stated otherwise, savage lunacy effects do not end rage.
1: apathy: if raging, end rage. temporary wisdom -1, movement speed =5ft, ac=10, can't attack
for 1 turn.
2: breakdown: your body struggles to withstand the eldrich powers that coarse through it. roll
proficiency number of hit dice and take the result as true damage. temp wisdom -proficiency/2.
3: psychotic lashout: your powers lash out to everything around you, in 15ft radius deal living
weapon dmg to all possible targets(allies included) in range. wisdom temp -1.
4: recursive wrath: make an attack against the closest enemy. if you hit, also do that much damage to yourself, temporary wisdom -1. can repeat this action up to proficiency number to a min of 1
5: savagery: you jump the closest enemy. they get free attack on you with advantage. after that
they are grappled.
6: manic breakdown: you are overcame with manic desire to laugh. your psychic presence terrifies
those surrounding you. every target capable of hearing you does a wis dc 15+profficiency. until
you are considered stunned for the next turn. target who fail their safe checks cannot attack
and all attacks against them are with advantage. those who pass their checks act normally.
attacks against you are with advantage, manic breakdown doesn't stop raging.
roll 1d6 on odd: lose 1 temp wisdom, on even regain 1 wisdom.
7: perfect hatred: choose 1 enemy or decide at random. attacks versus that enemy next turn will
have +10. attacks versus all other enemies -10.
8: resurface: regain wisdom +1.
9: eldrich hungers: perform an unarmed melee bite attack with proficiency. damage is 1d6. heal
for the amount of damage dealt. temporary wisdom -1. if not raging, enter barbaric rage. if
already in rage, enter frenzy for 1 turn.
10: overkill: if triggered by attacking - sacrifice hit dice of your choice and roll them. deal
the result as true damage. wisdom temp -1.
if triggered by defending - do attack damage to the enemy. regain 1 wisdom.
11: aberrant vitality: regain 1d12+con hp, overhealing goes into temp hp, wisdom temporary -1.
12: clarity: regain 1d3 wisdom
their sanity teetering on the bring of madness ever since their brush with the things mortals are not meant to
encounter. finally the thing they've seen in the great beyond has caught up to them and it doesn't want to
let go.
a mortal whose growing madness and rage allows the eldrich beings to manifest through their own body, turning
them into lethal engines for destruction both physical and psychological.
3rd lvl feature(optional/example): the remnant and the beast
when you reach 3rd level and pick this subclass, you must choose the nature of the eldrich
force that has become drawn your very essence and become the source of your madness.
-the beast - the majority of the things that lurk beyond the veil. often mindless or with
minds so foreign that they are impossible to ever know or understand. these are creatures
of endless hungers and raw alien emotions who induce madness with their mere presence.
alien, grotesque and against all that is sane.
when raging: your body starts mutating to match an unknowable being. twisting muscles,
more eyes and mouths, aberrant grotesque flesh.
-the remnant - remnants are relics and remains of powerful beings or civilizations that have
existed somewhere out there, but have been lost to time, entropy and the things in the void
of the outer realms. these remnants take forms of weapons, armors, jewelry and other such,
but their existence in the outer realm has turned their nature into that of alien parasites
or symbiotes that always seek new hosts.
when raging: the remnants manifest through your body, protecting it in a layer of armor that
matches it's nature.
3rd lvl feature: living weapon
-the eldrich being manifests through your body, physical appearance is up to the player.
-as a bonus action, your unarmed attacks' damage becomes a 1d8, you are considered to
have proficiency in those attacks. the dmg dice become 2d8 at level 10 and 3d8 at level
15. the damage type is selected at the use of the bonus action. this this effect lasts until
undone or you go through a long rest.
-when using this ability, temp reduce your wisdom by your proficiency modifier. this lasts until
the next long rest.
3rd lvl feature: savage lunacy
- when raging, trigger on results of 1 or 20 even if your wisdom modifier has not gone negative.
- when rolling for an attack or when an enemy rolls for an attack against you,
if the roll is equal or lesser to your module of your negative wisdom modifier
(ex: mod -1 -> 1) you suffer a psychotic episode, roll on the savage lunacy table.
6th lvl feature: aberrant fortitude
- the ability to manifest the eldrich influence you suffer from grows as it's now capable of taking
the form over your entire body. while you are raging your unarmored ac becomes equal to 12+dex+prof.
6th lvl feature: mortal weakness
- as your eldrich essence grows stronger, your mortal coil grows weaker and ever more fragile.
while out of your raging state you gain weakness towards one of the following:
-weakness to physical damage
-weakness to magical damage
- permanently lower wisdom by 1
10th lvl feature: growing madness
- when you roll for a savage lunacy, after the roll is resolved, you could decide to roll a second
time and resolve another savage lunacy check.
10th lvl feature: peace at last
- once per long rest, you could sacrifice a charge of barbaric rage to ensure a critical hit.
doing so blocks your ability to rage again until you have completed a short or long rest.
- regain wis +1
10th lvl feature: mortal weakness
- as your eldrich essence grows stronger, your mortal coil grows weaker and ever more fragile.
while out of your raging state you gain weakness towards one of the following:
-weakness to physical damage
-weakness to magical damage
- permanently lower wisdom by 1
14th lvl feature: extra attack improvement
- when you take an attack action, you could attack 3 times.
14th lvl feature: perfect self
you give yourself fully the the flow of eldrich energies coursing through your body and mind, turning into a being of eldrich power and unleash all of it at an enemy.
- sacrifice all your remaining hit dice deal that much damage. if you kill the target, die with them.
without being able to be revived as your body disintegrates into pure energy afterwards.
- if the target survives, you survive too with only a single hit dice worth of hp. the rest is impossible
to heal via regular means and can only return 1 hit dice worth of hp per day or by use of the wish spell.
- if a second sacrifice is attempted while you are recovering from the first one, deal your current max
hp as flat damage to the enemy. your body disintegrates afterwards.
savage lunacy table: unless stated otherwise, savage lunacy effects do not end rage.
1: apathy: if raging, end rage. temporary wisdom -1, movement speed =5ft, ac=10, can't attack
for 1 turn.
2: breakdown: your body struggles to withstand the eldrich powers that coarse through it. roll
proficiency number of hit dice and take the result as true damage. temp wisdom -proficiency/2.
3: psychotic lashout: your powers lash out to everything around you, in 15ft radius deal living
weapon dmg to all possible targets(allies included) in range. wisdom temp -1.
4: recursive wrath: make an attack against the closest enemy. if you hit, also do that much damage to yourself, temporary wisdom -1. can repeat this action up to proficiency number to a min of 1
5: savagery: you jump the closest enemy. they get free attack on you with advantage. after that
they are grappled.
6: manic breakdown: you are overcame with manic desire to laugh. your psychic presence terrifies
those surrounding you. every target capable of hearing you does a wis dc 15+profficiency. until
you are considered stunned for the next turn. target who fail their safe checks cannot attack
and all attacks against them are with advantage. those who pass their checks act normally.
attacks against you are with advantage, manic breakdown doesn't stop raging.
roll 1d6 on odd: lose 1 temp wisdom, on even regain 1 wisdom.
7: perfect hatred: choose 1 enemy or decide at random. attacks versus that enemy next turn will
have +10. attacks versus all other enemies -10.
8: resurface: regain wisdom +1.
9: eldrich hungers: perform an unarmed melee bite attack with proficiency. damage is 1d6. heal
for the amount of damage dealt. temporary wisdom -1. if not raging, enter barbaric rage. if
already in rage, enter frenzy for 1 turn.
10: overkill: if triggered by attacking - sacrifice hit dice of your choice and roll them. deal
the result as true damage. wisdom temp -1.
if triggered by defending - do attack damage to the enemy. regain 1 wisdom.
11: aberrant vitality: regain 1d12+con hp, overhealing goes into temp hp, wisdom temporary -1.
12: clarity: regain 1d3 wisdom
