The Caliban Chronicles: Nonhuman-Friendly Ravenloft

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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Wolfglide of the Fraternity »

Hell_Born wrote:Hebi-no-Onna
(...I got nothing for a prelude. Suggestions?)
Nothing in particular at the moment. If I think of something, I'll let you know.
The rest of the entry is good.
Hell_Born wrote:I don't have the keys that let me do the proper accents for domains like Rokushima, especially since I'm writing these drafts on the fly in Notepad.
I don't really know anything about Notepad. A lot of programs will take special symbols if you highlight, copy, and paste them from somewhere else. That's how I got the symbol into the text entry box for this forum.

A small spelling/grammar check:
VIEW CONTENT:
I saw three anomalous spellings of hebi-no-onna:
Hell_Born wrote:Those few Hhebi-no-onna born in the lands of the Core, predominantly Darkon, Dementlieu and Mordent, appear more ethnically mixed, and it's possible that if the race proliferates in the Core for long enough, they may soon become ethnically indistinguishable from the Core's native humans.
Hell_Born wrote:Many hebi-no-nnna actually want to take a lifelong mate, and they often display a sincere interest in romances around them - either supporting them or vindictively destroying them, depending on the Snake Woman in question.
Hell_Born wrote:Whilst hedonism is a natural vice for them to fall into, it cannot be denied that a certain sensual appetite is a seemingly native part of who the hebi-no-Onna are.
That last one is just a capitalization inconsistency. I notice that there are some fully decapitalized instances of "hebi-no-onna" and some capitalized versions as "Hebi-no-Onna." At your option, you may want to settle on one form for consistency.

Finally, I think a word is missing between "Once" and "is," perhaps "one."
Hell_Born wrote:Once is chosen, he must be brought to bed, typically through vigorous seduction by mundane means;
How about the Quevari next?
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

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Just ducking by; here is 1st draft of Ermordenun, will do Braunchen and Quevari next.

Ermordenung
The Created races of these dread realms often stand visibly apart from their creators, struggling to find a place for themselves in a world that so often seems to hate them for the sin of having been born. But one Created race walks amongst humanity completely unnoticed. These are the ermordenung of Borca.

Biology:
Ermordenung begin their lives as ethnic Borcans (or, more rarely, Dorvinians), and as such bear the traits of that race; human, pale-skinned, dark haired and dark-eyed. All ermordenung were specifically chosen for their physical attractiveness (and, to a lesser extent, their intelligence), and as such they exemplify the traits that Borcans and Dorvinians consider beautiful. Rare individuals may display subtle mutations; their nails, lips and/or the whites of their eyes may turn black or blue, their nails may grow with unnatural speed and naturally form a claw-like shape, and their veins may stand out as eerily vibrant reds, blacks or blues against marble-white skin. These traits are never so obvious they cannot be concealed with more than a little makeup, however.

The true element that marks ermordenung as different from the humans they once were is the alchemical poison suffusing their bodies. Each is as deadly as they are beautiful; flesh and blood, skin and breath, every single aspect of their being is permeated with a deadly toxin. The touch of an ermordenung carries a swift, agonizing death, and the greater or more prolonged the exposure, the more devastating. Ermordenung are so lethal that they are never affected by biting flies, mosquitoes, ticks or other irritating vermin, as the diminutive creatures die as soon as they touch the ermodenung's flesh.

Understandably, ermordenung are all but impervious to venom themselves, save for one key weakness: their own toxin. An ermordenung is no more resistant to the venoms of one of his fellows than a human would be. As a result, ermordenung are forever cut off from all physical contact with other people, as they are too toxic even for each other.


Psychology:
Having begun their lives as humans, ermordenung display the full range of human attitudes, beliefs and mindsets. Whatever unifying traits they have are a case of nurture, not nature.

Ermordenung tend to be ambitious and pragmatic, if not outright ruthless and/or manipulative; they are selected for these trait, after all.

A strong hedonistic tendency is common amongst ermordenung, and many wrestle with feelings of alienation, isolation, bitterness and self-loathing. Some try to drown these feelings out with pleasure or cruelty, others lash out in their pain.

In general, ermordenung are actively encouraged to embrace their darker sides and revel in being monsters, as a means of social control by their creator. Those ermordenung who reject these temptations must leave Borca, or be destroyed.


Sociology:
Uniquely amongst the umbra peoples, ermordenung take refuge in audacity and operate almost entirely in plain sight. It is common knowledge that Lady Ivana Boritsi, the ruler of the realm of Borca, is accompanied by a clique whom she refers to as her "ermordenung". It is an unspoken but widely known truth that these ermordenung are Lady Boritsi's personal assassins and poisoners. But what nobody knows is that these individuals, once human, have been irrevocably transformed into poison-fleshed post-humans through dark alchemy. In fact, Lady Boritsi herself was confirmed by those few ermordenung I spoke with as the first and most powerful of their kind.

In truth, the ermordenung are more a secret society within Borca than a true race as with the other peoples discussed in this work. Their post-human nature connects them to each other more than mere social unit, reinforcing the group bond by emphasizing their alienation from the rest of humanity. Those who refuse to join the group, or who resent the transformation, are forced to flee Borca and try to make a life for themselves as, effectively, a one-of-a-kind creature.


Adventurers:
Ermordenung adventruers are rare, but not unheard of. Some may be agents of Lady Boritsi, sent to act beyond her borders. Others may be fleeing her reach. Regardless, ermordenung will keep their secrets close; only the most desparate or loyal will come clean about their post-human nature.

As Borcans first and ermordenung second, adventuring ermordenung favor the same classes as their human peers, though shaped slightly by their origins. Given they are typically recruited from the active social climbers or from amongst Borca's performing artisans, ermordenung are almost overwhelmingly rogues, favoring the Assassin, Swashbuckler and Mastermind subclasses, with a significant minority of Bards, usually of the College of Whispers. A small minority turn their attention to arcane magic, hoping to understand themselves better by following the path of Wizardry (usually Transmutation). Other classes are almost unknown.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

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Braunchen
The battle between good and evil is a metaphysical conundrum that is considered and studied across the multiverse. Yet few realms offer quite as intimate a look into the personal nature of this struggle as these lands of mist and dread. Here, one can find a creature who seemingly exists only to ask the questions of redemption.


Biology:
Braunchen are a minor branch of the Arak, or "shadow fey", a race of dark fae endemic to this world who inhabi the mystical regions known and feared as the Shadow Rift. Those interested in a deeper study into the Arak are advised to read "Van Richten's Guide to the Shadow Fey". Part of the reason behind their rarity is that they represent the apex of a distinctly unnatural lifecycle.

These fey begin their existences as creatures called fanggen; hag-like Arak spiritually bound to a dark, twisted, oak-like tree. Resembling wrinkly old hags with stringy green-grey hair, toothless mouths, hunger-filled milky white eyes and long, twiglike fingers, fanggen are a dark counterpart to another minor Arak breed, the vilay. The vilay are already a macabre twist on the dryad seen in other worlds; appearing as a ghostly pale-skinned elfmaid with long white hair and sparkling green eyes, vilay care only for seducing attractive and charming humans into falling in love with them, whereupon she slays them and transforms their love-swooned ghost into part of her ever-expanding spectral harem. But fanggen are nothing less than naked predators. Using illusions to disguise themselves as vilay, fanggen seduce humanoids into coming close to them, allowing them to devour their victims both body and soul.

However, should a fanggen devour 100 virtuous souls, an amazing metamorphosis occurs. Upon sealing the 100th soul into her tree, the twisted tree suddenly erupts in spectral flames, which tear it apart and reduce it to a burned stump, even as the fanggen screams in pain before falling unconscious. 24 hours later, she awakens transformed into her new form: a braunchen.

Braunchens appear as beautiful elf-maids with pale green eyes and either ashen-gray hair offsetting charcoal black skin, or soot-black hair offsetting ash-white skin. When enraged or in combat, a braunchen may display traits of plants, animals, or even a combination thereof - horns of branching, thorny wood, writhing serpents sprouting from the scalp, arms covered in bark or beetle-like chitin, a a fox-like bushy tail made of flowers or a root like the tail of a cow - but it's unclear if this is the result of a glamor failing and exposing the braunchen's true form, or if their wrath merely causes these traits to appear, a lingering remnant of their fey mutability.

Whilst braunchens retain something of the aversion to sunlight that characterises the Arak, and they find bright light discomforting and distressing, they are no longer fatally burned by the sun's rays. They do retain their fey longevity, and are even immune to effects that normally function by withering victims with age.


Psychology:
As drastic as the physical transformation is for braunchens, it pales compared to their mental trasformation. A fanggen is not merely a predator, but actively sadistic; they are cruel, rapacious creatures that hate all life, and will even fight each other to the death because they loathe the idea of being challenged in their hunts. Only other fey are immune to their disdain, and the fanggen merely tolerates them. Their thoughts revolve around inflicting pain, terror and death, with at best a side interest in causing misery.

Braunchens lack these malevolent urges, though they can have a fiery temper. But they do remember all too well what they did as fanggens... and they are consumed by guilt and remorse. Transformed through the power of collected goodness, braunchens believe intrinsically in the ideals considered good. They are gentle, compassionate beings, whose dark memories are a constant torment on them. Almost all bear a melancholic edge, though others deal with their burdens in different ways. It is not in a braunche's nature to succumb to grief, however; one of the few lingering remnants of their fanggen savagery is a stubborn self-esteem.

Redemption is central to the mindset of braunchen, and they invariably seek to make amends for their past lives. Exactly how they do this is where individuals differ. Some are devout pacifists, or strive to redeem those whose souls have been similarly tainted. Others, however, are merciless slayers of evil, who care only to preserve the sanctity of their own souls through violently purging the wicked that they encounter.

One dark twist of their origins is that braunchen minds are surprisingly vulnerable to splintering. Should a braunchen ever suffer from madness when confronted by the evils of the world, she will typically develop a new personality - which most believe is an echo of one of the souls her past life consumed resurfacing and hoping to escape.


Sociology:
Braunchen are almost never found in groups. Fanggen are not common, those who manage to transform are rarer still, and braunchen are always made, never born. They maintain some connections to the Seelie Court of the Arak, but even then the relationship is strained and distant at best; braunchen think too much like mortals for their cousins, and the casual cruelty of even the Seelie is disgusting to the braunchen. On the rare occasion when a braunchen does meet another of her kind, the older braunchen usually adopts the younger as a little sister, seeking to pass on what wisdom she can.

Invariably, braunchen gravitate towards mortal society, typically drifting on its fringes. Those who don't pursue the adventurer's lifestyle typically take up humble roles of service, hoping that they can slowly make the world a better place. One braunchen might join a hospice of Hala, another may become a midwife, and a third may become a housemaid. They do not flaunt what they are, but instead minister to those in need as best they can.

Braunchen are amongst some of the most open-minded individuals one could hope to meet in these misty lands. Whilst few are overtly naive, it is not in their nature to judge others for their appearances or their pasts. They tend to gravitate towards the outcasts of these lands and offer them a hand; calibans, deathtouched, dread genasi, tieflings, even "monster" races like paka or red widows are accepted with open arms into a braunchen's social circle.

Religion is a personal matter for the braunchen. Some individuals reject religion, either because they view it as unimportant or because they believe themselves unfit to join the faithful. Others become zealous believers - those invariably turn to the religions that offer hope and compassion to this world; the Morninglord, Hala and the Mordentish "Pure Hearts" sect of Ezra see the most believers amongst Braunchen. I have personally encountered a braunchen who worshipped Mytteri as a god of freedom and rebellion, a patron worthy of respect in her battle against the forces of the Lawgiver.

For it bears mention that all braunchens agree that religions that preach suffering, cruelty and misery must be torn down. The Lawgiver is their bitter enemy, as is the bloody Wolf God of Verbrek. Whilst not inherently hostile to the church of Belenus, the anti-fey Inquisition that dominates Tepest in his name is, of course, a natural enemy to these good-doing fey.


Adventurers:
Many braunchens become adventurers. One could almost say the race is born to adventure. Whether they are merciless slayers, hopeful redeemers, or walk between those two extremes, a braunchen always has the same basic motivation: to make the world a better place... even if that means getting rid of those who make the world a worse place.

Adventuring braunchens can take many forms. Many focus on their magic, often a distinct blend of fey and shadow magics common to the Arak (multiclassed Fey Warlock/Shadow Sorcerer), but sometimes becoming druids or wizards. Bards are a relatively common choice for braunchens, who seek to spread hope and joy to the benighted peoples of the land.

Braunchens rarely become clerics, even though they are not opposed to faith. Most favor a more personal, intimate connection with their deity, and may even have the self-doubt teaching that they are not worthy to lead a spiritual congregation (Celestial Warlock or Divine Soul Sorcerer). However, braunchens are surprisingly likely to become paladins, typically favoring the Oaths of Devotion, the Ancients, and Redemption. A tiny minority do take up the Oath of the Watcher, usually to battle the Unseelie Shadow Fey.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Quevari
The saying that man must battle his inner demons is one that I have found in some form or another across many lands. But never have I seen it so literal as in the case of the quevari.


Biology:
To a casual eye, the quevari appear as just another human ethnicity - in fact, quevari often interbreed with the humans of the domain in which they dwell, so it can be very hard to distinguish a quevari from an ordinary human. A slight predatory cast to the features and the occasional unsettling glint in the eye is usually the most "inhuman" these people get.

What truly distinguishes a quevari from a human is a metaphysical trait more than anything biological. The quevari as a people are cursed with what they call "the bad blood", a strange, possibly fiendish influence that compels them to acts of murderous savagery.

Most of the time, it merely whispers, very quietly, in the back of the quevari's mind and is easily controlled, though if a quevari does begin to succumb to rage, it can break through. But the bad blood truly makes itself felt on the nights of the full moon. During these three nights, a quevari's control of themselves utterly slips away, and their dark self is unleashed. They become vicious, sadistic monsters with a ravenous appetite for the flesh of sapient creatures, as cruel and wicked as any fiend I have ever encountered.

Bewitched by what they call "the rising of the bloodmoon", the quevari become terrors that stalk the night, slaying and devouring any non-quevari they encounter, before retreating to slumber during the day. Only on the dawn after the third full moon do they regain control of themselves.

One merciful aspect of this strange curse is that, when the bad blood is in control, they become intensely territorial, and will not leave a specific area; in their "native" environment, they will not travel beyond the limits of their settlement, whilst traveling quevari caught by the bloodmoon's madness will not voluntarily travel more than a mile or two from wherever they bedded down. Thus, it is possible to avoid the quevari in their savage phase by staying outside of their reach.

Under the influence of the bloodmoon, a quevari's speed and reflexes increase to unnatural heights, allowing them to dodge blows or move with startling swiftness across even the most treacherous terrain. They become unnaturally athletic, climbing, jumping and running with far greater adeptness than they display at any other time. They are fearless in their savagery; the need to kill drowns any concern for life or limb. A quevari is not mindless, but they will shrug off injuries, fighting until killed, and fearlessly dare the odds if they believe they can catch a victim to torment and kill.


Psychology:
When not controlled by the fiendish slaughter-lust of the bad blood, quevari are a quiet, friendly, peaceful people. Many individual quevari are devout pacifists, even vegetarians, and abhor violence. They display a strong love of beauty, but tend to be humble. If it weren't for their bloodlust, the quevari would be some of the sweetest, most gentle people in these misty realms.

Some quevari, in fact, are too sweet for their own good. These fall into the trap of denying their fiendish selves, and end up more than a little mad as a result of it. They deny what their dark selves do, desperately covering up the signs of what happened during the bloodmoon and insisting that nothing happened, ever would happen, or ever will happen. These quevari are actually looked down upon by their kin, who point out that such behavior is in fact wicked; denying their darkness only grants it freer reign to do as it likes.

Much of what makes an individual quevari unique is where they fall into the camp of optimism versus fatalism. Some quevari cling to hope, others take a dull comfort that "things are the way they are", and others walk in between those two extremes.

Discipline and control are highly important to all quevari, though this is as much as social trait as a mental one. Most reject their fiendish self as a curse, but the boldest souls experiment in trying to control it, or even to use it.


Sociology:
Quevari largely live a peaceful existence, dwelling in small, isolated villages of a dozen or more quevari families. Such communities are invariably self-sufficient as possible, typically engaging in a mixture of subsistence farming, hunting, gathering, fishing and foraging, and always try to keep to themselves as much as possible, to protect others from their dark sides - which shapes much of their interaction with others.

Quevari communities are always friendly and welcoming to those who come in peace, but they also strive to keep non-quevari away during the bloodmoon. There are never formal inns or trading posts directly inside quevari communities, and outsiders are gently but firmly pushed to be on their way before the rising of the bloodmoon. In some rare situations, quevari have even resorted to locking particularly stubborn or luckless travelers inside of fortified basement cells that can be barricaded from the inside, leaving them at least the chance of being able to survive the next three nights as the once-peaceful villages turn into starving sadistic cannibals.

Sadly, there are quevari populations where denial has become the dominant mentality, and these villages take none of the steps their counterparts do to safeguard travelers. Non-denialist quevari regard these communities with abject horror, and rumors suggest they may even launch punative raids on the denialists in hopes of preventing them from exposing the quevari as a whole to the wrath of the non-quevari peoples of this world.

A common excuse given to hurry travelers along is that the quevari are devotees of an obscure cult and that the upcoming full moon represents a sacred ceremony that outsiders are not permitted to see. Which brings up the topic of religion. To put it simply, there is no universal quevari religion; each village tends to have its own particular faith, which is largely shaped by where it lives. The local faith usually has a cultish feel, but is typically devoted to innocuous patron deity focused on agriculture, peace, beauty, harmony, healing or mercy. During the bloodmoon, the dark sides of the quevari may engage in their own twisted religious behavior, typically offering praise to a fiend, powerful undead, or some formless horror from beyond the mists.

The church of the Morninglord, strangely, does seem to be making some inroads into their faith. I also encountered at least one quevari commune in Verbrek that heaped curses and abuse upon the Wolf God, viewing themselves as victims of his malefic touch.


Adventurers:
Adventuring quevari are uncommon at best; many quevari, even if they do not believe in pacifism, believing the violent nature of the adventurer's lifestyle is just asking for trouble. Although almost as many argue that the violent lifestyle may actually prove a way to satiate their dark side's cursed hunger. Adventuring quevari either adhere to the latter belief, or hope to find some kind of cure for their condition - at least for themselves if not for their race - by exploring the wider world.

The issue, of course, remains what happens during the bloodmoon. Quevari are the umbran race most likely to adventure exclusively in bands of their own kind. The groups will strive to make camp far from civilization during the full moon. Lone quevari in racially mixed bands will instead be forced to separate from their non-quevari companions, usually excusing it as a religious sacrament. Only desperation or firm loyalty will convince a quevari to come clean about their racial curse to outsiders.

The two classes competing for dominance amongst the adventuring quevari are the Monk and the Barbarian. Most are naturally inclined towards the monk, whose focus on discipline, grace and control naturally meshes with their innate attributes and desires. Other quevari, however, find the barbarian's brutal rages are a natural outlet for their dark impulses.

A significant minority of quevari adventurers become warlocks, often laboring in ignorance of who their patron is and what they desire - the powers stem from whatever dark deity their bad blood offers praise to, and the quevari must try to use these unholy gifts to the cause of good.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Wolfglide of the Fraternity »

This is coming along at a good pace.

Checks for all three:
VIEW CONTENT:
Hell_Born wrote:Ermordenung
Hell_Born wrote:Ermordenung adventruers are rare, but not unheard of.
The "r" and "u" got switched.
Hell_Born wrote:Regardless, ermordenung will keep their secrets close; only the most desparate or loyal will come clean about their post-human nature.
First "a" should be an "e."
Hell_Born wrote:Braunchen
Hell_Born wrote:Braunchen are a minor branch of the Arak, or "shadow fey", a race of dark fae endemic to this world who inhabi the mystical regions known and feared as the Shadow Rift.
Missing a "t."
Hell_Born wrote:The vilay are already a macabre twist on the dryad seen in other worlds; appearing as a ghostly pale-skinned elfmaid with long white hair and sparkling green eyes, vilay care only for seducing attractive and charming humans into falling in love with them, whereupon she slays them and transforms their love-swooned ghost into part of her ever-expanding spectral harem.
The bold part seems to refer to plural vilay, which is in disagreement with the latter part of the sentence. I would suggest making it "... a vilay cares only for seducing attractive and charming humans into falling in love with her, ..."
Hell_Born wrote:24 hours later, she awakens transformed into her new form: a braunchen.
Rather than start the sentence with a number, I would recommend spelling out "Twenty-four."
Hell_Born wrote:- horns of branching, thorny wood, writhing serpents sprouting from the scalp, arms covered in bark or beetle-like chitin, a a fox-like bushy tail made of flowers or a root like the tail of a cow -
Extra "a."
Hell_Born wrote:As drastic as the physical transformation is for braunchens, it pales compared to their mental trasformation.
Missing "n."
Hell_Born wrote:Only other fey are immune to their disdain, and the fanggen merely tolerates them.
Another singular/plural disagreement. Perhaps remove "the" and the "s" from the end of "tolerates."
Hell_Born wrote:It is not in a braunche's nature to succumb to grief, however; one of the few lingering remnants of their fanggen savagery is a stubborn self-esteem.
Missing "n."
Hell_Born wrote:Quevari
Hell_Born wrote:But never have I seen it so literal as in the case of the quevari.
I think we need the adverb here: "literally."
Hell_Born wrote:In some rare situations, quevari have even resorted to locking particularly stubborn or luckless travelers inside of fortified basement cells that can be barricaded from the inside, leaving them at least the chance of being able to survive the next three nights as the once-peaceful villages turn into starving sadistic cannibals.
Missing "r" in "villagers."
Hell_Born wrote:Non-denialist quevari regard these communities with abject horror, and rumors suggest they may even launch punative raids on the denialists in hopes of preventing them from exposing the quevari as a whole to the wrath of the non-quevari peoples of this world.
The "a" should be an "i": "punitive."
Hell_Born wrote:Although almost as many argue that the violent lifestyle may actually prove a way to satiate their dark side's cursed hunger.
I would recommend putting a comma after "Although". At first, I thought this was a clause for a larger sentence, and wondered why it felt short.
Hell_Born wrote:Hebi-no-Onna
(...I got nothing for a prelude. Suggestions?)
I'll take a whack at this:
"Many a treacherous person has been derided as a "snake." Predatory, perhaps even poisonous, a serpent is a creature often considered to be dangerous to have around--with good reason, for those not practiced in handling them--and if that weren't enough, serpents often hold villainous roles in legends. Some of the greatest deceptions and swindles of myth were perpetrated by ophidians. Naturally, it is regarded as foolhardy to extend a hand in friendship to a snake, for one is just inviting the beast to strike. For the unfortunate hebi-no-onna, a snake is the only hand they can extend."
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Wolfglide wrote:This is coming along at a good pace.
Hell_Born wrote:Hebi-no-Onna
(...I got nothing for a prelude. Suggestions?)
I'll take a whack at this:
"Many a treacherous person has been derided as a "snake." Predatory, perhaps even poisonous, a serpent is a creature often considered to be dangerous to have around--with good reason, for those not practiced in handling them--and if that weren't enough, serpents often hold villainous roles in legends. Some of the greatest deceptions and swindles of myth were perpetrated by ophidians. Naturally, it is regarded as foolhardy to extend a hand in friendship to a snake, for one is just inviting the beast to strike. For the unfortunate hebi-no-onna, a snake is the only hand they can extend."
Thank you; I want to try and get at least one a day, that way I can assemble it quick, get it submitted and critiqued; if it's well received, I might try my hand at adding racial feats or subclasses for next year. Just five left now I've done the Ravenkin.

Also, that is an awesome prelude; thank you so much!

Ravenkin
Barovia is generally accepted as the oldest of the dread realms. Something about its forest-clad mountains and dismal villages screams of an ancient, unspeakable history, and the brooding expanse of Castle Ravenloft casts a surprisingly wide shadow over the Core. How fitting, then, that one of the oldest umbra peoples can be found hidden in those same shadows, watching with ageless eyes and bearing antediluvian memories against the forces of darkness.

Biology:
At a casual glance, a ravenkin would be indistinguishable from a common giant raven. These sapient avians appear as massive corvids, averaging about three to four feet in height with a wingspan of at least five feet. Physically, the only major difference is in their talons, which are articulated so as to be capable of human-level acts of manual dexterity. A ravenkin is perfectly capable of clasping a dagger or short sword by the hilt in its foot and fighting with the skill of a comparably experienced human warrior. The greatest difference is in their sheer intelligence.

Like other corvids, ravenkin are omnivores, feeding on a diet made up of just about anything they can get; insects, berries and small game make up their primary foodstuffs.

Ravenkin are extremely long lived, and can live for up to three hundred years. However, they are a slowly dying race, whose fertility has been massively destabilized since their emergence into the misty realms. Only two out of every ten ravenkin eggs hatch, a state of affairs they blame on the curse of the dark powers that they believe control and shape these lands.

It is unknown if ravenkin can interbreed with dire ravens or related creatures, such as the Corvis Regis ("King's Ravens") of Darkon. They typically regard the topic with great distaste, regarding it as bestiality.


Psychology:
Ravenkin mentally resemble their corvid cousins in great detail. They are highly inquisitive and intuitive beings, with keen intellects and a sharp eye for details. They can be curious, and they have a pronounced sense of humor, with a distinct tendency towards sardonic, subtle or outright macabre humor. They enjoy word games and mental puzzles, and typically have a strong sense of irony - especially when it comes to those who test them in a battle of wits.

But there is more to them than that. Ravenkin are also devout believers in the existence of good and evil - and that it is their racial duty to battle evil. Whilst this has been tempered by the natural suspicion towards outsiders that is so ubiquitous in these dread realms, ravenkin have the temperaments of devotees of good and righteousness, striving to make the world around them at least a little better. They eagerly assist those who prove themselves similarly sworn to battle evil, and despite their rather unimposing frames, many ravenkin have taken up the mantle of champion against the dark.

Whilst the ravenkin attitude towards their battle varies from optimism to bitterness to a kind of determined defeatism, they are staunch and unyielding; once a ravenkin has made up their mind, they will give their lives to do what they feel is right.

Perhaps the greatest flaw of the ravenkin as a whole, outside of their sometimes dark sense of humor and propensity towards negativity, is their vengeful streak. Most ravenkin hold themselves above indulging such base urges, and the elders of their communities strive to keep their people from going rogue, but some ravenkin eventually become so obsessed with battling evil that they decide that the ends can justify the means.


Sociology:
The vast majority of ravenkin dwell in the lands of Barovia, but individuals or even single family groups have been sighted in forests throughout the Core; Falkovnia, Tepest and the Shadow Rift are said to be home to the largest secondary populations of ravenkin in these lands.

A ravenkin community consists of multiple family groups who live in close proximity - well, close as a flying race determines it. Each ravenkin family group stakes out an individual copse of trees as their personal territory, creating a large nest to raise chicks in until they are old enough to perch in trees as they see fit. From an outsider's perspective, a ravenkin "village" is nothing more than a collection of large raven nests scattered over an area of several miles. These communities typically consist of a hundred and fifty five to two hundred individuals, and are often attended to by vast flocks of tamed crows and ravens, who provide a certain level of camouflage to their masters.

Ravenkin communities are gerontocratic, with the eldest leading. For this reason, a ravenkin's naming convention consists of their personal name and an agename that easily summarizes how old they are (measured in "moons" and "seasons") and lets other ravenkin know readily who to defer to.

One of the most fascinating aspects of the ravenkin is not so much that they are deeply religious, but that they are the only known race in these lands to still preserve the ancient faith of Andral; the solar deity whose church once held sway over the lands of Barovia, Darkon and Dorvinia, but has since all but vanished. Many ravenkin elders are "sunspeakers", or priests of Andral, but they acknowledge that their god no longer speaks to them as he once did, and their powers have changed as a result. Some ravenkin individuals or families have abandoned Andral, instead turning to the Morninglord or the Forfarian version of Belenus, but these "heretics" often have a strained relationship with more mainstream ravenkin.

Another fascinating aspect is their long history of connection with the wereravens. In fact, there is a secret alliance of ravenkin and wereravens, known as the Keepers of the Black Feather, who have dedicated themselves to the destruction of Barovia's monsters, especially vampires, and with a particular focus on the eldest vampire in the land.


Adventurers:
Adventuring ravenkin are quite normal. Ironically, despite being so inhuman-looking, they actually can better infiltrate humanoid societies better than some actual humanoids. Even in these lands, who looks twice at somebody with a tame raven, even if it is unusually large?

Ravenkin rarely take martial classes; their distinctly avian bodily shape makes them, whilst not helpless, not exactly ideal for the role, either. They can only wield relatively small melee weapons, and whilst they can wear armor, it must be specially constructed. The only martial class "typical" of a ravenkin adventurer is the Paladin, usually of the Oath of Devotion or, for the more warlike ravenkin, the Oath of Vengeance.

Ironically, ravenkin make fairly adept rogues, especially by focusing on their natural ability to fly and their small size. Such ravenkin typically become Thieves, Arcane Tricksters, Masterminds or Inquisitives, but the rare ravenkin Assassin can be surprisingly deadly.

Mystical classes are the most commonly associated with ravenkin adventurers. "Sunspeakers" are typically either Celestial Warlocks or Divine Soul Sorcerers, though ravenkin devoted to the Morninglord or Belenus are the standard Cleric of Light (or, more rarely, Life). Wizardly ravenkin ironically tend to favor the Evocation school, often specializing in spells of fire and radiance to call down Andral's wrath upon the tainted creatures of darkness. Outside of sunspeakers, sorcerous ravenkin are rare and typically wield Storm Sorcery; Shadow Magic sorcerers are extremely rare, and often outcast, because of their association with darkness. Ravenkin warlocks are almost always sworn to Archfey patrons, though rumors speak of some outcast ravenkin becoming servitors of Erlin, a malicious god of trickery and death from Gundarak; these are Undying or Undead Warlocks.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Wolfglide of the Fraternity »

Hell_Born wrote:Also, that is an awesome prelude; thank you so much!
You're welcome!

All of this information about myriad races all across the Dread Realms (and in normally inaccessible places such as the Shadow Rift) makes the Professor Noma character a point of interest. It raises questions about how long he has been in Ravenloft, how he worms his way into these cultures to get his information, and other such things. Even though his deeper story may not be central to the topic at hand, you may want to keep it under consideration for later in case people want to know.

Spelling/Grammar check:
VIEW CONTENT:
Hell_Born wrote:The greatest difference is in their sheer intelligence.
This sentence feels like a bit of a jump from the prior discourse. Perhaps adding a bit of a segue would help. For example: "Beyond the physical, the greatest difference is in their sheer intelligence."
Hell_Born wrote:It is unknown if ravenkin can interbreed with dire ravens or related creatures, such as the Corvis Regis ("King's Ravens") of Darkon.
Gazetteer II spells this as "Corvus Regis" with a "U."
Hell_Born wrote:They typically regard the topic with great distaste, regarding it as bestiality.
Just speaking as a matter of personal taste, I find this to be a bit redundant. I would switch one of these with a synonym for "regard" (perhaps make the second one "considering," though I would then do a more extensive rewrite to say "... considering it to be bestiality.") However, it is not wrong as it is.
Hell_Born wrote:Ironically, despite being so inhuman-looking, they actually can better infiltrate humanoid societies better than some actual humanoids.
Remove one of these "betters."
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Alright, so, I just got the Bakhna Rahkna, Carrionette, and Lebendtod finished, and even managed to do a Broken One entry after receiving some inspiration from Changeling: The Lost. But... I'm starting to wonder if maybe I should leave out my Hagbreed and Ratling races for next year - not because I can't get them done in time, but because I really think they'd dilute the theme of the article when otherwise it's full of canonical Ravenloft monsters.

...Maybe I should take a stab at the Vampyre and/or Vorlog? Or should I just focus on coming up with some feats, putting this all together as an article on a GDoc, and submitting it to the Fraternity so I have the 7 weeks-and-change to edit this stuff?

Bakhna Rakhna
The plight of the so-called "smallfolk" races is worth noting in many realms, but perhaps these dark and haunted lands with their abundant cruelties test the limits of those peoples cursed with a lack of stature and muscle more than others. When considered in the light of the world they inhabit, the bakhna rakhna cannot be blamed overly much for accepting the label of "monster".


Biology:
Their appearance makes it obvious that bakhna rakhna originally began as goblins, as they have all of the telltale physical characteristics associated with them. Visually, however, they differ in terms of coloration; stark white skin, ashen gray to misty white hair, and unusually large eyes of a gray or dull color differentiate them from their goblin kin.

Unlike most common goblin strains, however, bakhna rakhna are notably light averse; their skin burns quickly and painfully after a relatively brief exposure to sunlight, and their large eyes are overly sensitive to light, which means the glare of day dazzles them. For this reason, bakhna rakhna are largely nocturnal, or dwell in areas notable for their natural gloom, such as Mordent or the Mistlands in Darkon.

Other subtle differences include a powerful paralytic toxin in their blood, the mystical ability to teleport short distances, and relatively low fertility compared to other goblinoids; bakhna rakhna are only about as fertile as halflings.


Psychology:
Bakhna rakhna are simultaneously similar to common goblins, and yet also distinctly different. Like the common goblin, the typical bakhna rakhna is highly inquisitive and mischievous, but they are also far more cautious and loyal than the typical goblin; bakhna rakhna rarely engage in the kind of seemingly borderline suicidal impulsiveness common to normal goblins, and their devotion to kith and kin is equivalent to that normally attributed to dwarves, instead of the vicious "every man for himself" attitude usually seen amongst goblins.

That is not to say that the bakhna rakhna are entirely free of the goblin selfishness, however. Bakhna rakhna empathy tends to stop outside of the close circle of family and friends; the race as a whole sees nothing wrong with taking what they need from others, nor with dishing out punishment if their thefts are opposed. I suppose I cannot be too staunch in my condemnation of this attitude, however, as many humans in these dark lands have a similar attitude, especially in the face of nonhumans.

Whilst the bakhna rakhna can be vengeful, the race as a whole isn't spiteful. They prefer to respond in a "tit for tat" measure, amping up the severity of their retaliation to measure the hostility directed at them. If a homeowner locks up the food they seek, they will make a mess of the kitchen. If the homeowner tries to poison them, they will return the favor. If the homeowner sets deadly traps for them, they will do the same. The general attitude of the bakhna rakhna can be summed up as "we won't start it (hypocritically ignoring their thefts of food), but we will finish it!" Even if directly confronted in battle, bakhna rakhna prefer to flee (usually paralyzing their would-be assailant first) rather than fight.

Despite this, bakhna rakhna relationships with non-bakhna rakhna aren't always hostile. Most humans who live in bakhna rakhna territory have learned that if food is deliberately left out for them, bakhna rakhna will take it and peacefully pass on, and that at worst it is easier to simply let them rummage through their kitchens and take what they want then start a feud. What not many humans realize is that if an individual openly and explicitly invites bakhna rakhna to dine with them, then they are invoking a peace treaty. Those few who have stumbled upon this have established actually positive relations with bakhna rakhna tribes.


Sociology:
Bakhna rakhna typically live in nomadic family groups averaging four to nine individuals, though these may gather together to form small tribes of five to twenty four. These groups pursue a nomadic existence, wandering the land in an endless search for food, hunting, scavenging and, yes, thieving what they need as they go.

A bakhna rakhna group rarely stays in one place for more than a few weeks, and its presence is largely dependent upon how welcoming the environment is. The harsher the conditions, the sooner they move on.

As small, fairly weak creatures pursuing a nomadic existence in lands so monster-haunted as these, bakhna rakhna have very strict laws governing their own kind. All members of a family are expected to be loyal, and punishments can be severe. Exile is considered the most terrible punishment of all, but any bakhna rakhna can earn this dread fate if they are proven to have seriously or deliberately endangered the family or tribe.

Many of these customs revolve around food. It is hard to understate how important food is to the bakhna rakhna - amongst themselves, food actually replaces currency. The more effort required to prepare food, the more valuable it is. The sharing of food is also highly significant amongst bakhna rakhna; lesser crimes are typically punished with a mixture of beatings, shunnings and forced tithes of food, whilst when two clans meet, food is exchanged as a sign of peaceful intent. Simply placing food down and walking away guarantees that both parties can go their separate ways, but a deliberate invitation to share food is a sign for the clans to begin talks. If all goes well, this can swiftly turn into a minor festivity, which gives members of the clans a chance to exchange gossip, share warnings, and potentially find mates.

Whilst bakhna rakhna and human interactions largely tend to be viewed in a light of parasitism, those few humans who have tried to actually talk to the goblinoids have found more mutually beneficial options are available. Bakhna rakhna are not unwilling to work in exchange for what they feel is a fair price in food, and small farms or homesteads who have offered these goblinoids a place to live have benefitted as a result. The bakhna rakhna will pull their weight in handling chores during the night, and even act as guards, warding off dangerous animals, predators, and even lesser monsters with volleys of poisonous arrows - or at the very least alerting their adopted human partners so they can escape in time.

Similarly to halflings in other realms, bakhna rakhna are intensely proud of and loyal to their families. They keep intricate genealogies, and are quick to go to the defense of their family. Even non-bakhna rakhna who earn the friendship of a clan are informally adopted, honored with the moniker "cousin".

Bakhna rakhna practice a druidic faith that honors nature spirits and noteworthy ancestors, sometimes incorporating powerful fey or undead into the mix as well. A few bakhna rakhna have even gone so far as to incorporate Hala into this ancestral faith, but in general they largely ignore the religions of the Core.


Adventurers:
Adventuring bakhna rakhna are typically either exiles, so desperate for the safety of a tribe that they attempt to find one with humans, motivated by intense curiosity even by their own race's standards, or repaying a debt of kindness owed to either the party as a whole or a single individual. It's not unheard of for families with allied bakhna rakhna tribes to produce adventuring scions... only for one of the bakhna rakhna to follow their "cousin" off to adventure.

The stereotypical bakhna rakhna adventurer is a Rogue, and they do in fact produce many Scouts and Arcane Tricksters. However, the bakhna rakhna actually favor the Ranger class above all others.

Druids and Warlocks sworn to Archfey, Undying and Undead patrons fill the role of priests in bakhna rakhna society, saving the rare Hala priest (and even then, more likely to be a Celestial Warlock or Divine Soul Sorcerer). Though rare, wizardry is a talent that typically runs down in very proud family lines, who often carry grimoires that have served as spellbooks for all their ancestors; bakhna rakhna wizards favor the Illusionist and Enchanter traditions. Sorcerers are much more common, and overwhelmingly favor Shadow Magic.

Warriors are the least common, and almost exclusively Fighters, with a handful of Monks who practice strange techniques passed down through family lines; bakhna rakhna are typically too pragmatic and concerned with preserving themselves to become Paladins, and even less likely to become Barbarians.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Broken One
The line between "man" and "animal" is not as clearcut as the more arrogant denizens of these realms like to think. I have encountered many races on many worlds whose forms blended the humanoid physique with distinctly animal traits... but only here have I met such creatures as the spawn of dark artifice, rather than natural beings.


Biology:
Broken ones are not so much a singular race as they are a catch-all term for any artificially engineered beastfolk creature. Typically, they began their lives as ordinary animals, but were forcibly transformed into a humanoid creature and imbued with at least near-human sapience in the process - according to stories I found, however, the lost realm of G'henna was supposedly ruled over by a mad priest who would sometimes curse those found guilty of heresy by warping them into a partly human, partly animal state.

Because of this, I can give no simple description of the broken ones as a whole. Each individually is functionally a species of one, and even two broken ones of the same animal root-stock may look very different.

Aside from their different animal natures, broken ones vary most wildly in how human they look, which typically reflects the skill of their creator. At their most flawed, they look vastly animal, just forced into a crude semblance of a humanoid physique, whilst the best designed could almost pass for human, save for small and subtle bestial traits. Even these most human broken ones typically will be taken for bestial calibans, and the spectrum of "human-favoring" broken ones will often be similarly mistaken in species.

For an example; three broken ones all based on a common cat. The first is a twisted animal; upright but hunched over, with digitigrade legs and paws that can just barely function as human hands. The second is mostly human, save for feline eyes, ears and a tail. The third looks something like the catfolk of other realms, with a fully upright posture and plantigrade limbs, but a clearly feline face.

Despite all of this, broken ones do fall into recognizable categories, though these are more "archetype" than "subrace" as the term is typically used. This stems in part from the purpose they were created for, in part the base animal they were sculpted from, and in part from random chance; if a mage were to make two broken ones from two rabbits from the same litter, then that mage might end up with a Runnerswift and a Truefriend. These archetypes consist of:
* Broadbacks: Beasts of burden; cattle, horses, sheep, goats, pigs.
* Hunterhearts: Predators large and small.
* Runnerswifts: Animals characterized by their sheer speed; rabbits, deer, horses.
* Skitterskulks: Vermin and small prey creatures; rodents, frogs, lizards, insects, spiders.
* Steepscramblers: Animals associated with great heights and climbing skills; monkeys, squirrels, mountain goats.
* Swimmerskins: Aquatic animals; fish, seals, otters, dolphins.
* Venombites: Animals known for their toxic flesh or poisonous bites; snakes, spiders, frogs.
* Windwings: Flying creatures.
* Cleareyes: Animals associated with particularly acute senses; owls, bats, eagles.
* Coldscales: Reptiles and amphibians of all kinds.
* Roteaters: Carrion-eaters and scavengers; crows, hyenas, vultures, worms.
* Truefriends: Domesticated and pet animals; dogs, horses, falcons, rabbits, cats.

Because broken ones are created, not born, and usually at the hands of rather unwholesome individuals, there have been studies done into their fertility. Broken ones can freely interbreed with each other, with humans, or with animals of their base stock, assuming that the parents are of compatible sizes (a broken one of rat stock could only be bred to a dire rat, for example), but the product of such unions are always bestial calibans.


Psychology:
The mindset of a broken one is as unique as its physical form, but typically is based around a juxtaposition between its natural bestial instincts and its human intelligence. Some broken ones strive to act more human; others still think like animals, but wit the greater wits granted to them by their transformation.

There is a marked tendency for broken ones to display personality traits that are culturally associated with them; a rat broken one that is inquisitive, scheming and duplicitious; a cat broken one that is proud, aloof and fickle; a rabbit broken one that is timid and amorous, etcetera.

Another major influence on their personality is the nature of their relationship with their creator. A broken one whose maker was cruel and authoritarian is likely to be servile - or vindictive and stubborn. On the other hand, one whose creator was kindly and gentle may be trusting and compassionate in turn.


Sociology:
Broken ones are made, not born, and their society is thusly artificial. They are typically found either alone or in small groups, the product of mages, alchemists or mad scientists, who create them as experiments, labor, servants or simply to satisfy a whim. From here, they may escape from a particularly cruel master, or be set free when their master is slain by a society they have angered with their

The largest known broken one society is that of the mysterious island of Markovia, which formally existed as a tract of haunted wilderness in the Core before the Great Upheaval displaced it into the Sea of Sorrows. Markovia is home to dozens of broken ones who exist in a largely tribal state. They are defined by their absolute terror of their creator, who resides somewhere on their island, and their desperate attempts to emulate "civilized human society". It seems that this creator torments those who give in to their bestial impulses. When given the chance, Markovian broken ones have been known to flee to take their chances elsewhere in the world.

The second largest known population of broken ones is found in Hazlan. Hazlik, the archmage who rules over Hazlan, is very fond of experiments in manipulating the stuff of life, and this fondness has been passed down to his students at the Red Academy. Nowhere else will one find so many wizards studying the ways in which transmutation magic can be used to resculpt flesh and bone. Broken one servitors have become something of a status symbol in Hazlan, and in fact they are often treated better by the Mulan mage-lords than the Rashemani serfs of that nation! Truefriends are surprisingly common here.

As mentioned before, the lost land of G'henna is said to be home to a subcivilization of formerly human broken ones who scratch and claw and existence outside of the dubious safety of the Zhakatan theocracy.

Similarly, the lost land of Bluetspur was also said to be home to a large population of broken ones, often regarded as the least terrible of the many horrors inhabiting that realm.

The only other domains with a significant broken one presence in the Core are Darkon, Lamordia, and Falkovnia. Of these three, Falkovnia may have the largest emergent population; rumor has it that the Kingfuhrer is having his infamous "Science Division" attempt to alchemically engineer broken ones as a super soldier project. The Shadow Rift is reputedly home to large numbers of broken ones as well, the product of fey meddling, whilst individuals have been spotted haunting the wildernesses of Forlorn and Nova Vaasa, likely having fled there from neighboring realms. Stories of distant Paridon suggest that alchemical experiments there may be giving rise to a broken one population.


Adventurers:
Adventuring broken ones typically either fled their master (or the angry mob that killed their master) and now have to scratch a living on the fringes of society, or were shown kindness by an adventuring band and taken in by them.

Whilst not stupid, broken ones are rarely educated, and so they typically gravitate towards the classes that need the least amount of training; Barbarian is the iconic broken one class, but there are plenty of broken one fighters and rogues as well. Their origins as creations of powerful magic means that broken ones actually do have a natural affinity for magic, which typically manifests as their becoming Wild Magic Sorcerers. Broken one wizards, who typically taught themselves by sneaking peeks at their creator's grimoires when the master wasn't looking, are rare but not impossible.

Bleutspurian broken ones were notorious for their psionic aptitudes, and it's not impossible that other broken ones might similarly find their altered minds give them access to unusual powers.


Broken One Racial Mechanics
Broadbacks:
Natural Inclinations: Strength, Constitution, Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Powerful Build: You are treated as one size category larger to determine your carrying, dragging, lifting, pulling and pushing capacities.
Hardy: You gain +1 maximum hit point at 1st level. You gain +1 maximum hit point each time you gain a level.
Stoic Forbearance: When you are reduced to 0 hit points, but not killed outright, you can drop to 1 hitpoint instead. You can't use this feature again until you finish a Long Rest.


Hunterhearts:
Natural Inclinations: Strength, Dexterity, Charisma
Size: Medium
Speed: 30 feet
Vision: Normal
Natural Weapons: Your Unarmed Strikes do 1d6 + Proficiency bonus damage.
Menacing: You gain Proficiency in the Intimidation skill.
Tooth and Claw: When you score a critical hit with an unarmed strike or melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.


Runnerswifts:
Natural Inclinations: Dexterity, Constitution, Intelligence
Size:
Speed: 35 feet
Vision: Normal
Run Like The Wind: When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Born to Race: You have Proficiency in Athletics.


Skitterskulks:
Natural Inclinations: Dexterity, Intelligence, Wisdom
Size: Small
Speed: 30 feet
Vision: Normal
Impossible Counterpoise: You may give yourself Advantage on a Dexterity saving throw or attack roll. Once you have used this ability, you cannot use it again until you complete a short rest.
Creeping, Crawling: You can move through the space of any creature that is of a size larger than yours.
Hideaway: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.


Steepscramblers:
Natural Inclinations: Dexterity, Strength, Charisma
Size: Medium
Speed: 30 feet
Vision: Normal
Gifted Climber: You have a Climb speed of 30 feet and proficiency in Acrobatics.
Surefooted: If you fail an Athletics or Acrobatics check relating to climbing, you can use your Reaction to retake the check with Advantage. Once you have used this trait, you can't use it again until you complete a short rest.


Swimmerskins:
Natural Inclinations: Strength, Constitution, Charisma
Size: Medium
Speed: 30 feet
Vision: Normal
Natural Swimmer: You have a Swim speed of 30 feet.
Amphibious: You can breathe both air and water.


Venombites:
Natural Inclinations: Strength, Constitution, Dexterity
Size: Medium
Speed: 30 feet
Vision: Normal
Poisonous Bite: Once per short rest, you can make a melee attack with a natural weapon. If this attack hits, it inflicts 2d6 Poison damage.
Poisoner's Protection: You have Resistance to Poison damage and Advantage on saving throws against the Poisoned condition.


Windwings:
Natural Inclinations: Dexterity, Constitution, Wisdom
Size: Medium
Speed: 30 feet
Vision: Normal
Gift of the Sky: You can cast Feather Fall (self only) once per short rest.
Gliding Leap: When you make a horizontal jump, you cover additional feet equal to your Dexterity modifier.


Cleareyes:
Natural Inclinations: Wisdom, Dexterity, Intelligence
Size: Medium
Speed: 30 feet
Vision: Normal
Primal Senses: You can apply double your Proficiency bonus to Perception checks.
Forewarned: You may give yourself Advantage on a Dexterity saving throw. Once you have used this ability, you cannot use it again until you complete a short rest.


Coldscales:
Natural Inclinations: Intelligence, Strength, Constitution
Size: Medium
Speed: 30 feet
Vision: Normal
Reptilian Blood: You have Advantage on saves against being Charmed or Frightened.
Squamous Scales: When you aren't wearing armor, your armor class is 13 + your Dexterity modifier.


Roteaters:
Natural Inclinations: Constitution, Wisdom, Intelligence
Size:
Speed:
Vision: Normal
Scavenger's Nature: You have Resistance to Poison and Advantage on saving throws against Poison and Disease.
Born Scrounger: You have Advantage on Survival checks made to find food.


Truefriends:
Natural Inclinations: Charisma, Intelligence, Strength
Size: Medium
Speed: 30 feet
Vision: Normal
Companion's Boon: When you use the Help action, the target of your Help gains a bonus to their roll equal to your Proficiency bonus in addition to gaining Advantage.
Pack Tactics: You have Advantage on attack rolls agains a creature if at least one of your allies is within 5ft of the creature and not Incapacitated.
"Is there any word more meaningless than 'hope'? Besides 'blarfurgsnarg,' of course."

"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Carrionette
There is always something rather sinister about puppets, and their close relations amongst the toys. This effect is rarely lessened in the case of a puppet that can move and think on its own terms.

Biology:
Carrionettes are a kind of construct created from the most humanoid shaped and intricately detailed of dolls; marionette puppets are the most common form, as their moniker suggests, but any variant of doll or puppet that features full articulation and which is crafted to resemble a human or humanoid could potentially become a carrionette. They are typically made of wood, straw, ceramic, cloth, tin, or some combination thereof.

Precisely what brings these former toys to life is currently unknown. If there are magical rituals designed to purposefully create them scattered around these dread realms, then they must be particularly obscure, even compared to the myriad other forms of golem. Legend speaks of a town lost in the mists where a mad craftsman endlessly produces carrionettes, populating his empty realm with a veritable army of these toy-sized golem-kin. Other stories speak of carrionettes being able to infuse something of their essence into fellow toys on the nights of the full moon, enkindling life where none previously existed. But the most recent and prolific story I have heard is that carrionettes spontaneously arise in the bedrooms of children - especially children who have been neglected or abused - brought to life by childish wishes and dreams.


Psychology:
Carrionettes are well-known as monsters consumed by an envy of humanoids and their living bodies, driven by envy to wield strange magics to try and steal humanoid bodies so that they can enjoy life for themselves. This text will instead focus on that minority of carrionettes who do not allow themselves to be so consumed.

Non-malicious carrionettes tend to be heavily influenced by the characters "ascribed" to their original toy; a carrionette in the shape of a paladin is bold, brave and virtuous, a jester is constantly cracking wise and telling jokes, a princess is haughty and regal, etcetera. Their temperament tends to be very childlike; carrionettes are often dominated, if not entirely ruled, by their emotions, which can make them erratic and prone to behavior of extremes.

The one defining trait that these carrionettes is a deep, sincere love for children. Carrionettes adore children, and yearn to see them happy, safe and protected. Most regard adults with indifference; carrionettes who take the side of adults as the protectors and caretakers of children are almost as rare as those who regard all adults with suspicion and hostility. Nothing elicits a carrionette's wrath like preying on children, and even the most virtuous of carrionettes can fly into savage furies when confronted with those guilty of such crimes. They especially loathe adults who neglect, torment or abuse their children, and are quick to lash out against them. The worse the adult's crimes, the more vindictive and deadly the carrionette's response.

If questioned in this, the carrionette typically shrugs it off. "Thou shalt not let the molester of children live," is typically quoted.


Sociology:
Outside of the legendary carrionette village, carrionettes are rarely seen in anything more than small groups of two to eight individuals, and even those are outnumbered by encounters with lone carrionettes. This is not due to any inherent territoriality or hostility towards their own kind - in fact, most carrionettes seem to actively enjoy interacting with one another, happy for the chance to have a peer. However, carrionettes are relatively rare, and so don't often have the chance to group together.

Most carrionettes who do not attempt to steal the lives of humans for themselves tend to stay close to where they were originally created. They are usually found in the homes of the more wealthy, but may also appear in traveling puppet shows or orphanages. Nothing forces them to remain in these places, but they usually see little reason to move on from the familiar territories unless forced to do so by external pressure, such as an angry mob.

"Nomadic" carrionettes can be found roaming just about anywhere, though they tend to prefer the fringes of human settlements. Sometimes they operate in plain sight, striking a bargain with travelling puppetteers to play the role of their puppets and thus add an unusual level of skill to the act. These relationships can prove surprisingly profitable to both sides. Other such nomads are found lurking in or around refuse dumping sites, or sneak their way into orphanages. Some even go on the road themselves, wandering through the wilderness in almost a parody of traveling peoples, like the Vistani.

Religion is a thorny issue for carrionettes; whilst some simply disregard it as "boring", many find themselves actively interested in the question of whether or not they have souls, but the answers they seek are rarely given to them by the religions native to these dark realms. Only Hala or the Mordentish "Pure Hearts" sect of Ezra offer anything approaching a spiritual welcome to questing carrionettes.


Adventurers:
Adventuring carrionettes are an oddity. Not so much because carrionettes are disinterested, but because it is rare that they will find humanoid parties willing to give them the chance. Though I have personally encountered an all-carrionette adventuring band.

The most iconic class for carrionettes is the Rogue. Naturally small and stealthy, being able to hide in plain sight as a seemingly innocuous toy, they are experts at infiltration and assassination tactics.

Bardic carrionettes, on the other hand, are surprisingly common as well. With an innately magical nature and being "born" from toys meant to entertain, many carrionettes find they can combine these traits to provide magical benefits to others.

Warrior carrionettes are uncommon, due to their small size and difficulty in attaining proper armor, but the supernatural strength they bear due to being constructs makes them more likely than one would think. The majority of carrionette warriors are Barbarians, since that comes naturally to a race blessed with unnatural strength but cursed with childish fury. I have discovered stories of a lone carrionette "knight" whose dedication to hunting child predators of various stripes had given them the abilities of a Paladin sworn to the Oath of Vengeance, however.

Because most religions don't really accept carrionettes, carrionette Clerics and Druids are incredibly rare. They are more likely to embrace the path of the Warlock, typically swearing an oath to a Fey, Fiend or Undying master.

Their innately magical nature means carrionette Sorcerers are fairly common, usually possessing Wild Magic or Shadow Magic. Carrionette Wizards are rarer, but only because they are often held back when it comes to acquiring spellbooks.
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Lebendtod
Dire circumstances breed unusual bedfellows. And in these dark realms, sometimes the best ally one can have is a being who is already dead.

Biology:
All known lebendtod originated on Graben Isle in the Nocturnal Sea, and are created from the native Grabenites. This gives them the appearance of extremely tall, long-boned, rangy humans with extremely pale skin, white-blond, slightly wavy hair, and faded blue eyes. Amongst men, hands and feet are large, hips rather narrow, jaws squared off and rugged, and the heads often appear slightly too large for their bodies, especially if the man is naturally thin. Grabenite women tend to be more fittingly - even quite amply - proportioned and very attractive, though rickets and a propensity to begin losing their teeth early in life takes its toll. As undead, lebendtod do not suffer from the over-sensitivity to sunlight that their living counterparts are afflicted with.

Lebendtod are capable of spawning on their own, a unique trait amongst the Obedient Dead, as the Weathermay-Foxgrove Twins dubbed such creatures in their Guide. However, they rarely use this trait unless directly ordered, in part because it can go wrong and instead simply create a dangerous ghast. Still, this means there could be lebendtod of non-Grabenite stock out in the world.

The most unique physical attribute of the lebendtod is that their "essence" is strongly rooted to their bodies as a whole. This makes them incredibly tough to kill, as they can freely dismember themselves into separate parts and then be reassembled. They can even control disarticulated bodyparts, although this is an ability which requires a great deal of cunning to utilise efficiently; most simply rely on the tricks one can get up to with a disembodied hand.

One extremely strange aspect of the lebendtod is that they do actually age, albeit at an incredibly slow pace.


Psychology:
Uniquely amongst the undead, lebendtod possess all the intellect, creativity and personality traits they bore as living humans, save for a single telltale trait; each lebendtod has one passionate feeling of their life altered in some key detail. Something that was once hated now becomes loved, or vice versa, or something that they once felt very passionate about it is now regarded with total apathy. Of course, such a trait is only remarkable to those who knew the lebendtod as who they once were.

Perhaps the most defining feature of the lebendtod psyche is that they exist to serve. Whilst it's possible that some may dream of freedom, lebendtods as a whole need to have a master, in much the way that living humans need food and drink. Whatever order their master gives them, a lebendtod must obey.


Sociology:
The lebendtod have more in common with a secret society than a race proper, which is only natural. All lebendtod were originally created by a powerful necromancer who lairs on a desolate island in the Nocturnal Sea from victims originally native to Graben Isle. Unless directly commanded otherwise, these lebendtod continue to pursue whatever life they enjoyed as living humans, only to stop and abandon that life should their master call for their service.


Adventurers:
At first glance, a lebendtod adventurer may sound like an impossibility, but there are reasons why lebendtod may be encountered as adventurers. Primarily, their reclusive master relies on lebendtod to venture forth from Graben Isle to the rest of the Nocturnal Sea and the Core and the lands beyond them both, primarily to seek out and recover spellbooks and magical items that must then be sent back to their masters. Charged with this overarching goal, and otherwise left to their own devices to handle accomplishing it, lebendtod often find that membership in an adventuring party is a useful means of achieving their goal. In fact, they can often be surprisingly upfront about their purpose, openly describing themselves as agents of a distant, little-supporting patron interested in gathering items of the arcane; for many adventuring parties, those are acceptable terms. Furthermore, their master is said to be a jealous figure eager to cull the population of potential rivals, and what adventuring party would look too closely at a potential comrade eager to battle a practitioner of the dark arts?

The classes taken by a lebendtod adventurer - at least, one of Grabenite stock - are shaped by both the harsh, impoverished land from whence they hailed as living folk and the fact that they are regarded as little more than tools by their master. Overwhelmingly, they are Fighters, Rogues or Rangers, with a tiny handful of lebendtods able to somehow use the spiritual link they have with the arch-necromancer who created them to draw upon his magical energies, functioning as Undying or Undead Warlocks.

Lebendtod of non-Grabenite stock could be almost anything.
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Wolfglide of the Fraternity »

Hell_Born wrote:Or should I just focus on coming up with some feats, putting this all together as an article on a GDoc, and submitting it to the Fraternity so I have the 7 weeks-and-change to edit this stuff?
I generally do all editing before submitting a copy.
If you do submit a complete draft just-in-case before additional editing, just be very clear about your intent so no one gets confused (maybe add "TEMP" or "PLACEHOLDER" to the file name so it is not mistaken for the final draft later).

I'll come back to read over the new entries when I have more time.
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Wolfglide wrote:
Hell_Born wrote:Or should I just focus on coming up with some feats, putting this all together as an article on a GDoc, and submitting it to the Fraternity so I have the 7 weeks-and-change to edit this stuff?
I generally do all editing before submitting a copy.
If you do submit a complete draft just-in-case before additional editing, just be very clear about your intent so no one gets confused (maybe add "TEMP" or "PLACEHOLDER" to the file name so it is not mistaken for the final draft later).

I'll come back to read over the new entries when I have more time.
Yeah, my current plan is to try and put together a Vampyre profile, leave off the Hagbreed and Ratling as maybe fuel for a future submission, because I don't want to dilute this article's theme by breaking from canon Ravenloft creatures, try to come up with some racial feats, and put everything together in a google doc for ease of editing, formatting, and then finally share it with the Fraternity.
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Wolfglide of the Fraternity »

I read the Lebendtod entry. The reasons for them to become adventurers are solid.

I remember you discussing the idea of having a lebendtod imprint on the adventuring party as its master. Has that idea been abandoned in favor of the current position?

Very short grammar check:
VIEW CONTENT:
Hell_Born wrote:All lebendtod were originally created by a powerful necromancer who lairs on a desolate island in the Nocturnal Sea from victims originally native to Graben Isle.
You might consider putting a comma between these two words. I feel like a break in the flow would be helpful here.
Hell_Born wrote:Primarily, their reclusive master relies on lebendtod to venture forth from Graben Isle to the rest of the Nocturnal Sea and the Core and the lands beyond them both, primarily to seek out and recover spellbooks and magical items that must then be sent back to their masters.
Since you said "master" before, perhaps this should stay singular.
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Re: The Caliban Chronicles: Nonhuman-Friendly Ravenloft

Post by Hell_Born »

Wolfglide wrote:I read the Lebendtod entry. The reasons for them to become adventurers are solid.

I remember you discussing the idea of having a lebendtod imprint on the adventuring party as its master. Has that idea been abandoned in favor of the current position?

Very short grammar check:
VIEW CONTENT:
Hell_Born wrote:All lebendtod were originally created by a powerful necromancer who lairs on a desolate island in the Nocturnal Sea from victims originally native to Graben Isle.
You might consider putting a comma between these two words. I feel like a break in the flow would be helpful here.
Hell_Born wrote:Primarily, their reclusive master relies on lebendtod to venture forth from Graben Isle to the rest of the Nocturnal Sea and the Core and the lands beyond them both, primarily to seek out and recover spellbooks and magical items that must then be sent back to their masters.
Since you said "master" before, perhaps this should stay singular.
Hmm... good point. I might just see about altering the lore I have to preserve the idea of "rogue" lebendtod. It was largely dropped for simplicity's sake because I was honestly afraid of how much time I had to get this into shape to submit stuff.
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"Seek and Locate! Locate and Destroy! Destroy and Rejoice!"
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