View Single Post

Thread: The Blades of Keran [Setting]

  1. - Top - End - #6
    Firbolg in the Playground
    Milo v3's Avatar

    Join Date
    Aug 2010

    Default Re: The Blades of Keran [Setting]

    During the early years of the Second Era, a stone from Lustav fell to Keran. Landing in the depths of the Tulvarn Mountains, the rock shattered into a hundred pieces. Each of these then rose, each a Durzite. These Durzite formed societies within the mountains, utilising their natural bond at Geotia magic to create servants and eldritch devices.

    The Durzite leave an isolated life, making sure to remain out of wars. This has resulted in their cities being colossal in size with huge amounts of arcane knowledge and a near utopic society, despite dwelling in the Underdark.

    Durzites are very patient by nature, but also heavily driven by desire and greed. They use their intelligence to get what they want, and when that fails, they resort to magic and tools to finish the job. Art and leisure are very important to durzites, and use bound creatures or golems to do menial labour for them.

    Durzites aren't as empathetic as other races, with their sense of survival being more prominent. This attitude has helped them survive in the upper areas of the underdark. But this has weakened ties to surface races.

    Physical Description
    Durzites stand 3 to 4 feet tall and weigh 30 to 40 pounds. Their skin is pale and their faces are tight and angular. They have rather long pointed ears that jut back rather than point up like more sylvan folk. Their eyes are commonly unnatural shades, ranging from deep purples, aquas, yellows as well as the occasional human shade of eye. Interestingly, instead of hair, their heads are topped with coarse spines, similar to that of a hedgehog. These spines slowly continue to grow longer as they age. The oldest of their kind have foot-long spines.

    Valuing privacy, they often wear loose robes, cloaks and capes to conceal anything that they may have on them, like armour or weapons. Of course, in the constantly briskly chilled underground, these clothes also serve to keep them warm. Having to traipse across hard stone, often slippery with dew or loose pebbles, their craftsman took it to heart to provide their people the best possible footwear made. Durzite boots are renowned as being comfortable, long lasting and sure-footed and fetch prime prices in markets and bazaars.

    Traditionally, durzite clothing is drab or dark colour with a few flourishes for personal taste and style. They seldom wear hoods or hats, but can. Their spines don't prevent them from wearing such things, though it does make them uncomfortable.

    Durzites don't get along with other races very well, because of their lack of empathy and lazy nature. Outsiders from the planes don't typically trust durzites either, so knowing that they could use binding magic to trap them.

    Occasionally gnomes establish trade routes with durzites, but the Durzites regard them as too destructive to be trusted. Dwarves, with similar living environs, have never gotten along with durzites. Durzites keep to themselves and can hardly be expected to bother with the troubles of the outside world. Many creatures of the underdark fear the cities of the durzites and their secret weapons and schemes.

    Durzites run structured, organized lives, and thus tend toward lawful. Though, with adventures and outcasts, they tend toward neutrality, living without the rigors of daily study and schedules. But as all species they're outlooks and alignment are greatly varied.

    Durzites live deep within mountains. They build great golems to carve away at the rock and haul away huge boulders. Druids, Earth Elementals, and Wizards follow after and smooth and decorated their halls.

    Though it is not the halls that impress as much as their caverns, huge open spaces underground filled with stone buildings shaped by magic and lit from all around by thousands of tiny fire beetle souls. Spiralling walkways line the walls of the cavern, leading off to other smaller chambers.

    In the centre of the city, lies a fortified stronghold, home to the senate of Council Elders, High Mages and High Priests who rule over their city-states. The stronghold reaches to the ceiling of the great cavern, and acts as a support pillar. The Council of Elders is composed of those durzites who win public election, as well as those who live to 100 years, which automatically earns them a seat on the Council.

    Elders, Wizards and Binders form the city's Governing Commons. They elect one of their own to sit as the High Elder, who rules until his passing, or his retirement. Though, during peace time, the job is easy, as durzite cities, for all their size, are sparsely populated. For this reason, durzites are wary of letting too many outsiders in at one time. Durzites keep track of visitors, never allowing more than 1 visitor per 2 durzites.

    Visitors come to trade, as with gnomes, or to shop for goods in their bazaars, which are always filled with finely made crafts. Durzite made boots are well renowned as the finest footwear available.

    In each city, there is a Gate Room that has portals that connect to every other durzite city and often to other planes of existence.

    Durzites regularly worship the three moons of magic, despite not being able to see them from their underground cities. They don't have many clerics though and generally use magic items to heal.

    Durzites are all taught to speak Trader's Tongue and Turvani at a young age. By the time they reach adulthood they are fluent in both of these languages and often another, chosen by the Durzite as it develops.

    Occasionally, other races will refer to durzites as "durzees", or to a single durzite as "durzee". This isn't meant to be a racial slur, it is merely slang.

    Durzite names are commonly long and obtuse. In modern ages, their names have gotten progressively shorter. Though, in ages past, it was not uncommon for names to reach past seven syllables. Since they are so long lived and few in number, a durzite will rarely use his surname, saving it for formal occasions only. Surnames are not necessarily taken from the father, and a durzite man may take the surname of his wife if she is of a nobler stature upon marriage.

    Male Names: Adelmorn, Alkin, Diyamaki, Ganikarto, Ganteka, Gurdok, Kakarneb, Neoseraphi, Ornugon, Varden
    Female Name: Amekmia, Emediomana, Fadameta, Mekanouta, Mesvanterra, Quinata, Votumeta, Zota
    Surnames: Arekton, Bakuearol, Cantemarden, Jotenberki, Kanderlan, Penkaron, Setsaravar, Sotaragas

    Racial Traits
    • Durzite: Durzites are humanoids with the Durzite subtype.
    • Small: As small creatures, durzites gain a +1 size bonus to Armour Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of medium-size characters.
    • Durzite base land speed is 20 feet.
    • +2 Int, −2 Strength : Durzites are smart, but their magic filled society causes them to not rely on strength.
    • Forceful Binding: Durzites are born with a +4 racial bonus on intimidate checks to convince creatures to make a Binder pact.
    • Inborn Summoner (Sp): At first level a Durzite must choose a spell from the following list:
      • Summon Eldritch Abomination I
      • Summon Monster I
      • Summon Nature's Ally I
      • Summon Noble Blood I
      • Summon Planar Agent I
      • Summon Primal Being I
      • Summon Undying Servant I

      A Durzite can cast that spell as a spell-like ability once per day. Caster level is equal to character level.
    • Low-Light Vision: Durzites can see twice as far as humans under conditions of poor illumination. They are able to distinguish color and detail under these conditions.
    • Language: Durzite begin play speaking Trader's Tongue and the Turvani language. Durzite with high Intelligence scores can choose from the following: Abyssal, Aquan, Auran, Celestial, Ignan, and Terran.


    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Durzite has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Durzite who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Binder: ?
    Druid: ?
    Wizard: ?


    Racial Archetypes
    Rune Master (Binder)

    Class Features
    All of the following are class features of the Rune Master.


    Vital Statistics

    {table="head"]Durzite Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|3'0"|+3d6|40 lb.|x (1) lb.
    Female|3'0"|+3d4|35 lb.|x (1) lb.[/table]
    Last edited by Milo v3; 2013-02-12 at 01:48 AM.