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    Default Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Nevermorph

    Some of you might we aware of Milo's Fractured Horizon's setting. It is a great idea, and it has sprung several things Nevermorph only one among many.

    I'd like to share a revelation that I've had during my time here. It came to me when I tried to classify your species and I realized that you're not actually mammals. Every mammal on this planet instinctively develops a natural equilibrium with the surrounding environment but you humans do not. You move to an area and you multiply and multiply until every natural resource is consumed and the only way you can survive is to spread to another area. There is another organism on this planet that follows the same pattern. Do you know what it is? A virus. Human beings are a disease, a cancer of this planet. You're a plague and we are the cure.
    Agent Smith (Matrix)


    What is Nevermorph?
    Nevermorph is intended to be a campaign setting fitting to dark and edgy stories. Nevermorph is closer to a lovecraftian world than it is to a high fantasy world. It should be capable of dealing with both high and low tech in its narrative. Although Nevermorph is strongly inspired in Ravenloft under the premise of Fractured Horizons it should not attempt to copy it but adapt its premise to more modern readers and readings.

    What do I want out of Nevermorph?
    I want several things, and they are my design objectives
    1. Combine Space Opera with Dark Fantasy; I personally like both genres; and I don't think they mesh well so it is a personal challenge. As is the Nurdackar should represent the Space Opera part while the Seldar (or Nevermorphers) lean more in the Dark Fantasy genre.
    2. Drive myself away from the conventional alignment system, I'm extremely prejudiced against the alignment system normally used in D&D. In order to do this I don't plan to reinvent the wheel I plan to use it. I will probably also add a "taint" or similar system to determine the influence of Nevermorph, but that will be done in the long term.
    3. Try to populate the world with unique races, that strive from the same source, as a matter of fact I plan to have "species" and not "races", so they should be able to interbred. I'll seriously attempt to keep the number of races to a small number.
    4. Focus on organization and groups instead of race conflicts, I find more interesting the clash of two guilds than the clash of dwarfs and elves. Additionally organizations are underused in vanilla D&D.
    5. Explore new sociological, political and theological structures rarely used in fiction. For example I want an utilitarian and an humanitarian society.
    6. Give trade importance, cultures should be different enough to produce specialized products that they need to trade.
    7. Make the race for survival important, the wild environment should be lethal, and attempt to kill the inhabitants.
    8. Throw monochrome characters out, seriously, everyone should be colorful and varied.
    9. Create a step by step recipe to create monsters and challenges, at its core Nevermorph draws inspiration from really varied homebrew and it would be nice to have a quick monster fix.
    10. And last but not least, be interesting, I would really appreciate people's opinion and comments.


    What do you need to know about FH to understand Nevermorph?
    Not much. Fractured Horizons is based on a premise, the multiverses will eventually collapse, in a sort of big crunch (it is one of the theorized deaths of our universe) and a big bang. Nevermorph is based on the idea that this calamity can be divined, and that the elves wouldn't be suited to fight humans and other younger races if they don't have time to prepare. Thus they prepare a plan to survive the apocalypse and lift the technological level of their descendants. It is possible, but incredibly difficult, to go from the FH multiverse to the original multiverse, although don't ask me how that works (It shouldn't be possible in Nevermorph). Also the Cora, mentioned at some point through this post, are after calamity humans made by milo_v3.

    How does Nevermorph tie with Fractured Horizons?
    The Calamity destroyed all the different planescapes leaving nowhere to hide, merging most of the sentient beings with those that shared similarities across the different existences. An event of such impact and magnitude was divined, but of course, stopping it was impossible. Cue the elves beings of extremely long lives and childhoods fearing for the future of their race as a whole when the Calamity would inevitably take place. The arks were designed then. Capable of leaving the timestream altogether, disappearing from existence itself, for as long as it was necessary to contain elven knowledge and those wise powerful enough to lead the new elves into their fitting position.
    The elves weren't capable of predicting when the arks were to be opened, and opening them from the inside would be impossible, as to those inside would hopefully not even feel the pass of time.
    Other races considered this plan folly, the elves were only trading the end of the world as it was known for eternal oblivion. But what those didn't know where the cases of dead elves appearing to elven leaders in their trance when the need was great. And wouldn't the need be greatest after the end of the world?

    How does Nevermorph tie with Ravenloft?
    The Calamity did something that the dark powers were not necessarily expecting, or maybe they were, but they were as powerless as everyone else. Or maybe they weren't and they were the motivation behind the elven plans. Who knows? No one can really know the dark powers.
    Either way the Calamity when it tore apart the races merging and remixing them into new identities took away those that were trapped at Ravenloft. Some might have felt delight when they were freed even if it meant the end of the world and death beyond repair. But what the Dark Powers felt was... probably close to displeasure, their toy things had been taken and the realm of dread had been wrecked.

    What happened after the Calamity?
    The elven race was reformed into new creatures, with long live spans, grace and skill. This new race was named Nalan. But as the pre calamity sages had predicted those skills were nothing compared to the rapid adaptation of the so called Cora. What a Cora was able to learn in months a Nalan took years to master. The war was bad. Eventually the need was great enough.
    When the minds of the nascent Nalan race reached deep into the trance the dead elves were waiting. Many were touched by the effect and believed that those were the thoughts of dragons or Gods. But soon they were able to comprehend.
    They searched for the lost arks and woke up to their heritage. The last hope of the old elves, known as the Nudrackar, soon raised themselves to a leadership position and named the young ones Nalan (feminine Nalanna) which in the elvish tongue that predated Calamity meant Sons of the Ancients.
    The war did fare well for a time, the old pre Calamity technology and magic gave the Nalan race an edge but son the Cora adapted and retaliated in kind. When the Nalan loses started to make the elves believe that they would ultimately die they concocted a plan, a desperate plan. They adapted the arks to travel far from the front deep into the planar center, searching for a place to adapt and grow.
    The Nalan were bound to the machines forced to sleep and dream to power the mechanical contraption. The elves very much in control, not mixing with the Nalan race, keeping themselves separate.
    The dark powers insulted or satisfied with the elves audacity were just happy enough to provide a fitting shelter.

    Arrival to Seldar
    Seldar appeared to be a young and flourishing prime material, only with plant life, it was rich in resources and atmosphere. Although some arks had been lost on the journey it seemed safe. The Nudrackar were wary, and decided to recluse themselves in one of the arks orbiting around the surface of the plane. The Nalan and every of their carried livestock went to ground. They seemed to adapt really well and thrive into it. It was the perfect environment for the nascent Nalan culture to grow.
    As time passed the Nudrackar noticed two things, some of the arks had somehow reached Seldar but they hadn't opened themselves, others had arrived and just banished upon arrival. This unsettled them.

    Nevermorph reveals itself
    The Nalan and the Nudrackar eventually distanced themselves, time seemed to flow differently in the surface than it did in the elven ark. And the Nudrackar had magic means to extend their lives. Soon they were treating with generations of Nalan that could only speak of the travel through the stars in awed myths.
    The Nalan culture was eager to find a god and although the ones above were fitting ancestors the land itself was a more suited candidate. After all hadn't the elves bound with the land before the Calamity?
    The Nalan race was young but even if it had been old it still wouldn't have prevented it from the contact with the Dark Powers that waited under the crust. The change was subtle at first, but soon some Nalan, those more connected to the land started to change.
    They referred to themselves as Caliban and whether the Caliban's actions have been good for the world of Seldar or not is heated debate.
    This Caliban explored far and farther from the Nalan enclaves and they eventually found the Ilirin. The Ilirin, the unseen dreamers in an old language older than the Calamity itself, were really similar to the Nalan and the Caliban. But they were and weren't. Their essence seemed to falter, spirits trapped between two worlds. They spoke to the Nalan and the Caliban of the darkness that laid in the land and of the power of dreams and fears.
    But alas the Ilirin had had ages warding their thoughts keeping them from the darkness below. The Nalan hadn't the Caliban didn't even consider.
    As they dreamed and feared the realm of dread was once more and Seldar started to change into Nevermorph.

    Battle once again
    Soon the Nalan, the Caliban and the Ilirin were surrounded on all fronts by a plane hungry to devour them, to take their souls and keep them as playthings. The Nudrackar observed with contempt from above, they had avoided the trap, or so they believed and kept themselves silent.

    Race for the arks
    With Seldar revealing against the existence on its surface the technology that kept the arks that hadn't opened safe and hidden started to falter. The adventurous Seldars who jumped into them found a desolated ruin. No passenger remained alive, all dead with such a long time in a closed environment. Surprisingly not two arks had killed its inhabitants in the same way, some had killed themselves hunting each other for food, some others had sacrificed some of their numbers to the ark spirit... Other than tech there was one thing salvageable. The batteries.
    And the batteries scared the Seldars beyond believe, they were... living beings, really similar to the Nalan, the Caliban or specially the Ilirin and had been trapped for such a long time... With this the Seldars cast away their allegiances from the "ones above" and welcomed their lost brethren into their midst. They called themselves Nouldeth.

    The alliance and the war
    The Nalan, Caliban, Ilirin and Nouldeth had formed an alliance of sorts, helping each other against the death world they lived in. Seldar proved a more than capable adversary. Anyone who died was taken by Seldar and changed. It was as if darkness took the fallen, opened them, fitted them with shadow and knitted in a twisted parody of the Seldars' grace.
    The Seldar races soon realized that the plane was hunting for their souls, attempting to bind them with chains that couldn't be broken. The dark powers hungered for play things, and they were not to be negated. Soon the expression Morphing was used with dread, for it meant losing oneself to the darkness. It was as if the sentient races combated against the plane, attempting to keep their souls intact.
    With this the Nouldeth took a decision, they devised necromantic artifacts capable of binding the souls, their souls would be kept and preserved stored in gemstones.
    The Caliban were torn by the idea and left for the wilderness, applying the survival of the fittest path, attempting to tame the beast and the darkness. Some did not survive, but those who did grew stronger.
    The Ilirin took refuge in the dream that their shared, where the darkness was not welcomed.
    The Nalan built communities and combated corruption with fire and close scrutiny, keeping a close eye to the activities of their brothers, believing them touched and changed.
    The Nudrackar waited far away in their ark, communicating sometimes with the different groups attempting to guide their destiny.
    The plane became a bit more tame, a bit more cunning, hiding the obvious ill will behind a curtain of bountiful appeal. Soon the Seldar started to refer to their plane as Nevermorph, as if praying for it to never morph again. But the fight continues, the plane stirs and changes when unchecked, hungrily attacking the Seldar. But this time they were prepared.

    Timeline (Pre Calamity)
    Aprox 1000 years before Calamity: Stargazer Hari searching for a way to defeat the Nilshais threatening Sildeyuir gazed deep into the future, attempting to see a way to defeat the enemy. What he saw left him in a catatonic state, but some of his knowledge was passed in hushed whispers. Overseer Dralathalas of the White Robes merges magic and tinker gnome tech constructing a divining rod with what it is believed to be a shard of Solinari, the rod shows images of deserted and blasted lands. The undying court wakes at large, revered ancestors who hadn't seen the land of the living for longer than they were able to remember woke up and spoke of stars. Water Hunter Ittuu finds mirages in the desert like no one had seen before, he pushes to cross them and eventually succeeds arriving to a wet land. Hyskosa the Vistani is granted a vision, and although his master believe it is secured there are willow ears listening. Rear Admiral Polsas of the IEN found spheres that were believed to be lost for longer than the Navy could remember.
    Aprox 750 years before Calamity: Silvanesti and Athasian elves share water and tears, they pledge to search more water together. The Undying court calls the shadowed families back and starts sending spies and adventurers to Xendrik to revise the Dragon Prophecy and the Giant's predictions. The elves of the realms call an unprecedented council in Evereska, the wise and the leaders of the elven races meet there, no one tells the drow but at least two Szarkai are found and killed. Vice Admiral Polsas of the IEN prepares an invincible armada with swift and rapid spelljammers. The wizard-king sends presents to the inheritor of the black rose, as an insult the expedition is composed mostly of elves.
    Aprox 500 years before Calamity: An expedition composed by white robed mages and Athasian water hunters breaches into an uncharted, land, a dense jungle. There they are welcomed by dark skinned elves, the Athasian find the culture most welcome although they dislike the moist environment. The white robed elves are more interested in those that keep to the shadows. Admiral Polsas, leads the invincible armada but is confronted by strange mists that appear in wildspace, many ships are lost. One ship passes through the blockade and succeeds in arriving to Toril, soon meeting with representatives of the first elven council. Lolth's chosen travel through the Demonweb, although many are lost the spiders seem to favor the cunning. The lost elven ships appear into a barren land, where a dwarven despot attempts to confiscate them, the navy doesn't take it and takes flight again after rescuing several elven prisoners, the dwarf seems surprised to the point of catatonia.
    Aprox 300 years before Calamity: The demonweb pits are as charted as those things can be and the followers of the spider infiltrate among the followers of the scorpion. Learning from the survivors of the IEN the almost forgotten Evermeet ships are manned once again, the small armada is confronted by another suspicious mist cloud, but the ships don't seem to be lost they just arrive to a sphere that does not appear in any chart. As they do another armada arrives, surprisingly it seems that the lost flotilla of the invincible armada has arrived at the same spot. The elves of three worlds contemplate as the representatives of many other worlds take land. Offerings are made and concerns shaved.
    Aprox 250 years before Calamity: In secret the elves with the mark of shadow recommission several creation forges giving them new purpose. All elves with an apex of power start the creation of powerful arks. Spelljamming statistics, Athasian water reading, Mythal divining and other esoteric arts to start the process known as last hope. A last generation of elves is born, magically mixing the bloodlines of their forefathers in different proportions according to the most beneficial divined path. Each individual trained since before birth with the power of psionics. Powerful magic is used since birth to retard growth and childhood is thoroughly replaced with knowledge.
    Aprox 50 years before Calamity: The arks are finished, the last hope of the elves, the Nudrackar, are just the 200 hundred strongest individuals that have survived the hellish training. Except for their eyes and words they don't appear older that an elf child. They are furbished with the best technologies that the different elven cultures can gather and sealed outside the time stream.

    Content

    Stories
    In my opinion one of the best ways to set the tone of the setting is to write stories about it. Trying to keep them short I might write some things from time to time.
    As an example here.

    Quotes
    Through the thread several quotes shall appear, why? Because inspiration comes from the most varied places, and they should be helpful and evocative for people, in a sense that Nevermorph itself might be not. It is easier to be familiar with Matrix than with the setting at large, but the sentence by Agent Smith (is a great one) serves as a vessel to convey a feeling.
    Last edited by thethird; 2013-12-16 at 09:48 PM.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    How does Nevermorph look/feel like?
    Nevermorph is a spherical plane, as a small planet, and it is contained within a sphere of empty space. This empty space is "safe" it is close enough to Nevermorph to be affected by its pull but far enough not to be affected by its influence. It is not safe though for those alien to Nevermorph for several Nudrackar arks orbit around the sphere, guns blazing at any unwelcome guest. This vessels have attempted to get further, and although the vessel can the Nurdrackar inside eventually reach a line in which they are physically pushed back. No one touched by Nevermorph can leave its pull without the plane's consent.
    It lacks a sun, the most similar thing to sources of light being the titillating lights of the Arks above. Their movements are unpredictable an the Nevermorph perpetual shade might range from closed night to warm sunrise depending on the concentration of arks on the sky.
    Nevermorph atmosphere is surprisingly similar to those of the prime material's before the Calamity, except much richer in oxygen and moist, as a pristine and untouched world. It's gravity is higher than that experimented in most materials planes, no doubt a manifestation of Nevermorph's jealous and strong pull.
    Nevermorph skin is... organic and lush. Its biosphere adapting to the lack of natural light has a big dial of bioluminescent species. All of its autochthonous vegetation is capable of producing light in some form or another, although some of it has evolved to rely on the imported animals most of it is self sufficient. Although it's original fauna seemed almost non existent, or in really early stages of evolution, the species carried by the Nalan in the arcs have swiftly filled the gap. Most creatures have evolved in ways that they couldn't before, it seems that the hungry morphing touch of Nevermorph hasn't spared the non sapient species. Non indigenous flora needs to be preserved in geoccultism green houses, and is hard to find outside Nalan enclaves.
    Nalan abound in cleared areas of the forest maintaining the jungle at bay with torch and sword, otherwise the plane would eat their cities swiftly.
    Although the vegetation seems to move and adapt fast there are some scars patches on the surface. Explosions caused by falling arks have damaged the vegetation and created radiomantic deserts. Surprisingly Nevermorph influence seems to be smaller in those areas except for some mutated beasts that roam the wastes, thus this areas are preferred by Calibans to camp.
    There are also deep bodies of water, similar to oceans, but they haven't been charted by any of the inhabitants of Nevermorph, like the rest of the plane its borders seem to switch and move constantly.
    Another trait of importance in Nevermorph is what is known as the Dream this is a coterminous plane. Although it is mostly safe from its mundane morphing influence other nightmares lurk in it. The plane only manifests in strong force where Ilirin gather. Symbiotically the Ilirin thrive more real than in Nevermorph itself. Only the Ilirin live in the forest, since the effect of their dreams seems to tamper the morph, calming it somehow.
    Nouldeth being relatively few and recent are mostly nomads, risking the forest with guns blazing, they seem discontented with the approach of every other Seldar to the survival in the plane. Still they are good traders and crafters and are welcome in any enclave.
    The Nevermorphers, Nalan, Caliban, Ilirin and Nouldeth haven't explored much limiting themselves to a small continent out of it. Any expedition outside of it has encountered thick banks of mists and been deemed lost.
    Last edited by thethird; 2013-12-17 at 04:38 PM.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Races


    Nudrackar
    This was a triumph! I'm making a note here: Huge Success. It's hard to overstate my satisfaction. Aperture Science - we do what we must because we can. For the good of all of us, except the ones who are dead. But there's no sense crying over every mistake. You just keep on trying till you run out of cake. And the science gets done. And you make a neat gun. For the people who are still alive.
    GlaDOS (Portal)

    Are going to be pre calamity elves, but they are really old and frail, their existence outside the timestream has changed and warped them slightly, although they don't tell that to themselves. They should not be played by players, keeping themselves to their own ark and interacting with the Nevermorphers by proxy, of course a political intrigue game with Elves should be doable. They are white/red.

    Nalan
    To succeed, planning alone is insufficient. One must improvise as well.
    The Merchant Princes (Foundation)

    Physical Description: Nalan are humanoid creatures, and they have a vague similarity to their elven forefathers. Their forms are angular, sharp, with long limbs and thin bodies. There doesn't seem to be a bit of fat in them, and they are tense as springs. Their skin coloration has been extremely affected by their environment, being pale almost white. Their eyes have invariably large pupils, with only a thin iris circle. The color of their irises tends to be bright blue, purple or green, reflecting the light around them. Their ears are sharp, but not much longer than those that humans had, being really close to their heads. Nalan hair is thick, sharp and spiked as the rachis of a feather. It appears mostly in dark green, blue or purple, always matching the color of their irises. Nalan have facial hair, again it is sharp and hard, although they prefer to keep it shaved. They have really strong jaws, with a pointed mandible, their barely hidden by thin and pressed lips tend to overlap and fuse, as if they were a serrated beak.
    Nalan favor long clothing, in particular dusters. They tend to keep their skin obscured and covered, being really prude about revealing it.

    Society: Nalan have a rather strong sense of self improvement that strongly contrasts with their thriving racial identity. Their early history made Nalan very altruistic towards other Nalan after all they were almost extinguished; and strongly militaristic, believing that they needed to fight constantly in all fronts. This two believes worked together when the Nalan had enemies to spare, but when settling in Nevermorph their only enemy was the plane itself, and it was not a fight that strengthened the Nalan.
    Thus Nalan society is a continuous struggle against other Nalan societies. Nalans are highly competitive, believing that in competing they strengthen themselves, but at the same time they are eager to help a Nalan they consider kin if they have a common enemy.
    Nalan tend to live in a community of no more than three hundred individuals, communities smaller than one hundred fifty individuals are too small to thrive in Nevermorph and communities bigger than five hundred are too large to keep a semblance of peace. If a Nalan community reaches a critical mass the neighboring Nalan communities will help to establish a new one so the excess of population can live. Otherwise, unless there is a threat to a community, the different communities attitudes verse each other is done through feats of power and strength.
    Nalan children are raised communally, without knowing who the parents of the baby are, children mortality in Nevermorph is rather high and a child needs to survive five years before being given a name. Once a name is given it still takes ten years before the child is deemed competent enough to learn a trade. The education shifts then from the community serving the young Nalan to the polar opposite, and the young Nalan is a social slave of its masters. It is not till the Nalan is thirty five years old and is considered an adult that his education changes again, starting its military career against Nevermorph and against other Nalan.
    All Nalan have a strong sense of kin and of honor, and this is highly demonstrated when they fight among each other, the greatest expression of warfare is taking the enemy prisoner, defeating them without harming them in the least. If such feat is accomplished the captured will faithfully serve the Nalan for a year since its capture, serving him as if he was a child that needed teaching. This helps Nalan communities intermix between each other, for it is not unusual for two Nalan to marry after such an event. It must be noted though that the Nalan have very strict rules about what constitutes an enemy, among other things it needs to be capable of fighting, armed, and willing to battle. There are also really strong exceptions and taboos, a Nalan would never harm a gardener or a smith, for theirs are professions that keep the Nalan society going.
    In rare cases a Nalan community is attacked by Nevermorph, be it by earthquake, plague, tsunami, or rampaging beasts, if that were to happen the neighboring Nalan communities would stop all warmongering and help the affected community, giving members of their own community and their children to rebuild if the worst comes to worst.

    Relations:
    Nudrackar: The Nalan respectfully dislike the Nudrackar, they don't have strong feelings against them, for their myths tell them that the actions were necessary, after all everything is better than extinction. They would treat them with awe and wonder but keep themselves as far away as possible. Their legends also make them specially wary, believing that a Nudrackar never tells the truth and that no deal can be made with them.
    Caliban: The Nalan respect the Caliban, they consider them fine warriors and they fight against them as much as they trade with them. They dislike the Calibans' love for the nature and believe that it can be a worrying source of contamination. Nalan are thankful that the Caliban are not interested on taking prisoners for most of them would rather not approach a Caliban city.
    Ilirin: The Nalan believe that the Ilirin aren't good fighters, as such they rarely relate with them. They are certain that the Ilirin are wise though, and sometimes they seek their counsel before an important battle or event. In the rare cases in which the Nalan can aid the Ilirin they consider an honor to fight in their cousins names.
    Nouldeth: For the Nalan the Nouldeth are like savvy smiths and gardeners. They respect them to the point of reverence. Nalan and Nouldeth have a strange symbiotic relationship in which the Nouldeth will act as couriers and hawkers between Nalan communities and the Nalan will give the Nouldeth proper shelter.

    Alignment and Religion: Nalan tend as strongly towards the white alignment as they do towards the black one. In fact most Nalan communities have a strong white/black bend, with the Nalan mentality varying on those axis.
    Religion wise the Nalan pray to no god but themselves, when the Nudrackar contacted them they attempted to force the Nalan into revering them, when they followed suit they were practically taken against their will leaving brothers and sisters to inevitably die. Since then the Nalan have had a distaste for the divine, their believe that Nevermorph is influenced by their thoughts has also lead them to practice an extreme agnosticism. Controlling intently any sign of devotion.

    Adventurers: Adventuring is an important part of a Nalan's life as soon as they are considered competent enough to know which side of the sword to point at the enemy they are expected to fight and make themselves proud. Although most choose to fight against other Nalan communities it is normal for young Nalans to adventure into the wilds of Nevermorph in search of lost arks, artifacts or powerful creatures.

    Caliban
    God created Arrakis to train the faithful.
    Muad'Dib (Dune)

    Physical Description: Caliban resemble their Nalan kin, but have seen changes due to their more varied and plentiful diet. While the Nalan keep away from the land of Nevermorph being wary about it the Caliban have embraced it fully. They have more mass in their bodies, and their skin has taken darker hue, normally a bronze brownish, but in some cases it takes the pigmentation that the pre calamity races would associate with drow. This has given them an edge in hiding. Their eyes adapted to the darkness of Nevermorph have big pupils, with only a thin iris circle. The color of their irises tends to be of warm colors, gold, red, and orange being the most common. An unusual trait of adult Caliban is that their sclera has turned pitch black, probably due to their diet. Their ears are sharp and longer than those of the Nalan, being really close to their heads. Caliban hair is very rich, growing long and profusely, falling to the back of its neck and in some cases continuing in its back as a mane. Similarly to that of a Nalan the hair resembles more feather bones than actual hair, and in some particular cases there appears to be a hint of actual plumage. At young age it shares the warm color of the irises, but as the Caliban grows older it turns black, from the root to the end of the spike, in some cases leaving perfect circles of the original color on its wake. Caliban can have facial hair, again it is sharp and hard, concentrating in the area of the neck and in some cases in the lower jaw, forming a goatee. A Caliban has many pointed and serrated teeth, overlapping in several rows. Their mouth when closed is indistinguishable to that of a Nalan, so the only traits that set them apart are the darker colors of their skin, the black hair, and their eyes.
    Caliban fashion sense is distinctive, they rarely wear anything that they have not created individually from the remains of a slain creature, preferring to display the hide of the most ferocious beast as a sign of status. Similarly they prefer to be bare chested, displaying scars and ritual tattoos. Another important sign of status is the length of their hair, Caliban shave their heads after loosing and thus the longer the hair the longer it's been undefeated, although at first it only applied to hunters it has evolved to be part of Caliban culture and a Caliban merchant, rare as they are, might shave after a terrible deal.

    Society: Caliban are really close to the Nalan in their sense of community and their desire for a fight and a fitting rival. The difference that sets them apart though is the one that shapes their society the most. Caliban have attempted to bind and merge with the plane as their myths claim the pre calamity elves did. In this they have a closer relationship with Nevermorph that any of the other Seldar cultures, they are in fact the only ones that eat Nevermorph creatures without purifying them first. The benefits of this have been many, the Caliban can be stronger, faster, or more cunning than the Nalan, emulating the beasts of Nevermorph. But the risks of contamination are great and have made the Caliban specially wary.
    Most Caliban need to learn what is safe to eat and what is not, they also need to continually tests themselves and others for signs of change and corruption.
    In this sense the Caliban society is extremely strict, a Caliban knows its position in the society, who is better than him and who is worse than him. Caliban castes are rather rigid and specialized, following a solid pyramid. In this sense each Caliban learns to respect the Statu Quo while striving for as much self improvement as possible. Thus a Caliban knows what is the most Caliban thing to do almost instinctively. Normally this Caliban way of thinking attempts to bring the better benefit for the larger number of Caliban possible while enforcing self improvement. This is not an easy task, but to them it is as instinctive as a hunter protecting its pack. Thus they attempt to emulate the creatures of the natural world around them, adapting those teachings to their practices.
    This emulation has trespassed a simple metaphor, the essence of the creatures of Nevermorph is warped and the Caliban consume it raw. Over generations slight changes have appeared, making the Caliban that consume cunning stalking animals more cunning themselves. This has made the castes more necessary, for a Caliban cannot consume every creature, and the strict caution mandatory, for Caliban fear that the over consumption of a species might draw them to close to them and be lost to the beast.
    The realization that the next generations absorb the traits of what the last consumed has caused the rise of one of the most common practices among the Caliban. The Caliban honor their dead with a feast, in which each organ is consumed by those close to the deceased, attempting to absorb their traits and memories.
    New generations are closely watched by their elders, and raised by tending parents. After all, they are incapable of knowing what is safe to eat and what not. Regardless of age all Caliban cubs are taken in any hunt over taken by the pack, and their learn to fight almost as soon as they are able to walk.
    Most Caliban organize themselves in nomad packs or clans, moving through the ever changing jungles of Nevermorph following the prey and gathering valuables on its wake. The few stable Caliban cities that exist are formed in the radiomantic desserts that were caused when the arks exploded upon entry, for if the Caliban attempted to settle in the forest they know it would be to hard to find the settlement later.

    Relations:
    Nudrackar: The Caliban have a strange relationship with the Nudrackar in one part their share the distrust of the Nalan for them but in the other hand their traditions revere the ancestors and it is hard for them to not consider the Nudrackar older kin that is still alive.
    Nalan: The Caliban look at their city dwelling cousins with amusement, they rarely understand their love for staying on one place or their distaste for their own funerary practices. The Caliban will raid the Nalan from time to time, to test their skills and sometimes gather some food. Still they will come to the Nalan aid if they receive an attack by beasts of Nevermorph.
    Ilirin: The Caliban openly dislike the Ilirin they are convinced that they are weak and that they steal their children. It is rare for a Caliban to deal with an Ilirin but in some cases they will consult the dream people, asking them for augury.
    Nouldeth: The Caliban trade regularly with the Nouldeth, after all their cousins are the ones more interested in traveling from Nalan city to another, and when doing so it is frequent to recruit Caliban guides and guards. The Nouldeth also offer the Caliban as payment great craftsmanship both in weapons and tools, and occasionally funds to travel outside charted territory.

    Alignment and Religion: Caliban as their Nalan brothers have a strong tendency towards egoistical self improvement characteristic of the black alignment but they also keep the statu quo and their destined positions in high consideration, being close to the green alignment. As such most Caliban clans, if not the individuals, are Green / Black.
    Religion wise the Caliban have a complex reverence for the spirits of their deceased ancestors and those of the beasts of the Nevermorph world. Most Caliban will have an animal totem of one sort or another, in the majority of cases similar to the one that marks its features, and one or more revered ancestors that are exemplar figures of its ascendancy. Caliban are the most spiritual of the Seldar races and is frequent for some of them to become sages well versed both in the mystic arts and in the mundane knowledge of the flesh.

    Adventurers: Being nomad most Caliban adventure at one point or another, they are also the most likely to adventure in uncharted or inhospitable territory of the Seldar races. Caliban find great pride in slaying, defeating and eating perilous new beasts and the adventurers life gives several opportunities in that direction.

    Ilirin
    No glands, replaced by tech. No digestive system, replaced by tech. No soul. Replaced by tech. Whatever they were, gone forever.
    Mordin Solus (Mass Effect)

    Physical Description: Ilirin appear in a similar fashion than their Nalan and Caliban relatives, having thin and long armed bodies. Their heads are topped by the hair common to all the Seldar races, but their color is not uniform, it appears as a kaleidoscopic mixture of the tones frequent on the other races, their eyes too range from the cold colors of the Nalan to the warm colors of the Caliban, and in some particular cases they are mixed. Their skin though is invariably pale, lacking pigmentation from the lack of light and black scleras are almost unheard off, making it difficult for an adult Ilirin to pose as a Caliban. Young and weak Ilirin have difficulty passing into the Dream, needing the assistance of their elders in any of the Ilirin encampments. But as they grow in strength and wisdom they can move between the two realities more freely. While in the Dream the image of the Ilirin seems to gain in volume and pigment, the coloration in their hair seems to shift and their eyes spin, sparking bright colors.
    Ilirin dressing traditions seem to enjoy color and individuality, as such most Ilirin will adapt clothing from their cousins dying it in bright and uncalled colors beyond the specter of the visible. This fashion manifests fully when the Ilirin dream, giving deep and colorful shades that each individual will associate with itself.

    Society: Ilirin society is based on secrets and the knowledge of those secrets. After all navigating the Dream requires knowledge and strength of mind. To their Nalan and Caliban cousins Ilirin might seem like happy vagrants more interested in the pleasures of their dreams that the world around them. And this is certain, to a point. Most young Ilirin will know this as gospel truth, enjoying themselves and attempting to make their cousins enjoy the lives they got.
    As they grow older and show wisdom they are let into more and more knowledge. The Ilirin need to maintain the Dream, for even if all the Seldar trance only the Illirin are masters of this reality. And what happens in the Dream is an echo of what the Seldar think in Nevermorph, and what happens in the Dream influences what happens in the material. As such the Ilirin learn that their fears transpire into the Dream creating nightmares, and those nightmares then sap into the soil of Nevermorph giving birth to monsters. Thus by having happy and independent thoughts the Ilirin keep the nightmares at bay.
    This is indeed true, and most Ilirin know this, even if they keep it from their cousins but is far from all the truth. The Ilirin dream masters know more. When the first Ilirin woke up, it didn't woke up in the vigil, it rose on the Dream. There the Ilirin were trapped seeing the darkness in the dream of the Seldar creating the evil in Nevermorph, they saw generations of Nalan and Caliban die will trapped in the Dream unable to do anything. After all the Ilirin were just mere figments, illusions without substance incapable of affecting the material. Thus the Ilirin took a decision, they would take the children of their cousins and raise them as their own, teach them of the dream and of the wake. And this has happened every generation thereafter, when a Nalar or a Caliban child dreams, it is tested by the Ilirin dream masters and if it shows talent given to expecting Ilirin parents.
    But that, that is not the deepest secret, nor the darkest. The Ilirin first dreamer knows. There is no difference between the Dream and the vigil. They created Nevermorph. Trapped in the arks of the Nudrackar in a time beyond time they dreamed, they dreamed of a destination and a purgatory, and as such they must pay now, knowingly for their sins.

    Relations:
    Nudrackar: The Ilirin resent the Nudrackar but do not fault them, the young consider celebration too mandatory to actually blame anyone and the elders know that the Nudrackar are just another figment of their dream.
    Caliban: The Ilirin are wary of the Caliban they are the most capable in the spirit ways and their sages are somewhat capable at dealing with the dream. Surprisingly the skepticism is what has given place for the Caliban sages in the first place, for they were children that showed talent in the dream but weren't taken by the Ilirin.
    Nalan: The Ilirin have an admiration for the Nalan although their ways are extremely different and they aren't much capable when it comes to dealing with the Dream their general agnosticism has made the nightmares around them be much tamer than they would otherwise be. As such many Ilirin associate themselves with the Nalan when possible.
    Nouldeth: The Ilirin share their desire for knowledge with their Nouldeth cousin, but they have strictly different approaches. While the Nouldeth focus on Nevermorph and the lost technologies of the Seldar the Ilirin roam in the dream. While the Nouldeth look at the influences that the world has in the individual the Ilirin attempt to influence the dream by their own self emotions and desires.

    Alignment and Religion: Young Ilirin tend strongly towards the red alignment and as they grow older they start to show more and more traces of blue alignment. As such most Ilirin communities are red/blue and a large portion of the Ilirin shift between those two alignment.
    The Ilirin have a rich and complex religion myth, known as the Dreaming. According to Ilirin legends the plane was created by distantly ancient and strong travelers that moved across and empty and featureless land. Things existed before the dreaming but were bland and forgettable. It was through the dreaming that things came to be. This myth continues in the present day, Ilirin are convinced that everything exists in the Dream before it becomes a reality.

    Adventurers: Most Ilirin are driven by the desire of individuality and the desire of knowledge, as such a life of adventuring comes easily to them. Also several elder Ilirin have a knack for oneiromancy and as such sometimes the young Ilirin need to adventure regardless of their inclinations.

    Nouldeth
    To your untrained eyes, it may look as though mankind is making a comeback. In the NCR, you have something that resembles a nation state. Savage as it is, in Caesar's Legion, you have an organized society. But neither of these offer a future. They're regurgitations of the past.
    Robert House (Fallout New Vegas)

    Finally the Nouldeth are those who were used to power the arks, but weren't recovered at first. Their arks got lost in Nevermorph, and everyone inside them died, except the Nouldeth who weren't really sentient at the time. They are kind of secluded and tech savvy as they still remember when they got in the ark forced by the Elves. They are green/blue.

    Organizations


    Speakers of the Above
    What is your Duty? To serve Emperor's Will.
    What is Emperor's Will? That we fight and die.
    What is Death? It is our duty.
    Litany of the space marines (WH 40K)

    They are white / blue.

    True Seldar
    For two hundred years, Unitology has sought the truth. When Michael Altman spread his word, few people believed him. The government tried to discredit him! And when that didn't work, they killed him and said it was an accident! But we also know he was telling the truth! For two centuries, we and our forefathers kept the faith and our belief in his words. Now finally we have proof - that we have been right all along. You've all seen the vidlogs by now, you all know what they found out there. Here on this very planet, we found - Another Marker!
    Deakin Abbott (Dead Space)

    They are white / green.

    Reclaimers
    Who can doubt that gunpowder against the infidels is incense for the Lord?
    Gonzalo Fernández de Oviedo (General and Natural History of the Indies)

    They are green / red.

    Providers
    Whenever anyone wants others to do their work, they call upon their altruism. 'Never mind your own needs', they say, 'think of the needs of...' whoever. The state, the poor, the army, of the king, of God. How many catastrophes were launched with the words: 'Think of yourself'? It's the King and Country crowd who light the torch of destruction. It is this great inversion - this ancient lie - which has chained humanity to an endless cycle of guilt and failure.
    Andrew Ryan (Bioshock)

    They are black / blue.

    Procurators
    Gentlemen, all I ask for is war. A war so grand as to make Hell itself tremble. Gentlemen, I ask you as fellow brothers in arms, what is it you really want? Do you wish for further war as I do? Do you wish for a merciless, bloody war? A war whose fury is built with iron, and lightning, and fire? Do you ask for war to sweep in like a tempest, leaving not even ravens to scavenge from this Earth?!
    Major Montana Max (Hellsing)

    They are black / red.
    Last edited by thethird; 2013-12-16 at 09:35 PM.
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Fauna, flora and technology are probably going to be here.
    Last edited by thethird; 2013-12-14 at 08:50 PM.
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Here I will list some notorious settlements:

    Talts'qar
    Sehen Sie mich! Sehen Sie mich! Das Monstrum in meinem Selbst ist so gross Geworden!

    Monster

    Many monsters roam the land of Nevermorph but Talts'qar was by far the largest, each step made the ground clamor, trees crushed at its path, and the stars effaced on its shadow. Talts'qar was a creature of many myths and many legends. Some Nalan believed that it was a dragon, one of those creatures from before the Calamity that had somehow survived, trapped in Nevermorph. Most Caliban believed that it was the spirit of the land, roaming free on a continuous hungry rampage. The Ilirin could hear the insatiable roar even in their dream and believed that the beast was a creature that could transcend reality itself. The Nouldeth feared that it was Nevermorph itself, angered for the uninvited guests. And the Nudrackar remained silent, responding to the threat with orbit bombardment.
    The elven attack destroyed forests and flatted mountains but the beast keep standing healing at an alarmingly fast rate, seemingly nothing was to contain it. The attack had only made the monster more hungry. And he retaliated scores of Seldar settlements were lost in the furious wake of the beast. Facing this threat, much larger than their might, the Seldar united. The Nalan formed lines of tight and ordered infantry, holding spikes like porcupines. The Caliban gave large ranks of wild cavalry and scores of beasts. The Nouldeth posed besides contraptions of magic and technology, capable of blasting and scouring the land. The Ilirin conjured powerful spells from the Dream and guided their cousins into battle.
    That battle was one of the few moment in which they acted united, fighting a common enemy with strength and purpose. And even if the monster hunger was great the combined might of the Seldar was greater. Eventually the monster known as Talts'qar was taken down. But the powerful healing that had sustained the beast keep going, kicking in and making it difficult to contain. Slaying the creature was beyond the Seldar power who decided to chain it and contain it. Again the collaboration ensued and the Nouldeth forged chains from the fallen arcs, while the Ilirin knotted them on the Dream. The Nalan and the Caliban kept chopping the creature, to maintain its strength in check while its chaining took place.
    A fortress and soon a city raised around the creature, to watch over it. Every day Nalar watchers would fight against its tender parts to keep it weakened in case of escape. Soon no other Seldar tolerated the city for long, dealing with the stench of the creature or its angry cries that trespassed unto the dream itself.
    The creatures blood has pooled in the ground beneath itself flowing like a sanguine river and muddling the area around it into a darkened swamp. Vegetation seems to grow higher and more bountiful in the area, as it is powered by the beast essence. The creatures gory parts have also proved valuable, and bones, meat and sinew have seen markets arise, being built into the Seldar society.
    The Caliban never ones to disregard the strength of an enemy have gotten used to consume its flesh. Several methods of preparation exists, ranging from a brownish mixture of blood, sweat and grain; to a fine delicacy cuts. The Nouldeth have delved powerful technomagic on the chipped bones of the creature and value the white material for their rituals and totems. The Ilirin are the ones that have the least to do with Talts'qar for the screams which at other times were of instantiated hunger have taken a twist of pain, and seem to transfuse strongly in the dream.
    Talts'qar is also a common source for all the waste generated around it, the creature can consume anything and it seems to do so with hungry delight. It's been theorized that if the creature ceases to feed it might cease to regenerate, and the Seldar have grown dependent upon it, so it is normal to pay tribute to Talts'qar.
    Last edited by thethird; 2013-12-15 at 07:57 PM.
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Empty post make me feel bad... I hopefully will fill this.
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Seriously if I write enough to fill more than 6 posts its because I'm getting amazing support from the playground, by then I'll eat my shoe.or rename a cake "my shoe" and eat it in celebration
    Feel free to post.
    Last edited by thethird; 2013-12-13 at 10:38 PM.
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Quote Originally Posted by thethird View Post
    Seriously if I write enough to fill more than 6 posts its because I'm getting amazing support from the playground, by then I'll eat my shoe.or rename a cake "my shoe" and eat it in celebration
    Feel free to post.
    No, it has to be a physical shoe and I have some old military boots for you to chew on if you're interesting.

    What classes are allowed in the base campaign setting? It feels that you can't really go wrong with some underpowered PrC and low level Gramarist, if this is indeed a Gramarie campaign.

    EDIT: Do you plan to make custom races or use existing ones and implement them into the campaign world.
    Last edited by Arcanist; 2013-12-13 at 11:06 PM.
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Cora only has one r. I'll give a proper response in a bit *Hugs pillow*
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Quote Originally Posted by Arcanist View Post
    EDIT: Do you plan to make custom races or use existing ones and implement them into the campaign world.
    He has a few Elf races, to quote him "Power Elves Rule!"
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Quote Originally Posted by Arcanist View Post
    No, it has to be a physical shoe and I have some old military boots for you to chew on if you're interesting.

    What classes are allowed in the base campaign setting? It feels that you can't really go wrong with some underpowered PrC and low level Gramarist, if this is indeed a Gramarie campaign.
    That doesn't sound tasteful

    Personally I'm thinking of relatively high power classes that strive from homebrew, more than using the vanilla ones (except for the elves, who should use old magic and stuff to differentiate themselves).

    I will also not advise to have a gramarie game unless everyone is going with gramarie, and let gramarie to the NPCs and in the hands of the DM. The setting can support that kind of game, but it can morph it too fast if taken to high level.

    Personally I would recommend Xefas Mythos classes, the Evolutionist by Draken, the Ozodrin by Owrtho, the Swarmlord by Lix Lorn, the Savage by Grod the Giant, the Machinist by Jiriku, the Xenoalchemy classes by Kellus, the engineer by Lappy9000, the Iron Man by ErrantX, the Synthevolver by Sirpercival, the Machine Mistress by Oslecamo... and an etcetera. Over all I would like to have a fight of nature (even if "nature" is an eldritch abomination) against machine, of order against chaos, more than good against evil. Both Nevermorph and its inhabitants have different objectives and different ways of reaching them. I think this classes are powerful and flavorful, while allowing some ground for the prospective DM to challenge the players with fun games.

    After all, the most interesting superman stories are those in which he can't defeat the villain with his fists.

    Quote Originally Posted by Arcanist View Post
    EDIT: Do you plan to make custom races or use existing ones and implement them into the campaign world.
    Quote Originally Posted by Milo v3 View Post
    He has a few Elf races, to quote him "Power Elves Rule!"
    Yep, I'm going to make 5 actually.

    -Elves: Are going to be pre calamity elves, but they are really old and frail, their existence outside the timestream has changed and warped them slightly, although they don't tell that to themselves. They should not be played by players, keeping themselves to their own arc and interacting with the Nevermorphers by proxy, of course a political intrigue game with Elves should be doable. Since you like Fallout this are the Enclave
    -Nalan: Are the basic Nevermorphers, they were born after the Calamity and were on the losing end of war with the other races. They were the ones that awakened the elves and were tricked into getting to Nevermorph, the other races are an offshoot of this one. Think basic "human".
    -Caliban: Are the Nevermorphers who entered in contact with Nevermorph more deeply upon arrival. When they did the land was still tame and half asleep so they got some practice and warm up. Although power can corrupt they control theirs pretty well. Caliban is not an elven world and they don't know why they name themselves that way it just sounds right. (Caliban are those touched by the dark powers in ravenloft)
    -Ilirin: The Ilirin aren't exactly there, they are and they are not, they are an offshoot of the Nalan who was trapped into the arcs, in estasis as their arcs were swallowed by Nevermorph, they are some sort of sentient imachinary illusions. They exist both in Nevermorph and their own coterminous plane of existence, unfortunately magic can cause a sensory mismatch to them and they don't know if restarting would be possible.
    -Nouldeth: Finally the Nouldeth are those who were used to power the arcs, but weren't recovered at first. Their arcs got lost in Nevermorph, and everyone inside them died, except the Nouldeth who weren't really sentient at the time. They are kind of secluded and tech savvy as they still remember when they got in the arc forced by the Elves. This are the power elves.

    Quote Originally Posted by Milo v3 View Post
    Cora only has one r. I'll give a proper response in a bit *Hugs pillow*
    Corrected, thank you.
    Last edited by thethird; 2013-12-13 at 11:35 PM.
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Quote Originally Posted by thethird View Post
    Nevermorph
    Some of you might we aware of Milo's Fractured Horizon's setting. It is a great idea, and it has sprung several things Nevermorph only one among many.
    I'm gonna have to make sure that link is outdated soon...

    How does Nevermorph tie with Fractured Horizons?
    You should probably state how Seldar/Nevermorph is a plane in Fractured Horizons, just because it isn't specifically stated. Technically, u might also want to say that it doesn't merge with other planes and doesn't move around. That's a detail of FH but not in Nevermorph so it isn't directly necessary but it's an exception which I will be stating in FH.

    This unsettled them ancient as their were much past their prime.
    This unsettled them, ancient as they are, they were much past their prime?

    With this the Nouldeth took a decision, they devised necromantic artifacts capable of binding the souls, their souls would be kept and preserved stored in gemstones.
    Make sure u stat these

    And I think there was a "that that" somewhere...

    But anywhere, like it. Just a few things about FH first that I planned and hope r ok with (if not modifications can be made to either setting):
    • The Wizard class isn't allowed for anyone but Fractured Dragons.
    • Sorcerer class was planned to be only able to be obtained by those who drink Dragon blood (see the outdated FH thread for the general idea).
    • Outsiders in FH r the avatars of a plane. Each plane gets one, and each is unique. When they die there souls go to their plane, and they are recreated but with only some of the memories of the previous one and are reset to their creature entries HD and stats. (I hope that made sense).
      • So basically Nevermorph gets a body... wonder if it'd refer to itself as Seldar or Nevermorph....
    • When a creature dies on a plane (rather than in the void), there soul slowly drifts to the outsider of the plane, and then pass onto an afterlife dependent on the outsiders faction. It sounds like Nevermorph would be it's own faction so u can have it do whatever u want it with the souls and still have it fit the afterlife rules of FH.
    • Class restrictions don't apply to creatures from Pre-Calamity campaigns, thus the elves could have wizard and sorcerer as much as they want.
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    Default Re: Nevermorph: Mites in an eldritch abomination from before time [WIP; PEACH]

    Quote Originally Posted by Milo v3 View Post
    I'm gonna have to make sure that link is outdated soon...
    Quote Originally Posted by Milo v3 View Post
    You should probably state how Seldar/Nevermorph is a plane in Fractured Horizons, just because it isn't specifically stated. Technically, u might also want to say that it doesn't merge with other planes and doesn't move around. That's a detail of FH but not in Nevermorph so it isn't directly necessary but it's an exception which I will be stating in FH.
    Nevermorph can move around no trouble.

    Quote Originally Posted by Milo v3 View Post
    Make sure u stat these
    I will this will be Nevermorphers (Seldars) main way of keeping the souls to themselves instead of getting them sent to Nevermorph.

    Quote Originally Posted by Milo v3 View Post
    But anywhere, like it. Just a few things about FH first that I planned and hope r ok with (if not modifications can be made to either setting):
    • The Wizard class isn't allowed for anyone but Fractured Dragons. Cool
    • Sorcerer class was planned to be only able to be obtained by those who drink Dragon blood (see the outdated FH thread for the general idea). Again, cool, there shouldn't be "true dragons" in Nevermorph, though.
    • Outsiders in FH r the avatars of a plane. Each plane gets one, and each is unique. When they die there souls go to their plane, and they are recreated but with only some of the memories of the previous one and are reset to their creature entries HD and stats. (I hope that made sense).
      • So basically Nevermorph gets a body... wonder if it'd refer to itself as Seldar or Nevermorph....
      Probably it won't refer to itself in anyway and be more of a gestalt consciousness of the different dark powers. Other than those aren't there outsiders at all?
    • When a creature dies on a plane (rather than in the void), there soul slowly drifts to the outsider of the plane, and then pass onto an afterlife dependent on the outsiders faction. It sounds like Nevermorph would be it's own faction so u can have it do whatever u want it with the souls and still have it fit the afterlife rules of FH. Nevermorph will raise the dead as morphed, the Nevermorphers will attempt really hard to avoid this success with soul trapping gems though
    • Class restrictions don't apply to creatures from Pre-Calamity campaigns, thus the elves could have wizard and sorcerer as much as they want.
    They should have some wizards, archivists, erudites, those kind of t1 classes
    I guess my biggest question is the outsider thingie. And can there be draconic creatures that are not true dragons but have the dragon type? If so can the blood of those creatures cause sorcery?
    Thanks a lot Gengy for the awesome... just a sec... avatar. :)

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