Crucible

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The first Orcs wandered through the wilderness, foraging. As the elder gods began to take more notice of them, and newborn elves began raiding their bands, orcs cut their way to some defensible real estate and began agriculture, in order to maintain a dedicated warrior caste. These warriors allowed the orcs to define boundaries of what was to become the first orcish nation, and begin a maintained effort of kicking the elves out, along with any elder beings.<br>
The first Orcs wandered through the wilderness, foraging. As the elder gods began to take more notice of them, and newborn elves began raiding their bands, orcs cut their way to some defensible real estate and began agriculture, in order to maintain a dedicated warrior caste. These warriors allowed the orcs to define boundaries of what was to become the first orcish nation, and begin a maintained effort of kicking the elves out, along with any elder beings.<br>
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While purging elves, orcs discovered kobold settlements. After the first few defeats by superior weaponry and tactics, orcs realized that they were up against an organized foe, and began trading with the kobolds instead. They developed ships in order to find new things that the kobolds did not have.<br>
While purging elves, orcs discovered kobold settlements. After the first few defeats by superior weaponry and tactics, orcs realized that they were up against an organized foe, and began trading with the kobolds instead. They developed ships in order to find new things that the kobolds did not have.<br>
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At this point, enough wandering elves got together and realized that to survive, they would have to do a better job of this whole thing. They organized attacks on orcish patrols, stole their weapons and began a guerrilla campaign that forced the orcs to pull back in key areas as protecting them from the elves became too much of a chore. Some of the elves made peaceful contact with orc traders, gaining access to pigments and clays that they immediately began employing in crafts, which were also valuable to the kobolds. Because elves have very loose ideas of territory, they often just left these things around, and kobolds interpreted that as offers to trade. Some elves made a game of it, seeing what they could get back, and so now it is well known that if you find random crafts in the woods, take them and put something in their place, because an elf put it there to trade.<br>
At this point, enough wandering elves got together and realized that to survive, they would have to do a better job of this whole thing. They organized attacks on orcish patrols, stole their weapons and began a guerrilla campaign that forced the orcs to pull back in key areas as protecting them from the elves became too much of a chore. Some of the elves made peaceful contact with orc traders, gaining access to pigments and clays that they immediately began employing in crafts, which were also valuable to the kobolds. Because elves have very loose ideas of territory, they often just left these things around, and kobolds interpreted that as offers to trade. Some elves made a game of it, seeing what they could get back, and so now it is well known that if you find random crafts in the woods, take them and put something in their place, because an elf put it there to trade.<br>
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As the humans began appearing, they did not have the community to resist either the orcish territoriality or the elven raiding. Survivors that managed to band together and formed clans turned nomadic, following wildlife away from known territories. On the fringes, they discovered the gnomes, who were beginning to appear. With their help, the humans gained enough of a respite from the hazards of the wild to pitch fledgling cities that were able to check orcish and elven expansion when it reaches that far. The gnomes helped broker a peace, and through these negotiations penetrated into the societies of the other races.<br>
As the humans began appearing, they did not have the community to resist either the orcish territoriality or the elven raiding. Survivors that managed to band together and formed clans turned nomadic, following wildlife away from known territories. On the fringes, they discovered the gnomes, who were beginning to appear. With their help, the humans gained enough of a respite from the hazards of the wild to pitch fledgling cities that were able to check orcish and elven expansion when it reaches that far. The gnomes helped broker a peace, and through these negotiations penetrated into the societies of the other races.<br>
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The dwarves came in at an era of stability, and so avoided being destroyed by either the elder beings or warriors of other races. They took the land nobody else wanted and made it livable, and their technology made it possible to defend it with relatively small numbers. Dwarves are not well liked by other races because they tend to provoke the wrath of the elder beings more often than anyone else, but their technology makes them indispensable.
The dwarves came in at an era of stability, and so avoided being destroyed by either the elder beings or warriors of other races. They took the land nobody else wanted and made it livable, and their technology made it possible to defend it with relatively small numbers. Dwarves are not well liked by other races because they tend to provoke the wrath of the elder beings more often than anyone else, but their technology makes them indispensable.
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=Races=
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=Kinds of Beings=
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In addition to the racial modifiers listed below, all of the standard races receive a +2 and -2 to any ability score, as well as a +2 bonus to two skills of their choice.
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==Primordials==
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Before the physical world coalesced, there was still a world - a void of swirling energies that some believe still exists beyond the edge of physical space. Primordials are the beings left over from that time: semi-distinct creatures that are more like forces of nature than they are physical beings. While primordials are rarely self-aware enough to notice mortals, those that perceive them are almost all malevolent or cause damage through their indifference. Few primordials can be communicated with, and fewer still care to listen.
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===Weather===
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The various forces that result in weather phenomena are attributable to either primordials or gods that have seized those primordials' portfolios. This means that, in theory, you could shank a tornado to death.
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===Elementals===
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Elementals are the least of the true primordials, because they must bear the extra burden of existing in a corporeal form. They are a good example of how all primordials treat mortal races - a fire elemental will walk through you rather than around you not because it wishes you harm, but because it doesn't care that you are in the way.
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===Dragons===
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Though these majestic creatures are few in number, they have grown only more powerful with age. Who knows what the limit of their power is? Dragons are all prideful and greedy creatures that covet gold and jewels but have no means to mine them. Some raid dwarven and kobold settlements, while others take communities - mostly human - under their wing in exchange for tithes. Kobold lore holds that kobolds once served under dragons, but broke free, and now kobold patriarchs are believed to possess dragon-like power.
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===Outsiders===
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Factions of primordials have clashed since before the mortal races existed. Once the mortals entered the picture, some of these beings realized that hopes, dreams, and ideals all have power, and through tapping into that power, took upon a more defined physical form. These beings tend to focus on a specific feeling or emotion and then fan it, but an angel giving hope to a beleaguered people is only doing it to create more power for itself. Outsiders are at odds with most primordial beings, whose very existence is inimical to mortal life.
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===Fey===
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Fey are primordials of nature, corrupted by mortal anthropomorphization of it. Though their physical forms are altered as a result, the thought process of a true fey is more akin to that of a gust of wind or crashing wave than it is to a humanoid being.
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==Gods==
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Gods are creatures that combine the powers of mortal belief and primordial portfolios over the order of things.
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===Major Gods===
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Major gods command one or more major portfolios such as Life or War or Fire, which can grant them vast powers comparable to mighty primordials. Because only one god may possess a major portfolio at a time, they often fight among themselves for portfolio control.
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===Minor Gods===
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Any god without a major portfolio is a minor god. Minor gods possess the power of a lesser primordial, which allows them local dominance over a particular aspect of existence. Minor gods of the same portfolio tend to feud with one another, as possessing enough instances of a single minor portfolio has in the past allowed a minor god to create an entirely new major portfolio.
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==Mortal Races==
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Mortal races are only about 200 years old, a novelty on the cosmic scale.
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===Major Races===
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The major races are those that have appeared or grown into large enough numbers to decisively control vast territory and purge it of primordial influence, instating their own gods in its place. In addition to the racial modifiers listed below, these races receive a +2 and -2 to any ability score, as well as a +2 bonus to two skills of their choice.
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====Orcs====
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[[Crucible:Orcs|Main Article]]
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==Orcs==
 
First-born of the races, with not-quite-right proportions that bestow tremendous strength upon them, at the cost of a shorter life span than other races. Orcs are intrepid explorers that retain a wanderlust true to their savage origins, and make masterful sailors, skilled traders, and fearsome warlords. Basically, vikings. Orcs have low-light vision, and receive +2 to Strength.
First-born of the races, with not-quite-right proportions that bestow tremendous strength upon them, at the cost of a shorter life span than other races. Orcs are intrepid explorers that retain a wanderlust true to their savage origins, and make masterful sailors, skilled traders, and fearsome warlords. Basically, vikings. Orcs have low-light vision, and receive +2 to Strength.
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==Elves==
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====Elves====
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[[Crucible:Elves|Main Article]]
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Among the first-born as well, elves are spontaneously brought into the world as savage creatures, and slowly gain sentience through learning as they claw their way through life. Because they do not need to procreate or feed, elves rarely form cities, and devote much of their lives to hedonistic or introspective activities. Elves receive +2 to Wisdom and possess low-light vision.
Among the first-born as well, elves are spontaneously brought into the world as savage creatures, and slowly gain sentience through learning as they claw their way through life. Because they do not need to procreate or feed, elves rarely form cities, and devote much of their lives to hedonistic or introspective activities. Elves receive +2 to Wisdom and possess low-light vision.
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==Kobolds==
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====Kobolds====
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[[Crucible:Kobolds|Main Article]]
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It isn't certain when kobolds entered the picture, because they tend to stay away from the business of other races. The kobolds that are seen travelling are usually not doing so by choice. Kobolds have a vicious streak that manifests in their advanced weaponry. They are Small, gain +2 to Dexterity and possess Darkvision out to 60 feet.
It isn't certain when kobolds entered the picture, because they tend to stay away from the business of other races. The kobolds that are seen travelling are usually not doing so by choice. Kobolds have a vicious streak that manifests in their advanced weaponry. They are Small, gain +2 to Dexterity and possess Darkvision out to 60 feet.
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==Humans==
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====Humans====
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[[Crucible:Humans|Main Article]]
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Latecomers to the civilization party, humans are pragmatic no-nonsense survivalists by necessity, thrust as they were into a world already ruled by others and pushed to its edges to make a place for themselves. Like gnomes, they prefer to reside in communities of other races. Humans gain +2 Constitution.
Latecomers to the civilization party, humans are pragmatic no-nonsense survivalists by necessity, thrust as they were into a world already ruled by others and pushed to its edges to make a place for themselves. Like gnomes, they prefer to reside in communities of other races. Humans gain +2 Constitution.
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==Gnomes==
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====Gnomes====
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[[Crucible:Gnomes|Main Article]]
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Fey that made the conscious transition into the mortal realm, gnomes rarely form their own societies, but often make up a significant part of a dwarven, orcish or kobold city. They often serve as ambassadors between races, and between the two sides of the greater conflict of the world. Like elves, they are immortal. Gnomes are Small and have +2 to Charisma.
Fey that made the conscious transition into the mortal realm, gnomes rarely form their own societies, but often make up a significant part of a dwarven, orcish or kobold city. They often serve as ambassadors between races, and between the two sides of the greater conflict of the world. Like elves, they are immortal. Gnomes are Small and have +2 to Charisma.
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==Dwarves==
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====Dwarves====
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[[Crucible:Dwarves|Main Article]]
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The latest races to come into being, dwarves are methodical to a fault. They have carved out a niche for themselves with superior technology that brings life to barren lands, but their enmity with elder beings, combined with their natural pensiveness, prevents them from expanding too far. Dwarves gain Darkvision out to 60 feet and +2 to Intelligence.
The latest races to come into being, dwarves are methodical to a fault. They have carved out a niche for themselves with superior technology that brings life to barren lands, but their enmity with elder beings, combined with their natural pensiveness, prevents them from expanding too far. Dwarves gain Darkvision out to 60 feet and +2 to Intelligence.
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==Other Races==
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===Other Races===
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Plenty of races have come into being, but unlike the six, they have failed to thrive. They tend to live around the frontiers of civilized expansion, supplementing their hunting and gathering with raids on farms and towns when truly desperate. Rare individuals integrate into frontier societies, but almost never delve deeper into colonized lands. Perhaps the best-known are giants, who often clash with human and orcish island colonies in the north, and goblins, infesting the mountains to the south and coming into conflict with dwarven and kobold expansion, as well as rare elvish explorers. Many giants and goblins have at least one member of the tribe that speaks the common tongue, and can serve as invaluable guides through savage and perilous lands.
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Plenty of races have come into being, but unlike the six, they have failed to thrive. They tend to live around the frontiers of civilized expansion, supplementing their hunting and gathering with raids on farms and towns when truly desperate. Rare individuals integrate into frontier societies, but almost never delve deeper into colonized lands.  
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====Giants====
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Giants are perhaps the best-known of the minor races. They inhabit the north continent, and often come in contact with humans and orcs. While they treat the orcs somewhat kindly, seeing them as annoying younger siblings, they are incredibly hostile towards humans. Due to their large size, it is difficult for giants to raid their island colonies, but many of them simply grab an oak tree and rely on its buoyancy and the currents to get them where they need to go. Giants have their own tongue, but a rare few speak Orc as well.
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====Goblins====
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Goblins infest the mountains to the south of kobold and dwarven lands. They are mostly a cave-dwelling, bronze age culture. Physically weak and hated by their neighbours, goblins survive by stealth and scavenging. Some goblins teach themselves the common tongue and attempt to communicate with adventurers, offering to guide them through the frontier lands in exchange for money and goods. The more desperate goblins will turn on adventurers that refuse, either trying to steal something or attacking them outright.
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====Sahuagin====
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Sahuagin are tyrants of the Inner Sea, raiding human and orc colonies and shipping. They often use captive merrows as dumb muscle to attack especially well guarded vessels. While nobody knows what they do with the treasure, they usually eat everyone on a captured ship.
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====Undead====
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Life is young, and so is death, and sometimes they screw up. Undead can appear spontaneously, and there is no special stigma against them. People still don't like vampires, but that is because they drink blood and not because they don't have a pulse.
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====Constructs====
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In a world teeming with spontaneously generating life, it is very appealing to try and make some yourself. Some dwarven inventors, usually teamed up with gnomes, attempt to craft hominid bodies from artificial materials and then imbue them with life, and sometimes the result doesn't blow up.
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=Political Geography=
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[[Crucible:Nations|Main Article]]
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=New Content=
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[[Crucible:New Content|New Content]]

Current revision as of 06:14, 24 February 2013

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