First: I might be posting this in the wrong forum, since it's a pitch that relies on Bestiary fluff, and I'm not sure if it goes here or in Homebrew.
I'm getting into 2E, and I have an idea for an all-tiefling game-specifically Beastbrood, the rakshasa-blooded. Namely, that by RAW, it's impossible for a Beastbrood to be genetically descended from a rakshasa, the child of one of the animal-headed megalomaniacs is automatically a reincarnation of, and thus a full fledged rakshasa herself. So, I had the idea that Beastbroods are the reincarnations of rakshasas who have grown jaded and disillusioned with their own lifestyle and reincarnate back into the normal karmic wheel as tieflings who will move onto the Boneyard after they die, like any other mortal. The idea being that the players are a group of Beastbroods who recognize each other from past life memories as fellows who also got sick of the whole thing and then also that there's a conspiracy they once helped run afoot. Focuses partly on intrigue, partly on coming to terms with having been a real jerk for a really long time.
I'm wondering how I would represent that with Ancestries before the Advanced Player's Guide comes out, and more pertinently, how to represent the effects of their past lives on them. Obviously the primary antagonists are earthbound evils whose regrets are limited at most to what they had for breakfast, but I'm thinking some of them were actually friends and allies of the PCs previous selves, and naturally there's still a lot of bad blood from victims. I wonder how that would manifest, and if the PCs should define who their rakshasa selves were before starting the game.
First of all, I don't have the 2E book, so I don't know if it's explicitly forbidden. But given how there's an NG paladin (or more accurately, a paladin is the Lawful iteration of a Good class of holy knights in big armor), but I love off-beat characters, and given how Old Two-Face still has NG as an allowed alignment going by his Archives, I was wondering if he might have some decidedly more martial goody-two-shoes followers.
And if so, how they'd function in daily life going by how his personal tenets are "if magic, then use."
It's fair to say the Starstone is now even more of a centepiece given how it's become a great Drift lighthouse.
Of course, given how it's at the heart of a space station, I wonder; is it still possible to use it and become a god? And if so, is there still a gauntlet of security to get past before hitting the Divine Power Now Please Button?
Essentially, I want my first character or major friendly NPC to be an LG AbadarCorp merchant who's secretly rather radical on the whole "slavery is not good for business" thing. As in, financial backer of the AAF levels of radical, because he thinks the self-destruct of any society that depneds on slavery is really increasing levels of civilization in the universe, such is his contempt for the whole institution. Which is why he's Good, but it's still somewhat heretical to say anarchy in certain contexts is good, and he knows it.
So, I was wondering-what are some ways he could use his sway to make the life of slavers miserable and their enemies a manadtory vacation week?
First of all-I have no idea what I'm doing, so expect imbalance.
Cabal 6 HP
The Cabal are Large humanoids with the Cabal subtype.
+2 Strength, +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Dexterity: The Cabal is both highly intelligent and physically powerful, but they are almost completely incapable of introspection or changing their minds and their frames make them somewhat slower than smaller races (not helped by their need for enviro-suits).
Not Your Air: The Cabal's homeworld, and the ones they have terraformed, has air components most races would find toxic but is necessary for the Cabal to breathe easily. They must make a Fortitude save for every full hour of breathing oxygen without a filter or become sick, contracting a disease with physical symptoms that they may only save against in an environ with their natural air (which can be inside of an enviro-suit).
Strategic Masterminds: Cabal spend much of their time analyzing potential plans, contingencies, and stratagems for any battlefield situation. They have a +2 racial bonus to all Skill rolls made to construct or adjust a battle plan or analyze and exploit strengths and weaknesses in enemies they have encountered before or have had the opportunity to study (about a day's research on valid intelligence).
No Word for Retreat: It's not realistically true (the Cabal language does have words for "cut losses" and "losing more than we gain"), but that should tell you how bloody-minded and determined the Cabal are. They have a +2 racial bonus to resist fear.
For those of you who don't know, The Nightmares Underneath (link goes to the free version) is an OSR game where you play as the defenders of a 1001 Nights-esque collection of sultanates menaced by a plane made of living nightmares. The Nightmare Realm manifests, largely, as dungeons-or to be more accurate, its servants steal items that are charged with emotion and use them as the focuses of dimensional breaches that forcefully blend it, the material world, and pretty much every other plane it can think of as dungeon complexes, which its inhabitants can then enter and direct attacks on humanity from (said blending also rudely rips a bunch of monsters from their own worlds and blackmails them into serving the nightmares, and there's no shortage of malcontents who think the Kingdoms of Dream deserve menacing).
Adventurers are those brave, poor souls who are somehow resistant to possession by minor nightmares, and thus can reasonably expect to enter the dungeons and come out sane or not utterly inhuman. The Kingdoms attract them with promises of both whatever they can pay and the ability to keep whatever focus they find (because it's generally very valuable items that have enough emotional baggage to serve as focuses). But it's a race against time; from the instant the nightmares successfully create a Lair complex, they set about finding new focuses to expand and upgrade it, and drum up ever more lethal hordes of monsters-eventually, opposing a full offensive by the dark realm is utterly hopeless.
That sounds like a wonderful starting-off point for a game. To begin with, I'll start with the traits of a nightmare incursion:
Nightmare Incursion
Alignment Varies (see Crown of Fears)
Normal Gravity
Finite (But see Growing Terror)
Special Morphic Traits (See Lairs)
Coterminous With Material Plane (See also Unclean Blending)
Special Traits:
Lairs: A Nightmare Incursion is not a true demiplane, but a forced merging of several planes, held together by species of nightmare creature-one race of horrors per focus. For every Focus an Incursion has, it possesses a wing 3d10 cubic yards wide, each customized to fit the desires of its ruling crown. Each wing is often unique, and the very nature of an Incursion's existence as a chaotic blending of worlds, there is absolutely no limit to the amount of variation or mystical features a Lair can have beyond the power of its masters. Some are even transposed over the surface world, creating such sights as waterfalls pouring out of cracks in the sky or glaciers in the desert.
Focus: As a plane of thoughts, the nightmare's world is not stable. That goes double for the forced merging of worlds it embodies. It needs an anchor, or several, to prevent the very fabric of its existence ripping apart and sending the creatures of nightmares screaming into the void. Focuses are the solution-every Lair has one item that must never be removed from its area lest the very existence of that Lair is shattered. The instant someone with hostile intent towards the Lair touches the focus, the Crown becomes aware and [rules about finding the interloper easier here]. Should the focus leave the Lair's radius, however, the Lair begins to fall apart; the Crown is instantly banished, all hazards and traps stop functioning in any harmful way, and the Lair will dissipate into nothingness as soon as all living non-natives to the nightmare world who would be endangered by its closing are gone (eg, if Material Plane natives are actually in a deeper Lair and must go through the first to get home). Yes, this does mean that, if deeper Lairs with more potent Crowns have all entrance Lairs sealed, they will not be able to access the Material Plane. Unfortunately, the surviving Lairs exist as a demiplane in the nightmare world and can be reconnected with ritual, fear, and dark magic to build a new entry Lair.
Crown of Fears: [Working-every Lair has one species of nightmare that guards it, they spawn more of themselves to ambush adventurers if they make a ruckus, the Lair has a mild tendency towards the Crown's alignment].
Growing Terror: [Nightmares can steal more focuses to grow the incursion by adding new Lairs, and gradually upgrade their existing Lairs to be deadlier and more challenging]
Unclean Blending: [If it fits the theme of their particular phobia, Crowns can forcefully summon any monster or humanoid from any plane to guard their Lair and be their army, although the monsters aren't happy about it and many can be negotiated with]
Putting it here since there are no rules I'm thinking of, but if it needs to be in Homebrew, I'll asl it to be moved.
Anyway, I just got Horror Adventures and Horror Realms to prep for the Strange Aeons AP, and I must say, I love the varied types of Corruption and how it manifests.
So, I decided to brainstorm some more, and invite others to offer their own!
Here's three, two original to Pathfinder and one ported from the Chronicles of Darkness:
1. Vassalage of the Black: Good news; your brain was somehow salvaged from that brain collector, or maybe you escaped at the last minute. Bad news; some of its genetic programming to serve the cause of its alien masters and its worship of annihilation came with you. You are a natural fleshcrafter from the stores of biochemical lore the Dominion of the Black have accumulated over the millennia, and you possess an incredible amount of scientific knowledge that lends well to dealing with the hostile environs of alien worlds and the Dark Tapestry between them, but the program to corrupt and conquer is part and parcel with it. Whenever you see an opportunity to run one of the Dominion's inhuman experiments and advance its knowledge, the program orders you-and the more times you succumb, the more you become something as alien, cold, and ruthless as any neh-thagglu.
2. Maelstorm Ascension: Well, at least you aren't developing an evil alignment. Some glitch in a protean's warpwave has cursed/blessed you with the primordial essence of the Speakers of the Depths. Apparently viewing you as specially gifted, they've begun to transform/revert your soul to that of a protean yourself. You have developed the same ever-changing anatomy as the Serpents of Change, as well as their unpredictable powers to destabilize reality, but your newfound protean instincts craves the ever-shifting Maelstorm that was before the gods apparently decided they knew better than the natural order; whenever you see a shrine dedicated to a lawful deity, your serpent-soul screams and drives you to punish the interloper. And with the breaking of order comes the breaking of inertia that prevents your final apotheosis...
3. Machine Catechumen (Special crosssover edition!): You've been marked by the arcane sciences of a mechanical, amoral god. Or possibly a machine that does an adequate simulation of a god. In any case, some occult matrix has marked you as the newest gear in the arcane flesh-tech of the God-Machine, and you are being reconfigured by its mystical physics into a perfect emissary. You are a natural genius when it comes to manipulating ordered systems, no matter how arcane or mystical in nature, and you've developed a knack for understanding the hidden anachronisms of Infrastructure that spread across Golarion. You might want to stay away, though; the construct "angels" of the Machine know your destiny, and interacting with them causes a faith that they implanted in you to well up within, and you feel the need to do everything that would please them-and that means sacrifice of sentients to feed the ever-hungry engines. Don't worry though; with every slice of a sacrifice, it gets a bit easier to just...not...question...(should I ever make the G-M a Pathfinder god, I can guarantee it's going to be both LN and LE. Yes, at the same time.)
Little unconventional request here, in that it doesn't relate directly to a game:
Anyway, I'm an amateur author, and one of my stories is about a Witch in a superheroes universe. A rather dark superheroes universe, but one where Adrasteia (her hero identity's name) is ostensibly trying to be a moral, Silver Age-esque cape. Capture the villains, do not kill unless it becomes necessary or if the safety of you and the city outweighs the life of the serial killer with mind-knives.
So, I was wondering what kind of spells and hexes she'd develop to help subdue rather than kill. I've already decided that she cheats using cantrips a lot (dancing lights to distract and fool the quarry, abuses touch of fatigue and Slumber to no end), but any other ideas for someone who is trying to catch rather than kill most enemies?
(Also, I'm trying to hew close to Pathfinder's magic rules, hence why I'm concerned - most spells are pretty darn lethal, and she can only use them a certain number of times per day).
Any tips? Again, writing, so don't worry about other players' reactions or XP rules (or the question of whether it's ethical to leave some monsters alive - a bunch of Evil races are in there, but given how the situation is desperate enough there that kytons are the lesser of many evils, morality is grey enough to allow, say, kobolds a chance if they help with trapping against the real nasties of the world).
Anyway, an idea I've had for an antagonist pair is Old Middy and Young Meddy, a green hag and her transformed son, Middy leaving him to be raised as a changeling rather than eating him as a personal experiment of hers. She's a bit of a maverick, even by hag standards.
Thing is though, a male changeling who underwent the hag induction ritual, well, isn't a hag. Hags are all female, and while I can certainly see the comedic appeal of a male hag, that sounds like something from the Discworld, and I'm trying to be serious here.
I'm thinking he turns into a nokken, a malevolent water creature (and fiddler) from Scandinavian myth. This isn't a brains-and-brawn combo, this is an infiltrator-and-lair-guardian combo. They're both quite intelligent and cunning, it's just that Meddy can't go too far from the water (though he can cause havoc by playing his fiddle at people from a safe distance and hidden, and he's still a capable shapeshifter).
And yes, I know about hagspawn. I'm aiming for the folkloric here.
Anyway, rather recently a web series by the name of [url=http://parahumans.wordpress.com/table-of-contents/]Worm[/worm] finished, and man oh man, was it a ride. Imagine what would happen if ''Breaking Bad'' had superheroes in it. Heavy stuff, very dark-but also really awesome.
Anyway, the characters are an entertaining and complex lot, and there's lots of them-and more importantly, since there's no inherent link to the modern setting of the web novel, I can see them being part of a high fantasy setting like Golarion.
So, any ideas on their classes in Pathfinder terms, and alignments?
Since there's a lot of stuff there, here's the summary version of the main characters.
The Undersiders: Our protagonists, and despite being supervillains and proud (mostly), our heroes too (mostly). A gang of five (later six) teenaged parahumans, the supers of the Wormverse. They are:
Skitter, aka Taylor Hebert: The main protagonist of the web novel, Taylor (the name the author favors with her) is a failed superhero (through no great fault of her own-she developed mutual dislike with Armsmaster, an important local hero due to his lack of social skills and ego, then she discovered that a rather psychotic bully is one of the more famous "heroes") with the power to mind control bugs (defined as "any arthropod, and most simple life such as worms"). While well-intentioned and kindhearted, she's an extremely ruthless combatant and master of the dirty trick (a favorite of hers is getting her bugs to suffocate an enemy to unconsciousness by force-feeding themselves, and she disables a regenerator for him to be jailed by cutting out his eyes to blind him for a month). Frankly, I'm interested to see what alignment the board thinks she is, given her complete lack of any major selfish impulses like greed or pride and strong virtues like humility and ability to regret, but, again, cutting out eyes to make sure someone was arrested.
Grue, aka Brian Laborn: The ostensible leader of the team, though Taylor's smarter and more infamous. Grue is umbrakinetic (darkness manipulator), whose "cloud" muffles everything, including electrical impulses and sound (though he really doesn't use it to its full potential). He's about the least bad guy on the team, mainly going into crime because he needs to support himself and his sister.
Tattletale, aka Lisa Wilbourn: Taylor's recruiter, Tt's power is essentially super-Sherlock, jacking up her inductive and deductive reasoning abilities to the point where she's functionally a telepath (although the only true telepath in the setting, the Simurgh, is more akin to a Great Old One than a true person in her own right). Naturally, this means she can't fight like the other team members can, meaning she has to rely on emotional manipulation and blackmail to survive when things get rough. Despite that, she's actually a really sweet person to her friends, and pretty gregarious all around.
B***, aka Hellhound, aka Rachel Lindt: Before you ask-B*** is the cape name Rachel chose for herself, Hellhound is what polite enemies call her although she finds that annoying (and I will refer to that name from now on to satisfy the censor). Hellhound's power is the ability to mutate her dogs, creating organic power armor from their flesh to turn them into walking, biting tanks. Hellhound is extremely socially malajusted, both because of her past and because her powers make her think like a dog, which of course means she can't read human expressions well at all. Thus, she's a bit on the hostile side, and if you hurt a dog in any way around her, just run.
Regent, aka Alec: The team jerk. Regent's power is the ability to control bodies like a puppeteer, and if he has enough time can seize utter control of a person's body and essentially mentally possess it. Regent is, bluntly, a high-functioning sociopath due to his father, the supervillain Heartbreaker, having become emotionally dead inside to retain some degree of his sanity in the face of Heartbreaker's emotion control. He is capable of friendship and loyalty, though.
Imp, aka Aisha Laborn: Grue's sister, and the recruit who shows up later in the series. Imp's power allows her to remove memory of her existence or presence from other people's heads, like a cute girl version of the Silence from Doctor Who. Same motive as her brother, only much ruder about it.
Anyway, I was browsing ye olde Urban Planescape project, a now-dormant plan to update Planescape's tech levels to that of the 21st Century, and I was inspired.
Before I go on, it should be noted that while alignment exists in this world, it's fairly abstract: Everyone knows that Law, Chaos, Good, and Evil exist, but detect alignment spells don't. Divine beings (which is actually a fairly large amount, given how it's relatively easy to tap into the Makers' power of the Hidden Flame and so gain the ability to grant divine spells-it's just really hard to be a deity of anything worthwhile, since the important stuff is taken) can tell if you share their place on the axis, but only the highest of the Neutrally aligned powers can tell what you are. Good luck getting them to speak up about it, as balance is a thing: Good creates, Law stabilizes, Chaos changes, and Evil exploits flaws so that better things can take the place of the destroyed. It's quite possible to be Evil and work for a Good deity (and vice versa), you just ain't a cleric.
Without further ado:
New Pantheon: The Irin
Aka: The Givers, the Prometheans, the Destroyers (derogatory)
The world of Mundi is no longer the domain of forests and castles, no longer a world of dungeons and powerful monsters. Which is not to say they don't exist, but where once the forest was the domain of the wild, it is now a precious resource. Where the castle was once home and fortress, now it is a tourist attraction and museum. Where once dungeons were those only adventurers tread, now they are forgotten basements and storage closets. Whereas once monsters roamed freely, the only ones who aren't extinct are the ones who adapted-the smart ones, the small and the cunning (or are dragons, who are just fine with the new age. Their hoards now come in credit ratings, and if they really want to sleep on precious metals, they can just redeem their stocks and buy some. Preferably with insurance).
The Irin are largely responsible for that. Originally, they were simply a collection of messengers for the Makers, the overdeities who created what are now called the Old Gods. It was they who ferried secret knowledge and instructions for preserving the world to the Old Gods, and it was they who made the grievances of the Old Gods known to the Makers.
The messengers now known as the Irin, however, were one and all sent to the mortal world at some point. Normally, this would be extremely uncomfortable, and most messengers sent there to this day cannot wait to return to the Great Beyond, where their vastness is unconstrained.
The Irin were slightly different. They felt the discomfort and the constriction, but each one found something in Mundi they fell in love with. They kept on finding reasons to go back to Mundi, and experience that thing again and again, which is how the initially met and formed the companionship that would eventually become the Prometheans.
Eventually, random chance and tragedy took what they loved away from them, but more than that, it was something that would be minor in the Great Beyond or accidentally caused by the machinations of the Old Gods. Enraged, the future Irin questioned the Old Gods as to why they must lose things to the mundane and the harmless.
The Old Gods, for the third time in all eternity, spoke as one: "It is the way the world is."
So, the Irin decided, they would change that.
One by one, they shed their vastness and let the physical world embrace them, transforming them into gods. One after another, they descended on Mundi, and in dreams, whispered secrets of the Makers to their favored mortals.
To the miners, Arakiel the Golden whispered the signs of the earth, of industry that could extract entire veins of ore in a matter of hours.
To the philosophers, Armaros the Mocker whispered the resolving of enchantments, of political theory and the flaws in the divine right of kings.
To the smiths, Azazel the Mighty whispered the art of swords, shields, and ornaments, of techniques that gave metal the hardness of granite in days rather than months.
To the astrologers, Baraqel the Wanderer whispered the names of stars, of the true vastness and wonder of the cosmos, and the mysteries one could find there.
To the weather-witches, Chazaqiel the Monsoon whispered the signs of the clouds, of the patterns of nature and the ability of mortals to harness them.
To the sages, Penemue the Recorder whispered the bitter and the sweet, of how to preserve knowledge for eternity and how to use knowledge to find knowledge.
To the mathematicians, Sariel the Engineer whispered the course of the moon, of how numbers and equations could be used to predict future events and codify reality.
To the musicians, Shamsiel the Artisan whispered the signs of the sun, of how art could be made more beautiful through complexity and be used to affect social change.
To the naturalists, Tamiel the Observer whispered of the wicked strikes of spirits, of the basis of life and the structure of living things.
And finally, to the faithless, Samyaza the Heretic whispered of the gods, of the fallibility of everything-and the capacity of everyone to correct them.
The next night, the old wold was already dead. It was just not aware of it then.
Anyway, browsing TV Tropes, I came across the entry for Lineage 2, and found the creation myth really interesting-to the point of the homebrew equivalent of a plotbunny needing to be put to print.
So, here's the god that was inspired.
Umbrae, The Adversary
(The Emperor of Shadows, The Tester of Crowns, The Smith of Waste, The Eremite Warlord, The Dark Man at the Crossroads, The Trickster)
TN Greater God
Divine Symbol: A symbol of another god, dyed pitch black, or a circle of six globes, one for each elemental plane, with each deliberately chipped.
While the other gods do not enjoy talking about it, they are not immune to hubris. Even the most holy of Good gods can act to his detriment out of being unable to admit his idea of what is best for the world is flawed, and even the most crafty of Evil gods can act stupidly or be fooled. This may or may not be a good thing, depending on whether it is a deity one dislikes making the mistake or not, but gods are as vulnerable to excessive pride as any mortal, if not more so.
It is Umbrae who ensures that the gods are punished for their foolish pride, that they are reminded that no matter how grand they are, they are neither invulnerable nor infallible. From the inside of his Monastery of Enlightened Pain, he constantly devises tests of character, mind, and strength for his fellows, sending army after army of living shadows of his current subject's own worshipers and minions, engineers moral dilemmas where the real answer is never obvious (including the idea that it is never obvious), and crafts puzzles that can confound the gods of knowledge working together. He does not hesitate to test mortals as well, especially great empires and nations, and it is for this reason he is viewed as a sinister figure, a Dark Man of the Crossroads who will cheerfully destroy lives and betray for his own amusement. Most of it is true, but he takes no sadistic pleasure in his duties-it is simply in his nature to oppose, to test for faults and exploit them if he finds them, either to help those the Adversary opposes to overcome them or destroy they who refuse to. Let it never be said the Emperor of Shadows is not a fair or dishonorable enemy, though he is ruthless and spares no sympathy to those that cannot let go of their faults.
The living shadow of the Creator, even from the beginning Umbrae was an opponent and mentor of all. When the Creator spoke the Words of Creation to bring matter from the Void, the Trickster composed the Song of Abyss to dissolve all but the strongest and least rigid materials to dissolve once more. When the Creator made life, Umbrae taught the primitive life to eat other life, giving rise to predation, herbivores, and evolution. When the Creator made other deities, the Tester of Crowns sent mighty elementals and spirits to war with the fledgling deities, weeding out all but the strongest, wisest, and most cunning. Oh, how the other gods despised him! More than once the gods went to the Creator and declared "My liege, why do you not destroy the Adversary? He does nothing but oppose us and mock us, and he sends many monsters to destroy Your works." And the Creator would always reply "He only does what his place in the cosmos requires of him, and I am not a perfect being. It is through him that my works become truly beautiful." And the gods were always humbled, for the Creator was and is wise above all things.
Eventually, the Creator left to build new worlds, at which point the warped things that lie in the Outside, which had feared the Creator, began to creep in, eager to devour the young world. The gods tried to oppose them, but the warped things were clever and tenacious, and found their way inside the world anyway. Terrified at the warped beings twisting the Creator's work into a tapestry of madness, the gods turned to the Adversary, and said "It is in your nature to be a perfect enemy to whatever you set your sights upon-make yourself the enemy of the despoilers from Outside and drive them away or destroy them, and we will allow you to build a mortal race in your image". Umbrae, who had long desired to create life that was not meant to oppose other life, agreed eagerly.
And so in the form of a mighty shadow beast, the Eremite Warlord struck into the outside. The despoilers tried to break him using the raw might of a stillborn universe, but he seeped into the flaws that killed the universe before it was made and tore it from the inside out. They tried to drive him to madness using eldritch secrets damaging to sane minds, but he drafted a language that made the secrets comprehensible, and so only gained their wisdom. They tried to make him doubt himself by forcing to chose between pursuing his mission and saving the one innocent thing in the Outside, but as a shadow, he could simply alter the self-same light of the Creator that was given to him to preserve his form and made himself twain, one to guard the innocent thing and the other to pursue his mission. Finally, the king of the despoilers attacked Umbrae himself for the insult of a sane being showing himself to be the equal of the Outside's challenges, but Umbrae struck him down with weapons made from the dust of the broken universe, drove him mad even by the standards of the Outside through extrapolations of the eldritch secrets, and humbled him by showing the innocent thing, free of the despoiler's influence, now thriving with a family of other innocent things and growing. The king slithered away, defeated, and the surviving despoilers went with him, retreating to the farthest reaches of the Outside, where even the despoilers did not know what was there.
Triumphant, Umbrae returned, only to find the other gods had made mortal life without him. Searching for the meaning of this, the Adversary asked the other gods why they had broken their covenant with him. "We have not", they smugly replied. "You may use what we have discarded in our making of the other mortal races". Enraged, Umbrae asked them if that was any way to reward the brother who had saved both them and their children from the despoilers. "As if we would allow the Trickster the pleasures of creation, when we were constantly tormented by him when indulging in those pleasures. Now you shall know how it feels to create when others oppose you". Bitterly, Umbrae left to gather the paltry materials, vowing that just as they had made beautiful and strong things despite his opposition, he too would make a beautiful and strong race despite theirs-one that would oppose and overcome theirs, made in the grip of the hubris that arose without his ministrations.
From stagnant water, the Smith of Waste gave his race unmatched flexibility, ready to burst into motion at any time. From ashes, he gave his race an understated, smoldering passion, not obvious, but strong and forceful all the same. From violent winds, he gave his race unpredictability and an intellect with the capacity to ignore both limitations and common sense. From broken stone, he gave his race a subconscious sense of being incomplete, leading to unbridled ambition and the capacity to change. From the polluted essence of life, he gave his race a desire to survive and thrive at all costs, making them incomparable survivors. From undeath, he gave them disrespect for boundaries, making them pragmatic and cunning. Finally, from himself, he gave shadow and darkness, giving his race willpower, drive, and the ability to match all challengers, no matter how strong, wise, or moral.
He called this race "humans".
And when the other gods came up to him, begging him to allow them to patron this race that had built empires that surpassed all others, even the precious elves and dwarves, he saw that it was good.
(If you want, I can put up worshipers, plans, all that jazz).
We all love orcs, don't we? If you want cheap, effective low-level cannon fodder with little redeeming quality, there's no better.
Still, a lot of us (I'm looking at us, WoW players) prefer a bit more moral and cultural complexity in our mook race, so we can play as them, negotiate with them, and actually have an origin for half-orcs that isn't nauseating and leaves a bad taste in our feminist taste buds. And even beyond that, fighting a bunch of one-note dumb muscle gets boring.
Hence, this thread, where we pitch out ideas for races that could be called "orc" and seem actually plausible, but aren't our unfavorite Rovagug cultists.
I'll start with the version I was using for :
(1) Born of the Earth's Blood: Soldiers of choice for aspiring tyrants everywhere, orcs are unfairly stereotyped as easily-controlled brutes who exist mainly to be thrown at their very non-orc masters without the independence to question why they are working for someone who (a) isn't an orc and (b) doesn't seem to give half a crap about their welfare. It's easy to see why this stereotype arose though-the only orcs encountered seem to be members of an army or the army's off the battlefield support. There's no infrastructure, no civilians, not even villages unless a permanent encampment counts.
The reason for this is simple: the reason all orcs seem to be soldiers is because the only orcs who are called to this plane are professional soldiers. Orcs-known among themselves as the Magma Kin, though "orc" isn't offensive in the slightest-are actually from a different universe, bathed in constant conflict between sentient forces of nature, where the very laws of physics change from day to day depending on what eldritch god has the area this week. Orcs were the result of the Fire and Earth forces calling a truce to create a race of loyal servants who could adapt to any environment without changing form and thus capabilities for mutual benefit. The orcs quickly proved the skill of their design and thrived, developing a culture based around strength, whether it be physical or magical. Soon, they bred beyond either patron's ability to curtail, and were able to build a civilization for themselves and themselves alone...but the inhospitable nature of their world made true growth impossible. However, the greatest of their warlocks discovered that, by stealing magic from other planes, the orc empire could stabilize the areas they colonized, and so sent the details of a deal across time and space: The armies of the Magma Kin would serve any master faithfully, in return for magic sent to the empire to make their world just a little bit safer. Many hundreds, many of whom are unscrupulous enough to not think about draining magic-which often means life-from their worlds, have taken up that offer.
Ah, but there's a catch-it also assumes that the orcs will be recompensed for that mystical deal, including fines for mistreatment of the orcish legions; while orcs think nothing of martyrdom for the sake of their extraplanar fellows, they expect to be treated like the loyal warriors they are. Many especially cruel masters have been deposed when the mystical cuffs that enforce the geas suddenly break and their servants turn upon them with the same ferocity and discipline that makes them such efficient henchmen.
Anyway, I've read the Eldritch Jailor Occultist archetype, and due to my fascination with all things summon magic, I decided to finally make that Metal Gear Ac!d inspired character.
The inspiration being the human Kodoku they have, ie the sole survivor of a massive brawl to the death meant to augment her own psychic abilities by absorbing the power of everyone she killed. The brawlers, it should be noted, being all children.
With my character idea, it's mostly the same, with one critical difference-the people who turned him into a Kodoku (or a Quincunx, in my own expy terminology, after the "five dot" pattern on dice and dominoes) made him befriend the other brawlers first, in the belief that empathy would allow better power absorption. And that the other kids are still with him-thanks to the fact that his bound spirits hijacked his body and senses to save him from having to personally murder his friends, their sould were merged into his eidolon, and it's violent attitudes are due to it being the conglomeration of four traumatized children.
Naturally, I don't want Alexi (my working name for him-I like the irony of "conqueror" being a name for the person who's most traumatic experience ever was forced survival of the fittest) to be annoying while portraying the massively deep scars this would realistically create...realistically. He's a little better than before (he broke out when he was able to send his eidolon to lead a group of paladins to the tower he was imprisoned in and was adopted by their attached cleric), but those scars still run deep. But angst is so often annoying.
Well, we all can probably understand why books about the planes on the north end of the alignment scale are scarce-Good isn't exactly an antagonistic thing, so not a lot of writers bother except as class options.
However, fighting angels, particularly misguided but not evil at all ones, is cool. Besides the whole moral question, you're fighting angels.
So, seeing as how NG is my favorite alignment, here's something for the agathions:
"Native inhabitants of Nirvana, agathions are rightly respected for being saints among saints. Kind, merciful, and completely unbiased, agathions are looked up to as models of perfect serenity and compassion.
"Thanks to their nature, they are also respected as some of the finest, brilliant, most subtle, and outright stylish manipulators and schemers in the entire Great Beyond, matched only by devils-and even then that's a question that's up in the air depending on the agathions and devils serving as examples.
"The reason for this is twofold. First, Good is, at its core, more complex, multifaceted, and overall smarter than evil. Pure Good thinks in the long term, genuinely weighs others' interests against its own, takes risks that might harm itself in return for massive reward, comprehends moral ambiguity (although it doesn't like it) and above all else, understands other perspectives. Evil is purely 'me, me, me', all the time, and thus, it is ultimately predictable no matter how smart it is.
"Secondly, agathions are, by nature, peacemakers, and given how divisive the concepts of Law and Chaos are, act as neutral parties and diplomats between the archons and the azatas on the frequent occasions their political and philosophical divides creates conflict. As a result, many-most-agathions who want to do their jobs properly quickly gain as much political and social experience as possible, so that their greatest fear-a Blood War in Heaven-never even has a remote chance of materializing. Since, as mentioned, Good outsiders are more complex in their motives and actions then Evil ones, this means that agathions who want to remain diplomats hone their ability to judge and manipulate emotional states, and they have literally eternity to work on it.
"Add that together, and one has a major reason why that about all fiendish incursions into the Realms Above are doomed to failure-more than one agathion remembers the story of Harut the Magician and Marut the Wise, two brothers who sacrificed their existence to trick an iathavos who was nearing divinity into bringing its army directly to the heart of a Nirvana silver armory. The qlippoth population was reduced by a factor of twenty that day.
Firstly: I'm sorry if this belongs in Conversions, it's just that, uh, there's no crunch. I'm scared of the maths. So, here's the fluff, make your own crunch. Hey, I'm new, be a little forgiving.
So anyway, being the gonzo fan of early D&D that I am, I homebrewed this to answer a very specific form of horror, that of the transhuman variety: Rather than the horror of the noble becoming corrupted, we have the moral question of what actually counts as corruption, and the horror of using powers you don't understand-and their inevitable backfire. Thought we might need it, what with the Chaosium (not Lovecraft-not purely.) love the writers have.
So, without further ado:
Eschaton, The Ruins of Utopia:
Type: Island of Terror/Sea of Sorrows component domain, located southwest of Markovia, beyond Blaustein. As a side note, its sudden appearance rising from the Sea of Sorrows caused tidal waves on both domains due to displaced water, upsetting and arousing the curiosity of both lands' lords (to say nothing of the spectral hair-pulling of Pieter van Riese, who had yet more to map).
Cultural Level: Among the Mytock, Medieval (CL 7), with alchemist-shamans able to manufacture certain Renaissance (CL 8 ) technologies (in particular their chemicals and surgical equipment) with sufficient resources. The Elyte range from Bronze Age (CL2) to Savage (CL 0). The city is Enlightenment in development (CL 9), with some electrical and plastics technology that exceeds the typical scale.
Landscape: Full Ecology (Subtropical forest reclaiming city). Eschaton is a mid-sized island about half the size of Markovia, with a warm, relatively inviting climate. Dominating the landscape is the eponymous city, a graceful stone construction that rivals Paridon in size and scope, with an artistic flair that puts said domain to shame. Or at least it would, were the eye not drawn to the curtain of green that covers everything, and then the plant-born decorations thereof. The City of Eschaton has not had a civilized people that inhabits it for decades or even centuries, and it shows. Apart from the occasional splashes of horror that the Elyte construct, about the only thing that hints that there is an actual culture that lives here is the fact that the entrances to the subterranean mass transportation system are less overgrown, and the fact that not one of them that isn't already open is unlocked and/or easily yielding. Those who manage to get in through the grace of the Mytock or outwitting their defenses finds that the city extends quite a ways underground, with the former waystations being settlements, however temporary, for the Mytok, and the tunnels forming a vast network that the underground civilization uses to evade and hide from their savage counterparts above.
The Folk: The Eschatoni are sharply divided into two peoples-the underground-dwelling Mytok, and the overground-roaming Elyte. Generally speaking, when most people think of the "culture of Eschaton", they are thinking of the Mytok-because, frankly, the Mytok are distinguished from the Elyte by their possession of sanity and lack of homicidal mania. Much to the surprise of Lamordian explorers, the Mytok are a scientifically advanced culture despite their tribal social structure and nomadic mentality, particularly in the fields of medicine and biology. They know that a non-microscopic lifeform is composed of countless microscopic structures called "cells", and believe that microscopic lifefoms called "germs" attacking vital cells is the root cause of most illness-and take great pride in this theory working when they can show that exposing a person to a benign form of germ (a "vaccine") can "teach" the cells of that person how to resist more dangerous forms of the germ, preventing illness (polio and leprosy are extinct on Eschaton, and exposure to rabies is regarded as a fairly minor problem among Mytok). One need only look at the city to understand why-the old Eschatoni had access to tools and techniques miles beyond whatever Larmordia or Paridon is capable of, and even though the Mytok have forgotten more than they know, the truly vital bits are preserved at all costs by the caste of alchemist-shamans.
Speaking of the latter, the alchemist-shamans are a specialized role in Mytok society. As the name suggests, they are similar to Abber shamans in that they largely live on the outskirts of the tribe they're attached to, are sedentary by choice and necessity, and regarded with a combination of fear and awe. Unlike the Abber, Mytok alchemists do not serve as spiritual guides, but as doctors and scholars to the tribes, keeping their scientific library intact while caring for sick Mytok that cross their path. The reason they generally stay in one place is because, well, moving the equipment they use is hard, not to mention a lot of the more lethal technology of Eschaton serves as its own defense. They also practice biomancy, the partially mystical science of growing symbiotic organisms and organs in specialized alembic tanks and grafting them to their patients and themselves, with a side business of creating new magical beasts to protect the tribes. Normally that would be a recipe for mass powers checks, but the Mytok psychology and dominant religion believes that modifying flesh and body is a holy act that glorifies the spirit and their gods, the Sephiral-and they need all the help against the Elyte and other monsters they can get. Thus the normal rules for hubris through modification of life are altered, as the Dark Powers can hardly hold a culture's mores against them if it doesn't involve inflicting suffering-biomancy by a Mytok alchemist-shaman or a true believer in their Path of Sophia (DM's determination as to whether a person qualifies) has a -8% penalty if the biomancer in question truly believes he is helping his community through the creation of a magical beast or has the explicit permission of a patient he is performing grafts on, to a minimum of zero (in which case the Dark Powers simply do not notice, and a check is not rolled).
Modification of the humors of the brain or neural grafting is a sacred taboo, however, and those unfortunate enough to meet the Elyte up close understand why. The Elyte have had their fear instincts-and thus, ability to feel regret or restraint-biomantically crippled, meaning that while they retain the ability to judge risk and reward, they are, quite simply, a nation of psychopaths. Indeed, the entire nomadic tendency of the Mytok are based around avoiding detection-and thus, being hunted for sport-by the Elyte and whatever monsters they or the alchemist-shamans release into the tunnels. To the extent the Elyte have a culture, it mostly resembles a collection of feuding street gangs and raiders, contenting themselves primarily by testing the automated defenses of Eschaton's labs to get at the useful treasures they contain for their perpetual warring. Relatively recently, a few gangs have come to pay respect to a figure called "the Chochmah", after the Sephiral of Wisdom. Rumor among Mytok suggest he is a mad alchemist who has figured out the procedure to turn normal people into Elyte, though never actual Mytok, for some reason. He is also said to be behind the mysterious "armored souls", intelligent golems containing formerly-organic minds.
Demographics: Mytok 40,000 (higher than what would be normal due to advanced medicine), human 70%, caliban 15%, changeling (ie, part-doppleganger) 15%-the history of Eschaton before the Collapse was marked by some experiments on the lower classes that should not have been attempted, like splicing genes from outsiders and dopplegangers (the outlander, sexed variety). Due to the relative openness of Eschaton society before said collapse and then people being forced to be more egalitarian afterwards, calibans are accepted if often given semi-insulting stereotypes, but changelings face massive distrust and suspicion due to their shapechanging abilities and genetic tendency towards secrecy. Elyte 5,000 (how they manage to still exist at all despite their general aggression and recklessness is beyond the Mytok, though one could argue said recklessness serves as a form of natural selection), human 85%, monstrous 15%-due to the lack of a fear response, many obvious monsters are accepted by the Elyte if they can prove their viciousness. Ironically, some of them are actually more moral than the human Elyte, due to said fear response.
There is also the "armored souls" about (use warforged statistics as shorthand), but they are a recent development by the domain's darklord and are few and far between, the surgical transformation from organic being to intelligent golem being reserved for the Chochmah's most competent and yet expendable servants-he's still ironing out kinks, like how to calm down new armored souls from their pain-born rampages without death. Still, Sir Lucas is nothing if not persistent, and he plans to begin mass production as soon as possible.
History: From the histories of the Mytok (while they often use oral teachings, writing is reserved for scientific, historical, and biomantic information, the Mytok reasoning the Elyte do not have the patience nor inclination for more intellectual pursuits and are likely to blow themselves up with biomancy due to lack of restraint) Eschaton is a case study in how decadence, apathy, and classism can destroy an otherwise perfect society. Once, Eschaton was the jewel of its world, a gleaming city of wonders built in the waning days of a technological revolution. Through the power of advanced alchemy, the city's world evolved rapidly from a somewhat typical outlander world into a parade of technological marvels even beyond Paridon's fare. Yes, they still fought dragons with swords, but it was just as likely with a flintlock, a lighting canon (an interesting little contraption that produces a strong electrical charge as part of a chemical reaction, which is then mystically routed to the target as a precision artillery strike), or not at all, simply using a newfound mass communication system to alert other, nicer dragons to a potential rival. Foremost among this era of innovations was the city of Eschaton, built up from a simply wizard's tower into a massive metropolis of stone and plastics, thanks to the owner of said tower also being a diviner who saw the trend and patroned a college and settlement for the early inventors.
From the outside, Eschaton was the crowning jewel of the planet, a beautiful city exquisite in architecture, wealth, and learning. At first, the perspective was even right. Unfortunately, Eschaton was also a child of an extremely stratified culture, and as the population of the city increased, so did the divison between the aristocracy and the lower classes, which was only exacerbated by a biomantic plague released in the field's early days, that drove the rich to huddle together in specific districts to escape the transferred-on-contact germ.
Over time, while the lives of the rich became paradisaical and easy, the living conditions of the poor and middle classes became more and more hellish, the aristocrats increasingly forgetting their existence except as the people who ran their machines. With distance came increasingly less empathy, and so the rich increasingly began to cajole the alchemists and biomancers to use the poor as test subjects to create better servants. Forced into behaving inhumanly by the lack of any better payment, the scientifically-inclined middle class assented, transforming unlucky beggars into alien forms at best. As the devolution of ethics continued, the experiments became increasingly invasive and horrifying, until a noble who's name has been scoured from Mytok history in contempt commissioned a private security force that could feel no fear, and others, jealous of an elite unit in the holdings of their rival, commissioned much the same.
The victims of the first Elyte never knew what hit them.
Among them, ironically, was the vast majority of the aristocracy and upper classes, the Elyte no longer fearing retribution-and given the standards of soldiers those days, the progenitor Elyte possessed powerful biomantic grafts and warbeasts, meaning they were even more deadly then their modern descendants. Soon, much of Eschaton's vital infrastructure was destroyed and its overseers massacred, causing industrial disaster after disaster. The creators of the Elyte, realizing what they had unleashed, quickly rounded up their sane test subjects and led them to the tunnels below, followed closely by the underclass survivors-the ancestors of the Mytok. Huddling in terror underground, the proto-Mytok didn't notice when a strange fog surrounded the dying city, blocking all ways out, until a few at the outskirts suddenly noticed that the borders of the city had become the beach of an endless mist-shrouded sea. To this date, the Mytok believe the Sephiral shunted Eschaton into the Land of Mists to prevent the Elyte from unleashing the weapons contained within it.
Records after this point are somewhat sparse, the Mytok reckon that they had been adrift in the Endless Sea for at least a century until Eschaton had a mild earthquake, followed by the entire island it sat being struck by a storm, at the end of which the ruined city had found it's way into another ocean (and despite reports of it "emerging from the sea", neither Mytok nor Elyte ever remember being beneath it at any point). Soon, explorers from the Core, curious and smelling potential wealth, came to explore the island and its city-and were quickly rebuffed by the Elyte, though the Mytok soon made cautious contact with these men who spoke strange tongues and have begun establishing a trading relationship with Dementlieu and Mordent due to relative similarity in language and kinship with thier religious practices. Lamordia, however, has come to earn the title "nation of know-nothing know-it-alls". Likewise, the Lamordians view the Mytok as a bunch of devolved spiritualists who claim scientific knowledge while simultaneously embracing superstition.
The Religion:
The dominant religion of Eschaton's homeworld, the Path of Sophia began as a monastic tradition that gradually transformed into the science-embracing and humanistic form it is today, due to the original versions proclamation to embrace knowledge and understanding in all forms being interpreted to keep up with the times and the Sephiral not raising objections. Much of it has been lost to the Mytok over the centuries, and the Elyte do not care, but the teachings remain, and indeed, most Mytok (and Sir Lucas, for that matter) possess a subtle but all-pervading faith in it.
Teachings: The Sephiral, the Ten-That-Are-One, are the perfect beings, having created themselves in the primordial world to understand themselves, and Malkut the Intercessor when it became clear they could not find the answer through a single, imbalanced perspective. Malkut created all sapient life to understand herself, but without the input of the Nine, her powers were uncontrolled and created the first Qelipot, the flaws in reality that are the source of all fiends and monsters, due to her naivety. Through their teachings, we will fix the flaws in her creation and become like the Sephiral themselves, our intended forms.
Alignment: Any, favoring Good; while ultimately an amoral and self-focused philosophy, the Path of Sophia also has a very dim view of evil actions for selfish reasons and has a long tradition of humanitarian work.
Commandments:
* Perfect The Trinity of Form: The sapient form is composed of the three aspects of penuma (spirit), soma (body), and sarx (flesh). Each of the Trinity is symbiotic with the others-through the perfection of one, we strengthen the others (indeed, the Sophite tradition of biomancy grows out of perfection of sarx).
* As Without, Within: Malkut's great sin grew out of not seeing the outside world as well as she should have, and we will go nowhere repeating her errors. Learn and understand as much as you can, and exert your will upon the world to understand the difference between wisdom and ignorance.
* Perfection Has No Form: The Sephirals are formless creatures, and attaching oneself to the weakness of the purely physical is foolishness embodied. The body may be a temple, but it is ultimately only a protection around the sacred treasure that is the soul and mind (it isn't even the real soma-that's the will and ego, the "godbody" that allows agency and free will). Don't pride yourself on physical accomplishments alone, they must mean something.
Domains: ...I really don't know. I'm not good at spotting themes like this. Knowledge and Magic are givens but otherwise...
The Darklord:
Sir Lucas de Aubut (aka, the Chochmah)
NE (with L tendencies) Male human [wizard/artificer/alchemist-I haven't decided yet, and don't think he should be multiclassed]
Appearance and Mannerisms: From afar, one may mistake the ultimate lord and prisoner of Eschaton for a Mordentish or an abnormally humble Dementlieuese merchant. Since he has taught himself to speak Mordentish and functional Lamordian and Darkonese, this is an impression he can and does capitalize on through use of makeup and attempting to avoid topics about life in either domain. Beneath the disguise he may or may not be wearing, however, the first thing that comes to mind is "pale"-while he is from a time before the Mytok existed, he gets about as much sun as the underground tribes, due to fearing the Elyte just as much (his blonde hair doesn't help the asthetics). In either case though, de Aubut bares the face of good breeding and genetically diverse aristocracy, being relatively handsome but far from the pictoral beauty that mild inbreeding tends to produce. When not trying to deceive explorers, he is usually found wearing his old formal wear, pretending to a gentile civility that does not naturally exist in his domain, or a white laboratory coat and smock that is kept in much better condition (hinting at his actual priorities). In all dress, excepting the lab wear (which is worn in private), he has long sleeves and gloves-the better to hide both the massive scarring caused by his experiments backfiring all to often, and the massive collection of symbiotes he has for personal defense and lab tools. He's especially proud of the bone scalpel tentacle, his own creation and all purpose tool for both precision and force.
Personality-wise, Eschaton's lord is charming, sagely, and intelligent. When he was still on his world, he used to be fairly humorous and easy with a joke as well, but most of the references he knows are known to no one else in Ravenloft, and thus he doesn't bother (with the occasional joke that slips out that would be hilarious if only it translated). He's a little too relaxed and reliant on more vulgar language to be truly genteel, but often this serves to make him more personable. He's extremely generous with his knowledge of Eschaton's landscape and sciences (though naturally when doing his merchant impersonation he pretends to be more ignorant, just perceptive), and is always willing to lend some of the food he grows to explorers who are obviously starving (which is genuine charity on his part-he has enough to spare and hates people suffering unnecessarily-though given how he's a darklord, he definition of "necessary suffering" can be rather broad when it suits him). He's always willing to talk about biology, chemistry, and music, since those are only topics that doesn't leave him feeling like a stranger in a strange land.
Prodding, however, reveals the dark side of Sir Lucas. When forced to converse with Lamordians or when realizes he's talking to one, he grows immensely condescending and dismissive, reveling in his ability to mock and belittle the "accomplishments" of the so-called "Nation of Reason". Directly insulting him directly engenders an immediate and quick response, ranging from a glare to a piecemeal shredding of the insulter's ego. Above all else, he despises direct attacks on his "mission"-while he is willing to tolerate the understandable ignorance of people who don't want their ability to feel emotion fiddled with (and will kindly explain why it's the best thing for all involved), actually attacking the philosophical underpinnings (especially logical ones) of his quest to rid the world of fear and weakness can and does provoke a wild rant on the ignorance and stupidity of (demi)humanity, and how his ideals are the only reasonable, sane philosophy in existence.
Backstory: First, one must understand that the act that made the mad biomancer a darklord was not the creation of the Elyte. No one created the Elyte. No one created Eschaton-the-city, either-well, no one anyone in Ravenloft can interact with on a meaningful scale, anyway. The realm, much like Darkon or Sithicus, is a personal creation of the Dark Powers to torment its original (and in Eschaton's case, current) lord and prisoner. The histories are true enough, though-there's an actual world in the main Prime Material Plane at the tail end of a technological revolution in chemistry, medicine, and biomancy, and Eschaton was made in the image of its cities.
Sir Lucas de Aubut is a native of that world-and his name is still brought up in official histories as an example of what happens when a biomancer decides that ethics come secondary to convictions.
One of the most brilliant biomancers of his day, de Aubut was a child of the noveau riche born from the rapidly expanding alchemy guilds. The the childhood of the future alchemist-magus was one of feast and famine; his parents, both very important officials in the prestigious Craftmasons of Malkuth, loved him dearly, but were of the belief that their newfound wealth and fame held by a thread due to the toxic atmosphere projected by the old money. Thus, in between lavishing their son with attention, praise, and gifts, they barely had time to acknowledge his existence. This rapid swinging between being the center of his parents' world and a complete nonentity instilled in the young Lucas a subconscious association between love and attention, implanted a seed of purest ambition in his soul, and the determination to see his dreams come about. Both qualities served him well as he studied to be an alchemist, and his natural ability to internalize and work with information at a phenomenal rate catapulted him to becoming one of the most prominent names in the field, and his natural charisma and lively attitude gave him popular acclaim as well-he became a prominent celebrity among biomancers, regularly invited to fete with the nobility and other luminaries of the era-it's how the king of his country met him and eventually decided to grant him a knighthood.
Unfortunately for Lucas, his was not the face of biomancy-that belonged to another man, Dr. Amor Maurot. It was hardly unpredictable-Maurot had discovered how to mass grow symbiotes, transforming an affectation of the aristocracy and elite adventurers into a way of life, used by the common man on the street to make his life a bit easier and a bit more fulfilling. Indeed, it was this discovery that eclipsed de Aubut's own insights into neural humors, transforming him from a well-known friend of the elite into a mere, well, friend of the elite. He was no household name, praised and loved by all. Bitterly, de Aubut went back to his laboratory, determined to find something-anything-that would give him some measure of respect akin to Maurot's.
His faith provided the answer.
Even the nuance-less version of the Path of Sophia practiced by the Mytok has as one of its central tenets improvement of the soul and demihuman condition. One of the central ways is through perfection of the body ("as the temple is reinforced, the treasure need less worry with its concerns"), but so is the improvement of other souls ("as without, so within"). While the actual clergy of the Path recommended and practiced good works and charity, Sir Lucas, a reductionist to the core, saw the soul and mind not as separate from the body, but deeply intertwined-the soul's complex inner workings were rooted in the mind, the mind was rooted in the brain, what affects the brain affects the mind, hence one could manipulate the soul through the brain. This was the beginnings of a massive, wonderful idea-if perfection of the soul could lead to enlightenment, then by perfecting of the brain, one could artificially induce enlightenment!
Hubris? Probably. Still, at this point in de Aubut's life, one could argue that hubris was a coward's word-there was nothing wrong with the ends, and the means did not need be particularly vile to be effective.
But unfortunately, de Aubut underestimated how difficult such a task would be. Even the physical brain is infinitely more than humors, and for all Lucas' gifts, applied neurological medicine was not one of them. His test subjects showed mixed results to his attempts to treat mental illnesses through humor manipulation, and direct surgery resulted in little response at best, permanent damage at worst. Frustrated by this lack of progress, Lucas began to believe there was something intrinsic in the demihuman body that prevented his work from making progress. Over time, he began to believe that the demihuman condition itself carried intrinsic flaws that he was not accounting for. Eventually, he had an epiphany-the Sephiral, like any artists, were not infallible-misguided, they had inscribed something into sapience that gave it it's flaws compared to mere sentience-prejudice, irrationality, willful ignorance, hatred of the Other, illogical belief...
And they could all be traced back to one thing: fear.
Fear. Fear was the source of all irrationality and willful ignorance. Without fear, the teachings of the Sephirals would be unnecessary, as mortals would naturally depend on their higher natures towards things they didn't understand. Fear lead to dwelling on one's mistakes to the point where one was afraid of trying. Fear lead to prejudice, and irrational hatred. Fear, above all other things, was the flaw. If de Aubut could remove fear, then sapience would become perfection.
When Sir Lucas presented his new idea as was to the various volunteers for his experiments, most quickly refused to be subject to such a radical, untested treatment. Those who did agree were never the same-the luck ones "merely" became hopelessly insane as fiddling with the most primal sections of their minds caused irreparable damage. The less lucky ones became those rare Broken Ones that arises beyond the borders of the Land of Mists, the atavistic traits of their genome being mystically awoken and forced to display themselves. Heedless, de Aubut decided what he required was a larger test sample, and resorted to deception to attract more test subjects to his lab. He told himself that the ends justified the means, that the failed subjects would be able to be fixed with the treatments he would inevitably discover, or at least their families and friends would be grateful. Eventually, he had a few successes-only to discover that fear was the foundation of regret and thus, conscience. His "ideal demihuman" was little more than a psychopath.
But, rather than accept that his goal was flawed and that he needed to focus on things he knew, Sir Lucas decided that the ends were still as perfect as the day he thought to rid the world of fear-the sapient condition was just more flawed than he could have possibly imagined.
And with that self-serving epiphany, a strange fog began to gather around his workshop and home.
Eventually, the people gradually realized what de Aubut was attempting to do, though not what he had violated in its pursuit. A peaceful protest was organized at the foot of his tower, demonstrating the common man's ire with attempting to play with the mind. What they could not have realized was the resentment towards the common man that had been building in Sir Lucas. He had ceased to view other sapients as anything but flawed creations, instinct-driven beasts who pretended to rationality and reason. Eventually, he grew fed up with the protests, and decided to show them exactly what would happen if he was not allowed to continue.
Then, when his psychotic test subjects finished their rampage, he exacted a posthumous fine from the protesters to make up for the blockage of his work-their organs.
The deed done, he returned to his lab, not noticing as the fog that had built up around his tower grew thick and large. At the stroke of three in the morning, Sir Lucas noticed the time and called his servants to clean his lab...and no one responded. Irate and annoyed, he strode over to their quarters to vent the massive amount of irritation he had built up over the morning...and saw a chamber that seemed like it had been deserted for weeks. Alarmed, he looked outside-and saw a vast, ruined metropolis that seemed oddly familiar.
And slowly, he realized something else-he did not recognize the stars.
Current Sketch: Since arriving in the Demiplane of Dread, Sir Lucas has been a bit lost. On his world, he was near the center of a vast social web, and now he reigns over an island with a completely alien pair of societies-one incapable of empathy and advanced organization, the other a strange juxtaposition of the advanced sciences of his home and a tribal, hunter-gatherer society. This is one of the many ways Eschaton was made to make him uncomfortable-a textbook narcissist, de Aubut's sense of self-worth is directly tied to his feelings of importance and social acclaim: He's an urban and social creature, so the Mists gave him a realm that was once a city, but is now more of a forest with an artificial framework and people who do not have the same values he does. He possesses great pride in his status as an aristocrat and a part of his world's scientific establishment, so Eschaton's ruined state is a result of the aristocracy's idiocy and the only reason there were any survivors was because of people who were willing to break from the establishment. He's prone to jealousy, so not only does he have a domain where no one acknowledges his authority, but there is literally an entire caste of other alchemists who are given acclaim for the sacrifices they make for their people. Above all, the danger and ruination of the domain? They were caused by a version of his fear-removal procedure. Typically for a darklord, he loudly refuses to acknowledge what his land is telling him.
For the few decades or so he was a darklord (noticeable for the fact that he was instilled significantly after the domain's formation-the Dark Powers decided to let the society of the domain develop from a carbon copy of de Aubut's homeworld into the form it is today) leading up to Eschaton's appearance on the Sea of Sorrows, Sir Lucas was mostly content with experimenting on random Elyte and the few Mistborn his Mytok assistants captured (he avoids experimenting on other Mytok for fear of driving away said assistants-indeed, one may consider them the closest thing he can have to friends) while improving on his tower home. Gradually, he began to lose interest in his domain (he wasn't that involved to begin with), but the Dark Powers decided for their own ineffable reasons that he would not be another Lord Soth.
Thus, they did the one thing that would snap him out of his apathetic lethargy-give him something to do.
Such was how Eschaton was moved to a location where its lord could actually interact with outsiders, and thus learn of problems in other lands his wonders could solve.
These current nights, Sir Lucas is gradually probing the interlopers to his land and figuring out how he can help them. This is a genuine sentiment on his part-de Aubut likes helping people, but just as importantly, he needs their thanks and gratitude like he needs food and drink; he needs to be needed, but more importantly, needs to be thought of as flawless, because then he can fool himself into believing it as well. Which is why he's a darklord, instead of a particularly ruthless and frightening outlander-his ultimate motive for the experiments was his own selfish need for acclaim, and he deluded himself into believing himself wiser than the gods-which, it should be noted, he still believes in and regularly invokes to prove the "holiness" of his mission-because he couldn't admit to himself the fact that he had both chosen a task beyond his capabilities and that the design goals themselves were flawed.
Unfortunately, this interactions have already born fruit-talking with a group of Mordent explorers about ghosts clued him into the malleability of souls separate from bodies. Extrapolating from this, he figured out a way to transfer a living soul to a stone and metal golem body without it actually becoming one of the Dead though use of brain transplanting. These were the first "armored souls", who enjoy a small measure of immortality and the same immunity to disease their master does-an armored soul retains all the memory from his or her existence as an organic being and, massive amounts of mind-searing pain caused by glitches in the procedure notwithstanding, all their sanity and personality, allowing them to serve their lord forever (they also retain free will and agency, but as of yet none of de Aubut's minions have had misgivings after the armored soul conversion). What's more, he has also learned of the disease-like spread of monsters in other lands, how they turn normal people into more of themselves, like lycanthropes-diseases which he feels are not beyond his ability to create a vaccine or even cure for. Already he is planning to send an expedition of armored souls and protected Mytok mages, with artillery, to gather a few test samples, along with a few subjects of more mundane plagues as a control and secondary project.
Needless to say, this is going to anger a few darklords (Alfred Timothy not least among them), but this may be a blessing to Sir Lucas due to the non-malign interest it will arose-other cerebral darklords may see a kindred spirit in the mad doctor, such as Azalin Rex, Fransintek Markov, or Dr. Dominani. Since he does not seek to actually impose his will on anyone, only earn their approval and respect, he might be open to a true, non-treacherous alliance. Even the worse for the world in general, snapping out of his apathy has caused him to be interested in more internal matters-while they are still massively-flawed beings, the Elyte are a good start towards his vision of the "ideal demihuman". He has gradually built up the mystique of a warlord and provider of new warriors (drawn from interlopers who have drawn his ire) around himself in order to gain access to them, so that he may study them and their neruological modifications in toto.
Darklord's Curse: The traditional darklord's curse of Sir Lucas is twofold, to torment his self-image of perfection, his desire to be known as the greatest alchemist and biomancer of all time, and his self-serving morals.
The first aspect is that he will never escape the repercussions of his Act of Ultimate Darkness-the ghosts of the protesters he harvested haunt his tower, and regularly torment their oppressor. Unlike most ghosts however, the curse keeps them relatively stable emotionally and helps them retain their humanity-almost still alive-so as to better torment de Aubut with the knowledge he killed innocents out of spite. Unlike a different, more martial darklord with a similar curse, this actually troubles him enough to change his behavior-he doesn't experiment on Mytok without permission, since he's learned the hard way that the members of the underground tribes who die during them almost invariably come back.
The second is that, to an extent, Sir Lucas still rolls powers checks when one of his evil actions violates one of his self-imposed ethical standards. Of course, he does not develop the double-edged gifts of the Dark Powers, but rather, every time he succeeds, the Mists react-in system terms, add the percentage of success to a "curse pool" until it reaches 50%, at which point the count resets. More importantly, a tiny bit of Mist congeals into a strange fetus in the alchemy vats of a biomancer "rival" of his (in other words, any biomancer not subservient to him in Eschaton's sphere of ideological influence-mostly Mytoka alchemist-shamans, but as the technology and Path of Sophia spreads through the Demiplane, it's not inconceivable there will be valid targets in other domains). Over the course of a week, without any input from the actual owner, the fetus will grow into a strange, humanlike aberration called a Man in Grey-both for their subdued demeanor and tendency to wear neutral colors.
A Man in Grey is, essentially, a living indictment of what de Aubut's ideal demihuman looks like-completely rational, driven by cold intellect, and superbly strong. So rational, in fact, they lack any true emotion, so intellectual they don't possess gut reactions, and strong enough to the point where the previous two things become a problem for everything around them. More importantly, they aren't actually sapient-without emotion or instinct, the Men in Grey do not have the ability to prioritize the information their superior minds process, and thus cannot come to any sort of decision, logical or otherwise. They're just organic automatons, mindlessly following whatever instructions given to them with cold efficiency, simply because they don't have the ability to extrapolate anything else.
And they know secrets of Sir Lucas. Secrets which he guards with his life. Secrets that will cause people to get the credit he so rightfully deserves for his genius. Secrets that may ruin his plans.
Sidebar: Sir Lucas the Not-Darklord: Of course, just because someone dislikes a domain doesn't mean they dislike the personalities, and thus a hypothetical DM may be a little stymied by his desire to use a darklord sans domain.
This is perfectly understandable, and indeed, with very little tweaking to his backstory, de Aubut can easily fit into a more advanced domain like Paridon or Lamordia. The mad scientist too egotistical to admit to flaws in his methods and goals has a great deal of precedence in a vast array of fiction, and can fit anywhere that supports him.
In this hypothetical scenario, de Aubut is more of a local rival to the reigning darklord (as mentioned, he hates the nativity of Lamordians for discounting the scientifically-proven abilities of magic, and would probably view dread dopplegangers with bemused contempt, wasting their miraculous biology and natural alchemic abilities in petty politicking). He's still a brilliant biomancer, but likely without peer due to the lack of alchemist-shamans. His appearence in the demiplane was also less dramatic, simply having a stone tower where there wasn't before, and none of the common folk realizing it wasn't always there. Also, given how much the Man in Grey curse is based around his envy of other biomancers and alchemists, it is not in effect due to a lack of them.
Use this version if you do not wish to change the nature of the setting or run a game with transhuman themes. At least, not at first-as he evangelizes the Path of Sophia and its message of Science and Faith being one and the same, its not inconceivable that he could commandeer a domain and become the new darklord, at which point it will gradually change to provide a foil for him-biomancy's spread included.
Using Eschaton In a Campaign:
One of the major theme of Eschaton is transhuman horror, a theme that has cropped up very recently in the real world, particularly among tabletop RPGs (Eclipse Phase comes to mind). At its core, it is an inverted form of body horror-rather than changing into something aberrant and monstrous against her will, the protagonist of a transhuman horror tale is already something strange by her own will, but doesn't quite understand the limits or dangers of this power, and more frequently than not, tragedy results. Similar to the gothic questions of morality and humanity in the face of darkness, a transhuman horror story revolves around a moral quandary-how much do you modify your own body before you cease being human? What's more, if you aren't human any more, then what?
The transhuman protagonist is isolated from the human condition by her own choices, and what's more, it's not a horrifying transformation-just a gradual realization that the rest of humanity has become foreign, that the protagonist now has a very alien perspective. How the protagonist deals with it ultimately determines whether the ending is tragic or not-the protagonist may become the monster, lashing out at the world she blames for abandoning her, or she remains the hero, finding a way to integrate her perspective with the rest of the world or her more human fellows follow her to stranger vistas. Ultimately, a good transhuman horror story is a modern, humanist refinement of Lovecraftian cosmic horror-rather than being thrust into a dark, vicious cosmos that cares little for humanity, filled with incomprehensible and alien creatures, transhuman horror is about humanity becoming some of those creatures due to rapidly advancing technology, and explores both the wonder and the terror of it. Future shock writ large (which the actual Lovecraft was in fact writing about-he created the Cthulhu Mythos to give form to his growing sense of alienation from the world after World War I).
Thus, a game involving Eschaton should, at least in part, be about the alienation caused by rapid social change due to advances in technology. Indeed, its method of appearing in the Sea of Sorrows-literally rising out of the ocean if certain sailors are to be believed-enforces this theme, drawing interest through its very nature. This, combined with the power of biomancy and the powers check-countering ideology of the Path of Sophia, almost guarantees that domains in contact with Eschaton will change at an ever-accelerating pace, the Core recreating its model world's technological singularity and not having a clue what to do with it. DMs are advised strongly to ask themselves if they or their players really want a story in this vein, which may be a bit too much science fiction and not enough fantasy for their tastes. If not, simply have it that Eschaton did not appear, it never existed in a form that the Core could contact.
In the case the DM does involve it, however, he should resist the impulse to ban symbiotes and biomantic augmentations, or biomancy to players-part of transhuman horror's core them is things going wrong not because of the foulness of the technology, but because the user did not understand the sheer power it had. Similarly, resist the urge to make it so that it only ends in tragedy, especially if the players show foresight and care in using biomancy-as recklessness and willful blindness are punished in a transhuman tale, so are caution and wisdom rewarded. Beyond that, there are several plot hooks when it comes to the ruined metropolis and its inhabitants:
* There's a lot of secrets in the ruins, and indeed the Mytok occasionally dare the surface to find something to help the tribes. Besides a nice way to satisfy that dungeon-crawling urge, this is wonderful opportunity to showcase being chased through enclosed spaces and dealing with the aftereffects of broken-down infrastructure. Perhaps a plant has found its way into a cracked barrel of biomantic mutagen, and may or may not have come to call itself "Audrey II"...
* The Mytok are as prone to grudges and vendettas as anyone else, its just that their sense of solidarity against the Elyte causes them to suppress it. That still doesn't mean some of the tribes are not social enemies, and an interloper or two may just be what they need to strike at their enemies without actually risking harm to themselves.
* The Path of Sophia seeks converts. Like any religion, more than a few adherents want to spread the good news, and a few Mytok are learning Mordentish so that they may travel to Dementlieu and Mordent to do so. How will the domains react to these strange missionaries, especially if they're calibans who are proud of the way they look, or changelings?
Good? Bad? Eye-gouging? Great enough to help with creating biomancy rules?