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Alloprax (Race) - D&D

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Alloprax (carrera 5e)

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Contenido
1 Aloprax
1.1 Aflicción aberrante
1.2 La búsqueda de uno mismo y el desprecio de Dios
1.3 Nombres de Alloprax
1.4 Rasgos de aloprax
1,5 Altura y peso aleatorios
1,6 Aloprax y clases
1,7 Alloprax y antecedentes
1.8 Desarrollo de aloprax
1,9 Socialización aloprax
1,10 La espiral Mawdark
1,11 Organización: Nan'ghft Chtenff

Alloprax

Gnaliih athg ch'ph'nilgh'ri. Epftaghu ee, lloig fm'latgh.


" N'ghayar ngn'ghftyar. Hafh'drn'fhalma goka nanilgh'ri.
F'fm'latgh c'bthnk ng'ch'ebumna. Cep alloprax. Vulgtlagln
nanilgh'ri, ygof'nn. Nilyaa ehye. Mnahn'uh'e stell'bsna
syha'h mg kadishtu n'ghft. Ah hai, ygof'nn. Ilyaa k'yarnak
ee.
"
—Isteph Nwnyth, contándoles a sus hijos los orígenes de su gente

Rarezas entre los mortalkin, el aloprax se erige como una raza


infundida con el toque del reino lejano. Algunos creen que son
descendientes de elfos presentes en la apertura de la gran puerta, el
toque de la locura de sus antepasados perdura dondequiera que
caminan. Si esta creencia es cierta o no, en última instancia importa
poco. Desde el día en que nacen hasta el día en que mueren, son vistos
para siempre como horrores aberrantes por todos, excepto por los ojos
menos perspicaces, criaturas antinaturales aptas sólo para el olvido.

Aflicción aberrante

Se cree que el aloprax se deriva de la estirpe de los elfos y, a pesar de la


mancha de su sangre, todavía guarda cierto parecido con sus
antepasados elfos. Sin embargo, más allá de este marco común, el toque
del reino lejano da a conocer su presencia. El aloprax a menudo exhibe
una coloración antinatural, ya sea un matiz sutil que deja al observador
casual con una sensación de antinatural o algo mucho más dramático.
Los grises, violetas y rojos son los tonos más frecuentes que se ven
entre el aloprax, tocando su piel, cabello, ojos o cualquier otro lugar.
Musculatura inusual, miembros largos o de estructura extraña,
tentáculos vestigiales e incluso marcas curiosas no son rasgos
infrecuentes entre los aloprax. A pesar de su estructura aparentemente
élfica, el aloprax es notablemente duradero. Si bien pueden ser más
resistentes a los golpes que podrían matar a un elfo, carecen
notablemente de la agilidad por la que son conocidos los elfos. Más
extraña aún es la sonrisa dentuda de un aloprax. Sus dientes son
afilados y, a menudo, vienen en hileras y apuntan hacia adentro, hacia
un punto, dispuesto más parecido al de una lamprea que al de un
humanoide.

Self-Seeking and God Spurning

Alloprax predominantly dwell in the depths, residing in a place known


as the Mawdark Spiral. Those that reside outside of this domain find
themselves adrift, being truly accepted no place but among their kind.
Even their distant relatives in the elves scorn their presence, being only
tolerated by only the most accepting of elves. Even amongst the drow,
this relationship is not much different. Further drawing umbrage from
other races, most alloprax have little use for the gods. While most
mortal races are drawn to deity worship, alloprax inherently drift from
it, favoring to hold reverence for abstract concepts or far-realm entities.
To some this marks them as a race of philosophers, to others this
brands them as misotheists. It helps little that most alloprax find just as
much use for morality. That isn't to say all alloprax are evil, or even that
they deny good or evil's existence, only that they typically believe
neither good nor evil apply to them. Despite this, alloprax are usually
called seers of sorts, due to an ability they have to glean information
about the future from their dreams. Whether this is from some deity is
unknown, but the alloprax often pay a gift to use this taxing power.

Alloprax Names

In spite of the time that has passed, alloprax hold some semblance of
the naming conventions of their elven ancestors. What separates
alloprax in this, however, is their tendency towards more unusual
names. Those that have been born and raised in alloprax settlements
tend to use names derived more from deep speech than elven. In spite
of their apparent appearance possessing elven traits, and their claimed
ancestry, Elven is a tongue rarely spoken by alloprax.

Male Adult Names: Brtink, Isteph, Gnalih, Jhael, Loig, Nafil, Orren,
Vulgtahn

Female Adult Names: Amli, Fhalma, Nagha, Silaha, Solae, Yhah.

Alloprax Traits

Oddities among mortalkin, the alloprax stand as a race infused with the
touch of the far-realm.
Ability Score Increase. Your Constitution score increases by 2, and
your Wisdom score increases by 1.
Age. Alloprax reach physical maturity at about the same age as
humans. An Alloprax can live to be 750 years old.
Alignment. Alloprax generally believe morality does not apply to them,
but as thinking creatures alignment does. This attitude held by them
often results in them tending towards evil alignments. Like their distant
elven ancestors, they too hold a slight bent towards chaos.
Size. Alloprax hold roughly the same size and build as elves. Your size
is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. Be it due to your elven ancestry or the far realms touch
upon you, you have superior vision in the dark and dim conditions. You
can see in dim light within 60 feet of you as if it were bright light, and
in darkness as if it were dim light. You can't discern color in darkness,
only shades of gray.
Oddity. Your creature type is both humanoid and aberration.
Unsettling Countenance. Your odd body puts others at unease and can
strike fear. You are proficient in the Intimidation skill.
Fey Ancestry. Blood of the elves runs still in you yet. You have
advantage on saving throws against being charmed, and magic can't
put you to sleep.
Crippling Fear. Your features make you unappealing and fearful to all
but others just as ugly and unappealing. You have disadvantage on
Charisma (Persuasion) checks against creatures that are not
aberrations.
Legacy of the Gate. The art of both beguiling others and pulling the
wool over their eyes is something you grow to know inherently, having
stepped away from the more theocratic practices. You know the friends
cantrip. Once you reach 3rd level, you can cast the unseen servant spell
once, without needing any material components, regaining use upon
completion of a long rest. When you reach 5th level, you can cast the
blur spell once, without needing any material components, regaining
use upon completion of a long rest. Wisdom is your spellcasting ability
for these spells.
Midnight Communion. When you complete a long rest, you may
choose to divine a fortune from your dreams as per the augury spell.
However, as this is a taxing ordeal, you gain a level of exhaustion.
Languages. You can speak, read, and write Common and Deep Speech.

Random Height and Weight

Base Height Base Weight


Height Modifier* Weight Modifier**
4′ 6″ +2d10 95 lb. × (1d4) lb.

*Height = base height + height modifier


**Weight = base weight + (height modifier × weight modifier)

Alloprax and Classes

Barbarian. While the Mawdark Spiral is a home to a race born from


knowledge and its price, barbarians are not unknown among their
number. Most alloprax barbarians take totem warrior as their path, but
taking on aberrant creatures as their chosen totem. Beholder is
equivalent to eagle, grell is equivalent to wolf, and otyugh is equivalent
to bear.

Bard. Musicians of strange cords and teachers of ancient history, the


bard is a valued member of alloprax society. Alloprax bards
predominantly attend the college of lore.

Cleric. Ranging from disinterested in traditional faith, to standing


opposed to the gods for leaving them to their fate, clerics are
understandably rare among the alloprax. When an alloprax swears
themselves to an entity, seldom is it a deity. The roles clerics
traditionally fill in society are filled by individuals of other disciplines.
That isn't to say that a cleric in the Mawdark spiral would automatically
face persecution, but they would be deemed strange by alloprax
standards.

Druid. Deemed unnatural by all that encounter them, it isn't any


wonder why druids are virtually unknown among the alloprax.

Fighter. Steeped in ancient arcane lore, honed in the Underdark across


generations, the alloprax fighter stands as the most common form of
martial combatant among their kin. Eldritch knights, while they are not
the only form of fighter of the alloprax, easily outnumber all other
forms.

Monk. While many traditions moved with the alloprax in their decent
to the depths, monastic traditions were not among them. As such
monks are rare. That being said, there are some that have learned the
ways of ki. Most of these individuals follow the Way of the Four
Elements, or at the very least something that faintly resembles it.
Elements manifested by means of an alloprax's ki often take on
aberrant forms. Water taking on a gelatinous quality, cold seeming to
bring a subtle darkness in its wake, fire manifesting in unnatural
colors, and so on.

Paladin. With their blatant disregard for the very concept of morality,
at least in its application to them, one would think paladins are
unknown among them. Nevertheless, alloprax paladins do exist. While
twisted by the far realm's touch, paladins with an oath of the ancients
were among those driven to the depths. Today paladins of any sort
among the alloprax are a rarity, but there are those that while they see
themselves outside morality, are able to take such an oath and follow it.
Tragically, because of their detached perspective, alloprax paladins are
more prone to violating their oaths or at least pushing the boundaries
of what is permitted under them than most races.

Ranger. Where there lies a dangerous landscape, there too lies those
that learn to traverse it. Alloprax rangers often scout the caves
surrounding their settlements, hunting prey and further mapping out
the depths. Alloprax rangers typically take the form of Hunters.

Rogue. Where there are people, there are those ready to take from
them. Alloprax rogues dwell in both ally way and tunnel alike. While
Thieves and Assassins exist among them, Arcane Tricksters naturally
rise up from a culture that deals so frequently in magic.

Sorcerer. Touched by the far realm, it isn't any wonder that sorcerers
are relatively common place among alloprax society. Between the near
total absence from dragon blood and their ties to the far realm, alloprax
sorcerers are almost universally rooted in wild magic.

Warlock. While alloprax find little use for the gods, that does not mean
the alloprax do not ever swear themselves to entities. Taking the form
of warlocks, near universally holding a Great Old One patron, these
beings delve further into the realm their forbearers unleashed upon
the world. Pact of the Chain alloprax are a minority among alloprax,
more often favoring blade or tome pacts. The role of a warlock in
alloprax society is remarkably similar to that of a cleric or druid in
other societies.

Wizard. Wizardry contributed to the rise of the alloprax, and it is a


tradition that has survived the test of time. Typically entrenched in
Conjuration, Divination, and Transmutation, alloprax wizards are a
staple of their society.

Alloprax and Backgrounds

Acolyte. While god worship is exceedingly rare among the alloprax,


there are those among them that revere patrons. As such, alloprax
acolyte do exist. Often showing reverenced towards some far-realm
entity, or some other great old one patron, these individuals would
typically be seen as cultists in most societies. Alloprax acolytes more
often than not are members of the warlock class.

Charlatan. In every society, there are those that manipulate people,


and the alloprax are no exception. More often rogues than not, a
majority of alloprax charlatans get by on a silver tongue, a swift hand,
and any magic they have at their disposal.

Criminal. Where there is society, there are those that turn to breaking
its rules. Typically taking the form of thugs and thieves, spanning a
wide verity of classes, they prey upon other members of their society.
While the alloprax do not value the individual, and morality is a
concept they believe themselves above, crime is something to be dealt
with.

Spies, on the other hand, are a staple of alloprax society. In a people


that often delves into magic and each may scheme for their own ends,
those that can discretely acquire information from others are held in
esteem. These skills serve them well, both among their own people and
among others.

Entertainer. Seldom a day goes by when strange cords and the telling
of tales are not heard among the alloprax. Keepers of history, alloprax
entertainers do their best to ensure their people remember where they
came from and keep them entertained. Bards are by far the most
common alloprax entertainers, but not all follow that path.

Conversely, gladiators are almost entirely unknown among alloprax


society. Outside of their society, an alloprax slave may prove themselves
in the arena, but such individuals are unknown in the spiral.

Folk Hero. Alloprax seldom hold individuals in esteem, and as such


folk heroes are virtually unknown among them. Where one may rise to
notoriety among others, their own kin do not place the same value in
them.

Guild Artisan. Talented craftsmen are worth their weight to their


people and the towns they dwell in, and this is no less true among the
alloprax. Thriving guilds are not uncommon among the alloprax,
creating a menagerie of curiosities ranging from patterns inspired by
alien geometries, to objects most races could hardly guess their
purpose, to creating strange delicacies made from the ingredients
available in the depths. These individuals train in classes as diverse as
the businesses they run. Guild merchants among the alloprax are no
different.

Hermit. Among alloprax settlements, hermits tend to go unnoticed.


More often at the fringes of society, or being raised among other
cultures, alloprax hermits often come to contemplate their own place in
their world, given the far realm's touch. Alloprax hermits ultimately
can belong to any class.
Noble. With little emphasis upon individuals within their society, one
would think nobility would also stand as a rarity, but this is not so.
Lineages among the alloprax more touched by the far realm, older
families that may have been noble back when they were still elves,
alloprax nobility hold some form of sway over others of their kin. These
individuals are seen often as born representatives of the far realm.
Alloprax nobles typically are sorcerers or warlocks, but there have
been nobles of all paths.

Outlander. Outcasts of society, alloprax outlanders roam the tunnels of


the Underdark. Those that have not fallen to the horrors of the depths
make for some of the best guides and survivalists, whether or not their
sanity remains intact. More often than not, alloprax outlanders are
rangers and barbarians, though some get by with sorcery.

Sage. In alloprax society, sages are regarded as a central pillar.


Knowledge may have gotten them into their current state, but
knowledge is a worth pursuit in its own right. From scholars of the
planes, to philosophers that dwell upon and exemplify concepts,
alloprax sages are among the more common form of alloprax. Wizards
and warlocks make up a majority, though rogues, fighters, and even the
occasional paladin exists.

Sailor. Distant from surface seas, and given the size and structure of
water in the depths, sailors and pirates alike are uncommon among the
alloprax. Where raised in other societies, they may find themselves
gifted at seafaring, dwelling in the depths has removed most
opportunities to venture onto suitable bodies of water in their youth.

Soldier. Every society needs their protectors, and alloprax are no


exception. Traditionally fighters given some arcane knowledge,
alloprax soldiers frequently stand as guards in their settlements. While
standard warfare is uncommon in the depths, alloprax do not shy away
from armed conflict if deemed necessary.

Urchin. Unfortunately, as with all peoples, the alloprax have those


unfortunate to have grown up without a home. Alloprax urchins are
often disregarded by their society as a whole, even if regarded perhaps
above other races. More often than not rogues, they are quick to do
whatever it takes to continue their existence, whether or not it makes
sense to those around them.

Alloprax Development

Though they are humanoid in shape and interact with most magics as if
they were still humanoids, alloprax have taken on an increasingly
aberrant nature and as such also interact with magics as aberrations.
One way this reflects themselves is their development.

Infancy. Although they come into existence by the same means as most
humanoid races, alloprax are born with only a faint resemblance to
humanoid life. Born resembling tentacled and boney lamprey with only
subtle traits towards the humanoid form, an alloprax's birth is obvious
even to the most naive of individuals. While among their own people,
this is considered a normal state, among others they often must be kept
secret. Before three years of age, a humanoid's face finishes taking
shape and tentacles along the sides of their bodies have grown long
enough and strong enough to allow them to more easily move about on
their own. Even in this early state, their minds drift towards the far-
realm as they sleep, inflicting them with nightmares.

Childhood. Moving more towards the humanoid frame, an alloprax


child has developed limbs upon which they can move about on. Taking
root from tentacles combining with one another, the skeletal structure
for an alloprax's limbs form throughout their childhood years. While
early on they continue to slither and crawl about, when their limbs
become strong enough to support their weight they are quick to learn
how to move upon them. Problems made by external stimuli to this
development often are reflected in adulthood, contributing to their
strange movements that further serve to demonstrate their unusual
natures. Throughout this time they also take on a more humanoid
appearance, even taking on the beginnings of jaws though still they
remain a far cry from elven-kind. At this stage, an alloprax's dreams
make little sense when they can remember them. On great occasion
they draw some degree of information from them, but this is rare.

Adolescence. Able to move about similar to humanoids, and their


bodies having taken on a predominantly humanoid form, the last thing
to take shape for an alloprax is their jaws. Their mouth, not entirely
dissimilar to that of a lamprey with a tongue at first, gradually folds
and forms a joint to achieve a shape similar to those held by most
humanoids. While it never truly takes the proper structure, given the
arrangement of their teeth, it does eventually reach a point in which it
is hard to tell the difference between an alloprax and an elf at a glance,
provided their mouths remain closed. Consequently, it is only in their
adolescence in which they become able to fully speak common, as
many of the sounds are difficult to form properly. Coincidently, it is in
this time they learn enough that they can make can make some vestige
of sense of the nightmares that plague them, even if this information is
followed with a headache.

Adulthood. Having grown to maturity, an adult alloprax possesses all


the traits as described. Frequently, it is another 80 years before they
declare themselves adults within their society and take on their adult
name. Beyond this point, little changes physically in an alloprax. With
age, their colors may dull, and exposure to the far realm's energies
through their meddling can result in various traits developed over the
years. This can begin to occur before reaching two hundred years of
age or several hundred years later.

Alloprax Socialization
As a race-long afflicted with the far realm's touch, and has dwelled
apart from their closest relatives for eons, alloprax are understandably
strange when it comes to social interactions with both their kind and
other races.

Speech. Alloprax speak predominantly Deep Speech, only becoming


capable of communicating in Common (or Undercommon) as they
approach adulthood. While few speak elven inherently, they have long
adapted its alphabet to their purposes along with clinging to some of
the speech patterns. Beyond this, alloprax are prone to certain ways of
phrasing things. Focused more on concepts and abstractions than they
are on individuals, they are less prone to using direct language. For
instance; When telling their youth about the history of their people,
they more often refer to Firestorm Peak in terms of 'In the place it
began', or 'where place met no place' than they call it by name. Terms of
good and evil are similarly expressed as 'those that help' and 'those that
harm'. Disciplines are often referred to in terms of the concepts they
embody through it. Paladins are described as 'paragons of those that
help', druids are often 'exemplars of that which grows', sorcerers are
'embodiments of that which is given', and so on.

Compounding this, alloprax never phrase things in terms of


past/present/future. While present is a tense they use, past and future
share the same tense, referring to things that happen at a different
point at time. People who live are alive, but people who aren't alive
exist at another point.

Interracial Interactions. Alloprax, when dealing with other races, are


prone to dismissive language. While they do not place value on
individuals, they place more in their own people than they do others. A
race or individual not touched by the far realm is not deemed to hold
any true importance, as opposed to their own faint significance. While
most races are referred to in similar terms as they label an individual's
profession, the elven races are held in a slightly differing light. While
they speak of their ancestors as 'fathers', and the elder elves that were
not affected as they were as 'mothers', the other elves gain names in a
similar light. 'sisters that dwell in that which grows', 'sisters that dwell
in that which reaches', and 'sisters that dwell without light' are how
they typically refer to the wood elves, high elves, and drow respectively.
This is not necessarily with respect, but they cannot and do not deny
their ancestry.

The Mawdark Spiral

The city known as the Mawdark Spiral, at least what it translates as,
stands at the heart of the alloprax realm. By far being the oldest,
largest, and most populous city of the alloprax, elements of it are often
reflected in other alloprax settlements.
As its name implies, the Mawdark Spiral is a massive spiraling city,
miles across and tiered. One long continuous road runs through the
entirety of this city, with structures existing at points to allow for
movement between layers. Each of these layers are 60 feet in height
and about as thick. Buildings are both built along the inner edges as
well as carved from the stone along the outer edges.

The roof of the 20-square mile imprint of the city shifts and melts,
constantly raining thick liquid upon the city. The city's structure allows
for this constant fall to be channeled, rivers of these fluids running
down channels towards the city's center to a pit closed by what appears
to be circularly arranged teeth, flowing between the seams. Tall towers
waver and extend from the ledges into the roof of the area, lined with
structures that appear like teeth off which the thick fluid that falls
flows.

Tunnels carved at various points along the outer wall of the spiral
extend out a short distance before each coming to a flat stone with a
fluorescent growth upon it, the largest of these at the outer end of the
long road of the city. From the outside of the city, there appears to be
nothing there. A ring of sparsely placed patches possessing this same
growth within about a few miles of one another exists deep in the
Underdark. Aberrations are more common in the areas around these
patches than in most places within the depths.

Organization: Nan'ghft Chtenff

While most alloprax stand as beings that embrace their aberrant nature
and reject all pretense of morality in regards to themselves, there are
those among their society counter to this. Members of the Nan'ghft
Chtenff, these alloprax wish to reunite with elven-kind and rid
themselves of the Far Realm's touch. Viewed as anywhere from odd to
being truly despicable and disposable members of there society, most
members of this organization are secretive about their nature and
membership. Their continued presence in the Mawdark Spiral is
largely to research the Far Realm in hopes of severing its ties from
reality or at least mitigating its influence. Alloprax found far beyond
the reaches of the Mawdark Spiral and other alloprax settlements
frequently hold some connection to the Nan'ghft Chtenff. This takes the
form of either having been sent on various quests to further their
mission, ranging from recovering knowledge and artifacts to seeking
those who would aid them or being those who received safe passage
from the Underdark through the assistance of the Nan'ghft Chtenff.
These individuals are more likely to believe morality applies to them,
and tend towards good alignments.

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