Alloprax (Race) - D&D
Alloprax (Race) - D&D
Alloprax (Race) - D&D
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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
Aflicción aberrante
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
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.
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.
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.
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.
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.
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.
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.
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.
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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donde se especifique lo contrario.
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