Rituals of The Chosen
The Rituals of The Chosen transform a creature that has passed The Church’s trials into a Chosen being that is either Centered, Cerebral or True.
Clerics and Paladins of Charon, Shale and The Cycles are automatically eligeable for the trials.
The ritual is an extreme ordeal and though most survive, they are shaken by the experience for a considerable time afterward.
They believe that the dangers of The Ritual are far outweighed by the rewards.
Bigany Nobles and The Ritual
Some members of the families dedicate themselves to their faith in The Chosen and in turn The Church of The Moons. This is usually a path taken up by the second born of a noble family.
The Cerebral trials, held by The Maaji, can only be taken by Kinnetts, Momes and Torcs.
The games, as The Order of Compleasc calls the Centered trials, are reserved for the Forc, Vec and Poten families.
Finaly, 'The Search for Truth' is conducted by The Inquisition, but ironically, only for the Vecs and the Potens.
After proving their dedication in one of these trials and having made massive donations to the appropriate Order, a member of a noble family will endure a transformation ritual in The Great Temple.
As a Chosen creature you are linked to The Chosen Gods and are no longer entirely mortal, your essence is merged with one of the moons, Charon, Shale or Croi.
True beings, are linked to Croi and desire balance in all things, using their Dexterity and Wisdom to achieve it.
Centered beings linked to Charon demand physical perfection of themselves, honing their Strength and Constitution to astonishing levels.
Cerebral beings are linked to Shale and channel the power of the mind with the greatest might, through focus on Intelligence and Charisma.
As a Chosen creature you can call upon your link to the moon you are merged with as a bonus action. Until the start of your next turn you can add your proficiency bonus to one of the two abilities empowered by that moon. You can do this once per short rest.
All members of the Bigany aristocracy are descended from one of the five original founders of Bigany. These founders are the progenitors of the five noble houses which are also known as noble families. Nobles are part of and loyal to one noble family. Occasionally a noble will switch loyalties but this is very rare and usually happens in extreme circumstances.
The head of each noble family wields a great deal of power and his authority is recognised by all the other nobles within the family. Each family head is descended directly from one of the founders and has their title by right of inheritance.
The foremost of all the families is the Kinnett royal family whose leader is the King of Bigany.
A potential sixth family, the Potens have not been recognised by The Crown, but are doing all in their power to achieve this recognition. If they do so, their's will be the only family that cannot trace it’s lineage back to one of the five founders of Bigany.
Jurius Kinnett layed down rigorous rules of mariage and succession, based on both bloodline and ability, that have been followed faithfully since his coronation. After the many generations of lifelong intense training and competition required to pass the 'Tests of Merit' and the 'Tests of Marriage' each family has developed traits that are superior to those of normal humans.
Most Bigany nobles that are not closely related to the head of the family are the same as other humans. Those who exhibit the traits desired by each family are watched closely, tested and ultimately invited into beneficial marriages.
If the noble family bloodlines are mixed then one positive modifier is selected from each parent’s bloodline and each special trait or ability has a 50% chance of manifesting. If a noble family bloodline is mixed with a common bloodline, one positive modifier and one special trait is usually lost. Example: Halmonde Mome, the son of Montague Mome and Azriel Torc has +2 INT and +2 WIS.
Favoured classes: Psion, Sorceror, Maaji
Ability Score: INT +2, CHA +2, WIS +1
Balance: Strongly Cerebral (6)
Mystic Training. You know one psionic cantrip.
Wild Talent. You know one first level psionic power that you can use once per long rest. Intelligence is your ability for it. If psionics is not available in your campaign then use the wizard spell list. All Kinnetts have some psionic ability or 'Skill' as they call it whether it is fully exploited or not.
Born ruler. You add twice your proficiency bonus to Charisma (Persuasion) and Charisma (Intimidation) checks.
Favoured class: Rogue, Monk, Fighter, Warlock, (Thief, Assassin, Swashbucklers)
DEX +2, CHA +2, STR +1
Mildly Centered (2)
Artful Dodger. You apply double your proficiency bonus to Charisma (Deception) and Dexterity (Acrobatics) checks. You treat any roll of 9 or less on these checks as a 10.
Slippery. Once per round you can make an Dexterity (Acrobatics) check when you provoke an attack of opportunity by leaving a threatened area. If the check result is higher than your armor class, you increase your armor class to that value against that attack of opportunity.
Vec Weapon Training. You are proficient with rapiers, hand crossbows and whips. When you use a whip it deals 1d6 damage.
Favoured class: Cleric, Paladin, Maaji, Bard
WIS +2, CHA +2, INT +1
Strongly Cerebral (6)
Poison Adaptation. All Momes are spectacularly prone to substance abuse. The only reason that the family has survived so long is that they have developed the ability to suppress the effects of toxins in their bodies at will. This has also thwarted many an assassination attempt by ignorant poisoners. A momeline human has resistance to poison damage, advantage on saving throws against poison and immunity to the poisoned condition. A mome can suppress the ability as a bonus action in order to enjoy recreational poisons.
Church Training. You speak Chosen and can cast the cleric cantrip produce flame. This cantrip is great fun at parties.
Charming. You can cast charm person once per long rest. If you treat the target well and succeed at a Charisma (Persuasion) check they will not be hostile to you after the spell expires.
Favoured class: Fighter, Barbarian, Paladin
STR +2, CON +2, WIS +1
Strongly Centered (6)
All Forcs are tough and blessed by Compléasc, as such they are very hard to kill.
Solid. You add double your proficiency bonus to Constitution saving throws and ability checks.
Die Hard. When you are reduced to 0 hit points by an attack, you can make a Constitution saving throw to stay at 1 hit point. The DC of this saving throw is 5 + the damage dealt. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.
Fast Healer. When you roll a Hit Die to regain hit points, you add your Constitution modifier twice instead of once (minimum of 2).
Forc Military training. You gain proficiency with the warhammer, maul, halberd, heavy crossbow, shields and medium armor.
Favoured class: Wizard, Warlock, Bard, Sorceror
INT +2, CHA +2, WIS +1
Strongly Cerebral (6)
Polymath. All Torc Nobles are tutored from an early age and learn vast amounts about every subject they can. You can apply your proficiency bonus on any Intelligence check you make to recall a fact or benefit from your extensive knowledge. This applies to Arcana, History, Nature and Religion checks.
Eidetic Memory. If you are proficient with Arcana, History, Nature or Religion, you add double your proficiency bonus to the ability check.
Eldritch protection. You can cast the mage armor spell once per long rest. You can cast the shield spell once per long rest.
Favoured class: Ranger, Cleric, Druid, Barbarian, Paladin, Monk
STR +2, WIS +2, DEX +1
Mildly Centered (2)
Nature affinity. You gain double your proficiency bonus to Animal handling checks.
Speed of the wild. You can use your bonus action to increase your speed or the speed of your mount by 10 ft..
Fey gift. Once per long rest, you can cast the spell misty step as long as you either start or end outdoors. You can target a mount in addition to yourself and you can cast it even if you are in a form that prevents spellcasting .
Adult DéDannan Ogres stand 9 to 10 feet tall and weigh 300 to 350 pounds. Their skin colour is similar to Caucasian humans. Their eyes are catlike in shape and are coloured purple with white pupils. If these strange eyes can be disguised, DéDannan Ogres can often pass as huge massively muscled humans. Dressing in high quality clothes or armour, they care for their weapons and armour exceptionally well. A typical DéDannan Ogre's life span is 190 years.
DéDannan Ogre Clans can be located anywhere, from deep caverns to mountaintops. Their settlements are rarely larger than large villages each holding one clan. Some clans live in simple villages while others create and defend massive fortresses.
DéDannan clans vary widely in their outlook and are divided into three main clan-nations
Wild, High and Craft. Each clan nation is ruled by a High King. Clans may change their loyalty from one High King to another once a year during the concordance. This requires that the clan leader (called a chief or in a king in larger clans) call a vote of the clan council or simply decide on the change is his rule of the clan is uncontested. Leaving or joining a clan-nation requires different rituals depending on the clan-nation.
High Clan Nation
The ‘High’ clans are similar in outlook to elves. They claim that they passed on their knowledge, traditions, arts and culture to the elves and it is quite likely that this is true. This race of Ogres has a society far older and more sophisticated than even the high elves. However they retain their warlike tendencies. Their favoured forms of artistic expression are combat and the martial arts. High Clans are also highly adept with sorcery and claim to have taught a clan-nation of lesser Ogres some arcane powers and that this clan evolved into the Ogre Mage race. High clans live in well hidden and well fortified settlements. They are often in remote areas or hidden in deep woods. They are protected by strong physical defences as well as magic and psionics. These clans have the least contact with other races and little contact with other clan-nations. They communicate constantly with each other and keep track of all the clan-nations and their activities. The High King of the High Clans is the ruler of all the DéDannan Ogre Clans and to some extent the entire Ogre race.
Craft Clan Nation
These clans live in settlements that are part of the nations that surround them. In peaceful areas they live in open villages, in uncivilised areas they live in well fortified keeps. The settlements are always beautifully crafted and reflect the style of their neighbours. These clans are also eager to trade their goods and always willing to learn new crafting methods. They are master craftsmen and can craft almost any item. They focus however on large weapons and armour. While these settlements swear loyalty to local rulers if necessary and will even pay taxes, they abide by their own clan rules and obey local laws only if they do not conflict with clan law. Craft clans care little for racial, religious, national or cultural differences and the accept members of any race that wish to trade or craft. They have no time for any creature that does not contribute to the clan in some way. Craft clans often refuse to pay taxes to a ruler who does not show how these taxes are being used to benefit them.
Wild Clan Nation
These clans are closer to the standard ogre race in their outlook. They live primarily by hunting, scavenging and raiding. They can eat almost anything but most have a fondness for elf, dwarf, and halfling flesh. This means that there is a small chance that these races will be found with the clan and treated as slaves or cattle. Wild Clans often plague mankind, lusting for gold, gems, and jewellery as well as human flesh. A wild clan will eradicate a co-existing race, will dominate them or will be wiped out by them. No middle ground exists.
Extremely avaricious, these clans often squabble over treasure and cannot be trusted, even by their own kind or allies. They are evil creatures that join with other monsters to prey on the weak and favour overwhelming odds to a fair fight. It is common for these ogres to speak orc, troll, stone giant, and gnoll, as well as a coarse version of their own elegant language. They mingle freely with ogres, giants and trolls.
DéDannan Ogre Wild clans will attempt to become the leaders of any humanoid groups they meet using their superior strength and intelligence to threaten and lead the lesser races. They form especially effective alliances with Hobgoblin tribes. Their dedication to combat and weaponsmithing as well as their massive size, complements the hobgoblins dedication to tactics and war. They also accept Ogres and half-ogres into their clans if they can prove themselves in combat.
DÉDANNAN OGRES AS CHARACTERS (3e)
Ogre characters possess the following racial traits.
— +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—An ogre’s base land speed is 40 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
—Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
—Racial Feats: An ogre’s giant levels give it two feats.
—Weapon and Armor Proficiency: A DéDannan ogre is automatically proficient with simple weapons, martial weapons, all armor, and shields.
— +5 natural armor bonus.
—Automatic Languages: Common, Giant, DéDannan. Bonus Languages: Draconic, Elven, Sylvan.
—Favored Class: Barbarian.
—Level adjustment +4.
DéDannan Fighting Arts (Ex): All DéDannan are trained in the ancient DéDannan fighting forms from birth and specialise in one particular one handed weapon, often a Charon waraxe or a bastard sword. Their massive strength allows them to wield one handed weapon in each hand without any penalties. These Ogres are an awesome sight in battle and think little of tackling giants or other fearsome creatures in combat. The DéDannan Fighting Arts are the equivalent of Exotic Weapon Proficiency, Weapon Focus, Weapon Specialisation, Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Mastery and DéDannan Grip.
DÉDANNAN OGRES AS CHARACTERS (5e)
Use the rules for Goliath.
LIZARDFOLK AS CHARACTERS
Lizardfolk characters possess the following racial traits.
— +2 Strength, +2 Constitution, –2 Intelligence.
—A lizardfolk’s base land speed is 30 feet.
—Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
—Racial Skills: A (2 + Intlizardfolk’s humanoid levels give it skill points equal to 5 x modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
—Racial Feats: A lizardfolk’s humanoid levels give it one feat.
—Weapon and Armour Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
— +5 natural armour bonus.
—Natural Weapons: 2 claws (1d4) and bite (1d4).
—Special Qualities (see above): Hold breath.
—Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
—Favoured Class: Druid.
—Level adjustment +1.
TZAKANDI STEEL CLAN LIZARDFOLK AS CHARACTERS
Lizardfolk characters possess the following racial traits.
- +2 Strength, +2 Constitution, +6 Intelligence, +4 Wisdom, -2 Dexterity, +2 Charisma
-A lizardfolk’s base land speed is 30 feet.
-Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3.
-Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x ?(2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. Steel Clan Lizardfolk have a +2 racial bonus on craft checks involving metal.
-Racial Feats: A lizardfolk’s humanoid levels give it one feat.
-Weapon and Armour Proficiency: A steel clan lizardfolk is automatically proficient with martial weapons, light armour and shields.
- +8 natural armour bonus.
-Natural Weapons: None.
-Special Qualities (see above): Hold breath.
-Automatic Languages: Common, Draconic. Bonus Languages: Torlandish, Aquan, Terran, Gnoll, Orc.
-Favoured Class: Ranger.
-Level adjustment +1.
Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of any kind, but it can’t be relied on to carry out tasks with any speed or efficiency.
An imp can assume animal form at will, but in its natural state it resembles a diminutive red-skinned humanoid with a barbed tail, small horns, and leathery wings. It strikes while invisible, attacking with its poison stinger.
Imps are tiny but very powerful.
The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Your Dexterity score increases by 4, and your Charisma score increases by 2. Your Strength score decreases by 4.
Imps mature at the same rate as humans but live a few centuries longer.
Imps have an innate tendency toward evil and law.
Imps are very small. Your size is Tiny.
Your base walking speed is 20 feet. Your base flying speed is 40 feet.
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 120 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. Magical darkness doesn't impede your dark vision.
You have resistance to Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered.
You have immunity to Fire and Poison Damage and to the Poisoned Condition.
You have advantage on saving throws against spells and other magical effects.
The imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on the invisibility spell). Any equipment the imp wears or carries is invisible with it.
You can speak, read, and write Common and Infernal.
Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god’s power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don’t prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti — a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves — or whether it preceded or even began the conflict — none can say.
The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.
Melee Weapon Attack: 1d4 piercing damage.
Melee Weapon Attack: 1d4 slashing damage.
You gain Darkvision 120' and Double proficiency in perception.
Your Strength, Constitution, and Charisma scores each increase by 1.
Sahuagin reach maturity around age 15 and can live up to 100 years.
Sahuagin tend toward lawful evil. As some of the darkest creatures of the sea, their culture pushes them toward chaos and malevolence.
Sahuagin are slightly shorter than humans, averaging about 5 feet tall. Your size is Medium.
Your base walking speed is 30 feet, and you have a swimming speed of 40 feet.
You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.
The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.
The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.
You makes two melee attacks: one with your bite and one with your claws or spear.
You can speak, read, and write Common, Sahuagin and Primordial.
The Moray sahuagin are slippery deceivers worshippers of the goddess of deceit.
Moray Clan are flexible and hard to catch. Granting a +2 bonus to Dexterity and a +1 bonus to Charisma.
Moray clan rely on agility rather than strength to attack their prey.
Moray clan rely on agility rather than strength to attack their prey.