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Playing around with my Dogs in the Vineyard-inspired D&D Setting: Plague Dogs
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<blockquote data-quote="BookTenTiger" data-source="post: 9175739" data-attributes="member: 6685541"><p><strong><span style="font-size: 26px">People of Taielis, Part 5: Enlanders</span></strong></p><p><strong></strong></p><p><strong><span style="font-size: 22px">Enlander</span></strong></p><p>[ATTACH=full]317342[/ATTACH]</p><p>Enlanders are a mysterious people, native to tunnels and caverns deep beneath the land’s surface. They are slight humanoids, standing between three and five feet tall. They are distinguished by their small, pointed ears and unique eyes, which are entirely black except for their luminous, colorful irises.</p><p></p><p>Enlanders are immortal. They are born infrequently, and never die of old age. Many enlanders stop aging around their adulthood at 50 years. However, enlanders can only remember events within the last 100 years of their lives. Anything that occurred over a century ago is said to be “down in the deep.” It is not uncommon, though, for skills or memories from past lives to surface in dreams or situations of dire needs.</p><p></p><p>Enlanders ar naturally magical and possess psionic powers. Their long lives and inherent psionics allow them to adapt to their environments, as they subconsciously pick up on new skills or traits from other inhabitants. Unfortunately, their mental prowess has proven a tempting target for aberrations. More than one enlander city has fallen to an invasion of aberrations.</p><p></p><p>Recently, a civil war fueled by aberration-worshiping cults destroyed many of the tunnels that connected enlander cities to the surface world. For the enlanders of Taielis, this has resulted in total isolation. Though some enlanders still live in the caves of the Undermines, many have chosen to migrate to the surface. They now live in the walled citadel cities or quiet farm villages, and their relationship with the mortal folk is often like that of an elder relative: mirthful and teasing one moment, impatient and prideful the next, but always a little aloof and enigmatic.</p><p></p><p><strong>Enlander Attributes</strong></p><ul> <li data-xf-list-type="ul"><strong>Age</strong>: Enlanders age slowly. They reach adulthood around age 50. Over time they may appear older, but the aging process often reverses for a time, with wrinkles vanishing and white hairs regaining their original (or new) color. Enlanders never die of old age.</li> <li data-xf-list-type="ul"><strong>Height</strong>: Enlanders are slight compared to humans, standing between three and five feet.</li> <li data-xf-list-type="ul"><strong>Languages</strong>: Enlanders can read, write, and speak Talis and Enlander (also called Ixon).</li> <li data-xf-list-type="ul"><strong>Names</strong>: Enlanders tend to have a single name that they add syllables to (or subtract syllables from) over time: Nyxanthium, Qoyo, Vrililyssa, Boroborobos. In mortal company they usually shorten their names to a single syllable, or take on a descriptive surname: Ben Little, Shy Underway, Tay Fareyes, Ava Halfwitch</li> </ul><p></p><p><strong>Enlander Traits</strong></p><ul> <li data-xf-list-type="ul"><strong>Size</strong>: Choose one of the following sizes for your character:<ul> <li data-xf-list-type="ul"><strong>Medium</strong>: Your size is Medium.</li> <li data-xf-list-type="ul"><strong>Small</strong>: Your size is Small. Your walking speed is 25 feet. You suffer disadvantage when making attacks with a heavy weapon. You may pass through the space of any creature larger than you. Furthermore, you may take the hide action when obscured by a creature that is larger than you.</li> </ul></li> <li data-xf-list-type="ul"><strong>Ancient Memories</strong>: Enlanders have incredible memories, with almost perfect recall. Choose one of the following skills to gain proficiency in: Arcana, History, Nature, or Religion.</li> <li data-xf-list-type="ul"><strong>Regeneration</strong>: Enlanders naturally regenerate their wounds. This process quickens when an Enlander has taken on a mortal injury. When you succeed at three Death Saving Throws, you may spend Hit Dice to heal, as if during a Short Rest.</li> <li data-xf-list-type="ul"><strong>Magical Nature</strong>: All Enlanders are born with the ability to access magic. You may choose a cantrip from the Sorcerer spell list. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability.</li> </ul><p></p><p><strong>Enlander Aspects</strong></p><p>Though they are immortal, Enlanders change over time. Their magical nature allows them to adapt to new environments. Enlanders’ psionic abilities also allow them to pick up skills or talents from those living nearby. Furthermore, over their long lives, Enlanders develop skills that they can call upon centuries later, even if their memory of learning those skills has gone to the deep.</p><p></p><p>Choose two aspects for your Enlander. Your character may change one aspect each time they level up, representing their ability to adapt to new environments, or to recall skills learned in past lives.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Arcane Training</strong>: At some point in your long life, you became trained in magic. You gain a cantrip, which you may select from any class’s spell list, and cast using the same spellcasting ability you chose for Magical Nature.</li> <li data-xf-list-type="ul"><strong>Climb Speed</strong>: Through adaptation, you have gained the ability to climb difficult surfaces. You gain a climb speed equal to your walking speed. You do not need to make Athletics checks to climb vertical surfaces with adequate handholds, such as a cliff face or tree trunk.</li> <li data-xf-list-type="ul"><strong>Darkvision</strong>: 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.</li> <li data-xf-list-type="ul"><strong>Elemental Resistance</strong>: You gain resistance to one of the following damage types: acid, cold, fire, lightning, or thunder.</li> <li data-xf-list-type="ul"><strong>Fleet Footed</strong>: Your walking speed increases by 5 feet. You may take the Dash action as a bonus action.</li> <li data-xf-list-type="ul"><strong>Keen Sight and Hearing</strong>: You gain advantage on Investigation and Perception checks made when using your sense of sight or hearing.</li> <li data-xf-list-type="ul"><strong>Martial Training</strong>: You are trained in martial combat. You gain proficiency in one of the following options: three martial weapons; two martial weapons and a set of armor; or one martial weapon, shields, and a set of armor.</li> <li data-xf-list-type="ul"><strong>Memories from the Deep:</strong> You gain proficiency in two skills, or one skill and either a set of tools or a musical instrument.</li> <li data-xf-list-type="ul"><strong>Mental Force</strong>: You may use the mage hand cantrip at will, without verbal or somatic components.</li> <li data-xf-list-type="ul"><strong>Psionic Shield:</strong> You are protected by a psychic shield. When not wearing armor, your armor class is 15.</li> <li data-xf-list-type="ul"><strong>Psychic Disruption</strong>: As a reaction to taking damage, failing a Saving Throw, or being seen, you may turn invisible. You remain invisible for a number of minutes equal to your Proficiency Bonus, or until you attack or cast a spell. You may use Psychic Disruption once per Long Rest.</li> <li data-xf-list-type="ul"><strong>Swim Speed</strong>: You gain a swim speed equal to your walking speed.</li> <li data-xf-list-type="ul"><strong>Unspoken Language:</strong> You may speak telepathically to any creature you can see within 30 feet of you.</li> <li data-xf-list-type="ul"><strong>Words of Power:</strong> Your psychic ability allows you to influence those you speak with. You gain advantage on Deception, Intimidate, and Persuasion checks against those who understand your language.</li> </ul></blockquote><p></p>
[QUOTE="BookTenTiger, post: 9175739, member: 6685541"] [B][SIZE=7]People of Taielis, Part 5: Enlanders[/SIZE] [SIZE=6]Enlander[/SIZE][/B] [ATTACH type="full" width="288px" alt="Enlander screenshot (1).png"]317342[/ATTACH] Enlanders are a mysterious people, native to tunnels and caverns deep beneath the land’s surface. They are slight humanoids, standing between three and five feet tall. They are distinguished by their small, pointed ears and unique eyes, which are entirely black except for their luminous, colorful irises. Enlanders are immortal. They are born infrequently, and never die of old age. Many enlanders stop aging around their adulthood at 50 years. However, enlanders can only remember events within the last 100 years of their lives. Anything that occurred over a century ago is said to be “down in the deep.” It is not uncommon, though, for skills or memories from past lives to surface in dreams or situations of dire needs. Enlanders ar naturally magical and possess psionic powers. Their long lives and inherent psionics allow them to adapt to their environments, as they subconsciously pick up on new skills or traits from other inhabitants. Unfortunately, their mental prowess has proven a tempting target for aberrations. More than one enlander city has fallen to an invasion of aberrations. Recently, a civil war fueled by aberration-worshiping cults destroyed many of the tunnels that connected enlander cities to the surface world. For the enlanders of Taielis, this has resulted in total isolation. Though some enlanders still live in the caves of the Undermines, many have chosen to migrate to the surface. They now live in the walled citadel cities or quiet farm villages, and their relationship with the mortal folk is often like that of an elder relative: mirthful and teasing one moment, impatient and prideful the next, but always a little aloof and enigmatic. [B]Enlander Attributes[/B] [LIST] [*][B]Age[/B]: Enlanders age slowly. They reach adulthood around age 50. Over time they may appear older, but the aging process often reverses for a time, with wrinkles vanishing and white hairs regaining their original (or new) color. Enlanders never die of old age. [*][B]Height[/B]: Enlanders are slight compared to humans, standing between three and five feet. [*][B]Languages[/B]: Enlanders can read, write, and speak Talis and Enlander (also called Ixon). [*][B]Names[/B]: Enlanders tend to have a single name that they add syllables to (or subtract syllables from) over time: Nyxanthium, Qoyo, Vrililyssa, Boroborobos. In mortal company they usually shorten their names to a single syllable, or take on a descriptive surname: Ben Little, Shy Underway, Tay Fareyes, Ava Halfwitch [/LIST] [B]Enlander Traits[/B] [LIST] [*][B]Size[/B]: Choose one of the following sizes for your character: [LIST] [*][B]Medium[/B]: Your size is Medium. [*][B]Small[/B]: Your size is Small. Your walking speed is 25 feet. You suffer disadvantage when making attacks with a heavy weapon. You may pass through the space of any creature larger than you. Furthermore, you may take the hide action when obscured by a creature that is larger than you. [/LIST] [*][B]Ancient Memories[/B]: Enlanders have incredible memories, with almost perfect recall. Choose one of the following skills to gain proficiency in: Arcana, History, Nature, or Religion. [*][B]Regeneration[/B]: Enlanders naturally regenerate their wounds. This process quickens when an Enlander has taken on a mortal injury. When you succeed at three Death Saving Throws, you may spend Hit Dice to heal, as if during a Short Rest. [*][B]Magical Nature[/B]: All Enlanders are born with the ability to access magic. You may choose a cantrip from the Sorcerer spell list. Choose Intelligence, Wisdom, or Charisma as your spellcasting ability. [/LIST] [B]Enlander Aspects[/B] Though they are immortal, Enlanders change over time. Their magical nature allows them to adapt to new environments. Enlanders’ psionic abilities also allow them to pick up skills or talents from those living nearby. Furthermore, over their long lives, Enlanders develop skills that they can call upon centuries later, even if their memory of learning those skills has gone to the deep. Choose two aspects for your Enlander. Your character may change one aspect each time they level up, representing their ability to adapt to new environments, or to recall skills learned in past lives. [LIST] [*][B]Arcane Training[/B]: At some point in your long life, you became trained in magic. You gain a cantrip, which you may select from any class’s spell list, and cast using the same spellcasting ability you chose for Magical Nature. [*][B]Climb Speed[/B]: Through adaptation, you have gained the ability to climb difficult surfaces. You gain a climb speed equal to your walking speed. You do not need to make Athletics checks to climb vertical surfaces with adequate handholds, such as a cliff face or tree trunk. [*][B]Darkvision[/B]: 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. [*][B]Elemental Resistance[/B]: You gain resistance to one of the following damage types: acid, cold, fire, lightning, or thunder. [*][B]Fleet Footed[/B]: Your walking speed increases by 5 feet. You may take the Dash action as a bonus action. [*][B]Keen Sight and Hearing[/B]: You gain advantage on Investigation and Perception checks made when using your sense of sight or hearing. [*][B]Martial Training[/B]: You are trained in martial combat. You gain proficiency in one of the following options: three martial weapons; two martial weapons and a set of armor; or one martial weapon, shields, and a set of armor. [*][B]Memories from the Deep:[/B] You gain proficiency in two skills, or one skill and either a set of tools or a musical instrument. [*][B]Mental Force[/B]: You may use the mage hand cantrip at will, without verbal or somatic components. [*][B]Psionic Shield:[/B] You are protected by a psychic shield. When not wearing armor, your armor class is 15. [*][B]Psychic Disruption[/B]: As a reaction to taking damage, failing a Saving Throw, or being seen, you may turn invisible. You remain invisible for a number of minutes equal to your Proficiency Bonus, or until you attack or cast a spell. You may use Psychic Disruption once per Long Rest. [*][B]Swim Speed[/B]: You gain a swim speed equal to your walking speed. [*][B]Unspoken Language:[/B] You may speak telepathically to any creature you can see within 30 feet of you. [*][B]Words of Power:[/B] Your psychic ability allows you to influence those you speak with. You gain advantage on Deception, Intimidate, and Persuasion checks against those who understand your language. [/LIST] [/QUOTE]
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