Survivor

Warrior147

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Survivor



Corrupted dwarves who survived contact with the Far Realm

RACIAL TRAITS
Average Height: 4’3” – 4’9”
Average Weight: 135 – 190 lb.

Ability Scores: + 2 Constitution, + 2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, Dwarven, Deep Speech
Skill Bonuses: +2 Dungeoneering, +2 Insight

Aberrant Origin: Your ancestors were corrupted by contact with the Far Realm, so you are considered an aberrant creature for the purpose of effects that relate to creature origin.
Retreat: Rather than sleep, survivors enter a semi-conscious state known as retreat. You need to spend 4 hours in this state to gain the benefits of a 6 hour extended rest. While in retreat state, you are fully aware of your surroundings.
Foe of the Far Realm: You gain a +1 racial bonus to attack rolls against aberrant creatures.



Former dwarves tainted by contact with the far realm, survivors are more wary and suspicious than their dwarven cousins. They band together, hiding underground from those who would shun them for the aberrations they are.

Play a survivor if you want. . .
¨ to have survived contact with the Far Realm.
¨ to be a more suspicious, aberrant version of your dwarven cousins.
¨ to be a member of a race who favour the warlock, wizard, and psion classes.

Physical Qualities
Being relatives of the dwarves, survivors stand approximately four to five feet tall. However, their period of exposure to the Far Realm stripped them of much of their weight. It also granted the survivors several unusual abilities, first and foremost their unusually high speed, the ability to understand and speak deep speech, and their darkvision. This corruption also manifests in a number of other ways. A typical survivor’s hair is thicker and more slippery than that of a normal dwarf, often growing in bunched up, rope-like bundles of hair, which many survivors style into strange designs, and, although it covers all of the dwarven hair colours, it is often tinted with various shades of green, red, purple, or blue. The eyes of a survivor are shaped like those of a dwarf, but they burn with an eerie, haunted madness. Survivors’ skin is pale and colourless, with a clammy, moist feel to it.
Survivors do not sleep. Instead, they enter a strange state of semi-consciousness, retreating deep into themselves. Among survivors, it is not unusual to see a survivor hunched in a dark corner, eyes aglow.
Survivors’ clothes are dark and plain, to avoid attracting unwanted attention, and they often wear concealing cloaks and hoods to hide their aberrant nature.

Playing a Survivor
Although they resemble dwarves in appearance, on the inside, survivors are something completely different. The corrupting touch of the Far Realm made them selfish, suspicious, and sly. They are uncomfortable in bright light and rarely venture from the dungeons where they prefer to live. Survivors are loners, and detest the company of all but their closest friends, of whom the have few. Although they have few friends, the relationships which they do make are strong and eternal. A survivor’s trust may be hard to gain, but once it has been, that survivor is a deep and loyal friend.
Most survivors harbour a deep hatred towards aberrant creatures, blaming their corrupted natures on them. Survivor society features orders of warriors dedicated to combating aberrant beings, with warriors ranked according to the number of aberrant foes they have slain. This hatred is instinctual, not cultural, and many survivors who were brought up with no knowledge of their nature possess it.
Though survivors generally try hard to behave like normal people, their aberrant taints sometimes slip out of control, resulting in occasional bursts of madness and alien behaviour among even the most disciplined of survivors.
A few survivors, named the Corrupted, embrace their aberrant natures, forging pacts with entities of the Far Realm. These survivors are declared outcasts and are often so taken over by madness that they commit terrible deeds, often to gain more power.

Survivor Characteristics: Aberrant, clever, corrupted, cunning, dark, sinister, sly, suspicious, tainted, wary, watchful

Male Names: Agunc, Bohafkhk, Beeaehecth, Dariesienc, Ebeneryk, Foqugicm, Gaainy, Harffanenou, Kiaia, Morsrsa, Orskn, Raah, Thoagsfin, Toaerhg, Trdgshgk, Tshghjasn, Zafjhgk.

Female Names: Asjnbek, Askfng, Dghjik, Draginiogh, Enkghikj, Ghaejsf, Ghguhkead, Gleg, Hioyhihasgfj, Huioiakjn, Inqjgkja, Lhuiahgd, Reinjha, Rughllum, Tyhurk, Uniuogh, Yuiyil

Survivor Adventurers
Three survivor adventurers are described below.
Inqjgkja is a survivor psion, brought up far from any other survivors, without knowing her true nature. From an early age, she new that she had unusual powers, but she didn’t know why. When the dwarven settlement where Inqjgkja lived fell under attack from aberrations, she used her powers to help fend off the creatures. After the battle, she was disturbed to realise that she and the aberrations shared several common traits. Shocked, she left her home to learn more about her origins, and hopes to find more of her kind.
Zafjhgk is a survivor warlock, obsessed with the Far Realm. Long ago, he was caught bargaining with the distant stars, and cast out of his community. Since then, Zafjhgk has learned of the corrupted, and joined their order, campaigning for the freedom to choose any route to power.
Kiaia is a survivor warlord, a sworn enemy of the Far Realm. In his youth, he joined an order of survivors dedicated to battling aberrations. Since then, he has risen to a position of command, leading bands of adventurers in skirmishes against the Far Realm.

History
Few have come into contact with the Far Realm and lived to tell the tale. In fact, few have ever been seen again, dead or alive. That is, apart from the survivors. Once, long ago, a clan of dwarves lived and worked in the caverns beneath a mountain. These dwarves were renowned as noble, courageous warriors for miles around. For many years, they had toiled under the ground, courageously fending off any threats they came across. Then one day, disaster struck. Without reason, aberrant horrors burst forth from the deepest dungeon in the mountain an attacked the dwarves. Undaunted, the strongest warriors stayed behind to hold of this monster and give the children a chance to escape. After a long and terrible battle, in which many dwarves died, the dwarves finally pushed the attackers back into the dungeon from where they had come. But the survivors were a changed people; they were more suspicious, more wary, than they had been as normal dwarves. Their appearance changed, too; their skin acquired a strange tint and their hair became more snakelike. They retreated to their deepest dungeons, and have rarely ventured out since.
 
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I dunno, it looks okay, but also like it needs balancing. The main reason you have so few posts is the fact that less people are on the site since it went down.

Kudos

-Sporemine
 
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They seem pretty interesting. I am not sure that I would use them in a typical fantasy style campaign but they would fit in nicely in a plane spanning setting. What about their racial power?
 



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