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[Eberron Homebrew] Cooking With Gaze Attacks: Droaam's Monstrous Industry
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<blockquote data-quote="Libertad" data-source="post: 9385254" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/5q6fMV9.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 308px" /></p><p></p><p><strong>Blindheim (Mordenkainen’s Fiendish Folio Vol. 1):</strong> Calling themselves Vol’shera (Goblin for “Sun Thieves”), the blindheim were at war with the Dhakaani Empire. According to their personal history, they were forced underground once the goblinoids began winning, they had to contend with Khyber’s aberrant horrors when the daelkyr invaded the world. Desperate to survive, the blindheim petitioned Dol Arrah to lend her powers to them so they can battle the light-hating monsters of the deep. Dol Arrah refused, viewing the blindheim as unworthy of her grace, so instead they stole a portion of her power, granting their race the ability to naturally project radiant light from their eyes. The Vol’shera fear Dol Arrah, and by extension the rest of the Sovereign Host, believing that the goddess seeks to reclaim what they stole from her. For this reason they avoid venturing to the surface unless absolutely necessary and worship the Dark Six for protection from the Sovereigns. The Mockery and Shadow are favored deities, the former in having a creed appealing to their survivalist mentality and the latter for promising power and knowledge in order to overcome the dangers of the Dragon Below.</p><p></p><p>Virtually all Vol’shera live in Khyber’s depths, albeit most are close enough to the surface to have contact with those aboveground. They offer their services as guides and mercenaries in exchange for goods that can only be obtained on the surface. Many Vol’shera mercenaries are unscrupulous sorts, just as often being raiders-in-waiting hoping to rob and kill their would-be employers if they appear weak enough. House Tharashk and the Daughters of Sora Kell take pains to vet mercenary bands, promising and delivering on swift retaliation for those who slight them or their clients. This has proven partially successful, as the Daughters have monsters that can overcome the Vol’shera in combat and the Dragonmarked House’s resources are tempting enough for bands who look towards the long term. But life in Khyber is desperate and dangerous enough that there are still those willing to risk the wrath of such powerful organizations.</p><p></p><p>The Vol’shera’s biological light is its greatest asset. As it is functional to natural sunlight it is useful against monsters sensitive to it and can blind most creatures with visual senses. Sora Maenya is known to employ a Vol’shera ranger specialized to counter vampires and their spawn. Vol’shera often work well with grimlocks, who don’t have to worry about their senses dulling in their light.</p><p></p><p>The searing eyes of a Vol’shera also serve as a smokeless heat source. By focusing their gaze they can make the light capable of charring flesh and bone. It doesn’t require friction nor sets alight flammable objects, so it’s a common method of heating in Khyber where the choking smoke of fire can quickly fill caves and make them uninhabitable. Some communities close to byeshk deposits turned their villages into underground mines and smithies, combining magic and metallurgy with their gazes to forge aberration-killing weapons.</p><p></p><p><img src="https://i.imgur.com/2QahYmn.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Dire Corby (Mordenkainen's Fiendish Folio, Vol.1 ):</strong> Like the medusa, dire corbies are believed to have origins in Khyber, where they call themselves Song-Hunters in their native tongue and claim to be creations of the daelkyr designed to hunt and kill magic-users. Their personal history speaks of being warriors without peer, to the point that they rebelled against their creators and allied with the orcs above to trap their former masters. Now Song-Hunters roam Khyber in nomadic bands, charting intricate maps and looking for aberrations wherever they can be found. Song-Hunters view their mission as a holy one: every day they spend battling subterranean horrors gives the rest of Eberron another day to live free of daelkyr domination. They have no qualms in fighting Khyber’s other dangers, but their mission is first and foremost dedicated to hunting the daelkyr’s servants. In Droaam and beyond, Song-Hunters are hired as guides for underground expeditions, popular for their comparatively low rates (fighting the daelkyr is a reward in itself) and knowledge of the depths.</p><p></p><p>Song-Hunters have a song for every occasion, and know many battle-chants penned from generations’ worth of warfare, commemorating valiant heroes and fierce foes alike. These songs aren’t just for morale purposes. Much like harpies, their singing has special properties, and in their case is capable of reducing enemy mobility and foiling non-cantrip spells. As their songs affect all non-corbies, it is a double-edged sword for allies of other races who often let the birdfolk lead the charge.</p><p></p><p>Song-Hunters can be found wherever passages to Khyber pop up in Eberron, albeit their most significant communities can be found around and under the Shadow Marches. The Gatekeepers are aware of their ancient alliance and the two have been known to work together, so druidism is a popular spellcasting discipline alongside the bardic arts. Song-Hunters cast the Progenitor Dragons in altered roles: Siberys is a wise hawk who watches over her brother Eberron, a vast snake biting his own tail to keep Khyber imprisoned, a leviathan-like monster who drifts in a sea of endless black.</p><p></p><p><img src="https://i.imgur.com/RjovhFF.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Worg:</strong> During the days of the Empire of Dhakaan, a race of intelligent canines made contact with the goblinoids. Inhabitants of Khorvaire’s forests and enemies of the fey, they saw promise in an alliance with Dhakaan who seemed poised to expand their reach into even the deepest wilds. The worgs became valued allies, a bond which still exists into the modern day. Most worgs live in Darguun, many moving there after its independence from Cyre. In Droaam they have an unusual relationship with goblinoids: where in most cases stronger monsters often bullied and oppressed the relatively weak goblinoids, the worgs never forgot how they rose alongside Dhakaan. Thus they sought to protect their smaller friends against those who would oppress and enslave them in later eras. Like most goblins in the nation, they are staunch supporters of the Daughters of Sora Kell and the more “civilized” warlords, seeing the value in interspecies alliances from their own history. Many worgs are also members of the Dark Pack, and thus are more likely than the other monsters of Droaam to strike up rapports with werewolves.</p><p></p><p>Worgs often serve as intelligent mounts to goblins, and in some cases other Small and Medium beings who earn their trust. Their senses are on par with that of wolves, and quite a few take up lives of hunters, rangers, and warriors. In a rare few cases some become investigators, alchemists, and other professions where a discerning nose is advantageous. Due to their lack of opposable thumbs worgs often rely on humanoids they live among for tasks requiring delicate dexterity, or alternatives such as learning the Mage Hand cantrip or doors that open and close via button switches at foot-level.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9385254, member: 6750502"] [IMG width="308px"]https://i.imgur.com/5q6fMV9.jpeg[/IMG] [B]Blindheim (Mordenkainen’s Fiendish Folio Vol. 1):[/B] Calling themselves Vol’shera (Goblin for “Sun Thieves”), the blindheim were at war with the Dhakaani Empire. According to their personal history, they were forced underground once the goblinoids began winning, they had to contend with Khyber’s aberrant horrors when the daelkyr invaded the world. Desperate to survive, the blindheim petitioned Dol Arrah to lend her powers to them so they can battle the light-hating monsters of the deep. Dol Arrah refused, viewing the blindheim as unworthy of her grace, so instead they stole a portion of her power, granting their race the ability to naturally project radiant light from their eyes. The Vol’shera fear Dol Arrah, and by extension the rest of the Sovereign Host, believing that the goddess seeks to reclaim what they stole from her. For this reason they avoid venturing to the surface unless absolutely necessary and worship the Dark Six for protection from the Sovereigns. The Mockery and Shadow are favored deities, the former in having a creed appealing to their survivalist mentality and the latter for promising power and knowledge in order to overcome the dangers of the Dragon Below. Virtually all Vol’shera live in Khyber’s depths, albeit most are close enough to the surface to have contact with those aboveground. They offer their services as guides and mercenaries in exchange for goods that can only be obtained on the surface. Many Vol’shera mercenaries are unscrupulous sorts, just as often being raiders-in-waiting hoping to rob and kill their would-be employers if they appear weak enough. House Tharashk and the Daughters of Sora Kell take pains to vet mercenary bands, promising and delivering on swift retaliation for those who slight them or their clients. This has proven partially successful, as the Daughters have monsters that can overcome the Vol’shera in combat and the Dragonmarked House’s resources are tempting enough for bands who look towards the long term. But life in Khyber is desperate and dangerous enough that there are still those willing to risk the wrath of such powerful organizations. The Vol’shera’s biological light is its greatest asset. As it is functional to natural sunlight it is useful against monsters sensitive to it and can blind most creatures with visual senses. Sora Maenya is known to employ a Vol’shera ranger specialized to counter vampires and their spawn. Vol’shera often work well with grimlocks, who don’t have to worry about their senses dulling in their light. The searing eyes of a Vol’shera also serve as a smokeless heat source. By focusing their gaze they can make the light capable of charring flesh and bone. It doesn’t require friction nor sets alight flammable objects, so it’s a common method of heating in Khyber where the choking smoke of fire can quickly fill caves and make them uninhabitable. Some communities close to byeshk deposits turned their villages into underground mines and smithies, combining magic and metallurgy with their gazes to forge aberration-killing weapons. [IMG]https://i.imgur.com/2QahYmn.png[/IMG] [B]Dire Corby (Mordenkainen's Fiendish Folio, Vol.1 ):[/B] Like the medusa, dire corbies are believed to have origins in Khyber, where they call themselves Song-Hunters in their native tongue and claim to be creations of the daelkyr designed to hunt and kill magic-users. Their personal history speaks of being warriors without peer, to the point that they rebelled against their creators and allied with the orcs above to trap their former masters. Now Song-Hunters roam Khyber in nomadic bands, charting intricate maps and looking for aberrations wherever they can be found. Song-Hunters view their mission as a holy one: every day they spend battling subterranean horrors gives the rest of Eberron another day to live free of daelkyr domination. They have no qualms in fighting Khyber’s other dangers, but their mission is first and foremost dedicated to hunting the daelkyr’s servants. In Droaam and beyond, Song-Hunters are hired as guides for underground expeditions, popular for their comparatively low rates (fighting the daelkyr is a reward in itself) and knowledge of the depths. Song-Hunters have a song for every occasion, and know many battle-chants penned from generations’ worth of warfare, commemorating valiant heroes and fierce foes alike. These songs aren’t just for morale purposes. Much like harpies, their singing has special properties, and in their case is capable of reducing enemy mobility and foiling non-cantrip spells. As their songs affect all non-corbies, it is a double-edged sword for allies of other races who often let the birdfolk lead the charge. Song-Hunters can be found wherever passages to Khyber pop up in Eberron, albeit their most significant communities can be found around and under the Shadow Marches. The Gatekeepers are aware of their ancient alliance and the two have been known to work together, so druidism is a popular spellcasting discipline alongside the bardic arts. Song-Hunters cast the Progenitor Dragons in altered roles: Siberys is a wise hawk who watches over her brother Eberron, a vast snake biting his own tail to keep Khyber imprisoned, a leviathan-like monster who drifts in a sea of endless black. [IMG]https://i.imgur.com/RjovhFF.jpeg[/IMG] [B]Worg:[/B] During the days of the Empire of Dhakaan, a race of intelligent canines made contact with the goblinoids. Inhabitants of Khorvaire’s forests and enemies of the fey, they saw promise in an alliance with Dhakaan who seemed poised to expand their reach into even the deepest wilds. The worgs became valued allies, a bond which still exists into the modern day. Most worgs live in Darguun, many moving there after its independence from Cyre. In Droaam they have an unusual relationship with goblinoids: where in most cases stronger monsters often bullied and oppressed the relatively weak goblinoids, the worgs never forgot how they rose alongside Dhakaan. Thus they sought to protect their smaller friends against those who would oppress and enslave them in later eras. Like most goblins in the nation, they are staunch supporters of the Daughters of Sora Kell and the more “civilized” warlords, seeing the value in interspecies alliances from their own history. Many worgs are also members of the Dark Pack, and thus are more likely than the other monsters of Droaam to strike up rapports with werewolves. Worgs often serve as intelligent mounts to goblins, and in some cases other Small and Medium beings who earn their trust. Their senses are on par with that of wolves, and quite a few take up lives of hunters, rangers, and warriors. In a rare few cases some become investigators, alchemists, and other professions where a discerning nose is advantageous. Due to their lack of opposable thumbs worgs often rely on humanoids they live among for tasks requiring delicate dexterity, or alternatives such as learning the Mage Hand cantrip or doors that open and close via button switches at foot-level. [/QUOTE]
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