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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: 9387236" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/1qsgbax.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 407px" /></p><p></p><p><strong>Mephit:</strong> Were it not for gargoyles, mephits would be the most common elemental in Droaam. Gathering in manifest zones connected to favored planes, mephits are a common summonable workhorse for Droaam’s architects and artisans. Via use of their breath weapons, mephits can conjure a prodigious amount of elemental material even in just a short hour. Ice mephits are used for preservation and magical air conditioning, magma and steam mephits are used to generate heat, and mud mephits provide ample material for mortar and clay. Graywall, Great Crag, and other major population centers of Droaam have been greatly shaped and expanded by mephit labor.</p><p></p><p>In spite of their apparent and varied uses, mephits are only fluent in localized dialects of Primordial, requiring specialized foremen and summoners to properly order them. Gargoyles, who are fluent in Terran, are most commonly put in charge of magma and mud mephits. Furthermore, they’re inveterate tricksters, and unless tightly managed are prone to causing workplace accidents and instilling materials with design flaws for their own amusement. Threats of violence can only go so far if summoned, as magic has a limited duration and they’ll return to their home plane before long.</p><p></p><p>The Archimental Construction Company, a business enterprising of tiefling mages from the Venomous Demesne, managed to find a loophole in getting free labor out of summoned mephits by offering to pay them in treasure. Treasure they couldn’t take back to their home planes or is actually illusionary in value. And given the vastness of such planes, one could simply summon entirely different mephits without having to worry about them growing wise to the scheme. At least, that’s the idea; mephits have been leaving covert messages among the foundations of buildings for new arrivals, and slowly yet surely there’s a growing resentment among the elementals.</p><p></p><p>Due to this, a lot of new housing in Droaam is functional yet shoddy, and there’s been talk among some of the chibs about deals with House Cannith for better quality buildings. Given that Cannith’s headquarters are in Breland, an enemy country, and the fact that the Archimental Construction Company will push back heavily at any sign of Dragonmarked competition, this means that such plans will result in industrial espionage and conflict.</p><p></p><p><img src="https://i.imgur.com/qc1COeG.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 323px" /></p><p></p><p><strong>Otyugh:</strong> Otyughs have long co-existed with all kinds of creatures, and have little needs or maintenance beyond a steady diet of waste. While their voracious appetites have often been unsustainable for local villages, the new cities erected in Droaam and their throngs of monstrous workers generate more than enough to keep a cadre of otyughs happily fed.</p><p></p><p>Beyond their role of waste disposal, otyughs are intelligent enough to understand speech, and often have handlers trained to speak a few key words in their language. Additionally, they are one of the few low-CR non-planar monsters with a form of natural telepathy. Flumphs are too rare to be practical for many communities, while most other aberrations wrought of Khyber are likely to be compromised by the daelkyr. While the otyugh’s telepathy is one-way only, it doesn’t require line of sight and can transmit messages and images to multiple creatures at once without an action. This makes them useful for short-range silent communication.</p><p></p><p><img src="https://i.imgur.com/kvyJv0X.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Quaggoth:</strong> Another race with origins in Khyber, an increasing number of quaggoth can be found on the surface in the employ of House Tharashk or Droaam’s chibs. The quaggoth’s personal history speaks of them being former servants to frightening monsters they call “mind-spirits,” having escaped from a distant land. Given their higher than average propensity for psionic powers, those in the know theorize that their race was enslaved by, if not created outright, either the Inspired of Riedra or the daelkyr. Quaggoth live like many other beings of Khyber, in small cavernous communities operating at a subsistence level. They use their physical might and the psionics of their leaders to overcome rivals for limited resources.</p><p></p><p>Beyond these features, quaggoth are adroit climbers capable of scaling sheer surfaces, and their unique biology makes them immune to all kinds of poisons. This allows them to live and travel in cave systems containing lethal pockets of gas that cannot be easily entered by other living species. House Tharashk made contact with several quaggoth communities as part of their dragonshard mining operations in Droaam and the Shadow Marches, and there’s a growing demand for quaggoth laborers in various industries such as mining, tanning, construction work, and venomous animal husbandry. While this allowed the quaggoth trade opportunities and exposure to goods and services impossible to find in their traditional homes, the Dragonmarked Houses have exploited their desperate circumstances and low intelligence for cheap, expendable labor. Quite a few quaggoth caverns have become little more than company towns, with House Tharashk muscle treating them as indentured servants whose personal profits are only just enough to cover equipment expenses that the quaggoth themselves are made to pay.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9387236, member: 6750502"] [IMG width="407px"]https://i.imgur.com/1qsgbax.png[/IMG] [B]Mephit:[/B] Were it not for gargoyles, mephits would be the most common elemental in Droaam. Gathering in manifest zones connected to favored planes, mephits are a common summonable workhorse for Droaam’s architects and artisans. Via use of their breath weapons, mephits can conjure a prodigious amount of elemental material even in just a short hour. Ice mephits are used for preservation and magical air conditioning, magma and steam mephits are used to generate heat, and mud mephits provide ample material for mortar and clay. Graywall, Great Crag, and other major population centers of Droaam have been greatly shaped and expanded by mephit labor. In spite of their apparent and varied uses, mephits are only fluent in localized dialects of Primordial, requiring specialized foremen and summoners to properly order them. Gargoyles, who are fluent in Terran, are most commonly put in charge of magma and mud mephits. Furthermore, they’re inveterate tricksters, and unless tightly managed are prone to causing workplace accidents and instilling materials with design flaws for their own amusement. Threats of violence can only go so far if summoned, as magic has a limited duration and they’ll return to their home plane before long. The Archimental Construction Company, a business enterprising of tiefling mages from the Venomous Demesne, managed to find a loophole in getting free labor out of summoned mephits by offering to pay them in treasure. Treasure they couldn’t take back to their home planes or is actually illusionary in value. And given the vastness of such planes, one could simply summon entirely different mephits without having to worry about them growing wise to the scheme. At least, that’s the idea; mephits have been leaving covert messages among the foundations of buildings for new arrivals, and slowly yet surely there’s a growing resentment among the elementals. Due to this, a lot of new housing in Droaam is functional yet shoddy, and there’s been talk among some of the chibs about deals with House Cannith for better quality buildings. Given that Cannith’s headquarters are in Breland, an enemy country, and the fact that the Archimental Construction Company will push back heavily at any sign of Dragonmarked competition, this means that such plans will result in industrial espionage and conflict. [IMG width="323px"]https://i.imgur.com/qc1COeG.jpeg[/IMG] [B]Otyugh:[/B] Otyughs have long co-existed with all kinds of creatures, and have little needs or maintenance beyond a steady diet of waste. While their voracious appetites have often been unsustainable for local villages, the new cities erected in Droaam and their throngs of monstrous workers generate more than enough to keep a cadre of otyughs happily fed. Beyond their role of waste disposal, otyughs are intelligent enough to understand speech, and often have handlers trained to speak a few key words in their language. Additionally, they are one of the few low-CR non-planar monsters with a form of natural telepathy. Flumphs are too rare to be practical for many communities, while most other aberrations wrought of Khyber are likely to be compromised by the daelkyr. While the otyugh’s telepathy is one-way only, it doesn’t require line of sight and can transmit messages and images to multiple creatures at once without an action. This makes them useful for short-range silent communication. [IMG]https://i.imgur.com/kvyJv0X.jpeg[/IMG] [B]Quaggoth:[/B] Another race with origins in Khyber, an increasing number of quaggoth can be found on the surface in the employ of House Tharashk or Droaam’s chibs. The quaggoth’s personal history speaks of them being former servants to frightening monsters they call “mind-spirits,” having escaped from a distant land. Given their higher than average propensity for psionic powers, those in the know theorize that their race was enslaved by, if not created outright, either the Inspired of Riedra or the daelkyr. Quaggoth live like many other beings of Khyber, in small cavernous communities operating at a subsistence level. They use their physical might and the psionics of their leaders to overcome rivals for limited resources. Beyond these features, quaggoth are adroit climbers capable of scaling sheer surfaces, and their unique biology makes them immune to all kinds of poisons. This allows them to live and travel in cave systems containing lethal pockets of gas that cannot be easily entered by other living species. House Tharashk made contact with several quaggoth communities as part of their dragonshard mining operations in Droaam and the Shadow Marches, and there’s a growing demand for quaggoth laborers in various industries such as mining, tanning, construction work, and venomous animal husbandry. While this allowed the quaggoth trade opportunities and exposure to goods and services impossible to find in their traditional homes, the Dragonmarked Houses have exploited their desperate circumstances and low intelligence for cheap, expendable labor. Quite a few quaggoth caverns have become little more than company towns, with House Tharashk muscle treating them as indentured servants whose personal profits are only just enough to cover equipment expenses that the quaggoth themselves are made to pay. [/QUOTE]
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[Eberron Homebrew] Cooking With Gaze Attacks: Droaam's Monstrous Industry
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