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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: 9396782" data-attributes="member: 6750502"><p><img src="https://i.imgur.com/OuWpkLz.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Chitine & Choldrith:</strong> Chitines are an offshoot of elves who appealed to one of the fiendish overlords of Khyber during the uprising against the giant empires of Xen’drik. Disappearing into the dark tunnels they believed themselves free, only to discover that they traded one wicked master for another.</p><p></p><p>Chitines have long since spread across Khyber’s endless passages, worshiping a variety of faiths beyond their original overlord. Albeit that one’s influence still carries on with their resemblance to and affinity for arachnids. Choldrith are both the secular and spiritual leaders of chitine clans, born among only a few eggs in hatcheries rather than being an independently-bred race of their own. For unknown reasons Choldrith naturally take to divine magic, with all the self-assured faith and certainty that comes with it. Beyond fiendish worship, chitine clans have become surprisingly diverse in religious traditions. One group living beneath the Great Crag may pay homage to an interpretation of the Devourer as the living manifestation of storms and earthquakes, while another in the deepest forests of the Eldeen Reaches might adopt druidism and pacts with malevolent fey. Sometimes a clan’s religious persuasion can change as rapidly in one or a few generations, where the next line of choldrith feel passionately about encounters with new and altered matters of faith.</p><p></p><p>When it comes to outsiders, a chitine’s webbing is their most valued trade good, capable of being made into architectural structures and even hardened objects on par with tanned hides. They’re a more reliable resource than ettercaps, albeit they rarely export their goods and use most of their work for self-sufficiency. The Choldrith’s possession of divine magic makes them valued assets, particularly to communities with a shared deity or ethos, albeit they often withhold services to those of opposing faiths and ideologies. These two factors cause many to treat chitines as fairweather friends: people who have something of use, but don’t expect to rely on them for long.</p><p></p><p>In Droaam, many chitine colonies worship primal deities who bear close resemblances to the Dark Six. Al’hathgora, the most popular of the deities, is a wizened spider who gave them their forms as the price for learning magic.</p><p></p><p><img src="https://i.imgur.com/39o7tin.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><strong>Darkling:</strong> While virtually every culture knows of them in some form, fey aren’t generally known for having regular interactions with mortal society. The darklings are an exception, living beneath population centers and lending illegal services to those above. But unlike typical criminals, the darklings represent storybook archetypes and stock tropes of criminals from popular works of fiction. They are the nameless lackeys of limited imagination who respond to your every whim with “right on it, boss,” or the trenchcoat-wearing fellow with sunglasses passing you an envelope full of blackmail material.</p><p></p><p>Darklings do not have “off hours” where they’re going about their daily lives between jobs. To contact them, one must perform genre-appropriate rituals, such as leaving a bottle of absinthe and tarnished silver coins behind the loose brick of a condemned building sitting on a Thelanis manifest zone, or a blood oath where one cuts their palm and presses it over the drawing of a hated enemy before hanging it up in the town square. That is when the darklings appear, and ask what must be done.</p><p></p><p>The particular archetypes of Darklings are shaped by surrounding cultures. Even in a nation such as Droaam, where laws are looser and subject to individual whims, there are still outcasts and behaviors that marks one as worthy of scorn. Given their lack of physical power they are often called to tasks involving cloak and dagger tactics, often by weaker and less magically proficient monsters. Such as a would-be usurper having the drink of a chib poisoned before a duel when they know they cannot win at strength of arms. In the nation of monsters they can be the Fury of the Small, appearing as shadowy goblins and hobgoblins resentful of the downfall of their empire, using their size and blindsight to hide in a nation filled with races possessing innate darkvision. The flashes of light they leave behind upon death take on a silver tone, reflecting the hatred of the Church of Silver Flame, playing upon fears of agents of that faith subtly working to cause the downfall of the monster-nation.</p><p></p><p><img src="https://i.imgur.com/UYVl5iK.jpeg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="width: 337px" /></p><p></p><p><strong>Leucrotta:</strong> Like the worgs’ relationship with goblinoids, leucrottas are intelligent animalistic beings whose history is tied closely to a more humanoid monster: gnolls. The history of both races teaches that leucrottas were fashioned from fiends, meant to serve as hunting companions to fiends.</p><p></p><p>Leucrottas rarely live in communities of their own, often joining larger gnoll settlements where they’re treated as family and kin in spirit. With their size, quadrupedal gait, and superior speed they often serve as mounts, and their ability to mimic all manner of animals and humanoids make them skilled hunters. Their stench is offensive to all other creatures besides themselves and gnolls, so a wide manner of poisons and repellents are fashioned from the bodily leftovers of leucrottas. While they’re not the most persuasive or well-spoken, virtually all of them are fluent in Abyssal, so they often act as translators pertaining to demonic affairs for those who don’t speak the language.</p><p></p><p>In Droaam, most leucrottas are part of the Znir Pact, serving as mercenaries. They help supplement the cavalry forces, which combined with the groups’ penchant for archery make them forces to be reckoned with.</p></blockquote><p></p>
[QUOTE="Libertad, post: 9396782, member: 6750502"] [IMG]https://i.imgur.com/OuWpkLz.jpeg[/IMG] [B]Chitine & Choldrith:[/B] Chitines are an offshoot of elves who appealed to one of the fiendish overlords of Khyber during the uprising against the giant empires of Xen’drik. Disappearing into the dark tunnels they believed themselves free, only to discover that they traded one wicked master for another. Chitines have long since spread across Khyber’s endless passages, worshiping a variety of faiths beyond their original overlord. Albeit that one’s influence still carries on with their resemblance to and affinity for arachnids. Choldrith are both the secular and spiritual leaders of chitine clans, born among only a few eggs in hatcheries rather than being an independently-bred race of their own. For unknown reasons Choldrith naturally take to divine magic, with all the self-assured faith and certainty that comes with it. Beyond fiendish worship, chitine clans have become surprisingly diverse in religious traditions. One group living beneath the Great Crag may pay homage to an interpretation of the Devourer as the living manifestation of storms and earthquakes, while another in the deepest forests of the Eldeen Reaches might adopt druidism and pacts with malevolent fey. Sometimes a clan’s religious persuasion can change as rapidly in one or a few generations, where the next line of choldrith feel passionately about encounters with new and altered matters of faith. When it comes to outsiders, a chitine’s webbing is their most valued trade good, capable of being made into architectural structures and even hardened objects on par with tanned hides. They’re a more reliable resource than ettercaps, albeit they rarely export their goods and use most of their work for self-sufficiency. The Choldrith’s possession of divine magic makes them valued assets, particularly to communities with a shared deity or ethos, albeit they often withhold services to those of opposing faiths and ideologies. These two factors cause many to treat chitines as fairweather friends: people who have something of use, but don’t expect to rely on them for long. In Droaam, many chitine colonies worship primal deities who bear close resemblances to the Dark Six. Al’hathgora, the most popular of the deities, is a wizened spider who gave them their forms as the price for learning magic. [IMG]https://i.imgur.com/39o7tin.png[/IMG] [B]Darkling:[/B] While virtually every culture knows of them in some form, fey aren’t generally known for having regular interactions with mortal society. The darklings are an exception, living beneath population centers and lending illegal services to those above. But unlike typical criminals, the darklings represent storybook archetypes and stock tropes of criminals from popular works of fiction. They are the nameless lackeys of limited imagination who respond to your every whim with “right on it, boss,” or the trenchcoat-wearing fellow with sunglasses passing you an envelope full of blackmail material. Darklings do not have “off hours” where they’re going about their daily lives between jobs. To contact them, one must perform genre-appropriate rituals, such as leaving a bottle of absinthe and tarnished silver coins behind the loose brick of a condemned building sitting on a Thelanis manifest zone, or a blood oath where one cuts their palm and presses it over the drawing of a hated enemy before hanging it up in the town square. That is when the darklings appear, and ask what must be done. The particular archetypes of Darklings are shaped by surrounding cultures. Even in a nation such as Droaam, where laws are looser and subject to individual whims, there are still outcasts and behaviors that marks one as worthy of scorn. Given their lack of physical power they are often called to tasks involving cloak and dagger tactics, often by weaker and less magically proficient monsters. Such as a would-be usurper having the drink of a chib poisoned before a duel when they know they cannot win at strength of arms. In the nation of monsters they can be the Fury of the Small, appearing as shadowy goblins and hobgoblins resentful of the downfall of their empire, using their size and blindsight to hide in a nation filled with races possessing innate darkvision. The flashes of light they leave behind upon death take on a silver tone, reflecting the hatred of the Church of Silver Flame, playing upon fears of agents of that faith subtly working to cause the downfall of the monster-nation. [IMG width="337px"]https://i.imgur.com/UYVl5iK.jpeg[/IMG] [B]Leucrotta:[/B] Like the worgs’ relationship with goblinoids, leucrottas are intelligent animalistic beings whose history is tied closely to a more humanoid monster: gnolls. The history of both races teaches that leucrottas were fashioned from fiends, meant to serve as hunting companions to fiends. Leucrottas rarely live in communities of their own, often joining larger gnoll settlements where they’re treated as family and kin in spirit. With their size, quadrupedal gait, and superior speed they often serve as mounts, and their ability to mimic all manner of animals and humanoids make them skilled hunters. Their stench is offensive to all other creatures besides themselves and gnolls, so a wide manner of poisons and repellents are fashioned from the bodily leftovers of leucrottas. While they’re not the most persuasive or well-spoken, virtually all of them are fluent in Abyssal, so they often act as translators pertaining to demonic affairs for those who don’t speak the language. In Droaam, most leucrottas are part of the Znir Pact, serving as mercenaries. They help supplement the cavalry forces, which combined with the groups’ penchant for archery make them forces to be reckoned with. [/QUOTE]
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[Eberron Homebrew] Cooking With Gaze Attacks: Droaam's Monstrous Industry
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