VASHARANS
There is a legend that few tell of a race known as the Vashar.
Intelligent beings do not speak of the legend not only
because of the darkness involved but also because of the
shame.
When the gods set out to create humanity, they formed
the first man and gave him life. According to the legend of
the Vashar, the first man immediately began hunting in the
wilderness while the gods watched their new creation with
curiosity. The man found an animal and killed it with his
bare hands. The gods were surprised by the brutality, but
they continued to watch. The man ate the animal's flesh and
tore away at its guts until he found some large bones. It
lashed these bones together with tendons and sinew, demonstrating
a cleverness that further surprised the deities.
Then the man broke one of the bones so that it had a
sharp point, creating a weapon. He immediately turned
upon his creators and attempted to kill them, snarling his
first words - curses and death-oaths. The deities were in no
danger, of course, but they were disgusted by what they had
wrought. They destroyed the man and left. They would
return in later eons to create humanity, learning from the
mistakes made in their first attempt.
After they left, a demon gathered the remains of the first
man and spirited them away to a hidden location - an
impossibly high plateau accessible only through a series of
underground catacombs filled with foul corruptions of
nature. There, the demon resurrected the man and created a
woman. The demon bestowed upon them the ability to procreate,
then disappeared back to the Abyss with an evil grin.
Many versions of the legend name the demon Graz'zt,
before he became a demon lord, as the one whose dark hand
fashioned these two. A few others call the fiend an ultroloth.
One version describes the demon as a succubus who actually
gives birth to the man's children, imbuing the race with
demonic blood.
This, it is said, is the origin of the Vasharan people.
Vasharans are humans, but they are to other humans as
drow are to elves. In a normal human society, evil individuals
are mixed amid the neutral and good people, but Vasharans
are evil as a race. Vasharans rarely call themselves evil,
but they do not object to others putting that label on them.
They claim to be beyond such terms.
All Vasharans are born out of rape, anger, and pain. They
understand only hate, selfishness, and greed. Yet as much as
they love to kill and maim, one goal fuels their souls even
more strongly: deicide. The Vasharans want to kill the
deities that created them. This burning hunger for goddeath
keeps them bound together as a reluctant society.
While Vasharans sometimes kill other Vasharans, it is a rare
act despite their bloodthirsty, destructive, and utterly
immoral nature.
Personality: Vasharans do not understand concepts such
as mercy, kindness, or love - not even toward each other.
These concepts are so alien to them that they rarely think to
use the emotions of others as leverage. For example, only a
Vasharan with years of experience among other humanoids
would kidnap someone; most would not even consider that
the victim's friends might actually value her life. Vasharans
also show no revulsion for creatures or acts that other
humans find repellent. They have no aversion to gore or
filth, they have no taboos against rape and incest, and they
have no distaste for creatures such as insects, serpents, and
worms. If a Vasharan believes that eating maggots will
somehow help her, she won't hesitate to do so.
Physical Description: A typical Vasharan stands a little
more than 6 feet tall and weighs from 175 to 210 pounds.
The males are noticeably taller and heavier than the
females. Vasharan skin shades range from fair to very pale,
their hair is straight and black, and the men generally have
facial hair. Like humans, Vasharans have short life spans,
achieving adulthood at about age 15 and rarely living
beyond a century.
Relations: Other races generally treat Vasharans as they
do other humans, because few know the difference. While
abroad, Vasharans treat other races as humans do.
Alignment: Any evil.
Vasharan Lands: The plateau of Vashar is extremely well
defended, with traps and enslaved guardian monsters filling
the cavern entrances. The Vasharans leave to capture slaves
or to steal items they need (though they rarely need anything
from the outside world). Captured Vasharans may
speak of a terrible plan, in the works for centuries, that is
finally nearing fruition, but they know no details. Given
Vasharan history, the plan likely involves deicide.
The people of Vashar have evolved into a fairly sophisticated
and organized culture, despite their collective destructive
demeanor. A council of elders elected through democratic
means rules Vashar - the Vasharans would never abide
a despot and would all die before submitting to tyranny. The
council members are simply administrators, because Vasharans
have few laws. They do what they want and take what
they want, and each defends himself as well as he can. Somehow,
this system of government works - mostly because of
the hatred that binds the Vasharans together and their utter
incomprehension that life could be lived any other way.
Religion: None.
Language: Vasharans speak Common. They typically
learn other languages, including obscure ones. In addition,
they are particularly likely to pick up a few lesser words of
the Dark Speech.
Names: As humans.
Adventurers: Vasharans favor arcane magic. Many take
up the wizard class, and many others are born into sorcery.
Vasharan spellcasters thrive on corrupt spells and evil
magic, and they develop new spells all the time. Despite
their distaste for divine magic, the Vasharans do have a few
clerics of a sort, called ur-priests. These individuals do not
channel power from the gods - they steal it. The Vasharans
claim that the proper role of the cleric is not to serve, but to
take. Vasharan fighters, rogues, assassins, blackguards, shadowdancers,
loremasters, warriors of darkness, cancer mages,
vermin lords, and diabolists are also common. A very few
Vasharans are rangers or demonologists. Vasharans are
never druids, bards, barbarians, or any of the disciple or
thrall prestige classes.
VASHARAN RACIAL TRAITS
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Medium: As Medium creatures, Vasharans have
no special bonuses or penalties due to their size.
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Vasharan base speed is 30 feet.
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Because they are vile to the core, Vasharans each receive 1
extra vile feat at 1st level.
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A Vasharan receives 4 extra skill points at 1st level and 1
extra skill point at each additional level. Like humans,
they are versatile and capable. (The 4 skill points at first
level are added on as a bonus, not multiplied in.)
-
Automatic Language: Common. Bonus Languages: Any
(other than secret languages such as Druidic).
-
Favored Class: Any. When determining whether a multiclass
Vasharan takes an experience point penalty, his highest-level
class does not count.
JERREN
Jerren are halflings, although they despise that name.
About two hundred years ago, the Jerren were typical
nomadic halflings who inhabited a wide prairie. Every
spring, they were beset by goblins and bugbears from the
nearby hills. These raids cost the Jerren dearly in lives and
food, eventually threatening to wipe out the halflings
entirely. The leaders of the various Jerren clans gathered
one winter and made a harsh decision. They called upon all
the spellcasters among the Jerren and gave them access to
corrupt magic secured from a secret source. They armed
each warrior with terrible poisons and weapons designed
to spread disease and plague among the goblinoids.
The next spring, the ensuing war between the Jerren
and their enemies threatened to wipe out both sides.
Blood stained the prairie. Even with their new tactics, the
Jerren would have lost, except that their previous decision
opened the door to further malevolence. Soon the
halflings were committing atrocities against their enemies
that even the goblins and bugbears found repulsive.
When the latter retreated into the hills, the Jerren followed
them. Soon all that remained of the goblinoids
were heads upon spikes positioned throughout the hills
and grisly scenes that suggested bloody sacrifices made to
evil gods.
Today, the plains are inhabited by terrible bands of
vicious halflings who seek to overcome, feed upon, and corrupt
all those they can hunt down and catch. All travelers
and prairie-dwellers fear Jerren hunters.
Personality: Jerren are ruled by strength and blood lust.
No leader can manage to control more than a small band of
these chaotic and evil halflings, and those who show even
the slightest bit of weakness or mercy are quickly cut down
and devoured by the others. Like other halflings, Jerren live
a nomadic lifestyle. They prey upon others for their food
and most of their goods. The only things Jerren produce are
instruments of war and torture - and the poisons for which
they are now infamous.
Physical Description: A Jerren is physically indistinguishable
from a lightfoot halfling, but its evil is so palpable
that no one would ever mistake it for a normal
halfling. In their rituals to dark deities such as Karaan,
Erythnul, Rallaster, and the unnamed power revered by
their ancestors, Jerren cover themselves with ritual scars
and self-inflicted wounds. Jerren are always angry, bitter,
and savage. They are always sadists and often masochists
as well.
Relations: Jerren prey upon any living creature that
crosses their path. They crave blood and sacrifices to feed
the insatiable hunger of the deities to whom they have
sworn allegiance. Jerren seek victims to experiment upon
with their newly concocted poisons, corrupt spells, and
specially fostered diseases.
Alignment: Any evil.
Jerren Lands: Jerren bands claim stretches of plains,
prairie, and desert, far from any bastion of civilization. They
are nomadic, and the race is broken up into tribal bands
that each claim large stretches of territory. When different
Jerren bands meet by chance, they may turn upon each
other, their base nature overcoming their desire to honor
their common heritage.
Religion: Not particularly pious, Jerren may give lip
service to any evil power. However, they all secretly revere
an unnamed power, the power their elders long ago bargained
with to secure their victory at the cost of the corruption
of their race.
Language: Jerren speak a guttural dialect of Halfling,
which uses the Common script (though Jerren rarely write
at all). Almost all also speak Common.
Names: A Jerren typically chooses a name that helps her
make the impression she wants to make. If she wants to be
known for slaying the kin of her enemies, she chooses a
name such as Kinslayer. If she wants to be known as a
terror to all she meets, she picks a name such as Bloodspray.
Adventurers: Jerren are drawn almost invariably
toward violent careers in which they can kill, degrade, and
enslave others. Thus, rogues, assassins, blackguards, and
many of the prestige classes in this book are ideal for
Jerren.
JERREN RACIAL TRAITS
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+2 Dexterity, -2 Strength: Jerren are quick, agile, and
skilled with ranged weapons, but they are Small and
therefore not as strong as other humanoids.
-
Small: As Small creatures, Jerren gain a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but they must use smaller weapons
than humans use, and their lifting and carrying limits are
three-quarters of those of Medium-size characters.
-
Jerren base speed is 20 feet.
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+2 racial bonus on Intimidate, Bluff, and Move Silently
checks. Jerren are scary, untruthful, and sneaky.
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+1 racial bonus on all saving throws. Jerren are surprisingly
capable of avoiding mishaps.
-
+2 morale bonus on saving throws against fear. This
bonus stacks with Jerren's +1 bonus on saving throws in
general.
-
+1 racial bonus on attack rolls with a thrown weapon.
Jerren delight in inflicting harm from afar.
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+2 racial bonus on Listen checks. Jerren are quite skilled
in overhearing secrets.
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Automatic Languages: Common and Halfling. Bonus
Languages: Infernal, Abyssal, Goblin, and Orc.
-
Favored Class: Rogue. A multiclass Jerren's rogue class
does not count when determining whether she takes an
experience point penalty for multiclassing. Jerren delight
in stealth, sly tricks, and lies, and the vocation of rogue
comes naturally to them.
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