DAELKYR HALF-BLOODS
Despite being sealed away under the earth, a daelkyr can
reproduce, after a fashion. A daelkyr's corporeal incarceration
constantly leaks the virulence of its corrupting spirit.
The unborn are especially vulnerable to this influence,
and those innocents growing in the wombs of their mothers
within the sphere of this beastly influence are born as
daelkyr half-bloods.
Daelkyr half-bloods are born of pregnant mothers who
were either influenced by close proximity to a daelkyr
confinement cylinder or infected by a breed leech.
Transformed in the womb from the natural
creature they might have otherwise become, half-bloods
are instead born as aberrations, the knowledge of which
each new daelkyr half-blood can embrace or reject as its
own true nature becomes clear. When a daelkyr half-blood
birth occurs spontaneously due to proximity to a
daelkyr confinement cylinder, that daelkyr half-blood
typically goes on to serve daelkyr goals. On the other
hand, if a daelkyr half-blood is born after its mother's
unfortunate contact with a breed leech, the resultant
creature's nature is not predetermined - indeed, many
go on to fight their own kind. However, the birth of a
daelkyr half-blood is always accompanied by the afterbirth
of a symbiont, twin to the daelkyr half-blood, if
different in form and ability. Child and symbiont share
an unnatural attraction, despite the horror of parents
who might be tempted to cast out both. Such hard-luck
half-bloods, shunned by their parents, might be more
drawn to daelkyr ideals than those of their biological
forebears.
Personality: Half-bloods born in captivity within
Khyber-encompassing fortresses are as mad and insane
as the daelkyr they serve. Half-bloods born on the surface
and raised in civilized societies are more akin to
humans in their personality. However, half-bloods are
given to melancholy, anguish, and fits of extreme anger.
More than most creatures, half-bloods can be of two
minds on a particular subject, almost as if they indeed
possessed two physical minds, and not just one like most
creatures.
Half-bloods tend to avoid the spotlight,
especially in urban environments where their true nature
might be revealed through too much exposure to common
folk. As such, they prefer dark corners, night, and sidestreets.
Physical Description: Anguish burns in the eyes of daelkyr half-bloods, because
their spirits are always in conflict. The most obvious outward
sign that a creature has been "womb-warped" is the
natural symbiont that is first birthed with a daelkyr half-blood
(the symbiont is sometimes mistaken for a disfigured
twin or gruesome afterbirth), then later befriended, worn,
and utilized by the adult half-blood.
Daelkyr half-bloods are most often born of human
mothers, and as such share almost all physical features in
common with humans. A daelkyr half-blood stands between
5 and 6 feet tall and rarely weighs more than 170 pounds.
Relations: Daelkyr-loyal half-bloods are anathema
to all other creatures, except the aberrations that also serve
the Lords of Xoriat. Half-bloods living in other societies
generally manage to coexist with other races so long as they
do not openly reveal their symbionts, which tend to horrify
and terrify average citizens of Khorvaire. Lucky half-bloods
befriend those who look past their symbiont dependency,
and are able to see the person beneath.
Alignment: Half-bloods are far more often evil than
good, but nothing predetermines the eventual alignment
of a daelkyr half-blood - only the manner in which the half-blood
is raised.
Daelkyr Half-Blood Lands: Half-bloods can be said to have lands only
insofar as the daelkyr can claim the same. Large sections
of Khyber are overrun with aberrations who serve one
or another daelkyr, and among those aberrations are
many half-bloods. However, nonsubjugated half-bloods
would shudder to "return" to these deep places in the
earth, choosing instead to seek their way in the light
above the ground.
As a general rule, daelkyr half-bloods
distrust one another. They do not usually live together, but
among regular humans.
Some half-bloods become impure
princes, automatically almost qualifying for membership
through possession of their own personal symbionts.
Religion: No single religion dominates among the disparate
half-bloods.
Language: Daelkyr half-bloods speak Common. Some
half-bloods learn to speak Daelkyr.
Names: Daelkyr half-blood names tend to
depend wholly on the culture in which a given half-blood
is raised.
Adventurers: Adventuring halfbloods
feel a restlessness that stems from the distrust
normal people feel upon learning of a half-blood's
symbiont. Discovery and adventure are a great anodyne
to being shunned.
DAELKYR HALF-BLOOD RACIAL TRAITS
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Aberration Type: Daelkyr half-bloods are creatures
with the aberration type. As aberrations, daelkyr half-bloods
have darkvision out to 60 feet. They are proficient
with all simple weapons and any weaponlike symbionts
they use, as well as with whatever types of armor (light,
medium, or heavy) that their classes allow. Daelkyr half-bloods
eat, sleep, and breathe.
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Medium: As Medium creatures, daelkyr half-bloods
have no special bonuses or penalties due to size.
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Daelkyr half-blood base land speed is 30 feet.
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Personal Symbiont (Ex): All half-bloods begin play
with one personal symbiont that they can pick from
the following list: breed leech, crawling gauntlet,
or throwing scarab. If a personal symbiont is lost, a
daelkyr half-blood can grow a replacement from his
own flesh over a period of 2d4 days. A daelkyr half-blood
can't grow or regrow symbionts that he has gained
in any other manner, nor can a daelkyr half-blood grow
a replacement for a symbiont if the original symbiont
yet lives.
As a daelkyr half-blood advances in level, he can
grow a new personal symbiont as indicated on the table
below. Any new personal symbiont grown replaces the
old symbiont. A daelkyr half-blood can choose additional
symbionts from the list provided above, as well as
from new choices as they become available, as indicated
on the table.
Minimum Level |
Symbionts |
1st |
Breed leech, crawling gauntlet, throwing scarab |
5th |
Stormstalk, winter cyst |
10th |
Spellwurm, tentacle whip |
15th |
Tongue worm |
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Symbiont Mastery: A daelkyr half-blood gains the Symbiont
Mastery feat as a bonus feat.
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Symbiont Dependency (Ex): Daelkyr half-bloods'
facility with symbiont usage comes at a price. Without
daily contact with at least one symbiont, a daelkyr half-blood
begins to die. If a daelkyr half-blood has no
contact with a symbiont for 24 hours, he takes 1 point
of Constitution damage. He takes this damage every
24 hours until contact is restored, and Constitution
damage sustained in this fashion cannot be restored
by any means as long as the daelkyr half-blood remains
separated from symbionts.
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Unbalanced Mind (Ex): The minds of daelkyr half-bloods
are in constant self revolt, reflecting their
daelkyr "parents" mixed with the more standard
mindset of their biological mothers. Any creature that
attempts to read the thoughts of a daelkyr half-blood,
or otherwise study his mind, must make a Will save (DC
10 + 1/2 half-blood's level + Cha modifier) or be dazed
for 1 round.
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Automatic Language: Common. Bonus Language:
Daelkyr.
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Favored Class: Rogue.
PSIFORGED
A new breed of warforged has emerged, one that excels
at focusing and channeling psionic energy. The first of
these warforged, built with psionically resonant deep
crystals as integral parts of their bodies, came from the
Mournland; since then most have emerged from deep
within the bowels of Sharn. Although these warforged
are the same race as other warforged, they have come to
be known by a singular appellation that sets them apart.
These new warforged, known for their psionic power, are
called the psiforged.
Psiforged are constructed much like other warforged,
although shards of crystal are visible beneath their exoskeletons.
In truth, psiforged are simply warforged who
have taken the Psiforged Body feat at 1st level.
The crystals that grow in their bodies as a result of taking
this feat help the psiforged focus the psionic energy that
courses through all living creatures. Merrix D'Cannith
claims to have had nothing to do with the original creation
of these warforged; however, despite the Treaty of Thronehold,
Merrix continues to experiment with the warforged
creation process and is likely responsible for many of those
that followed.
Personality: Psiforged are innately curious, always
seeking answers to questions. When they find those
answers, they seek more questions. More than other
warforged, the psiforged desire to know "Why?" In the
mind of a psiforged, every question has an answer, and
understanding these answers leads to greater wisdom.
Psiforged are also more likely to insist on being addressed
as a sentient creature, not as an object or automaton.
In most circumstances, they are calculating, pausing to
contemplate the outcomes of their actions and not taking
unnecessary risks.
Despite their intellect and drive, psiforged
are still young creatures; few are older than a year or two.
While they endeavor to solve problems, they do not do so
with the benefit of experience. But they recognize this as a
problem, and in an effort to solve it, they do their best to
learn from every encounter and apply that experience to
future situations.
Physical Description: Like any other warforged, psiforged look like humanoids
molded from a composite of obsidian, iron, stone,
darkwood, silver, and organic material, but a significant
amount of crystal is incorporated into their bodies.
Dragonshards, quartz, deep crystal, amethyst, and other
crystals are visible within a psiforged's frame or embedded
within the composite plating of the torso or head.
Psiforged have no physical distinction of gender; like
all warforged, they have a sexless body shape. Psiforged,
however, are more likely than other warforged to present
themselves as a specific gender, as well as use gender behaviors
that exist within the local culture.
The structure of psiforged means they do not age
naturally, though their bodies will slowly decay over time
while their minds continue to grow through learning and
experience.
Relations: Psiforged are more apt than most warforged
to reach out to the other races, in an attempt to understand
the hostility that still exists toward warforged. This
behavior is not so much an attempt to convince other races
that warforged belong, but more to discover the motivation
behind the racism.
In general, other races' relations are as strained with
psiforged as they are with warforged, though the psiforged
are less reserved and more likely to open the doors
to communication.
Alignment: Psiforged have no innate predisposition
toward good or evil, and they are usually neutral in that
regard. They seek to understand and classify their experiences,
which results in a tendency toward lawful over
chaotic behavior.
Psiforged Lands: The first mysterious psiforged came from the
Mournland. However, Merrix
d'Cannith created the psiforged that now roam Khorvaire,
and they have since been set free by their Cannith builders.
Because they were not mass produced for the war effort, they
are not likely to be found within the masses of warforged
slaves or indentured servants in Thrane or Karrnath. Some
have migrated to the Mournland, joining the Lord of Blades
in his cause.
Psiforged do not settle together as a race,
and are instead found wandering the world. Despite their
wanderlust, psiforged might adopt a city or town as a home.
Some have found a place with groups of other warforged in
many of the larger cities of Breland and Karrnath, and those
allied with the Lord of Blades would be based out of the ruins
of the Mournland.
Most psiforged do not feel motivated
to lead, though some might be seen as leaders as they try to
free other warforged from oppressed conditions. Psiforged
can be found within the ranks of the Lord of Blades, and
many others are allied with House Cannith. Some even
share both allegiances. Psiforged that have perfected their
psionic abilities are held in high regard, especially psions
and wilders.
Religion: Religion holds little sway over the hearts and
minds of psiforged, in the same way that warforged are not
religiously inclined. Perhaps it is an artifact of the creation
process, and the fact that many psiforged have met
their maker, Merrix D'Cannith. That said, psiforged are
more likely to become clerics than their less-enlightened
brethren, choosing Onatar if they focus on one deity of
the Sovereign Host. They are just as likely to follow the
Path of Light, if a kalashtar companion introduces them
to it, because it helps them understand their psionic
powers. Other psiforged might join the cause of the Lord
of Blades, seeking camaraderie from their less emotive
cousins. Regardless of the direction they take, psiforged
believe themselves to be important components in some
larger scheme.
Language: Psiforged delight in expanding their
vocabulary, but sometimes go overboard and forget to speak
only one language at a time.
Names: Like all warforged, psiforged are
new to the concept of names and still sometimes struggle
with the idea. Some accept whatever name is given, while
others struggle to find the perfect name.
Adventurers: Most psiforged
were let loose into the world with
little direction, but an enormous curiosity.
As a result, most psiforged have
become adventurers in one way or
another. A psiforged might plumb
the depths of ruins in Xen'drik
or indulge in deductive reasoning
as an investigator in Sharn.
Psiforged are drawn toward any
circumstance that involves mystery,
seeking answers yet to be
uncovered.
Other psiforged might
view themselves as enlightened,
and discover a desire
to protect other warforged or
similarly persecuted groups.
These psiforged might be
involved in freeing enslaved
warforged, or they might be
found fighting against the
Inspired alongside the
kalashtar of Adar.
Psiforged see other adventurers as kindred spirits. The
wandering lifestyle and constant discoveries perfectly align
with the psiforged way of life.
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