Sunday, April 22, 2007

Deverenians

The mountains of Deverenia are dark, blackened and scorched by the passage of the Blood Moon. On the far side, the mountains have turned red with fire and blood, marking the edge of the moon's destruction. The Deverenian palaces rise like gothic cathedrals against a storm-covered sky, and their armies march in formation; armor and steel beneath the lightning sigil of their mighty Emperor.

The people of Deverenia are soldiers, warriors with a dark sense of honor and the iron fists of tyrants. They live within a rigid military society where the nobility rules, and the serfs farm the land and care for the day-to-day business. Once, long ago, the Deverenian Empire had conquered nearly all of the human lands in the Accord, butchering those who did not agree with their rule. Many years passed, and the Empire fell from within, leaving only the crumbling shell of a once-powerful nation.

Until now. United beneath a strong Emperor and his sorcerous advisors, the Deverenians have begun to reestablish their conquest, this time seizing Elven and Nothrog lands as well as the lands of the Human kingdoms. The Deverenians see the Storm as a kind of god, a power that can be harnessed and controlled. Their Emperor believes that he can gather the power to summon the Storm ­ and control it. If he is right, the Deverenians could well conquer the world, with the Storm at their side.

The Deverenians are strong fighters and good commanders, using a great deal of fodder-troops and sorcery to compliment a single warrior's raw physical prowess. One Deverenian Knight is nearly a match for 20 Nothrog; if the knight is accompanied by squires and a sorcerer, he could potentially take out a legion. Deverenian politics are ancient and subtle; they know the secrets of all the lands they conquered, and they remember the means to manipulate their enemies. Their ambassadors often hid an iron hand within their velvet glove ­ and all too often carry a touch of poison behind honeyed words. The Deverenian units are typically made up of one massive, heavily armored fighter, and a number of weak grunts that exist to 'soften the enemy' for the Knight's attack. Their wizards specialize in offensive magic, with fire being a particular favorite among their sorcerers.

Deverenian Racial Traits
  • +2 Constitution, -2 Dexterity: Deverenians are slightly hardier than, but not as quick as, their human cousins.
  • Medium: As Medium creatures, deverenians have no special bonuses or penalities due to their size.
  • Deverenian base land speed is 30 feet.
  • +2 racial saving throw bonus against mind-affecting effects.
  • Low-light Vision: An deverenian can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • 1 extra feat at 1st level.
  • 2 extra skill points at 1st level and 1 extra skill point at every other level starting at 3rd level. Deverenians still retain some of of the versatility and as their human cousins. (The 2 skill points at 1st level are added on as a bonus, not multiplied in).
  • Automatic Languages: Common and Deverenian. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Fighter or Wizard




Open Game License

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