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Merge branch 'master' of github.com:TheGiddyLimit/homebrew
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@@ -5,7 +5,7 @@
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{
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"json": "IRKDWld",
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"abbreviation": "IRK:DW",
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"full": "Iron Kingdoms: Requiem \u2014 Deep Wild",
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||||
"full": "Iron Kingdoms: Requiem — Deep Wild",
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||||
"url": "https://privateerpress.com",
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||||
"version": "1.0.0",
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"authors": [
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@@ -17,11 +17,11 @@
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"color": "1A4A1A"
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}
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||||
],
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"dateAdded": 1780759588,
|
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"dateLastModified": 1780759588,
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"dateAdded": 1780997646,
|
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"dateLastModified": 1780998155,
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"_dateLastModifiedHash": "e2a988a35c",
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"status": "ready",
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"edition": "classic",
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"_dateLastModifiedHash": "bf089e4cfc"
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"edition": "classic"
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},
|
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"background": [
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{
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||||
@@ -1280,7 +1280,7 @@
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],
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[
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2,
|
||||
"I am always on the lookout for my next big score\u2014the one that will set me up for life."
|
||||
"I am always on the lookout for my next big score—the one that will set me up for life."
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||||
],
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||||
[
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3,
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@@ -2476,7 +2476,7 @@
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||||
},
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||||
{
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||||
"type": "entries",
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||||
"name": "Tier 1 \u2014 Backwoods Recruits",
|
||||
"name": "Tier 1 — Backwoods Recruits",
|
||||
"entries": [
|
||||
"{@b Encampment.} Your ragtag group maintains a simple but effective encampment of tents, lean-tos, and natural shelters. You can stay at your encampment and maintain a poor lifestyle at no expense.",
|
||||
"{@b Masters of None.} When you make an ability check using a skill or tool you aren't proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests.",
|
||||
@@ -2485,7 +2485,7 @@
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Tier 2 \u2014 Ragged Soldiers",
|
||||
"name": "Tier 2 — Ragged Soldiers",
|
||||
"entries": [
|
||||
"{@b Ambuscade.} During the first round of combat, you have advantage on attack rolls against creatures that haven't taken an action yet that turn.",
|
||||
"{@b Fresh Faces.} Your growing reputation attracts new recruits. You gain {@dice 1d6} hirelings with a challenge rating of 1/2 or lower.",
|
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@@ -2494,7 +2494,7 @@
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Tier 3 \u2014 Motley Militia",
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||||
"name": "Tier 3 — Motley Militia",
|
||||
"entries": [
|
||||
"{@b Advance Payment.} When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract.",
|
||||
"{@b Champions-at-Arms.} You gain your choice of {@dice 1d8} hirelings with a challenge rating of 1 or lower or {@dice 1d4} hirelings with a challenge rating of 2 or lower.",
|
||||
@@ -2503,9 +2503,9 @@
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Tier 4 \u2014 Frontier Legends",
|
||||
"name": "Tier 4 — Frontier Legends",
|
||||
"entries": [
|
||||
"{@b Hard-Bitten.} Having stared death in the face on battlefields all over western Immoren, you've become inured to the hardships and dangers of your trade. Members of your company\u2014including your hirelings\u2014have advantage on saving throws to avoid being {@condition charmed} or {@condition frightened}.",
|
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"{@b Hard-Bitten.} Having stared death in the face on battlefields all over western Immoren, you've become inured to the hardships and dangers of your trade. Members of your company—including your hirelings—have advantage on saving throws to avoid being {@condition charmed} or {@condition frightened}.",
|
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"{@b Fearsome Fighters.} You gain your choice of {@dice 1d10} hirelings with a challenge rating of 2 or lower or a steamjack, myrmidon, or warbeast with a challenge rating of 5 or lower."
|
||||
]
|
||||
}
|
||||
@@ -2541,7 +2541,7 @@
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Tier 1 \u2014 Unruly Mob",
|
||||
"name": "Tier 1 — Unruly Mob",
|
||||
"entries": [
|
||||
"{@b Bring 'Em Back Alive.} You can replace one proficiency you gained from your background or class with proficiency in the Survival skill, and you can double your proficiency bonus when you use the Survival skill for tracking.",
|
||||
"{@b No Place Like Home.} So long as you are in your community, you can enjoy a modest lifestyle at no expense. The community will protect you from discovery and provide wares and services at little or no charge if they can."
|
||||
@@ -2549,16 +2549,16 @@
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Tier 2 \u2014 Local Toughs",
|
||||
"name": "Tier 2 — Local Toughs",
|
||||
"entries": [
|
||||
"{@b Billet.} The community has set aside a structure for your use\u2014a converted barn, empty house, or storefront\u2014that houses your company, provides room for extra supplies, and can act as a makeshift jail.",
|
||||
"{@b Billet.} The community has set aside a structure for your use—a converted barn, empty house, or storefront—that houses your company, provides room for extra supplies, and can act as a makeshift jail.",
|
||||
"{@b The Law in These Parts.} You are seen as arbiters of local justice. Those in your area will generally go along with you as you interrogate people, search houses, take captives, and so on.",
|
||||
"{@b Spiritual Support.} Your community's spiritual advisors have taken a keen interest in your well-being. You gain one bone grinder, cleric, shaman, or other spiritual leader with a challenge rating of 3 or lower."
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Tier 3 \u2014 Regulators",
|
||||
"name": "Tier 3 — Regulators",
|
||||
"entries": [
|
||||
"{@b Deputize.} When you need them, the people of your community will take up arms to help repel an attack or bring down a threat. At the GM's discretion, you can unofficially deputize up to {@dice 3d6} members of your community with a challenge rating of 1/4 or lower, plus one steamjack, myrmidon, warbeast, or community member with a challenge rating of 6 or lower. These individuals follow your orders for 48 hours or until the specific problem is resolved. Once you deputize members in this way, you can't do so again for {@dice 1d4} days.",
|
||||
"{@b Friends in High Places.} You have the ear of whoever is in charge in your community. You are largely immune to being held accountable for your actions if you can demonstrate they are in the best interests of the community. Even if you get into trouble outside your territory, your contacts may send someone to advocate on your behalf or break you out of jail."
|
||||
@@ -2566,7 +2566,7 @@
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Tier 4 \u2014 Community Champions",
|
||||
"name": "Tier 4 — Community Champions",
|
||||
"entries": [
|
||||
"{@b Hard-Won Respect.} Brigands and raiders for leagues around know better than to bring trouble to your door, and the people of your community see you as heroes. Local leaders must actively curry your favor to maintain their position of power, since anyone you support is sure to have a significant advantage."
|
||||
]
|
||||
@@ -2587,7 +2587,7 @@
|
||||
"name": "Champion",
|
||||
"source": "IRKDWld",
|
||||
"entries": [
|
||||
"You were born with an exceptional talent for combat, and you've spent your life training and honing your skills in order to become a true master of the art of war. You've fought in countless battles and have won fame and glory with your impressive feats of strength and cunning tactics."
|
||||
"You were born with an exceptional talent for combat, and you’ve spent your life training and honing your skills in order to become a true master of the art of war. You’ve fought in countless battles and have won fame and glory with your impressive feats of strength and cunning tactics."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -2608,7 +2608,7 @@
|
||||
"name": "Outcast",
|
||||
"source": "IRKDWld",
|
||||
"entries": [
|
||||
"You have been cast out from your community, tribe, or society. Perhaps you were accused of a crime you did not commit or violated a cultural taboo or law. Maybe you simply disagreed with the prevailing values or beliefs of your people and were exiled as a result. Regardless of the reason, you've learned to survive on your own in an often hostile and unforgiving world. Fiercely independent and self-reliant, you've had to fend for yourself without the support of a community. As a result, you're extremely resourceful, and you know how to find shelter, food, and water in even the harshest environments. Whether you honed your skills as a hunter, gatherer, or crafter, you've become adept at using whatever tools and resources you have at hand."
|
||||
"You have been cast out from your community, tribe, or society. Perhaps you were accused of a crime you did not commit or violated a cultural taboo or law. Maybe you simply disagreed with the prevailing values or beliefs of your people and were exiled as a result. Regardless of the reason, you’ve learned to survive on your own in an often hostile and unforgiving world. Fiercely independent and self-reliant, you’ve had to fend for yourself without the support of a community. As a result, you’re extremely resourceful, and you know how to find shelter, food, and water in even the harshest environments. Whether you honed your skills as a hunter, gatherer, or crafter, you’ve become adept at using whatever tools and resources you have at hand."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -2629,21 +2629,21 @@
|
||||
"name": "Swamp Angler",
|
||||
"source": "IRKDWld",
|
||||
"entries": [
|
||||
"You were born and raised in the murky swamps, where you learned the art of survival through fishing and hunting. As a swamp angler, you know the ins and outs of the swamp's ecosystem, from the best fishing spots to the dangers that lurk beneath the murky waters. You have both a keen eye for spotting prey and the skills to track it down, making you a valuable asset to any group that ventures into the swamp."
|
||||
"You were born and raised in the murky swamps, where you learned the art of survival through fishing and hunting. As a swamp angler, you know the ins and outs of the swamp’s ecosystem, from the best fishing spots to the dangers that lurk beneath the murky waters. You have both a keen eye for spotting prey and the skills to track it down, making you a valuable asset to any group that ventures into the swamp."
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Swamp Chef",
|
||||
"source": "IRKDWld",
|
||||
"entries": [
|
||||
"You have spent your life living off the land in the swamps and marshes of western Immoren. Along the way, you've learned how to cook up delicious and unique meals made from local flora and fauna, no matter how humble or unappetizing the ingredients."
|
||||
"You have spent your life living off the land in the swamps and marshes of western Immoren. Along the way, you’ve learned how to cook up delicious and unique meals made from local flora and fauna, no matter how humble or unappetizing the ingredients."
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Tribal Councilor",
|
||||
"source": "IRKDWld",
|
||||
"entries": [
|
||||
"Born and raised in a close-knit community that values tradition and the wisdom of its elders, you were chosen by your tribe to serve on its council\u2014a group of leaders who make important decisions for the community and mediate disputes between its members. You are respected for your knowledge of tribal law, your ability to negotiate with other groups, and your dedication to the well-being of your people."
|
||||
"Born and raised in a close-knit community that values tradition and the wisdom of its elders, you were chosen by your tribe to serve on its council—a group of leaders who make important decisions for the community and mediate disputes between its members. You are respected for your knowledge of tribal law, your ability to negotiate with other groups, and your dedication to the well-being of your people."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -2657,7 +2657,7 @@
|
||||
"name": "Irregulars",
|
||||
"source": "IRKDWld",
|
||||
"entries": [
|
||||
"Just as there is an important\u2014if often academic\u2014distinction between a pirate and a privateer, not every mercenary company in the Iron Kingdoms operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and it's easy enough for a mercenary company to lose its charter if it engages in less- than-scrupulous practices. Not everyone has equal access to legitimate charters, however. Plenty of folks looking for muscle are happy to hire farrow or gatorfolk but are unlikely to sign a contract with them. Your group might belong to one of the many military units that were drawn or conscripted from the rural fringes of the Iron Kingdoms during wartime. Perhaps you had a hard time returning to a life of agrarian toil and found fighting more to your liking, or maybe you're technically still on the military",
|
||||
"Just as there is an important—if often academic—distinction between a pirate and a privateer, not every mercenary company in the Iron Kingdoms operates with the benefit and legitimacy of a charter. After all, acquiring and maintaining a charter takes money and time, and it’s easy enough for a mercenary company to lose its charter if it engages in less- than-scrupulous practices. Not everyone has equal access to legitimate charters, however. Plenty of folks looking for muscle are happy to hire farrow or gatorfolk but are unlikely to sign a contract with them. Your group might belong to one of the many military units that were drawn or conscripted from the rural fringes of the Iron Kingdoms during wartime. Perhaps you had a hard time returning to a life of agrarian toil and found fighting more to your liking, or maybe you’re technically still on the military",
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Company",
|
||||
@@ -2667,35 +2667,35 @@
|
||||
"type": "entries",
|
||||
"name": "Accomplishments",
|
||||
"entries": [
|
||||
"Your company's prestige increases whenever you prove your worth in battle through acts such as the following: • Killing or capturing an enemy commander • Routing a rival mercenary company\u2014especially one with a charter • Negotiating a contract with a warlord, noble, or military commander from a standing military • Saving the life of a chieftain, a warlord, a noble, or another notable figure • Capturing a warjack, a warbeast, or another valuable weapon or possession from a rival mercenary company or another force TIER 1: BACKWOODS"
|
||||
"Your company’s prestige increases whenever you prove your worth in battle through acts such as the following: • Killing or capturing an enemy commander • Routing a rival mercenary company—especially one with a charter • Negotiating a contract with a warlord, noble, or military commander from a standing military • Saving the life of a chieftain, a warlord, a noble, or another notable figure • Capturing a warjack, a warbeast, or another valuable weapon or possession from a rival mercenary company or another force TIER 1: BACKWOODS"
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Recruits",
|
||||
"entries": [
|
||||
"Whether your company is a former unit of a standing military, such as the Kossite irregulars often employed by Khador, or simply a newly formed mercenary company without access to a charter, you are likely just beginning your career as sell-swords. Regardless of how much combat you've been in, your experience navigating the world of such work remains limited. You're learning the ropes, but you're learning them quickly."
|
||||
"Whether your company is a former unit of a standing military, such as the Kossite irregulars often employed by Khador, or simply a newly formed mercenary company without access to a charter, you are likely just beginning your career as sell-swords. Regardless of how much combat you’ve been in, your experience navigating the world of such work remains limited. You’re learning the ropes, but you’re learning them quickly."
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Benefits",
|
||||
"entries": [
|
||||
"Your company gains the following benefits at this tier. Encampment. Many mercenary companies enjoy the benefits of a chapter house or garrison, but your ragtag group of would-be soldiers just needs a place to tie up the horses or work on your warjacks. In your case, this comes in the form of a simple but effective encampment of tents, lean-tos, and maybe even a natural cave or other defensible structure, such as a run-down border fort. You can stay at your encampment and maintain a poor lifestyle at no expense. Masters of None. Whether your crew lacks the official military training provided to many soldiers throughout the Iron Kingdoms or has received a patchwork of such training drawn from several sources, your unlikely origins mean that you have access to a mishmash of different skills and backgrounds. As a result, members of your company occasionally demonstrate aptitude in unexpected areas. When you make an ability check using a skill you aren't proficient in or a set of tools you aren't proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests. No Nonsense. Without the protection of a mercenary charter, you and your fellow irregulars have to learn how to demand what you're owed\u2014and take it, if necessary. You can replace one proficiency gained from another source, such as your background or class, with proficiency in the Intimidation skill, and you can add double your proficiency bonus when you use the Intimidation skill to negotiate or collect on a contract for mercenary work. TIER 2: RAGGED SOLDIERS Though your company is still a motley crew compared to a chartered mercenary company or a more traditional military unit, you're beginning to earn a reputation as soldiers who can't be trifled with. Meanwhile, would-be warriors have begun flocking to your banner, hoping to reap the benefit of your growing reputation."
|
||||
"Your company gains the following benefits at this tier. Encampment. Many mercenary companies enjoy the benefits of a chapter house or garrison, but your ragtag group of would-be soldiers just needs a place to tie up the horses or work on your warjacks. In your case, this comes in the form of a simple but effective encampment of tents, lean-tos, and maybe even a natural cave or other defensible structure, such as a run-down border fort. You can stay at your encampment and maintain a poor lifestyle at no expense. Masters of None. Whether your crew lacks the official military training provided to many soldiers throughout the Iron Kingdoms or has received a patchwork of such training drawn from several sources, your unlikely origins mean that you have access to a mishmash of different skills and backgrounds. As a result, members of your company occasionally demonstrate aptitude in unexpected areas. When you make an ability check using a skill you aren’t proficient in or a set of tools you aren’t proficient with, you can add your proficiency bonus to the roll. You can use this benefit once between long rests. No Nonsense. Without the protection of a mercenary charter, you and your fellow irregulars have to learn how to demand what you’re owed—and take it, if necessary. You can replace one proficiency gained from another source, such as your background or class, with proficiency in the Intimidation skill, and you can add double your proficiency bonus when you use the Intimidation skill to negotiate or collect on a contract for mercenary work. TIER 2: RAGGED SOLDIERS Though your company is still a motley crew compared to a chartered mercenary company or a more traditional military unit, you’re beginning to earn a reputation as soldiers who can’t be trifled with. Meanwhile, would-be warriors have begun flocking to your banner, hoping to reap the benefit of your growing reputation."
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Benefits",
|
||||
"entries": [
|
||||
"Your company gains the following benefits at this tier. Ambuscade. There are advantages to operating outside the protection of a mercenary charter, and one of those is fewer restrictions on how you implement your tactics. Even when you're facing better equipped or more numerous foes, you can turn these circumstances to your advantage and strike before your more regimental opponents are prepared. During the first round of combat, you have advantage on attack rolls against creatures that haven't taken an action yet that turn. Fresh Faces. Your growing reputation leads new recruits to seek you out in the hope that you'll let them join your company. You gain 1d6 hirelings with a challenge rating of 1/2 or lower. Pay Up. You can negotiate better contracts, and you're more likely to get paid in a timely manner. When you spend downtime working as a sell-sword, you gain 1d10 gp for each day spent doing such work, rather than 1d6 gp. TIER 3: MOTLEY MILITIA At this point, your company's reputation precedes you. Clients often come to you for your services, relieving you of the need to go out in search of contracts. In addition, you can command better prices, and you gain access to higher quality gear and recruits."
|
||||
"Your company gains the following benefits at this tier. Ambuscade. There are advantages to operating outside the protection of a mercenary charter, and one of those is fewer restrictions on how you implement your tactics. Even when you’re facing better equipped or more numerous foes, you can turn these circumstances to your advantage and strike before your more regimental opponents are prepared. During the first round of combat, you have advantage on attack rolls against creatures that haven’t taken an action yet that turn. Fresh Faces. Your growing reputation leads new recruits to seek you out in the hope that you’ll let them join your company. You gain 1d6 hirelings with a challenge rating of 1/2 or lower. Pay Up. You can negotiate better contracts, and you’re more likely to get paid in a timely manner. When you spend downtime working as a sell-sword, you gain 1d10 gp for each day spent doing such work, rather than 1d6 gp. TIER 3: MOTLEY MILITIA At this point, your company’s reputation precedes you. Clients often come to you for your services, relieving you of the need to go out in search of contracts. In addition, you can command better prices, and you gain access to higher quality gear and recruits."
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Benefits",
|
||||
"entries": [
|
||||
"Your company gains the following benefits at this tier. Advance Payment. The high demand for your services allows you to negotiate better terms. When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract. Champions-at-Arms. The warriors who come to you seeking work are of a higher caliber, and they have reputations of their own. Some of them still aren't the type a chartered mercenary company would recruit, but they are hard-bitten individuals who know how to fight\u2014and, just as important, how to survive. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4 hirelings with a challenge rating of 2 or lower. Frontier Fortress. Now that your company's strength and"
|
||||
"Your company gains the following benefits at this tier. Advance Payment. The high demand for your services allows you to negotiate better terms. When you take on a mercenary contract, you can demand up to 200 gp in advance, depending on the total terms of the contract. Champions-at-Arms. The warriors who come to you seeking work are of a higher caliber, and they have reputations of their own. Some of them still aren’t the type a chartered mercenary company would recruit, but they are hard-bitten individuals who know how to fight—and, just as important, how to survive. You gain your choice of 1d8 hirelings with a challenge rating of 1 or lower or 1d4 hirelings with a challenge rating of 2 or lower. Frontier Fortress. Now that your company’s strength and"
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -2704,7 +2704,7 @@
|
||||
"name": "Posse",
|
||||
"source": "IRKDWld",
|
||||
"entries": [
|
||||
"The nations of the Iron Kingdoms maintain standing armies to defend their borders, and even smaller communities often establish armed and trained militias, but the folk of the deep wilds have no such protections. When the territory of a swampie village or a group of farrow brigands must be defended, when a gatorfolk congregation needs to bring down a dangerous beast that is plaguing the area, or when small communities on the fringes of the wilderness decide to enforce order, they do so by rounding up the biggest, strongest, and angriest members of their community and forming a posse. Sometimes, this means hunters, trappers, or even former soldiers; other times, it just means a bunch of burly farmhands and anyone else willing to take up a makeshift weapon to defend their home. What posses lack in training or equipment, they make up for in determination. After all, they don't have a lot of choice. They're not fighting for duty or country; they're literally fighting to survive.",
|
||||
"The nations of the Iron Kingdoms maintain standing armies to defend their borders, and even smaller communities often establish armed and trained militias, but the folk of the deep wilds have no such protections. When the territory of a swampie village or a group of farrow brigands must be defended, when a gatorfolk congregation needs to bring down a dangerous beast that is plaguing the area, or when small communities on the fringes of the wilderness decide to enforce order, they do so by rounding up the biggest, strongest, and angriest members of their community and forming a posse. Sometimes, this means hunters, trappers, or even former soldiers; other times, it just means a bunch of burly farmhands and anyone else willing to take up a makeshift weapon to defend their home. What posses lack in training or equipment, they make up for in determination. After all, they don’t have a lot of choice. They’re not fighting for duty or country; they’re literally fighting to survive.",
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Prerequisites",
|
||||
@@ -2716,7 +2716,7 @@
|
||||
"type": "entries",
|
||||
"name": "The Toughest Around",
|
||||
"entries": [
|
||||
"When it comes time to defend your tribal territory against a rampaging swamp horror or your freehold against brigands from the hills, you need the sturdiest folks in town. Posses often travel far afield, and their members must be able to survive hardships for long periods of time. Each member's hit point maximum increases by an amount equal to twice the member's level. Whenever a member of the posse gains a level thereafter, that member's hit point maximum increases by an additional 2 hit points."
|
||||
"When it comes time to defend your tribal territory against a rampaging swamp horror or your freehold against brigands from the hills, you need the sturdiest folks in town. Posses often travel far afield, and their members must be able to survive hardships for long periods of time. Each member’s hit point maximum increases by an amount equal to twice the member’s level. Whenever a member of the posse gains a level thereafter, that member’s hit point maximum increases by an additional 2 hit points."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -2728,14 +2728,14 @@
|
||||
"type": "entries",
|
||||
"name": "Accomplishments",
|
||||
"entries": [
|
||||
"Your company's prestige increases when you go above and beyond to protect your community from harm by performing acts such as the following: • Defending the community from an attacking force that boasts superior numbers or firepower • Capturing or slaying a large beast that has been causing trouble in the region • Bringing in a local ne'er-do-well of some renown, or proving that someone in the region is being wrongfully accused • Protecting the community during a time of disaster or famine, such as rescuing individuals from a burning building or evacuating individuals during a flood • Expanding the territory or resources available to the community TIER 1: UNRULY MOB Generally speaking, posses form when and where they're needed. Maybe your village is a frequent target of brigands, or your coastal community is often raided by pirates. Perhaps a strange beast from the wilderness has recently begun slaying the livestock, or a string of murders has been committed in town and no one knows who is to blame. Whatever the case, most posses form spontaneously and persist only if the needs of the community demand it and its members have the will to keep it going. Even if your posse first banded together out of necessity, something has kept all of you together, and you find that you can defend your community better as a group."
|
||||
"Your company’s prestige increases when you go above and beyond to protect your community from harm by performing acts such as the following: • Defending the community from an attacking force that boasts superior numbers or firepower • Capturing or slaying a large beast that has been causing trouble in the region • Bringing in a local ne’er-do-well of some renown, or proving that someone in the region is being wrongfully accused • Protecting the community during a time of disaster or famine, such as rescuing individuals from a burning building or evacuating individuals during a flood • Expanding the territory or resources available to the community TIER 1: UNRULY MOB Generally speaking, posses form when and where they’re needed. Maybe your village is a frequent target of brigands, or your coastal community is often raided by pirates. Perhaps a strange beast from the wilderness has recently begun slaying the livestock, or a string of murders has been committed in town and no one knows who is to blame. Whatever the case, most posses form spontaneously and persist only if the needs of the community demand it and its members have the will to keep it going. Even if your posse first banded together out of necessity, something has kept all of you together, and you find that you can defend your community better as a group."
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Benefits",
|
||||
"entries": [
|
||||
"Your company gains the following benefits at this tier. Bring 'Em Back Alive. Whether hunting down wild beasts that are menacing your territory or bringing in those who have violated your community's rules, you are adept at tracking down your quarry. You can replace one proficiency you gained from another source, such as your background or class, with proficiency in the Survival skill and can double your proficiency bonus when you use the Survival skill for tracking.",
|
||||
"Your company gains the following benefits at this tier. Bring ’Em Back Alive. Whether hunting down wild beasts that are menacing your territory or bringing in those who have violated your community’s rules, you are adept at tracking down your quarry. You can replace one proficiency you gained from another source, such as your background or class, with proficiency in the Survival skill and can double your proficiency bonus when you use the Survival skill for tracking.",
|
||||
"No Place Like Home. You defend your community from threats both internal and external, but your community takes care of you in return. So long as you are in your community,"
|
||||
]
|
||||
}
|
||||
@@ -3022,7 +3022,7 @@
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Stone Spray (Recharge 5\u20136)",
|
||||
"name": "Stone Spray (Recharge 5–6)",
|
||||
"entries": [
|
||||
"{@atk rs} {@hit 6} to hit. Each creature in a 30-foot cone must make a DC 14 Dexterity saving throw, taking {@damage 3d8} bludgeoning damage on a failed save, or half as much on a success."
|
||||
]
|
||||
@@ -3333,7 +3333,7 @@
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Phase Jump (Recharge 5\u20136)",
|
||||
"name": "Phase Jump (Recharge 5–6)",
|
||||
"entries": [
|
||||
"The wayfarer teleports up to 60 feet to an unoccupied space it can see, or to within 10 feet of a Shifting Stone it knows of."
|
||||
]
|
||||
@@ -5022,7 +5022,7 @@
|
||||
"classSource": "IRKDWld",
|
||||
"level": 10,
|
||||
"entries": [
|
||||
"At 10th level, fighting monsters has given you a unique insight into their physiology, allowing you to see their weak points and understand how to inflict the most damage upon them. Your weapon attacks score a critical hit on a roll of 19\u201320 against your favored enemies. When you score a critical hit against one of your favored enemies, the target can't regain hit points until the start of your next turn."
|
||||
"At 10th level, fighting monsters has given you a unique insight into their physiology, allowing you to see their weak points and understand how to inflict the most damage upon them. Your weapon attacks score a critical hit on a roll of 19–20 against your favored enemies. When you score a critical hit against one of your favored enemies, the target can't regain hit points until the start of your next turn."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -6390,7 +6390,7 @@
|
||||
"type": "entries",
|
||||
"name": "New Fast Brew: Simple Stimulant",
|
||||
"entries": [
|
||||
"You mix ingredients to create a dose of simple stimulant\u2014a bitter, milky fluid that provides a surge of energy and alertness. As an action, a creature can consume a dose of simple stimulant to ignore the highest level of exhaustion it currently suffers. This effect lasts for 1 hour. In addition, a creature can consume a dose of simple stimulant during a short rest to reduce its exhaustion level by 1."
|
||||
"You mix ingredients to create a dose of simple stimulant—a bitter, milky fluid that provides a surge of energy and alertness. As an action, a creature can consume a dose of simple stimulant to ignore the highest level of exhaustion it currently suffers. This effect lasts for 1 hour. In addition, a creature can consume a dose of simple stimulant during a short rest to reduce its exhaustion level by 1."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -7075,7 +7075,7 @@
|
||||
"subclassSource": "IRKDWld",
|
||||
"level": 18,
|
||||
"entries": [
|
||||
"At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type \u2014 you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
|
||||
"At 18th level, the range of your Aura of Defense increases to 30 feet. Additionally, you no longer need to choose a damage type — you and the chosen creature gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -7209,7 +7209,7 @@
|
||||
"subclassSource": "IRKDWld",
|
||||
"level": 20,
|
||||
"entries": [
|
||||
"At 20th level, divine fury guides your strikes. You can choose to use this feature at the beginning of a combat encounter, when everyone rolls initiative. If you do, during the first round of combat your first weapon attack scores a critical hit on a roll of 18\u201320, and if you hit a creature with a weapon attack, you can use a bonus action to force the target to lose all its damage resistances until the end of your next turn. You can use this feature three times. You regain all expended uses when you finish a long rest."
|
||||
"At 20th level, divine fury guides your strikes. You can choose to use this feature at the beginning of a combat encounter, when everyone rolls initiative. If you do, during the first round of combat your first weapon attack scores a critical hit on a roll of 18–20, and if you hit a creature with a weapon attack, you can use a bonus action to force the target to lose all its damage resistances until the end of your next turn. You can use this feature three times. You regain all expended uses when you finish a long rest."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -8079,20 +8079,20 @@
|
||||
"type": "section",
|
||||
"name": "Monster Hunter",
|
||||
"entries": [
|
||||
"Bursting through the jungle canopy, a satyr charges headlong toward its prey: an Ordic hunter standing in the middle of a small clearing. Steadfast and deliberate, the hunter steadies her aim and pulls the trigger of her modified Vanar Liberator, puncturing a hole through the eye socket of the oncoming beast. The satyr's momentum carries it onward until it falls flat in front of the hunter. The totem hunter has the gorax's scent now, and nothing will keep him from finding his quarry and adding its carcass to his stockpile of trophies. Moving swiftly and silently through the forest, the totem hunter surprises the creature and jams his sharpened kelkax through its abdomen, severing its spine and killing it instantly. The long-bearded Kossite peers out from behind a web of black pine needles heavy with snow as his quarry comes into view in the clearing below. The infernalist had sought to escape punishment by fleeing the city, but the Kossite is here to deliver retribution, if not justice. Without a sound, he drops down from his perch in the tree and ends the traitor's life with a quick hack of his axe. These individuals are all monster hunters. Whether motivated by amassing trophies, collecting rewards, or simply hunting dangerous prey for its own sake, they are committed to taking on the deadliest prey in the wilds and coming out on top. Dealing with such creatures requires a particular set of skills, and several traditions have sprung up across western Immoren, each with its own specialized methods for tracking prey and eliminating it.",
|
||||
"Bursting through the jungle canopy, a satyr charges headlong toward its prey: an Ordic hunter standing in the middle of a small clearing. Steadfast and deliberate, the hunter steadies her aim and pulls the trigger of her modified Vanar Liberator, puncturing a hole through the eye socket of the oncoming beast. The satyr’s momentum carries it onward until it falls flat in front of the hunter. The totem hunter has the gorax’s scent now, and nothing will keep him from finding his quarry and adding its carcass to his stockpile of trophies. Moving swiftly and silently through the forest, the totem hunter surprises the creature and jams his sharpened kelkax through its abdomen, severing its spine and killing it instantly. The long-bearded Kossite peers out from behind a web of black pine needles heavy with snow as his quarry comes into view in the clearing below. The infernalist had sought to escape punishment by fleeing the city, but the Kossite is here to deliver retribution, if not justice. Without a sound, he drops down from his perch in the tree and ends the traitor’s life with a quick hack of his axe. These individuals are all monster hunters. Whether motivated by amassing trophies, collecting rewards, or simply hunting dangerous prey for its own sake, they are committed to taking on the deadliest prey in the wilds and coming out on top. Dealing with such creatures requires a particular set of skills, and several traditions have sprung up across western Immoren, each with its own specialized methods for tracking prey and eliminating it.",
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "The Most Dangerous Prey",
|
||||
"entries": [
|
||||
"Monster hunters may seem like any other mercenary with a gun or sword, but their unique skills set them apart from other would-be adventurers and military recruits. These individuals can track their quarry with ease and know the exact weapon, spell, or tool needed to end their prey's existence. They can make the largest apex predator hesitate before attacking and can even force these creatures to fear for their lives. Patient, astute, and quick to act, monster hunters ply their trades far and wide. There's no terrain they can't handle and no creature they won't hunt."
|
||||
"Monster hunters may seem like any other mercenary with a gun or sword, but their unique skills set them apart from other would-be adventurers and military recruits. These individuals can track their quarry with ease and know the exact weapon, spell, or tool needed to end their prey’s existence. They can make the largest apex predator hesitate before attacking and can even force these creatures to fear for their lives. Patient, astute, and quick to act, monster hunters ply their trades far and wide. There’s no terrain they can’t handle and no creature they won’t hunt."
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Wild Things",
|
||||
"entries": [
|
||||
"Monster hunters are often found traveling the farthest reaches of Immoren, whether hunting and tracking prey or training others in the trade. The most arduous and inhospitable lands are their home, as such areas are fertile hunting grounds\u2014a whetstone for sharpening a hunter's skills. Beasts of all sizes and shapes become their targets, and nothing less than death will stop them from executing their charge.",
|
||||
"Although there's no official guild or lodge for monster hunters, hunters will typically welcome one who walks the same path unless the newcomer is there to poach a kill. Honor among hunters exists, but it lasts only until one of them is forced into the role of prey\u2014a role against which a hunter naturally rebels. There is much to be learned from different monster hunters, as their skills differ in accordance with their preferred quarry and weaponry. Some find guns and rifles more suitable, while others prefer to get close in order to hew a beast to pieces with axe or sword."
|
||||
"Monster hunters are often found traveling the farthest reaches of Immoren, whether hunting and tracking prey or training others in the trade. The most arduous and inhospitable lands are their home, as such areas are fertile hunting grounds—a whetstone for sharpening a hunter’s skills. Beasts of all sizes and shapes become their targets, and nothing less than death will stop them from executing their charge.",
|
||||
"Although there’s no official guild or lodge for monster hunters, hunters will typically welcome one who walks the same path unless the newcomer is there to poach a kill. Honor among hunters exists, but it lasts only until one of them is forced into the role of prey—a role against which a hunter naturally rebels. There is much to be learned from different monster hunters, as their skills differ in accordance with their preferred quarry and weaponry. Some find guns and rifles more suitable, while others prefer to get close in order to hew a beast to pieces with axe or sword."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8107,7 +8107,7 @@
|
||||
"type": "section",
|
||||
"name": "Warlord",
|
||||
"entries": [
|
||||
"A human captain in plate armor leads her troops into battle, barking out orders and directing the flow of the fight. She wields a greatsword with deadly precision, cutting through enemy lines and inspiring her allies with her bravery. Using her tactical prowess to position her allies for maximum effectiveness, the captain leads a well-coordinated assault that proves crucial to her army's victory. A trollkin chieftain charges into the fray, wielding a massive greataxe with devastating power. He is flanked by a pair of pyg fighters, who dart in and out of the battle as they take down enemies with their shortswords. The chieftain bellows orders to his troops, urging them to push forward and break through the enemy lines as a nearby shaman rains fire and lightning down on the enemy army and weakens their defenses. An ogrun korune stands at the front of his troops, his shield held high as he leads the charge against a horde of blighted elves. His allies follow closely behind him, their weapons at the ready. The ogrun uses his knowledge of the battlefield to direct his troops, calling out commands and adjusting their positions as necessary. A master of defensive warfare, he uses his shield to protect his allies, deflecting enemy attacks with ease. These individuals are warlords\u2014skilled tacticians and natural leaders in war. Their very presence on the battlefield is enough to inspire their allies and intimidate their foes."
|
||||
"A human captain in plate armor leads her troops into battle, barking out orders and directing the flow of the fight. She wields a greatsword with deadly precision, cutting through enemy lines and inspiring her allies with her bravery. Using her tactical prowess to position her allies for maximum effectiveness, the captain leads a well-coordinated assault that proves crucial to her army’s victory. A trollkin chieftain charges into the fray, wielding a massive greataxe with devastating power. He is flanked by a pair of pyg fighters, who dart in and out of the battle as they take down enemies with their shortswords. The chieftain bellows orders to his troops, urging them to push forward and break through the enemy lines as a nearby shaman rains fire and lightning down on the enemy army and weakens their defenses. An ogrun korune stands at the front of his troops, his shield held high as he leads the charge against a horde of blighted elves. His allies follow closely behind him, their weapons at the ready. The ogrun uses his knowledge of the battlefield to direct his troops, calling out commands and adjusting their positions as necessary. A master of defensive warfare, he uses his shield to protect his allies, deflecting enemy attacks with ease. These individuals are warlords—skilled tacticians and natural leaders in war. Their very presence on the battlefield is enough to inspire their allies and intimidate their foes."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8125,7 +8125,7 @@
|
||||
"type": "section",
|
||||
"name": "Big-Game Hunter",
|
||||
"entries": [
|
||||
"You are well known for going after larger creatures and putting them down with a well-timed shot from your rifle or pistol. You certainly aren't afraid to get into the thick of things with a sword or an axe, but you feel that firearms are almost always the best tool for the job."
|
||||
"You are well known for going after larger creatures and putting them down with a well-timed shot from your rifle or pistol. You certainly aren’t afraid to get into the thick of things with a sword or an axe, but you feel that firearms are almost always the best tool for the job."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8205,8 +8205,8 @@
|
||||
"type": "section",
|
||||
"name": "Biochemist",
|
||||
"entries": [
|
||||
"For many in western Immoren, the most obvious and familiar application of the biochemist's art comes in the form of the strange warbeasts that Dr. Arkadius has managed to fashion from the farrow population. By applying his knowledge of alchemy and certain surgical and electrical stimulations, he has transformed normal farrow into massive beasts more than triple their previous size. These creatures have proven integral to the armies of the Thornfall Alliance, but they are merely the first step in the doctor's grand ambitions, which extend to finding the secret of life itself. Even though Dr. Arkadius is the most infamous biochemist operating in and around the Iron Kingdoms, he is far from the only one. Indeed, biochemists ply their trade within the very halls of the Order of the Golden Crucible itself, albeit",
|
||||
"under much stricter guidelines than those constraining someone like Arkadius. The biochemical experiments of these sanctioned alchemists have nevertheless produced some particularly strange results, which can be seen among the bizarre experimental beings that the Order sometimes sends into battle as shock troops. Whether serving a major trade organization, working at the behest of a warlord such as the farrow Lord Carver, or carrying out experiments in an isolated lab hidden from the sight of nearby communities, biochemists skate a narrow ethical line, and they sometimes careen over it completely. Whereas most alchemists work with reagents and inert components, biochemists tinker with the raw stuff of life itself, and they often use living creatures as research subjects. Some biochemists restrict their experiments to volunteers or less intelligent beasts, but not all of them have such scruples, and the lab of many a biochemist is little more than a theater for vivisection. Even though many biochemists' methods are unorthodox at best, there's no denying the results. Their alchemical elixirs are capable of strengthening flesh and bone, curing disease, and even bending a creature to their will. Such abilities are invaluable on the battlefields of western Immoren, as those who have benefitted from the skills of Dr. Arkadius and his ilk can attest."
|
||||
"For many in western Immoren, the most obvious and familiar application of the biochemist’s art comes in the form of the strange warbeasts that Dr. Arkadius has managed to fashion from the farrow population. By applying his knowledge of alchemy and certain surgical and electrical stimulations, he has transformed normal farrow into massive beasts more than triple their previous size. These creatures have proven integral to the armies of the Thornfall Alliance, but they are merely the first step in the doctor’s grand ambitions, which extend to finding the secret of life itself. Even though Dr. Arkadius is the most infamous biochemist operating in and around the Iron Kingdoms, he is far from the only one. Indeed, biochemists ply their trade within the very halls of the Order of the Golden Crucible itself, albeit",
|
||||
"under much stricter guidelines than those constraining someone like Arkadius. The biochemical experiments of these sanctioned alchemists have nevertheless produced some particularly strange results, which can be seen among the bizarre experimental beings that the Order sometimes sends into battle as shock troops. Whether serving a major trade organization, working at the behest of a warlord such as the farrow Lord Carver, or carrying out experiments in an isolated lab hidden from the sight of nearby communities, biochemists skate a narrow ethical line, and they sometimes careen over it completely. Whereas most alchemists work with reagents and inert components, biochemists tinker with the raw stuff of life itself, and they often use living creatures as research subjects. Some biochemists restrict their experiments to volunteers or less intelligent beasts, but not all of them have such scruples, and the lab of many a biochemist is little more than a theater for vivisection. Even though many biochemists’ methods are unorthodox at best, there’s no denying the results. Their alchemical elixirs are capable of strengthening flesh and bone, curing disease, and even bending a creature to their will. Such abilities are invaluable on the battlefields of western Immoren, as those who have benefitted from the skills of Dr. Arkadius and his ilk can attest."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8222,8 +8222,8 @@
|
||||
"type": "section",
|
||||
"name": "Trapper",
|
||||
"entries": [
|
||||
"The mechanical marvels that have become so commonplace throughout the Iron Kingdoms are less readily available in the deep wilds, but that doesn't mean the wilds aren't home to individuals who prize ingenuity and design incredible inventions. Although gunsmiths and even 'jack marshals are becoming more common among the peoples of the wilderness, the oldest engineering tradition in the deep wilds is that of the trapper. Most city folk think of trappers as simply another strain of Alternate Gear A trapper's background is more low-tech than that of many other mechaniks, and trappers often create their cunning traps from simple ingredients and whatever nature provides. To reflect this, a player who is creating a trapper may want to make some modifications to the proficiencies and gear allocated to the mechanik class in Iron Kingdoms: Requiem. We recommend the following substitutions: proficiency with blowguns, bolas, or one martial ranged weapon of your choice. with a greatclub; replace the option for a rivet gun, powder, and rivets for 20 shots with (a) a blowgun and 20 darts, (b) a bola, or (c) a gobber bellows; and replace an armored apron with (a) scrap armor or (b) bog trog armor.",
|
||||
"hunter, but good trappers know much more than just how to track their prey and where to set their traps. An effective trap is a marvel of engineering every bit as nuanced as a piece of mechanika, if nowhere near as complicated (\"needlessly complicated,\" as any trapper would tell you). Some trappers utilize premade components, such as saw-toothed metal foothold traps with spring-loaded triggers; others create elaborate pulleys and counterweights using only what nature has already provided. Setting a trap is the backbone of the trapper's art. From simple pits dug in the ground to elaborate devices with hair triggers, traps come in numerous forms, and most dedicated trappers constantly tinker with different variations and put their own unique spins on standard formulas. Almost all traps have one thing in common: they are stationary devices designed to catch, kill, or incapacitate an animal or another target. Most consist of a trigger, such as a tripwire or pressure plate, that activates the trap itself, and they're usually hidden so that their victims aren't aware of them until they've already been set off. Whatever their methods, skilled trappers have been an integral part of life for most rural populations since the days of the ancient Molgur alliance, and many backwater communities still rely on them today. Modern-day trappers can make a good living by trading with members of other tribes and villages. They can also do very well for themselves in urban centers, where resources like hides and meat are still needed even though the locals have forgotten\u2014or would prefer not to think about\u2014how such things are acquired. At home in the wilderness, trappers combine mechanical savvy with survivalist know-how, allowing them to stalk their prey for long periods before setting the perfect trap to ensnare a target. Dedicated trappers modify and hone their techniques over time, creating traps that fit a specific need while reflecting their own particular approach."
|
||||
"The mechanical marvels that have become so commonplace throughout the Iron Kingdoms are less readily available in the deep wilds, but that doesn’t mean the wilds aren’t home to individuals who prize ingenuity and design incredible inventions. Although gunsmiths and even ’jack marshals are becoming more common among the peoples of the wilderness, the oldest engineering tradition in the deep wilds is that of the trapper. Most city folk think of trappers as simply another strain of Alternate Gear A trapper’s background is more low-tech than that of many other mechaniks, and trappers often create their cunning traps from simple ingredients and whatever nature provides. To reflect this, a player who is creating a trapper may want to make some modifications to the proficiencies and gear allocated to the mechanik class in Iron Kingdoms: Requiem. We recommend the following substitutions: proficiency with blowguns, bolas, or one martial ranged weapon of your choice. with a greatclub; replace the option for a rivet gun, powder, and rivets for 20 shots with (a) a blowgun and 20 darts, (b) a bola, or (c) a gobber bellows; and replace an armored apron with (a) scrap armor or (b) bog trog armor.",
|
||||
"hunter, but good trappers know much more than just how to track their prey and where to set their traps. An effective trap is a marvel of engineering every bit as nuanced as a piece of mechanika, if nowhere near as complicated (“needlessly complicated,” as any trapper would tell you). Some trappers utilize premade components, such as saw-toothed metal foothold traps with spring-loaded triggers; others create elaborate pulleys and counterweights using only what nature has already provided. Setting a trap is the backbone of the trapper’s art. From simple pits dug in the ground to elaborate devices with hair triggers, traps come in numerous forms, and most dedicated trappers constantly tinker with different variations and put their own unique spins on standard formulas. Almost all traps have one thing in common: they are stationary devices designed to catch, kill, or incapacitate an animal or another target. Most consist of a trigger, such as a tripwire or pressure plate, that activates the trap itself, and they’re usually hidden so that their victims aren’t aware of them until they’ve already been set off. Whatever their methods, skilled trappers have been an integral part of life for most rural populations since the days of the ancient Molgur alliance, and many backwater communities still rely on them today. Modern-day trappers can make a good living by trading with members of other tribes and villages. They can also do very well for themselves in urban centers, where resources like hides and meat are still needed even though the locals have forgotten—or would prefer not to think about—how such things are acquired. At home in the wilderness, trappers combine mechanical savvy with survivalist know-how, allowing them to stalk their prey for long periods before setting the perfect trap to ensnare a target. Dedicated trappers modify and hone their techniques over time, creating traps that fit a specific need while reflecting their own particular approach."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8239,7 +8239,7 @@
|
||||
"type": "section",
|
||||
"name": "Ravager",
|
||||
"entries": [
|
||||
"The Ravagers of the Tharn, the most barbarous of human tribes, channel the savage power of the Devourer Wurm. They are known for their fierce combat skills and their willingness to feast upon their fallen enemies' still-beating hearts to fuel their berserk frenzy. Before battle, they bellow a call to the Wurm, which enters them into a chaos frenzy whereby their bodies are transformed\u2014muscle mass expands and thickens, skin hardens, and teeth grow to terrible fangs."
|
||||
"The Ravagers of the Tharn, the most barbarous of human tribes, channel the savage power of the Devourer Wurm. They are known for their fierce combat skills and their willingness to feast upon their fallen enemies’ still-beating hearts to fuel their berserk frenzy. Before battle, they bellow a call to the Wurm, which enters them into a chaos frenzy whereby their bodies are transformed—muscle mass expands and thickens, skin hardens, and teeth grow to terrible fangs."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8255,7 +8255,7 @@
|
||||
"type": "section",
|
||||
"name": "Slaughterhouser",
|
||||
"entries": [
|
||||
"Pushed to the fringes of the Iron Kingdoms, most farrow survive by raiding and scavenging. Such tactics may be enough to secure them the meager resources they need to survive, but they are of little use against the massive predators that also make the wilds their home. To combat such dangerous foes, the farrow have developed a unique martial tradition\u2014one that uses both ferocity and cunning to hack apart even the largest of enemies. Those who follow this path are known as slaughterhousers. Building on techniques pioneered by farrow for bringing down large prey, slaughterhousers gained prominence and became organized as the infamous farrow Lord Carver swept across the badlands of western Immoren and united previously disparate farrow tribes into the Thornfall Alliance. Already accustomed to fighting in something that at least passed for loose formations, these big, strong, and ferocious farrow made perfect shock troops and bodyguards for Lord Carver and his generals. Quickly finding favor among the forces of the Thornfall Alliance, slaughterhousers further refined techniques that had been practiced for centuries.Far from flying into the blind rages of some Devourer-worshipping berserkers, the farrow slaughterhousers, for all their brutal viciousness, utilized cunning tactics to make the best use of their numbers. This allowed them to protect themselves from harm while hacking apart their foes. Favoring heavy chopping weapons such as their signature pole cleavers, slaughterhousers are a regular sight amid the armies of the Thornfall Alliance. Their traditions are not limited to those fearsome and heavily armed soldiers, however."
|
||||
"Pushed to the fringes of the Iron Kingdoms, most farrow survive by raiding and scavenging. Such tactics may be enough to secure them the meager resources they need to survive, but they are of little use against the massive predators that also make the wilds their home. To combat such dangerous foes, the farrow have developed a unique martial tradition—one that uses both ferocity and cunning to hack apart even the largest of enemies. Those who follow this path are known as slaughterhousers. Building on techniques pioneered by farrow for bringing down large prey, slaughterhousers gained prominence and became organized as the infamous farrow Lord Carver swept across the badlands of western Immoren and united previously disparate farrow tribes into the Thornfall Alliance. Already accustomed to fighting in something that at least passed for loose formations, these big, strong, and ferocious farrow made perfect shock troops and bodyguards for Lord Carver and his generals. Quickly finding favor among the forces of the Thornfall Alliance, slaughterhousers further refined techniques that had been practiced for centuries.Far from flying into the blind rages of some Devourer-worshipping berserkers, the farrow slaughterhousers, for all their brutal viciousness, utilized cunning tactics to make the best use of their numbers. This allowed them to protect themselves from harm while hacking apart their foes. Favoring heavy chopping weapons such as their signature pole cleavers, slaughterhousers are a regular sight amid the armies of the Thornfall Alliance. Their traditions are not limited to those fearsome and heavily armed soldiers, however."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8271,7 +8271,7 @@
|
||||
"type": "section",
|
||||
"name": "Fauna",
|
||||
"entries": [
|
||||
"Bards of the College of Fauna feel a deeper connection to the natural world than many of their counterparts do, and they use their craft to connect with their patrons on a more primal level. This bond allows them to charm and enthrall audiences that don't even have the capacity for speech or the ability to understand the tales they weave. Connected to the natural world, these bards are often more deeply connected to the animals around them than to sentient beings, and they associate with others out of necessity or obligation just as often as they do out of any true desire. Although they participate in politicking and the machinations of empires, they do so with a constant eye on the wilder denizens of the world\u2014whether to work for their benefit or to use them for personal gain."
|
||||
"Bards of the College of Fauna feel a deeper connection to the natural world than many of their counterparts do, and they use their craft to connect with their patrons on a more primal level. This bond allows them to charm and enthrall audiences that don’t even have the capacity for speech or the ability to understand the tales they weave. Connected to the natural world, these bards are often more deeply connected to the animals around them than to sentient beings, and they associate with others out of necessity or obligation just as often as they do out of any true desire. Although they participate in politicking and the machinations of empires, they do so with a constant eye on the wilder denizens of the world—whether to work for their benefit or to use them for personal gain."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8287,7 +8287,7 @@
|
||||
"type": "section",
|
||||
"name": "Warder",
|
||||
"entries": [
|
||||
"The archetypal Warder specializes in protecting allies and disrupting enemies through tactical positioning and defensive techniques. WARDER'S DISCIPLINE"
|
||||
"The archetypal Warder specializes in protecting allies and disrupting enemies through tactical positioning and defensive techniques. WARDER’S DISCIPLINE"
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8303,7 +8303,7 @@
|
||||
"type": "section",
|
||||
"name": "Wolf of Orboros",
|
||||
"entries": [
|
||||
"The men and women of the Wolves of Orboros guard the Circle Orboros' territories and serve as its agents in remote towns and villages. Families in the dark forests and isolated hills have passed this tradition to their sons and daughters, thereby initiating these rugged folk into a secret cabal that furthers the interests of the Circle's blackclads. In exchange for this fealty, the druids vow to watch over the Wolves' lands and families\u2014a significant gesture in the brutal regions beyond civilization. The Circle Orboros shelters and protects these family lines as a precious commodity, for they produce a greater than average number of children who undergo the wilding. Each Wolf of Orboros trains to master the cleft-bladed spear, a powerful piercing weapon designed to punch through thick hides and armor. Wolves of Orboros must prove their skill with this weapon and demonstrate the ability to survive in the wilds to earn the wolf pelt that marks them as a brother or sister. Each one is granted a suit of hunter's armor: light laminated plates of ritually treated metal nested inside a suit of finely wrought chain mail and connected by toughened but supple leather crafted by senior Wolves who mastered the ways of this craft. A cloak of fine wolf fur is also bestowed on each new member upon initiation. Used for both rites and battles, the cloak is one of the means by which Wolves from different regions may quickly recognize one another. In times of great need, the Circle bolsters these warriors' ranks with recruits lured by offers of coin and other valuables. Such initiates serve more as mercenaries than as dedicated defenders, but they possess the same grit and survival knowledge as all Wolves, and many continue to serve after their contracts have ended. Coercing or intimidating individuals into the Wolves of Orboros is not unheard of, but the blackclads know that such tactics breed resentment, so they prefer volunteers. Fortunately for them, the lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on the fringes of society and hunger to belong to some greater cause, so fresh warriors are rarely in short supply."
|
||||
"The men and women of the Wolves of Orboros guard the Circle Orboros’ territories and serve as its agents in remote towns and villages. Families in the dark forests and isolated hills have passed this tradition to their sons and daughters, thereby initiating these rugged folk into a secret cabal that furthers the interests of the Circle’s blackclads. In exchange for this fealty, the druids vow to watch over the Wolves’ lands and families—a significant gesture in the brutal regions beyond civilization. The Circle Orboros shelters and protects these family lines as a precious commodity, for they produce a greater than average number of children who undergo the wilding. Each Wolf of Orboros trains to master the cleft-bladed spear, a powerful piercing weapon designed to punch through thick hides and armor. Wolves of Orboros must prove their skill with this weapon and demonstrate the ability to survive in the wilds to earn the wolf pelt that marks them as a brother or sister. Each one is granted a suit of hunter’s armor: light laminated plates of ritually treated metal nested inside a suit of finely wrought chain mail and connected by toughened but supple leather crafted by senior Wolves who mastered the ways of this craft. A cloak of fine wolf fur is also bestowed on each new member upon initiation. Used for both rites and battles, the cloak is one of the means by which Wolves from different regions may quickly recognize one another. In times of great need, the Circle bolsters these warriors’ ranks with recruits lured by offers of coin and other valuables. Such initiates serve more as mercenaries than as dedicated defenders, but they possess the same grit and survival knowledge as all Wolves, and many continue to serve after their contracts have ended. Coercing or intimidating individuals into the Wolves of Orboros is not unheard of, but the blackclads know that such tactics breed resentment, so they prefer volunteers. Fortunately for them, the lifestyle of the Wolves of Orboros has an undeniable appeal to those who live on the fringes of society and hunger to belong to some greater cause, so fresh warriors are rarely in short supply."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8319,7 +8319,7 @@
|
||||
"type": "section",
|
||||
"name": "Wrastler",
|
||||
"entries": [
|
||||
"Many martial traditions exist throughout western Immoren, not all of which are practiced in walled monasteries or on the training fields of national militaries. Those who follow the Way of the Wrastler learn by observing the great reptiles of the swamp and emulating their ways. Any swampie can tell you that a gator should never be underestimated, no matter how torpid or lazy it might appear. Many of those who pursue the Way of the Wrastler were taught these arts by a master, but they are more independent than most of the ascetic warriors found elsewhere throughout the continent. Even a practitioner of this tradition who trains under a master will spend considerable time alone in the swamp, simply observing the endless cycle of predation that makes up so much of life there. This practice teaches these monks more than the cold cunning and swift strikes of the massive reptiles they emulate: they also learn a seemingly infinite patience that allows them to hold uncannily still until the moment comes to strike. Of course, the power of a huge gator lies in more than just its speed or its patience. Size and strength play a role, and those who follow the Way of the Wrastler learn how to turn their own size and strength\u2014however great or modest it may be\u2014to their advantage. The fighting style of these monks prioritizes grapples and throws, echoing the lethal death rolls practiced by gators and the blackhide wrastlers who give this monastic tradition its name. Anyone can learn its principles, and there are many among the smaller folk of the swamp\u2014 including swampies, anura, and even swamp gobbers\u2014who have used these skills to stay alive in a world of larger and more fearsome predators."
|
||||
"Many martial traditions exist throughout western Immoren, not all of which are practiced in walled monasteries or on the training fields of national militaries. Those who follow the Way of the Wrastler learn by observing the great reptiles of the swamp and emulating their ways. Any swampie can tell you that a gator should never be underestimated, no matter how torpid or lazy it might appear. Many of those who pursue the Way of the Wrastler were taught these arts by a master, but they are more independent than most of the ascetic warriors found elsewhere throughout the continent. Even a practitioner of this tradition who trains under a master will spend considerable time alone in the swamp, simply observing the endless cycle of predation that makes up so much of life there. This practice teaches these monks more than the cold cunning and swift strikes of the massive reptiles they emulate: they also learn a seemingly infinite patience that allows them to hold uncannily still until the moment comes to strike. Of course, the power of a huge gator lies in more than just its speed or its patience. Size and strength play a role, and those who follow the Way of the Wrastler learn how to turn their own size and strength—however great or modest it may be—to their advantage. The fighting style of these monks prioritizes grapples and throws, echoing the lethal death rolls practiced by gators and the blackhide wrastlers who give this monastic tradition its name. Anyone can learn its principles, and there are many among the smaller folk of the swamp— including swampies, anura, and even swamp gobbers—who have used these skills to stay alive in a world of larger and more fearsome predators."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8335,7 +8335,7 @@
|
||||
"type": "section",
|
||||
"name": "Chosen",
|
||||
"entries": [
|
||||
"Paladins who follow the Oath of the Chosen are resolute protectors tasked with guarding important individuals. Some of them have been granted a vision by their deity; others have been commanded by their order. Regardless of how they come by their calling, they have but one duty: to protect the chosen at all costs. The largest group of these paladins originated with a farrow warlord now known as Helga the Conqueror. Her early conquests and battles attracted a small but devoted coterie of followers. The members of this honor guard called themselves Valkyries, their name borrowed from some forgotten farrow legend. Their loyalty to Helga and her ideals was unshakable. Indomitable warriors, they protected Helga and others she deemed important to her cause, and their ranks have swelled since Helga's marriage to Lord Carver. Similar groups of paladins have been slowly propagating within other faiths, including those of Morrow, Menoth, and Thamar. It seems that after the Claiming, the gods of Urcaen are taking notice of those who need their protection."
|
||||
"Paladins who follow the Oath of the Chosen are resolute protectors tasked with guarding important individuals. Some of them have been granted a vision by their deity; others have been commanded by their order. Regardless of how they come by their calling, they have but one duty: to protect the chosen at all costs. The largest group of these paladins originated with a farrow warlord now known as Helga the Conqueror. Her early conquests and battles attracted a small but devoted coterie of followers. The members of this honor guard called themselves Valkyries, their name borrowed from some forgotten farrow legend. Their loyalty to Helga and her ideals was unshakable. Indomitable warriors, they protected Helga and others she deemed important to her cause, and their ranks have swelled since Helga’s marriage to Lord Carver. Similar groups of paladins have been slowly propagating within other faiths, including those of Morrow, Menoth, and Thamar. It seems that after the Claiming, the gods of Urcaen are taking notice of those who need their protection."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8351,7 +8351,7 @@
|
||||
"type": "section",
|
||||
"name": "Paragon",
|
||||
"entries": [
|
||||
"Paladins who follow the Oath of the Paragon are champions for their people, and they have been chosen by their deity to inspire others to live up to a particular ideal. Their vow holds them to a high standard that can be extremely difficult to meet, but those who maintain the extreme discipline required find themselves blessed with skills and abilities that can help them endure more than they thought possible. Many would call them the perfect warrior priests, but these paladins don't see it that way; they simply see this role as their calling and duty. Most paladins who swear the Oath of the Paragon are worshippers of Dhunia. Ogrun who swear this oath are typically found in Rhul, and they favor ideals that are common among the Rhulic people. Most trollkin who follow this path make their home in Tolok Fortress, where they adhere to the tenets of the famed trollkin warlock Madrak Ironhide. Few gobbers, farrow, and humans swear this oath, but even their numbers have surged in recent years, possibly fueled by a desire to protect their fellows in the wake of the Claiming."
|
||||
"Paladins who follow the Oath of the Paragon are champions for their people, and they have been chosen by their deity to inspire others to live up to a particular ideal. Their vow holds them to a high standard that can be extremely difficult to meet, but those who maintain the extreme discipline required find themselves blessed with skills and abilities that can help them endure more than they thought possible. Many would call them the perfect warrior priests, but these paladins don’t see it that way; they simply see this role as their calling and duty. Most paladins who swear the Oath of the Paragon are worshippers of Dhunia. Ogrun who swear this oath are typically found in Rhul, and they favor ideals that are common among the Rhulic people. Most trollkin who follow this path make their home in Tolok Fortress, where they adhere to the tenets of the famed trollkin warlock Madrak Ironhide. Few gobbers, farrow, and humans swear this oath, but even their numbers have surged in recent years, possibly fueled by a desire to protect their fellows in the wake of the Claiming."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8399,7 +8399,7 @@
|
||||
"type": "section",
|
||||
"name": "Shepherd",
|
||||
"entries": [
|
||||
"Shepherds are a unique breed of rangers who can work with warbeasts and harness their natural abilities in ways that are commonly the domain of warlocks. A shepherd can amplify a warlock's strengths and help push the warlock's warbeasts further and more often than the warlock could alone. As a result, a shepherd who lives in a group or community with multiple warlocks and warbeasts is always in high demand. A unique combination of strength and finesse allows shepherds to manage warbeasts in a way few others can, but their best attribute might be their understanding of the needs of each creature they work with. Particularly well-attuned shepherds can even anticipate a creature's needs and respond before such needs become a problem, making shepherds invaluable in the wilds."
|
||||
"Shepherds are a unique breed of rangers who can work with warbeasts and harness their natural abilities in ways that are commonly the domain of warlocks. A shepherd can amplify a warlock’s strengths and help push the warlock’s warbeasts further and more often than the warlock could alone. As a result, a shepherd who lives in a group or community with multiple warlocks and warbeasts is always in high demand. A unique combination of strength and finesse allows shepherds to manage warbeasts in a way few others can, but their best attribute might be their understanding of the needs of each creature they work with. Particularly well-attuned shepherds can even anticipate a creature’s needs and respond before such needs become a problem, making shepherds invaluable in the wilds."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8415,7 +8415,7 @@
|
||||
"type": "section",
|
||||
"name": "Desperado",
|
||||
"entries": [
|
||||
"Desperados make a living robbing those who travel western Immoren's often dangerous roads and highways. They come in many forms, from villainous brutes to charming brigands of marked style and dash. Though seldom motivated by anything nobler than the acquisition of wealth, some desperados make it a point of pride to target those most able to pay their rough tithe. Regardless of their motivations, they are adept at stalking and ambushing targets and then quickly vanishing into the wilderness. The character of a cloaked and hooded figure atop a treasured steed is a common subject of popular songs and stories, but not all of them are such noble figures. Unscrupulous soldiers who have completed their service or have been discharged because of injury have little trouble transitioning to the life of the desperado."
|
||||
"Desperados make a living robbing those who travel western Immoren’s often dangerous roads and highways. They come in many forms, from villainous brutes to charming brigands of marked style and dash. Though seldom motivated by anything nobler than the acquisition of wealth, some desperados make it a point of pride to target those most able to pay their rough tithe. Regardless of their motivations, they are adept at stalking and ambushing targets and then quickly vanishing into the wilderness. The character of a cloaked and hooded figure atop a treasured steed is a common subject of popular songs and stories, but not all of them are such noble figures. Unscrupulous soldiers who have completed their service or have been discharged because of injury have little trouble transitioning to the life of the desperado."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8431,7 +8431,7 @@
|
||||
"type": "section",
|
||||
"name": "Poacher",
|
||||
"entries": [
|
||||
"Poachers specialize in hunting and trapping prey. They use their skills to track and capture wild animals for profit or sustenance, and they must rely on their wits and knowledge of the land to survive. POACHER'S INSTINCTS"
|
||||
"Poachers specialize in hunting and trapping prey. They use their skills to track and capture wild animals for profit or sustenance, and they must rely on their wits and knowledge of the land to survive. POACHER’S INSTINCTS"
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8447,7 +8447,7 @@
|
||||
"type": "section",
|
||||
"name": "Arcanivore",
|
||||
"entries": [
|
||||
"Deep in the murky wilds of the Iron Kingdoms dwell creatures that inspire dread in the hearts of all sane beings, but for those gifted with arcane prowess, perhaps none is more alarming than the thrullg, a loathsome creature whose size belies its ability to remain undetected in its habitat. For many, the first and only warning of a thrullg's presence is when all magic ceases to work in the vicinity. In a world suffused with bewildering energies\u2014from the ley lines shepherded by the Circle Orboros to the divine power channeled through priests\u2014it should come as no surprise that the phenomenon of magical interference has started to arise in unexpected places. Each day, parents in rural communities give birth to children who grow up without exposure to mechanika but who, once grown, encounter magic only to find their mere presence interfering with its function. Considered little more than urban legend by many, those who can feed on magic energies are rare but very real. Exactly how they come to be is unknown\u2014a quirk of genetics, a touch of the divine, or perhaps the influence of meddling grymkin\u2014but in the presence of these individuals, spellcraft can spark and flicker and die out as arcanivores draw that power into themselves."
|
||||
"Deep in the murky wilds of the Iron Kingdoms dwell creatures that inspire dread in the hearts of all sane beings, but for those gifted with arcane prowess, perhaps none is more alarming than the thrullg, a loathsome creature whose size belies its ability to remain undetected in its habitat. For many, the first and only warning of a thrullg’s presence is when all magic ceases to work in the vicinity. In a world suffused with bewildering energies—from the ley lines shepherded by the Circle Orboros to the divine power channeled through priests—it should come as no surprise that the phenomenon of magical interference has started to arise in unexpected places. Each day, parents in rural communities give birth to children who grow up without exposure to mechanika but who, once grown, encounter magic only to find their mere presence interfering with its function. Considered little more than urban legend by many, those who can feed on magic energies are rare but very real. Exactly how they come to be is unknown—a quirk of genetics, a touch of the divine, or perhaps the influence of meddling grymkin—but in the presence of these individuals, spellcraft can spark and flicker and die out as arcanivores draw that power into themselves."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8463,7 +8463,7 @@
|
||||
"type": "section",
|
||||
"name": "Twin Soul",
|
||||
"entries": [
|
||||
"Comprised of a pair of twins\u2014one a full-bodied protector, the other a lesser twin\u2014the twin soul can be off-putting to those who do not understand them, but the two spirits intertwine and reinforce each other, making them a powerful font of magic. Those born into this union are blessed with eternal companionship in the form of their twin, as well as a spark of magical greatness. The smaller twin uses its strange nature to cast a variety of spells with great skill, from simple protections to devastating magical strikes. As the protector of the pair, the larger twin shares the burden of this sorcerous gift, ensuring that the lesser twin is not as heavily taxed by the effort of weaving spells. A conjoined twin is two personalities in one body, and the two can sometimes be seen arguing quietly with each other. Most who encounter them view them as aberrations and avoid eye contact with the malformed twin in favor of dealing with the larger twin. This revulsion can lead outsiders to underestimate these powerful beings. LIL' BUDDY"
|
||||
"Comprised of a pair of twins—one a full-bodied protector, the other a lesser twin—the twin soul can be off-putting to those who do not understand them, but the two spirits intertwine and reinforce each other, making them a powerful font of magic. Those born into this union are blessed with eternal companionship in the form of their twin, as well as a spark of magical greatness. The smaller twin uses its strange nature to cast a variety of spells with great skill, from simple protections to devastating magical strikes. As the protector of the pair, the larger twin shares the burden of this sorcerous gift, ensuring that the lesser twin is not as heavily taxed by the effort of weaving spells. A conjoined twin is two personalities in one body, and the two can sometimes be seen arguing quietly with each other. Most who encounter them view them as aberrations and avoid eye contact with the malformed twin in favor of dealing with the larger twin. This revulsion can lead outsiders to underestimate these powerful beings. LIL’ BUDDY"
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8479,7 +8479,7 @@
|
||||
"type": "section",
|
||||
"name": "The Maw",
|
||||
"entries": [
|
||||
"The quest for power leads some aspirants to beings beyond comprehension, whether alien entities, ancient gods, the long dead, the timeless, or even entities beyond these. Some hear the voices of their benefactors, but in the depths of the otherworldly void, there is no such sentience or intellect. There is only a devouring emptiness: a hollow at the heart of reality that draws in those that cross its path and ultimately crushes all within its event horizon. Some revere this cosmic force as the embodiment of destruction and the ultimate death of all things, but others recognize a kindred essence\u2014a companion to the void in their own souls. This connection can be fed and drawn upon in turn. Whether a manifestation of the Devourer Wurm or a hungry god like Kossk, the ravenous, insatiable Maw is a font of power for those willing to sacrifice to it."
|
||||
"The quest for power leads some aspirants to beings beyond comprehension, whether alien entities, ancient gods, the long dead, the timeless, or even entities beyond these. Some hear the voices of their benefactors, but in the depths of the otherworldly void, there is no such sentience or intellect. There is only a devouring emptiness: a hollow at the heart of reality that draws in those that cross its path and ultimately crushes all within its event horizon. Some revere this cosmic force as the embodiment of destruction and the ultimate death of all things, but others recognize a kindred essence—a companion to the void in their own souls. This connection can be fed and drawn upon in turn. Whether a manifestation of the Devourer Wurm or a hungry god like Kossk, the ravenous, insatiable Maw is a font of power for those willing to sacrifice to it."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8495,7 +8495,7 @@
|
||||
"type": "section",
|
||||
"name": "Bokor",
|
||||
"entries": [
|
||||
"Even though many shamanic practices differ considerably from the religious rites that one might observe in a cathedral dedicated to Morrow or Menoth, a wanderer from one of the cities of the Iron Kingdoms would nevertheless recognize a trollkin shaman of Dhunia as a similar practitioner of faith, even if both the practices and the faith were quite different. Not so with the bokors of the gatorfolk. These shamans often serve either Kossk or Barnabas\u2014or both\u2014and invoke them in their rites, but they also draw upon the power of other spirits that infest the swamps they call home. Bokors lead their congregation in dark rites, devouring flesh and calling upon spirits and the essence of those long dead to serve their purposes. A bokor owes no fealty to these spirits, and the relationship between the two is often one of struggle, as the bokor attempts to assert dominance over the spirits and bend them to its will. Most gatorfolk devour the flesh of their foes in ritualistic celebration, but bokors also draw nourishment from the souls of those slain in the name of their hungry gods. Bokors tend to be ambitious, and most of them will hoard whatever power they can, either for their own personal glory or for that of their tribe. These powerful shamans harness the spirits of the dead, and the living rightly fear their necromantic prowess."
|
||||
"Even though many shamanic practices differ considerably from the religious rites that one might observe in a cathedral dedicated to Morrow or Menoth, a wanderer from one of the cities of the Iron Kingdoms would nevertheless recognize a trollkin shaman of Dhunia as a similar practitioner of faith, even if both the practices and the faith were quite different. Not so with the bokors of the gatorfolk. These shamans often serve either Kossk or Barnabas—or both—and invoke them in their rites, but they also draw upon the power of other spirits that infest the swamps they call home. Bokors lead their congregation in dark rites, devouring flesh and calling upon spirits and the essence of those long dead to serve their purposes. A bokor owes no fealty to these spirits, and the relationship between the two is often one of struggle, as the bokor attempts to assert dominance over the spirits and bend them to its will. Most gatorfolk devour the flesh of their foes in ritualistic celebration, but bokors also draw nourishment from the souls of those slain in the name of their hungry gods. Bokors tend to be ambitious, and most of them will hoard whatever power they can, either for their own personal glory or for that of their tribe. These powerful shamans harness the spirits of the dead, and the living rightly fear their necromantic prowess."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8511,7 +8511,7 @@
|
||||
"type": "section",
|
||||
"name": "Mist Speaker",
|
||||
"entries": [
|
||||
"For the bog trogs who live among the marshes and glens that cover much of western Immoren, mist speakers act as important mystics and counselors to chieftains and even to the gatorfolk who have oppressed so many bog trog tribes. Believed to interpret the dreams of the \"big fish\"\u2014the sleeping beast known as Ashiga\u2014mist speakers are revered for being in touch with a greater power, and more than one of these shamans have used this deference to their own advantage and that of their tribe. Not exactly a deity in the traditional sense, Ashiga is portrayed as a giant piscine monster that slumbers eternally beneath the legendary swamp known as Sike Dulra. According to bog trog tradition, Ashiga will one day awaken to slake its hunger upon the enemies of the bog trogs. Bog trogs do not ask Ashiga for boons or attempt to propitiate it. Instead, they engage in religious practices for a single purpose: to hasten this time of awakening. Although they are the spiritual leaders of their people, mist speakers do not perform the normal roles of a priestly caste. Their primarily responsibility is to listen to the dreams of Ashiga. Properly interpreted, these dreams carry useful portents to the mist speakers, granting them knowledge and power that they can use to control the weather, ensure good fishing, tend to the sick and wounded, and even turn the tide of battle. Because of this unique connection to Ashiga\u2014 and the powers that it conveys\u2014mist speakers fulfill many essential functions in bog trog society. Despite the vital role they play, they are more likely to act as advisors and cunning counselors than chieftains, and even the pragmatic gatorfolk have come to understand the utility of these fishy mystics."
|
||||
"For the bog trogs who live among the marshes and glens that cover much of western Immoren, mist speakers act as important mystics and counselors to chieftains and even to the gatorfolk who have oppressed so many bog trog tribes. Believed to interpret the dreams of the “big fish”—the sleeping beast known as Ashiga—mist speakers are revered for being in touch with a greater power, and more than one of these shamans have used this deference to their own advantage and that of their tribe. Not exactly a deity in the traditional sense, Ashiga is portrayed as a giant piscine monster that slumbers eternally beneath the legendary swamp known as Sike Dulra. According to bog trog tradition, Ashiga will one day awaken to slake its hunger upon the enemies of the bog trogs. Bog trogs do not ask Ashiga for boons or attempt to propitiate it. Instead, they engage in religious practices for a single purpose: to hasten this time of awakening. Although they are the spiritual leaders of their people, mist speakers do not perform the normal roles of a priestly caste. Their primarily responsibility is to listen to the dreams of Ashiga. Properly interpreted, these dreams carry useful portents to the mist speakers, granting them knowledge and power that they can use to control the weather, ensure good fishing, tend to the sick and wounded, and even turn the tide of battle. Because of this unique connection to Ashiga— and the powers that it conveys—mist speakers fulfill many essential functions in bog trog society. Despite the vital role they play, they are more likely to act as advisors and cunning counselors than chieftains, and even the pragmatic gatorfolk have come to understand the utility of these fishy mystics."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -8845,7 +8845,15 @@
|
||||
"name": "Staff of the Winter Crone",
|
||||
"source": "IRKDWld",
|
||||
"page": 141,
|
||||
"type": "ST",
|
||||
"type": "M",
|
||||
"weaponCategory": "simple",
|
||||
"dmg1": "1d6",
|
||||
"dmg2": "1d8",
|
||||
"dmgType": "B",
|
||||
"property": [
|
||||
"V"
|
||||
],
|
||||
"staff": true,
|
||||
"rarity": "very rare",
|
||||
"reqAttune": true,
|
||||
"bonusWeapon": "+1",
|
||||
@@ -9946,6 +9954,26 @@
|
||||
]
|
||||
}
|
||||
],
|
||||
"itemType": [
|
||||
{
|
||||
"name": "Steamjack Component",
|
||||
"abbreviation": "SJC",
|
||||
"source": "IRKDWld",
|
||||
"page": 1,
|
||||
"entries": [
|
||||
"Steamjack components are the mechanical and arcane parts that define a steamjack's capabilities: chassis (the body), cortex (the brain), ammunition, and upgrades. These items can be installed on or removed from a steamjack by a qualified mechanik."
|
||||
]
|
||||
},
|
||||
{
|
||||
"name": "Steamjack Weapon",
|
||||
"abbreviation": "SJCW",
|
||||
"source": "IRKDWld",
|
||||
"page": 1,
|
||||
"entries": [
|
||||
"Steamjack weapons are oversized weapons designed to be mounted on or wielded by steamjacks. They cannot be used by Medium or smaller creatures. Each weapon is mounted in place of one of the steamjack's arms unless otherwise noted."
|
||||
]
|
||||
}
|
||||
],
|
||||
"race": [
|
||||
{
|
||||
"name": "Anura",
|
||||
@@ -10500,12 +10528,12 @@
|
||||
"type": "entries",
|
||||
"name": "Anura",
|
||||
"entries": [
|
||||
"After coming to the west, the anura found swamps and marshlands aplenty waiting for them, the anura took to their new homes with relative ease, finding a new ecological niche on the fringes of gatorfolk society. Though many see the gators as little more than another oppressor, the anurans enjoy a relatively unfettered relationship with the gatorfolk, at least when compared to their former skorne slavers. The gators prize the anurans for their skill at hunting and raiding, their arboreal agility, and the poisons they excrete from their skin. Because of this, anuran society is allowed to flourish unchecked, especially compared with the bog trogs, who are more likely to be entirely dominated by their gatorfolk neighbors. Most anurans in western Immoren live in spherical wattle and daub huts suspended in trees above the swampy waters, usually on the outskirts of gatorfolk villages. This relationship is ostensibly one of mutual benefit, since the presence of the gatorfolk helps to protect the anurans from predators or unfriendly neighbors. However, the fact of the matter is that the anurans, like most of the allies of the gatorfolk, are allies of force, not choice. Thanks in part to the poison that their skin naturally excretes, anurans have little need for firearms or the other more \"advanced\" weapons wielded by many in the Iron Kingdoms. Instead, they hunt and fight using a variety of the same tools that their ancestors did back in the Shattered Spine Islands, including atlatls, hunting spears, and oil- filled gourd bombs. This has led some to underestimate the effectiveness of anurans as warriors\u2014which they do at their peril.",
|
||||
"After coming to the west, the anura found swamps and marshlands aplenty waiting for them, the anura took to their new homes with relative ease, finding a new ecological niche on the fringes of gatorfolk society. Though many see the gators as little more than another oppressor, the anurans enjoy a relatively unfettered relationship with the gatorfolk, at least when compared to their former skorne slavers. The gators prize the anurans for their skill at hunting and raiding, their arboreal agility, and the poisons they excrete from their skin. Because of this, anuran society is allowed to flourish unchecked, especially compared with the bog trogs, who are more likely to be entirely dominated by their gatorfolk neighbors. Most anurans in western Immoren live in spherical wattle and daub huts suspended in trees above the swampy waters, usually on the outskirts of gatorfolk villages. This relationship is ostensibly one of mutual benefit, since the presence of the gatorfolk helps to protect the anurans from predators or unfriendly neighbors. However, the fact of the matter is that the anurans, like most of the allies of the gatorfolk, are allies of force, not choice. Thanks in part to the poison that their skin naturally excretes, anurans have little need for firearms or the other more “advanced” weapons wielded by many in the Iron Kingdoms. Instead, they hunt and fight using a variety of the same tools that their ancestors did back in the Shattered Spine Islands, including atlatls, hunting spears, and oil- filled gourd bombs. This has led some to underestimate the effectiveness of anurans as warriors—which they do at their peril.",
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Bog Trogs",
|
||||
"entries": [
|
||||
"As far as anyone knows, bog trogs have lived in the swamps and waterways of western Immoren at least as long as gatorfolk have, and for centuries, the two have skirmished over territory and resources. In this, however, the gators have an innate advantage. They are bigger, stronger, more vicious, and their bokors have access to swamp magics that the bog trogs simply cannot match. Hence, as the years have passed, more and more bog trog tribes have fallen under the sway of their gatorfolk neighbors. Today, it is more common to find bog trogs living under the heel of a nearby gatorfolk tribe than it is to find bog trogs who are truly independent, and many tribes have become a part of the growing Blindwater Congregation. For most bog trogs, this is not a matter of choice but one of survival. They can either serve the gators or be wiped out by them, and the bog trogs have chosen the more pragmatic option. To outsiders, bog trog villages and the gatorfolk villages that they often lie nearby are superficially similar. Both are built in swampy areas with ample access to water and, indeed, in a bog trog village, the simple reed huts of the bog trogs themselves may be the only things that rise above the water level. The huts are often built on small mounds of earth or even the gathered roots of trees, and most of the rest of the village consists of narrow channels of murky water where bog trogs can lie half-submerged in wait in the event that the village comes under threat. Threat is a constant calculus in the lives of bog trogs, who are often preyed upon by larger and more vicious creatures. Because of this, bog trog villages often incorporate partially flooded underground passages where the residents can seek shelter in the event of attack. These tunnels are also the most likely place to find a shrine to Ashiga, and the mist speakers of the tribe often visit here to commune with the dreams of their sleeping god. Though adult bog trogs are amphibious, able to breathe air or water with equal facility, they prefer to spend much of their time submerged, and the presence of water is vital to their survival as a species. Bog trog eggs are laid underwater, and young bog trogs are born without the lung capacity that allows the adults to survive outside the water. It is only when they have begun to mature that young bog trogs gain the ability to survive on land. Among the gatorfolk, bog trogs are employed as trappers, hunters, catchers of fish, crafters, and, when the occasion calls for it, bodies to be thrown in front of enemy attacks. Though many bog trogs hate their gatorfolk oppressors, and some have even joined the Poison Dart resistance movement originally begun by the anurans, others find their relationship with the larger predators to be mutually beneficial\u2014so long as they watch their step."
|
||||
"As far as anyone knows, bog trogs have lived in the swamps and waterways of western Immoren at least as long as gatorfolk have, and for centuries, the two have skirmished over territory and resources. In this, however, the gators have an innate advantage. They are bigger, stronger, more vicious, and their bokors have access to swamp magics that the bog trogs simply cannot match. Hence, as the years have passed, more and more bog trog tribes have fallen under the sway of their gatorfolk neighbors. Today, it is more common to find bog trogs living under the heel of a nearby gatorfolk tribe than it is to find bog trogs who are truly independent, and many tribes have become a part of the growing Blindwater Congregation. For most bog trogs, this is not a matter of choice but one of survival. They can either serve the gators or be wiped out by them, and the bog trogs have chosen the more pragmatic option. To outsiders, bog trog villages and the gatorfolk villages that they often lie nearby are superficially similar. Both are built in swampy areas with ample access to water and, indeed, in a bog trog village, the simple reed huts of the bog trogs themselves may be the only things that rise above the water level. The huts are often built on small mounds of earth or even the gathered roots of trees, and most of the rest of the village consists of narrow channels of murky water where bog trogs can lie half-submerged in wait in the event that the village comes under threat. Threat is a constant calculus in the lives of bog trogs, who are often preyed upon by larger and more vicious creatures. Because of this, bog trog villages often incorporate partially flooded underground passages where the residents can seek shelter in the event of attack. These tunnels are also the most likely place to find a shrine to Ashiga, and the mist speakers of the tribe often visit here to commune with the dreams of their sleeping god. Though adult bog trogs are amphibious, able to breathe air or water with equal facility, they prefer to spend much of their time submerged, and the presence of water is vital to their survival as a species. Bog trog eggs are laid underwater, and young bog trogs are born without the lung capacity that allows the adults to survive outside the water. It is only when they have begun to mature that young bog trogs gain the ability to survive on land. Among the gatorfolk, bog trogs are employed as trappers, hunters, catchers of fish, crafters, and, when the occasion calls for it, bodies to be thrown in front of enemy attacks. Though many bog trogs hate their gatorfolk oppressors, and some have even joined the Poison Dart resistance movement originally begun by the anurans, others find their relationship with the larger predators to be mutually beneficial—so long as they watch their step."
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -10527,19 +10555,19 @@
|
||||
"type": "entries",
|
||||
"name": "Bog Trog",
|
||||
"entries": [
|
||||
"Bog trogs are fierce (and fierce-looking) humanoids who dwell in the swamps, marshes, and waterways of western Immoren. They have a reputation for treachery, violence, and belligerence, but much of that reputation comes from interactions with those who trespass into their territory. Bog trogs are often found in the outskirts of wilderness societies, trapping and hunting to support their kin. Although they aren't typically seen in cities, they have occasionally been spotted serving as guides for mercenary companies trekking through the wilds in recent years.",
|
||||
"Bog trogs are fierce (and fierce-looking) humanoids who dwell in the swamps, marshes, and waterways of western Immoren. They have a reputation for treachery, violence, and belligerence, but much of that reputation comes from interactions with those who trespass into their territory. Bog trogs are often found in the outskirts of wilderness societies, trapping and hunting to support their kin. Although they aren’t typically seen in cities, they have occasionally been spotted serving as guides for mercenary companies trekking through the wilds in recent years.",
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Something Fishy",
|
||||
"entries": [
|
||||
"Despite being humanoids, bog trogs have reptilian and ichthyoid features. Their large eyes, which are massive in proportion to their heads, grant them keen vision even in murky swamp water. They use the short fins on their forelimbs and a long dorsal fin to navigate their way through their watery homes. Their scaly skin is typically dark green to greenish brown in hue, but they can change their color to blend in to different environments. Bog trogs use this camouflage ability while hunting, allowing them to creep unseen among the foliage or lurk just beneath the water's surface in preparation for a sudden ambush."
|
||||
"Despite being humanoids, bog trogs have reptilian and ichthyoid features. Their large eyes, which are massive in proportion to their heads, grant them keen vision even in murky swamp water. They use the short fins on their forelimbs and a long dorsal fin to navigate their way through their watery homes. Their scaly skin is typically dark green to greenish brown in hue, but they can change their color to blend in to different environments. Bog trogs use this camouflage ability while hunting, allowing them to creep unseen among the foliage or lurk just beneath the water’s surface in preparation for a sudden ambush."
|
||||
]
|
||||
},
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "By Land and Sea",
|
||||
"entries": [
|
||||
"Fully amphibious and able to survive indefinitely (albeit uncomfortably) on land, bog trogs prefer to submerge themselves as frequently as possible. Their villages lie in murky wetlands and riverways far from western Immoren's industrialized areas. Bog trogs are belligerent and intolerant of other peoples, and they are quick to take up arms against those who intrude upon their territory. Bog trog and gatorfolk tribes often compete in the wilds and can be bitter enemies. In areas where gatorfolk are dominant, bog trogs are pressed into the service of the more physically powerful creatures. There are instances of both species working together, but such cooperation is infrequent at best. Bog trogs are some of the most stubborn, aggressive, and downright mean folk in all the swamps and channels in western Immoren. They protect their territory like rapid skiggs, and being careless around them is just asking for trouble. \u2014Alten Ashley, Monster Hunter"
|
||||
"Fully amphibious and able to survive indefinitely (albeit uncomfortably) on land, bog trogs prefer to submerge themselves as frequently as possible. Their villages lie in murky wetlands and riverways far from western Immoren’s industrialized areas. Bog trogs are belligerent and intolerant of other peoples, and they are quick to take up arms against those who intrude upon their territory. Bog trog and gatorfolk tribes often compete in the wilds and can be bitter enemies. In areas where gatorfolk are dominant, bog trogs are pressed into the service of the more physically powerful creatures. There are instances of both species working together, but such cooperation is infrequent at best. Bog trogs are some of the most stubborn, aggressive, and downright mean folk in all the swamps and channels in western Immoren. They protect their territory like rapid skiggs, and being careless around them is just asking for trouble. —Alten Ashley, Monster Hunter"
|
||||
]
|
||||
},
|
||||
{
|
||||
@@ -10547,7 +10575,7 @@
|
||||
"name": "Seeking Ashiga",
|
||||
"entries": [
|
||||
"Bog trogs worship a great beast named Ashiga. Although this being is worshipped as a god, there is no proof that it is a deity. Despite this lack of evidence, most of its devout worshipers hope to find and awaken this slumbering monster so that it will devour their enemies.",
|
||||
"Ashiga is said to slumber in Sike Durla, a great swamp of bog trog legend. Many of the most eager bog trogs have gone in search of Ashiga and its mythical resting place. Only a few have been known to return to their tribe, and all those have been changed in some way by their experiences. Ashiga's devotees include the bog trog shamans known as mist speakers. Many of these individuals claim to hear the words and dreams of Ashiga, which grants them a position of authority within the tribe. Whether or not they truly hear Ashiga remains to be seen."
|
||||
"Ashiga is said to slumber in Sike Durla, a great swamp of bog trog legend. Many of the most eager bog trogs have gone in search of Ashiga and its mythical resting place. Only a few have been known to return to their tribe, and all those have been changed in some way by their experiences. Ashiga’s devotees include the bog trog shamans known as mist speakers. Many of these individuals claim to hear the words and dreams of Ashiga, which grants them a position of authority within the tribe. Whether or not they truly hear Ashiga remains to be seen."
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -10562,13 +10590,13 @@
|
||||
"type": "entries",
|
||||
"name": "Gatorfolk",
|
||||
"entries": [
|
||||
"Among the peoples of the wild, few have more natural advantages than the gatorfolk. Hardy and long-lived, gatorfolk require little from the world around them save a ready supply of food\u2014and that, they have no trouble catching for themselves, thanks to their powerful builds and mouths full of sharp teeth. To outsiders, gatorfolk often appear unsophisticated. They build crude huts made from reeds and plants, and their villages contain simple structures such as pens designed to contain hatchlings or rudimentary racks for the drying of meat. The fact is, however, that these simplistic designs are not due to a lack of intellect or cunning on the part of the gators but rather a reflection of how little they really need to survive in the wilderness. For gatorfolk, shelter and clothing are more matters of convenience or personal taste than necessity, and a naked gator can easily survive in just about any conditions. In fact, the gatorfolk have even spread into such inhospitable realms as the arid Bloodstone Marches and the frigid north, though they vastly prefer the temperate marshes of the Iron Kingdoms. The fact that gators can build much more complex structures is demonstrated by the sacral vaults and stone ziggurats constructed by certain tribes, as well as the vast",
|
||||
"Among the peoples of the wild, few have more natural advantages than the gatorfolk. Hardy and long-lived, gatorfolk require little from the world around them save a ready supply of food—and that, they have no trouble catching for themselves, thanks to their powerful builds and mouths full of sharp teeth. To outsiders, gatorfolk often appear unsophisticated. They build crude huts made from reeds and plants, and their villages contain simple structures such as pens designed to contain hatchlings or rudimentary racks for the drying of meat. The fact is, however, that these simplistic designs are not due to a lack of intellect or cunning on the part of the gators but rather a reflection of how little they really need to survive in the wilderness. For gatorfolk, shelter and clothing are more matters of convenience or personal taste than necessity, and a naked gator can easily survive in just about any conditions. In fact, the gatorfolk have even spread into such inhospitable realms as the arid Bloodstone Marches and the frigid north, though they vastly prefer the temperate marshes of the Iron Kingdoms. The fact that gators can build much more complex structures is demonstrated by the sacral vaults and stone ziggurats constructed by certain tribes, as well as the vast",
|
||||
"and half-sunken palace to Barnabas that has been erected in Blindwater Lake. The gatorfolk are also capable of forging weapons and crafting arms and armor, though their hands are not well suited to the task, and such dexterous chores are often handed off to bog trogs, anura, or swamp gobbers. Ultimately, for all their intelligence, gatorfolk are still reptiles, and their cold-blooded minds are tuned to the endless cycle of predator and prey. Their chilly pragmatism can look particularly cruel to the morality of warm-blooded mammals, and gatorfolk society is built around predation from the literal moment they hatch from their eggs. Unlike many of the other peoples of western Immoren, gatorfolk do not form strong emotional attachments either to their mates or their offspring. Gatorfolk live in mixed colonies, and males and females pair off to mate once a year. A pregnant female lays a clutch of six to ten eggs, which are buried in mounds of earth and fiercely guarded until they hatch. Gatorfolk hatchlings are fully independent but possess none of the fierce intellect of their parents. Instead, their behavior is that of a beast in the wild, focused on subsistence and nothing more. These hatchlings are placed in special winnowing enclosures within the gatorfolk villages, where the largest and strongest will attack and consume the weaker. Those that survive are then raised by the village as a whole. Few gators have any idea who their parents are. Fewer still would ever care.",
|
||||
{
|
||||
"type": "entries",
|
||||
"name": "Human Tribes",
|
||||
"entries": [
|
||||
"Throughout western Immoren, in places as distant as the Burningfrost Plains and as near as the Widower's Wood at the base of Corvis, human tribes still live in seclusion, much as they have done since the days of the ancient Molgur. Some among these tribes are Devourer worshippers, nomadic hunters who live just as their ancestors did. Others have taken on certain trappings of their \"civilized\" neighbors, including the worship of Menoth or Morrow or Thamar. Bokors and Spirits Gatorfolk as a whole are not particularly reverent creatures. While most acknowledge either Kossk or Barnabas\u2014or both\u2014 as the deities of their people, few of them offer up prayers or engage in the sorts of religious behavior commonly found among other societies throughout western Immoren. This should not, however, be taken to imply that gatorfolk are not spiritual beings. Indeed, the bokors of the gatorfolk traffic with spirits in ways that few other individuals on Caen would think to\u2014or ever dare. To these gatorfolk, spirits are not distant beings to be appeased or avoided. They are tools, neighbors like any others, to be either dominated by the gatorfolk or to make truces with for mutual benefit. The intense and close-knit connection between gatorfolk and the spirits of their swamp homes may have something to do with their relationship to death and predation. As obligate carnivores, all gatorfolk draw power from death by consuming their fallen prey. Among the bokors, this same principle is simply extended to practices of necromancy that are unique to this cold-blooded society. In all cases, however, they live outside the sight (and oversight) of the Iron Kingdoms\u2014even when they live within their borders. Life among these tribes varies considerably based on where they are located. The Vorgoi, Vindol, Yhari-Umbrean, and other tribes of the north are often highly nomadic, following herds across the snowy plains and mountains they call home. Other northern tribes have constructed settlements at the far edges of Khadoran territory, becoming nominally Khadoran citizens while still maintaining much of their own unique culture\u2014and located so far away from major cities that they are largely free of imperial supervision. Southern tribes occupy a greater variety of ecological niches. The Arjun make their homes in the marshy lands near Ramarck, while the Idrians\u2014undoubtedly the largest of the human tribes remaining in western Immoren\u2014range across much of the arid Bloodstone Marches. Many of the Idrian were subjected to sword-point conversions to the worship of Menoth during the heyday of the Protectorate. Some still regard themselves are Protectorate citizens first, while others have taken advantage of the breakdown of that theocracy to return to their old lives in the surrounding desert. Among many citizens of the Iron Kingdoms, the most commonly encountered human tribes are those known colloquially as \"swampies.\" These are not actually one tribe but several, occupying marshes and bogs throughout the continent. The swampies near Corvis are culturally distinct from those found near Ramarck, for instance, but both would be considered swampies by outsiders. Wherever they are and whatever traditions they follow, many of the human tribes of the deep wilds have been forced by necessity to enter into alliances with their neighbors, whether those neighbors are the humans of the nearby cities or other wilderness peoples such as gatorfolk or Tharn. Many"
|
||||
"Throughout western Immoren, in places as distant as the Burningfrost Plains and as near as the Widower’s Wood at the base of Corvis, human tribes still live in seclusion, much as they have done since the days of the ancient Molgur. Some among these tribes are Devourer worshippers, nomadic hunters who live just as their ancestors did. Others have taken on certain trappings of their “civilized” neighbors, including the worship of Menoth or Morrow or Thamar. Bokors and Spirits Gatorfolk as a whole are not particularly reverent creatures. While most acknowledge either Kossk or Barnabas—or both— as the deities of their people, few of them offer up prayers or engage in the sorts of religious behavior commonly found among other societies throughout western Immoren. This should not, however, be taken to imply that gatorfolk are not spiritual beings. Indeed, the bokors of the gatorfolk traffic with spirits in ways that few other individuals on Caen would think to—or ever dare. To these gatorfolk, spirits are not distant beings to be appeased or avoided. They are tools, neighbors like any others, to be either dominated by the gatorfolk or to make truces with for mutual benefit. The intense and close-knit connection between gatorfolk and the spirits of their swamp homes may have something to do with their relationship to death and predation. As obligate carnivores, all gatorfolk draw power from death by consuming their fallen prey. Among the bokors, this same principle is simply extended to practices of necromancy that are unique to this cold-blooded society. In all cases, however, they live outside the sight (and oversight) of the Iron Kingdoms—even when they live within their borders. Life among these tribes varies considerably based on where they are located. The Vorgoi, Vindol, Yhari-Umbrean, and other tribes of the north are often highly nomadic, following herds across the snowy plains and mountains they call home. Other northern tribes have constructed settlements at the far edges of Khadoran territory, becoming nominally Khadoran citizens while still maintaining much of their own unique culture—and located so far away from major cities that they are largely free of imperial supervision. Southern tribes occupy a greater variety of ecological niches. The Arjun make their homes in the marshy lands near Ramarck, while the Idrians—undoubtedly the largest of the human tribes remaining in western Immoren—range across much of the arid Bloodstone Marches. Many of the Idrian were subjected to sword-point conversions to the worship of Menoth during the heyday of the Protectorate. Some still regard themselves are Protectorate citizens first, while others have taken advantage of the breakdown of that theocracy to return to their old lives in the surrounding desert. Among many citizens of the Iron Kingdoms, the most commonly encountered human tribes are those known colloquially as “swampies.” These are not actually one tribe but several, occupying marshes and bogs throughout the continent. The swampies near Corvis are culturally distinct from those found near Ramarck, for instance, but both would be considered swampies by outsiders. Wherever they are and whatever traditions they follow, many of the human tribes of the deep wilds have been forced by necessity to enter into alliances with their neighbors, whether those neighbors are the humans of the nearby cities or other wilderness peoples such as gatorfolk or Tharn. Many"
|
||||
]
|
||||
}
|
||||
]
|
||||
@@ -11533,7 +11561,7 @@
|
||||
}
|
||||
],
|
||||
"entries": [
|
||||
"You utter a curse that fills the air with an aura of malevolent energy, hindering the attacks of your enemies. Until the start of your next turn, hostile creatures within 60 feet of you or in your control range take a \u22122 penalty to attack rolls."
|
||||
"You utter a curse that fills the air with an aura of malevolent energy, hindering the attacks of your enemies. Until the start of your next turn, hostile creatures within 60 feet of you or in your control range take a −2 penalty to attack rolls."
|
||||
],
|
||||
"classes": {
|
||||
"fromClassList": [
|
||||
@@ -12836,7 +12864,7 @@
|
||||
}
|
||||
],
|
||||
"entries": [
|
||||
"A swirling vortex of energy extends out from you in a 15-foot radius. Until the spell ends, the vortex moves with you, remaining centered on you. For the duration, each hostile creature in the area takes a \u22122 penalty to all attack rolls. The spell ends if you are {@condition incapacitated}."
|
||||
"A swirling vortex of energy extends out from you in a 15-foot radius. Until the spell ends, the vortex moves with you, remaining centered on you. For the duration, each hostile creature in the area takes a −2 penalty to all attack rolls. The spell ends if you are {@condition incapacitated}."
|
||||
],
|
||||
"classes": {
|
||||
"fromClassList": [
|
||||
@@ -13170,4 +13198,4 @@
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user