Showing posts with label Dungeons & Dragons. Show all posts
Showing posts with label Dungeons & Dragons. Show all posts

Sunday, June 19, 2022

The hobgoblin ancestor of storms (D&D 5th edition)

As always, I am deeply indebted to my patrons Lys, Keeper, Dave, Ferny, Diana, and Alan, who keep me going <3 If you would like to join their number, please become my patron on Patreon.

The deserts in the southwest of the continent called Vesbuddji Balwas by the halflings play home to an empire of hobgoblins known as Dokhgham.  (Use the stats of a hobgoblin from the Feywild from Unearthed Arcana #77 for the inhabitants of Dokhgham.)  Even distant Aoqina sings the praises of the Dokhghamtchyim for inventing gunpowder.  Centuries after they did so, the dwarfs of Mwieva Dwesgu Esblasna on the other side of the continent developed alchemical techniques to transform it into fire-rouge.  These techniques required adding the strange red dust that gives the Bloody Coast its name into hobgoblin-derived recipes for gunpowder.

Though an empire sits at the head of the hobgoblin realm of Dokhgham, it is ruled in truth by a coalition of artisans' guilds, the most powerful of which can trace their ancestries back to the first Emanations into this world of the divine entities they call the Ayom.  It is the way of these guilds ~ known as "izishokh" in their language ~ noble children leave their family home at five to seven years of age to attend kalmakkhatchi, schools where they receive rigorous religious and military training.  The khalmakkh tie together the military, political and sacred hierarchies of the empire.  Particularly talented (or connected) commoner children are able to attend them as well, rather than the zalvozkhavii that educate other members of their class.  Such commoners are destined to join the clergy, while their noble classmates might find careers on the battlefield, in the temple, in the courts of the powerful, or even two or three of those.  The commoners and particularly unfortunate noble youths who attend a zalvozkhaviz receive military training but are precluded from the higher ranks of power.

The khalmakkhatch is the students' home for the duration of their training, and they receive instruction in songs, rituals, reading and writing, the calendar, and more.  While a hobgoblin's guild and family are the primary means by which they identify themself and their place in society, the khalmakkhatch they attend is almost as powerful an identifier.  Indeed, while most khalmakkh are operated by a single guild, it is the rare khalmakkhatch that welcomes not only students but teachers from multiple guilds that has often served as the basis for imperial unity and internal diplomacy.

Let me tell you about one such, the Khalmakkhatch Tchitchami Makhyilaikhtchmi, the School of the Five-Times-Twenty Stances.  Our story starts approximately 1100 years ago, with the first Dokhghamtchyitim to ever make a deal with the entity known as the Storm Lord.

Otchangowozi

The Zozghi Izishokhatch (Guild of Hammers) began as the guild for stonemasons, carpenters, and architects.  The Emanation known as Vizaz had gathered the earliest members of the Zozghi Izishokhatch to build homes for all the hobgoblins who gathered around and with those Emanations to found the great nation of Dokhgham.  In the process, the izishokhatch invented not just architecture, but the arts of smithing and sculpture as well.  All good things are destined to end, however, and evil did indeed come to bedevil the young empire, as another of the Emanations (named Angyozom) became corrupted by and gave himself over to Vaimadmanga (Destiny, the mechanistic force that marks the material world as distinct from the spiritual realm of the Vladoma).

The heavy matter of the world thus found a divinely generative force, and monsters began to spew from the place where the Emanations emanated.  These monsters ran through the settlements the Zozghi Izishokhatch had built, laying waste to house after house, toppling sculpture after sculpture, and killing good forges with coldness.  One of Vizaz's followers, by the name of Khyozi, proposed that the very same skills which the izishokhatch used to build homes could be used to protect those homes.  Khyozi proposed building a giant wall, which the Zozghi Izishokhatch did, and to this day this wall stands strong, if scarred, against the hordes of Angyozom's monsters.  To this day, because of that wall, Angyozom can only menace the empire with a trickle of sneaky horrors, rather than a flood.

This is not the Vladoma; it is the fallen world, governed by Vaimadmanga, and Vaimadmanga ensures that all things will know death.  Vizaz knew death, in time, leaving only his son to rule.  He had sired his son upon a far-flying dragon whose sapphire scales rippled with stories of distant Scarhas and who flew far, indeed, after giving birth.  Vizaz never saw her again, but took joy in his sapphire-dragonborn son, whom he named Khaashozi Vizaz Otchangowozi, instead.

Dragonborn are rare in Dokhgham, of course, and the young boy spent many hours as he grew in legendary debates with Zoghtchiz, the draconic Emanation who had invented the art of tattooing and founded the Vadghi Izishokhatch (the Guild of Needles).

It is common for tchamodai (the ruling caste) to undertake a journey upon coming of age so that they may learn who they are without supervision.  On Otchangowozi's journey, he encountered an old warrior in a desolate expanse of desert and, in his youthful arrogance, compared his young life quite favorably to the elder's.  The word for "decrepit" was used.  The elder challenged Otchangowozi upon all his honor to defeat death as the elder himself had failed to do, and then breathed his last breath.

Otchangowozi consulted with Zoghtchiz about how to meet this challenge, and soon found himself dangling from a mountain peak during a storm.  He knew little of why, other than that the wise one had suggested it.  Struck and battered, the winds and rain crashing and cutting at his skin for three days and nights, Otchangowozi endured until finally a massive eel-like creature with white clouds concealing the majority of its form and eyes glowing with golden light appeared before him.  Calling itself merely "the Storm Lord", it showed Otchangowozi its favor, strengthening his body and soul.  

When the tchamodaiz returned to more mundane ~ and drier ~ ways, the heir to the zaimyozi Zozghi Izishokhtching ("lord of the Guild of Hammers") studied the stories of the fallen champions this great beast had claimed, stretching back through all the many years before the Emanations had come.  Otchangowizi had already taken a paladin oath of the watchers, as was even in that early year common among his guild, but to that training he added bardic practices, founding the college of harbingers in his guild's lands. *

Many years later, the desert plain where Otchangowozi met the aged warrior held the buried scrolls of the dongizom Otchido, describing the techniques he called the Hundred Stances.  In time, a tchamodaiz Khamalm Izishokhtching (a member of the ruling caste of the Guild of Masques) found these scrolls and founded the Kalmakkhatch Tchitchami Makhyilaikhtchmi; after it was destroyed, a tchamodaiz Khadalatch Izishokhtching (a member of the ruling caste of the Guild of Horns) repeated the process, and it is this second Kalmakkhatch Tchitchami Makhyilaikhtchmi that stands today. 

NEXT WEEK:  The sacred artifact weapons of Otchangowozi, still in use in Dokhgham and a reference to a Panic! At The Disco song

*  I stole both the bardic college of harbingers, and the Storm Lord as warlock patron, gleefully from Genuine Fantasy Press's excellent Compendium of Forgotten Secrets: Awakening.  At the time of his death, Otchangowozi was a sapphire dragonborn bard in the college of harbingers 9/great weapon fighting paladin who took an oath of the watchers 11.


Sunday, March 7, 2021

Why Are There Three Nations of Bird-Folk in Presterjho? (Dungeons & Dragons 5th edition)

My humblest thanks go out to my patrons Keeper, Darius, Dave, and Ferny.  They, and my many lovely donors who give a dollar a month, are the reason I keep posting.  Please join them at my Patreon ~ 10% of all my patronage goes right back out to other Patreon creators!  If you want to find me on any social medium, you can find links to me everywhere on the net by visiting my Linktree.  I just started Tokking my Tiks (or is that Tikking my Toks?) and I'd love more company over there!

The Location of the Nations

    Across Tilruur's eastern border lie a total of four nations, though one accounts for the majority of its length.  In the northeast, the buffalo minotaurs share two very short borders with the mountainous realms of the ӑӑrākòcrááá.  Both then bloom forth to the west, widening and extending towards the coast (though neither meets it).  Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír (pronounced /zaː˦˩ɾsa̤˨waːː˦kniː˨naː˧n̪o̤ː˨θi˦ɾ/) sits humped in the north, its entire southern border resting upon the back of T'yííílgěhsh-nāān'-Òòhthír, which crooks to the south halfway down its length to meet the land where the animals talk.  Buun et Ati-Bexaacu (pronounced /buːnɛtʌtibɛɖaːħu/) is tucked in between Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír and the shore, sharing no border at all with the other nation of the bird-folk.

    The Holbytlano colony of Habatlas borders Buun et Ati-Bexaacu to the southeast and Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír to the east.  The tiny border between Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír and the nation of Doresain, home to dwarf and ghoul monks, prevents T'yííílgěhsh-nāān'-Òòhthír from quite connecting with the halfling colonists.  Doresain does share the entirety of T'yííílgěhsh-nāān'-Òòhthír's eastern border, however.

    The northern border of the region of Presterjho runs along that of Tilruur, Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír, and Buun et Ati-Bexaacu.

The Origins of the Ӑӑrākòcrááá

    In very ancient times, the northern land of Taweret ~ considered not part of Presterjho at all, but of Scarhas ~ was not ruled by the giff who rule it today, nor by the sphinxes they killed to achieve their liberty and sovereignty.  Instead, it was ruled by the aven race, both those with the head of ibises and those whose heads were like the hawk.  In ages past, they fell beneath the heavy razor-tipped paws and binding riddles of the sphinxes, and as they did so, a conspiracy of ibis-headed aven gathered beyond the southern borders of their nation with a fanatic urge to preserve their culture's knowledge.  The hawk-headed aven were too proud to follow them to the northeastern corner of Presterjho, just along the shore of a storm-abating gulf, and wasted themselves in an obviously lost war.  

    After taking some decades to establish themselves, the ibis-headed aven performed a great and grand ritual to resurrect the other half of their race within themselves.  Several ibis-headed mothers of all genders gave the eggs they were incubating, and others gave their own bodies, to be transformed into this lost nobility.  The result of this ritual was not as they expected, flooding the subjects with avian energy instead of changing what was there into a different form.  Both hawk and ibis struggled to shape each body, birthing the ӑӑrākòcrááá, beings whose entire body was avian, rather than just the head; moreover, it was an awkward mix of the two animals that lacked the grace of either. This new nation of Buun et Ati-Bexaacu drove the race they had created from their lands for the shame of being both, driving them into the mountains whither the aven couldn't follow as quickly or easily.

The Heavenly Treasure Chest

    Once, the ӑӑrākòcrááá were ruled by a queen, and one among their number, the queen Thèhbāā thought her queendom rich and powerful.  However, one day a rhonian merchant called Tamrin told her about the wisdom of the the orange dragon Ay'lonit, the Shadow King of the eponymous city-state.  He also described the beautiful great temple that Ay'lonit had built to house his Shadow Brides.

    Queen Thèhbāā decided to visit the Shadow King and arrived with an abundance of gifts.  Her purpose was to try and corner him with difficult questions all of which Ay'lonit answered to her satisfaction.  She stayed a while before returning to her queendom, and though little is said of how rare she herself was, she is known to be one of only two women to have become a Shadow Bride and not spent her life as an enforcer of Ay'lonit's will and a priestess of his divinity.  Upon her return, she discovered that she was pregnant with the First Orange Dragon's child.  A handsome, if strange-looking, boy was born, and she named him Néhnēlíhk.

    When Néhnēlíhk grew up he wanted to know who his father was and was told that it was the Shadow King.  Néhnēlíhk wanted to meet his father and went to Ay'lonit for a visit.  Upon his return from the Dragon Cities, he was accompanied by extra servants and other dragonborn, of which one was a Shadow Bride herself.  The Shadow Bride stole the greatest prize in Ay'lonit's hoard ~ the Heavenly Treasure Chest he had looted in an ancient assault upon the Heavens themselves ~ and exchanged it for a replica Ay'lonit had gifted his son.  She only told Néhnēlíhk about this once they had left Ay'lonit.  Shadow King also found out that the Chest was stolen and chased after Néhnēlíhk, but could not overtake him.  Néhnēlíhk kept the Heavenly Treasure Chest in a special place; legend has it that this was the Church of Diwad in Kìhr-Sǎǎǎd'āāhl, which like all ӑӑrākòcrááá buildings had been carved from the top to the bottom all in a single piece from the mountain.  Ӑӑrākòcrááá architects know nought of masonry or of joining.

The Schism Among the Ӑӑrākòcrááá

    In this special place, the ӑӑrākòcrááá kept the Heavenly Treasure Chest on display, arrogant in their unintentional acquisition.  They bid people come from many distances to view what they proclaimed to be the reclamation of a prize stolen from the Heavens by a flagrant villain.  Even after Ay'lonit sent his armies, Shadow Wives at its head astride his orange-scaled children and soldiers marching lockstep behind the racing chariots, to reclaim the Chest, the ӑӑrākòcrááá did this.  They also showered gifts upon the buffalo minotaurs who had helped them deflect the Shadow King's vengeful attack.

    Nothing would convince the ӑӑrākòcrááá to abate this arrogance, though many tried with reasoned argument and magical appeal to the Heavens.  It wasn't until a foreign prince in love with the Rabbit King of the Moon he had met in his dreams chose the Heavenly Treasure Chest as his way to bend the Heavens to his besotted will that the ӑӑrākòcrááá began to see a problem.  This foreign prince visited Kìhr-Sǎǎǎd'āāhl on a diplomatic mission and, under the protective cover of a moonless night, crept into the display room where the Chest was.  With careful incantation and deft fingers, he stole from the chest three pyramids, one of Power, one of Courage, and one of Wisdom, and then fled with all his ministers before the sun could reveal his perfidy.

    As the rosy eye of dawn watched, the ӑӑrākòcrááá opened the Heavenly Treasure Chest to show its contents to the world.  Instead, they showed that they had lost these sacred things that had come under their protection.  Ashamed, they hid the Chest and its remaining contents somewhere they would not reveal, and began in earnest to discuss how best they could protect the Heavenly Treasure Chest.  As a first effort, the queen declared that only an elderly monk would be allowed to see and take care of the Chest.  This monk would not ever leave the small yard that surrounds whichever chapel held the prize, and they are expected to name their successor on their deathbed. 

    Two factions developed among the bird-folk, eventually cleaving the nation into two and forcing mass migrations in every direction as one country became two.  The faction that became the nation of T'yííílgěhsh-nāān'-Òòhthír insisted that only through the purity of virtue could the Chest be kept safe.  After all, they reasoned, the treasures it contained came from the Heavens and only Heavenly behavior could protect it.  Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír came to house the other group, who saw value and use in vice and sin, calling them "Fearsome Protectors".  Only they, claimed this second group, could do what was needed and be as intimidating as necessary to protect the Chest, if the fiends could be mastered and conquered and tricked into doing so.

    Both nations pursue lives of vigorous and honorable discipline, one to purge themselves of all negativity and the other to bend it to a virtuous will tempered all the stronger by temptation.  They share a long border.

Never Trust an Aven from Buun et Ati-Bexaacu

    The nation of Buun et Ati-Bexaacu was founded out of a dedication to the ultimate value of knowledge above all other values and out of a desperation to preserve that knowledge in the face of a conquering obfuscation.  It is because of this marriage of virtues that few trust the aven of this small nation.  Their reputation for using any tactic to gain knowledge they have not tucked away in the massive library-tombs buried in the mountains to the north and south of its central desert is well-earned.  Trickery, gambling, con games, and even outright theft are all quite appropriate in the eyes of the aven, if they win some scrap of unarchived knowledge.  This perfidy has bred distrust of the aven throughout Presterjho.

    Among the aven, there is an archetype called in their language sebaytili, a kind of rakish poet and diviner.  Sebaytiliu travel the lands, engaging in adventure after adventure, scrape after scrape, collecting stories and knowledge and not a few secrets along the way.  One of the most famous is the whip-wielding Yendna Djehanis, star of many a grand and exciting tale.  When possible, a sebaytili acquires a written copy of the knowledge they snatch from the clutches of oblivion to bring back to those library-tombs and musea, as well as building it into their poetry as densely as possible.  

    Neither the record nor its continuance in verse are hidden away from curious eyes; quite the opposite, in fact.  The eagerness with which the aven share the knowledge they hoard has done much to temper the viciousness of the prejudices spread about them.  That's not why they do it, of course.  Knowledge is not knowledge if it is not known; the less it is known, the less it is knowledge.  Though Buun et Ati-Bexaacu is perfectly willing to use force to protect what it holds, it prefers to trade access and education for their safety.

    Buunki poetry comes in several forms, composed by means of interlocking formulae of two different sorts.  The first, the wataad, comes in a few different types differentiated by the length of their verses and their meter.  Buunki meter is qualitative, rather than quantitative (that is: it works like English poetry, based on the stress put on the syllables, rather than Latin poetry, based on how long it takes to pronounce a syllable).  "Abundant" poetry (the oldest type) has a pattern of twelve syllables in three feet: the first two feet featuring an unstressed syllable followed by a stressed syllable that then gives way to either a single stressed syllable or two unstressed, with the last syllable stressed.  In order to maintain the twelve syllables per verse, between the two variable syllables, one must be of each variation.  The last foot of the meter is an unstressed syllable followed by two stressed syllables.

    The most common wataad is "long" poetry, with fourteen syllables in four feet: one consisting of an unstressed syllable followed by a stressed and then a syllable of either type, followed by a foot of the same plus a stressed syllable at the end, then a third foot matching the first, and a final foot of four syllables alternating stressed and unstressed.  On the other hand, "swift" poetry has only two feet:  the first consisting of two syllables of any stress followed by an unstressed and then a stressed, and the second of an unstressed syllable between two stressed syllables.  

    "Dance-song" is marked by three feet of an unstressed and a stressed syllable followed by a syllable of either type, with a final syllable of an unstressed and a stressed syllable.  The meter of "milk-shaking-song" is quite variable; its first foot starts off with either a stressed syllable or two unstressed syllables followed by an unstressed syllable between two stressed, and its second foot also starts with two unstressed or one stressed but then quickly ends with a stressed syllable.  "Grinding-songs" put a foot of three syllables (one of either kind followed by an unstressed and then a stressed) between two feet with the same pattern plus an additional stressed syllable at the end of each.  "Children-songs" have a simple pattern of two feet, each putting two stressed syllables between an unstressed one before and one of either stress after.  The final type is "livestock-songs", with a single foot in each line, of the same pattern as the feet in "abundant" poetry.

    As can be seen in the names themselves, the first three wataandi are considered more literary, while the latter five are considered more popular or folk.  These patterns are then paired with a pattern of alliteration and rhyme, called a sabaab, which also determines how many verses are present in a given poem.  There are seven sabaanbi: elegy, praise, romance, diatribe, gloating, battle, and guidance.  The result is that Buunki poetry effectively has an exhaustive list of 56 different poetic forms, each highly structured, for the poet to utilize.

    All of this, in addition to the presence of the Holbytlano colony just across the border, has made Buun et At-Bexaacu the favored refuge of gnomes from Aoqina who hope to leave their life behind for whatever reason.  Gnomish criminals, malcontents, and outcasts have found a welcoming home aming the aven.

Game Mechanics

Orange dragonborn deal and are resistant to fire damage, but their breath weapon works differently from other dragonborn's.  The amount of damage is the same, but it takes the form of what is essentially a very sticky, oily loogy which can be spat upon any target within 60 feet as a ranged attack.  If the attack fails, randomly determine a square within 5 feet of the target for it to land.  Nothing else happens this round, or the next, but upon the start of the dragonborn's next turn, the loogy explodes, causing standard breath weapon damage to anyone within a 5-foot radius.  If it's stuck to someone, they don't get a saving throw to avoid the effects.  

Of course, those dragonborn in T'yííílgěhsh-nāān'-Òòhthír and Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír are also born of an aarakocran heritage.  To represent that heritage, give them the following racial traits:
Awkward Foot-Claws.  Your base walking speed is 25 feet, rather than 30 feet.
Winged.  You have a flying speed of 30 feet while you aren’t wearing heavy armor.

Aarakocra-born aasimar represent their own particular subrace of aasimar, with the following traits:
Ability Score Increase.  Your Dexterity score increases by 1.
Awkward Foot-Claws.  Your base walking speed is 25 feet, rather than 30 feet.
Day Hunter.  You lack the Darkvision trait common to most aasimar.
Winged.  You have a flying speed of 30 feet while you aren’t wearing heavy armor.

Tieflings born among the aarakocra likewise constitute a subrace of tiefling, with the following traits:
Ability Score Increase.  Your Wisdom score increases by 1.
Awkward Foot-Claws.  Your base walking speed is 25 feet, rather than 30 feet.
Winged.  You have a flying speed of 30 feet while you aren’t wearing heavy armor.

The classes most associated with Buun et Ati-Bexaacu are:

  • Archivist artificer
  • Bard in the college of lore
  • Bard in the college of whispers
  • Knowledge cleric
  • Rune knight fighter
  • Timeless monumental fighter
  • Lingering soul with a calling of the spirit guardian
  • Monk on the way of the cobalt soul
  • Graverobber rogue
  • Phantom rogue
  • Researcher rogue
  • Thief rogue
  • Trapsetter rogue
  • Runechild sorcerer
  • Warlock of the accursed archive
  • Warlord of the eternal citadel
  • Abjurer wizard
  • Diviner wizard
  • Lore master wizard
  • Onomancer wizard
  • Order of scribes wizard
  • Ritualist wizard
  • Ruin warden wizard

The classes most associated with T'yííílgěhsh-nāān'-Òòhthír are:

  • Elder Sign cleric
  • Life cleric
  • Light cleric
  • Peace cleric
  • Protection cleric
  • Zeal cleric
  • Mystery warrior fighter
  • Monk on the way of mercy
  • Monk on the way of tranquility
  • Monk on the way of the sun soul
  • Monk on the way of the watchful gate
  • Noble from a lineage of myth
  • Paladin who took an oath of devotion
  • Paladin who took an oath of supremacy
  • Paladin who took an oath of the watchers
  • Inquisitive rogue
  • Divine soul sorcerer
  • Warlock of the celestial
  • Abjurer wizard
  • Theurge wizard

The classes most associated with Zǎǎrsàhwááákn'ìì-nāān'-Òòhthír are:

  • Bard in the college of whispers
  • Blood hunter of the profane soul
  • Elder Sign cleric
  • Trickery cleric
  • Twilight cleric
  • Druid in the circle of rue
  • Haunted fighter
  • Mystery warrior fighter
  • Monk on the way of the black star
  • Monk on the way of shadow
  • Monk on the way of the watchful gate
  • Bloody hands paladin
  • Paladin who took an oath of avarice
  • Paladin who took an oath of judgment
  • Paladin who took an oath of supremacy
  • Paladin who took an oath of treachery
  • Paladin who took an oath of the watchers
  • Assassin rogue
  • Inquisitive rogue
  • Thief rogue
  • Warlock of the fiend
  • Abjurer wizard


Sunday, February 28, 2021

Scattered Notes on the Buffalo Minotaur Nation of Tilruur, in Presterjho (Dungeons & Dragons 5e)

    As always, my heart belongs to my patrons, including Keeper, Ferny, Dave, and Darius.  They got to see this post, and every post I make, earlier than everyone else.  It would be abso luvverli if you joined them on my Patreon, kicking in a dollar a month, or five or ten or 200 :-D  One of my vows is to tithe my Patreon income to other creators (so literally 10% of my income goes right back out), and I've got my eye on a few I'd love to send some money.  Please help me support other amazing patrons? 

    If you want to be my friend, go check out my Linktree ~ it has directions to all of my social medias!  (I just recently got into TikTok!  See you there!)

    Some friends of mine from the kink world recently became intrigued with the idea of playing my sensual psychedelic mythopoeia D&D setting, and became really intrigued by the region of Presterjho.  I've split my setting, which has about 7 continents, into several regions, each of which contains exactly 20 realms (though many realms are further subdivided, just like in real life "Spain" meant something, but there were actually like half a dozen independent kingdoms there).  I wanted to do that so someone stuck for an idea, with analysis paralysis, or whose brain/neurology makes making decisions difficult, could just roll a d20 and have somewhere to start.

    Anyway, Presterjho is the region where I wanted to mix in a lot of In Nomine (two RPGs that go well together!) and other bits of angelology, demonology, etc.  To be sure, our extraplanar morality exemplars show up everywhere, but they're especially focused in Presterjho.  The only problem being that I'dn't really gotten much further than that in fleshing out Presterjho! >.< So I hastily started doing a bunch of design work before our first session (which was the day before yesterday).  Here's the first bit that came to me; there's much more to follow, I promise!



Religion and Warfare in Tilruur

    Highly aggressive and hostile to outsiders to the point of being called "the Black Death" or "widowmakers" by the other races of Esgode, the buffalo minotaurs of Tilruur focus their veneration first on Li'akhim (the faras* archangel of the War) and less so on the other archangels of the War Faction, including Ardynel (kruv** archangel of Sanctuary), Diwad (the klam*** archangel of Stone), and Svildei (the klam archangel of Scars).  The missing Leiru (the klam archangel of Purity) and Surual (the klam archangel of the Sword) are given this reverence only begrudgingly, as Li'akhim was General of the Hosts of Heaven before he was deemed guilty of the sin of pride and replaced with Leiru, whose disappearance passed the title on to Surual.  Among their kind it is often said, “When Li'akhim bellows, none survive—not even the warrior whose horns he rides.”  The other archangels receive some light reverence in Tilruur, as befits their important, but lesser, function.  Tilruuri neyú ("people of Tilruur") recognize the value of the Peace Faction, but leave it to the softer, simpler peoples to venerate them. 

    Tilruuryál warriors and berserkers are famed for their speed and prowess in battle, as well as their distinctive crystal swords; they are also the only minotaurs known to practice wizardry, particularly the magics of  chronurgy and illusion. The Tilruuri neyú are also known for their vanity; they consider other minotaurs to be ugly savages.  That the Hemeya Sea is no longer the Hemeya Mountains which housed their ancestors in Stihaar and Khamirolstiin is proof enough of this.

    There is no word for "surprised" in their tongue.  After the Heavenly Treasure Chest came to the mountainous aarakocra nation of T'yííílgěhsh-nāān'-Òòhthír (pronounced /t̪jiːː˦lgɛ̤˦˩ʃnaː˧n̪o̤ː˨θi˦ɾ/, the city-state of Ay'lonit sent some of its lord's offspring to reclaim it.  Ancient alliances brought the Tilruur neyú to its defense.  All thought the minotaurs' stand hopeless, for orange-scaled wings kept the dragons far from their blades while allowing them to rain explosions upon Tilruur.  Ornate pipes rose to minotaur lips, and when the Tilruuri neyú began to play, the dragons could not help but fall from the sky to squash the obnoxious noise.  This war-music tradition continues to this day.

 The Origins of Tilruur

    In the ancient times, far away from the modern nation of Tilruur in the sunken empire of Stihaar, the minotaur princess Mwinyalem is said to have aspired to the throne.  The legends tell us that she was rebuffed.  She claimed, however, that she had received the sovereignty from the gods, and the arguments she made from sacred texts were as strong as those her opponents made from the same texts.  Mwinyalem, feeling a need for further proof, embarked on a long and complicated practice of prayer, ritual, and sacrifice, submitting herself to the skeptical oversight of her opponents' mothers.  They it was who confirmed that the gods themselves had given Mwinyalem a response at the culmination of all her efforts, that the empire would be given unto her if she sacrificed as a burnt offering upon the altar-on-the-peak of Mount Ayirom whatever came out of the sea when she called.  As a pilgrim, Mwinyalem travelled to the shore and bellowed forth a summoning call.  It was her own son Gheli who left the water for the sand in reply. 

    Gheli was Mwinyalem's second son, but the first by her husband.  She was of quite advanced age already when she bore her elder son, Shama ~ 85 years old ~ and her husband Zharairekst was 12 years her senior.  Long had they thought themselves too old to have children, and long had they mourned the calves they had no chance to suckle.  Then Zharairekst had the idea to hire a foreign priest, skilled in the prayers and rites appropriate to this matter.  Zeni was his name, a haw-headed aven from Taweret, and he prayed, and he sacrificed, and he laid with Mwinyalem, and Shama was born as a result, to much joy and not a little jealousy on Zharairekst's part.  Sixteen years later was the miraculous birth of Gheli, and it was indeed this unforeseen and impossible blessing that led Mwinyalem to desire the throne.  

    It was not many years later that Zharairekst saw Shama mocking the younger Gheli, at a time when it seemed Mwinyalem's ambitions might succeed.  Upset at the idea that Gheli might have to share his imperial inheritance with his half-brother, he implored Mwinyalem to banish both Shama and Zeni, intimating that they were purrah (unclean) by not being fully minotaur.  Sadly, Mwinyalem bowed to her husband's desires, and cast them out into the wilderness wherein Shama became a legendary slinger, greater than any in Stihaar, and founded his own nation.  But that nation was not Tilruur.

    Famed throughout the empire for his strength and his skill and the brutal trickery of his ways, Gheli was nonetheless dutiful and went without question on the journey with his mother to Mount Ayirom.  He helped her cut the wood and prepare the fire, and, though he was mightily surprised and wary, willingly let himself be bound upon the altar.  Or at least, this is the story Mwinyalem told.  A story which concluded with an angel from the Heavens appearing before her to tell her it was a test.  She did make a sacrifice upon that altar-on-the-peak, but it was of a large wolf she said this angel revealed.

    This story did not satisfy her political opponents who rose in a riot and seized Gheli, tearing and chopping him until every piece of him was small enough to be flattened by their hooves.  Mwinyalem finally fled, travelling south to Esgode, where she raised an army.  Stihaar's crags rang with the army after many years, and Mwinyalem claimed her revenge.  But victory tasted bitter and soour upon her tongue, like dwarfin dinner, and so she asked only for a yearly tribute of seven minotaur daughters and seven minotaur sons, all yet to pass through the rotes of adulthood.  This the mothers of Stihaar did, often coercing these tributes from the calves of Khamirolstiin.

    And from these tributes and an ambitious mother's realization that there are things of greater value than power, Tilruur grew.

 The Land and Governance of Tilruur

    The land of Tilruur is littered with illusions and temporal strangenesses that make it navigate; this is its passive defense, more impregnable than walls.  Its people organize themselves as a confederation of herds, held together by their shared relations to a core herd of related women and their children who make decisions for the nation as a whole by voting among themselves to come to a communal decision.  Around that core of highly sexually desired women revolve three types of herds: ones composed of subordinate males, herds that mix higher-ranking men and lower-ranking women, and elder herds composed entirely of old and disabled minotaurs.  A fourth type of herd develops in the dry season, as unmarried men form bachelor herds that engage in sport and raiding.  Buffalo minotaur calves remain with their mother longer than most mortal races, though mothers tend to show a marked preference for their youngest child.


 The Bodies and Cuisine of the Tilruuri Neyú

    The most characteristic feature of the buffalo minotaur are their horns: their bases fuse, forming a continuous bone shield across the top of the head referred to as a "boss".  From this boss, the horns diverge downwards before smoothly curving upwards and outwards.  Some minotaur's horns also curve inwards and/or backwards.  Upon further examination, however, they have a quite different build, with a longer torso and shorter, thicker arms and legs.  They carry their head low upon their shoulders, giving them a slight hunched look.  

    Black or dark brown fur coats their body, thickening with age; older males tend to develop white circles in the hide on their face, especially around their eyes.  A reddish tint to a buffalo minotaur's hide is associated with femininity in their culture.  They grow the hair on their heads long and often style it in elaborate braids. 

    Their vegetarian diet consists primarily of tall, coarse grasses, which they eat using their remarkably dextrous and powerful tongue and wide incisors to break down.  Races without these traits can find Tilruuryál cuisine hard to eat, tough, and over-textured, even despite the Tilruuryál predilection for preparing them in soups and stews.  Dishes often include yams, potatoes, beans, lentils, and other vegetables, as well.  Tilruuryál cuisine has a distinctive taste to go with its texture, the result of a culturally significant spice mix including powdered dried okra.  A soft white salty cheese made from goat or camel milk is a common ingredient.  Unlike many other white cheeses, salt is added directly to the milk, before rennet is added.

    The national dish is often considered to be asrik (grass pancake), though adiis (grass porridge) is quite popular as well.  Balls of ground beans resembling falafel are also common, as well as a spinach stew made with peanut butter.  Desserts of izadnam (fried grass-flour pastry) and fulfu (sweet peanut stew) are prized.  Meals are often accompanied by cups of coffee, hibiscus tea, a shockingly strong millet wine, or an even stronger date gin.  Buffalo minotaur have gritty, creaking voices that lend themselves well to grunts, punctuated with the occasional explosive grunt, honk, or rumbling growl.

Game Mechanics

    Buffalo minotaurs use the racial traits of the minotaur from Guildmaster's Guide to Ravnica, with one change.  They lack the Imposing Presence trait, but make up for it by having a base walking speed of 40 feet.  The classes most associated with Tilruur include:

  • Barbarian on the path of the berserker
  • Barbarian on the path of the juggernaut
  • Barbarian on the path of the zealot
  • Bard in the college of harbingers
  • Bard in the college of valor
  • Strength cleric
  • Trickery cleric
  • War cleric
  • Zeal cleric
  • Echo knight fighter
  • Noble in a lineage of war 
  • Bloody hands paladin
  • Paladin who's taken an oath of glory
  • Warlock of the celestial
  • Warlock of the Warrior-Saint
  • Chronurgist wizard
  • Illusionist wizard
  • War mage wizard

 



*  Often known as the "Most High", the mifaras are a choir of angels closely connected with truth.  They know whether things said to them are true or false, and speaking falsehood tears at their nature, possibly causing them to fall.  Six serpentine eyes mark them, regardless of what type of angel they are.
**  The mikruv are a choir of angels dedicated to guarding their charges, the locations of which they always know.  Betrayal rends the soul of these golden-haloed angels, possibly damning them.
***  Miklam did not exist before the rebellion of the fiends.  Angels of other choirs took on their dark and desperate honor in order to lead the war against the Hells, their form drenching itself in shadow.  Their eyes easily pluck knowledge of others' integrity from a mere glance.

Sunday, February 21, 2021

Cislunar Agents: An Adaptation of Steven Universe's Crystal Gems (Dungeons & Dragons 5e)

I'm back!  Thank you for your patience, y'all!  Winter kinda threw me for a loop in a big way and I didn't do much writing or even really communication for a few months.  I appreciate your patience.  That writer's block was broken through with my sensual psychedelic mythopoeia D&D setting demanding my attention, so do please expect more posts about that setting for a bit, starting with this one.

I'm especially grateful to my patrons Keeper, Ferny, Dave, and Darius.  Their generosity keeps me going!  You can join them at my Patreon, or find me on all the social medias by means of my Linktree!

Moonstones Moonwalking on the Skin of the World

    The moon is a decapitated head.  An ancient goddess's head, and she had lice or fleas or whatever it is the gods have when she lost her head.  Over the course of centuries, these creatures have grown to become one of the three dominant races on the lunar surface.  They look like humanoid elephants from the waist up, with ribbed and webbed ears and a long trunk.  This trunk, from before even their hatching, terminates in a grasped gemstone that stays with the chauxog, as they are called, for its entire life.  From the waist down, the chauxog's bodies most greatly resemble that of a flea, high-arched legs primed for leaping, gleamingly smooth chitinous armor taking the place of rough hide.  Their bodies are built upon the geometry of  a right angle, the vertical aboce and the horizontal behind, much like a centaur's.
   
The chauxog live monastic lives of meditation and any number of devotional practices, and they look upon the distant world with a wistfulness born of knowing their goddess's body was left behind to lay upon its dirt.  They long ago discovered that the byakhee laid their eggs upon that corpse, hatching their larval form to feast upon divine flesh.  These larvae are known to the peoples of the world as "dwarfs".  In their enlightened mourning, the chauxog have determined that it is their fate, in the place of the goddess who for so long fed them with her divine blood, to protect and guide the world from their selenic fastnesses.
    Accordingly, the chauxog have discovered that certain meditative states lend themselves to a generative release of sorts.  In these delicate, fleeting states of enlightenment, they can release the gem their trunk grew grasping, ejecting it gently to float away and fall towards the surface of the world, so far away from the meditating chauxog.  As it flies through the skies of day and night, dawn and dusk, that gemstone gathers light in all its myriad colors, the same light that in ancient times broke and gave rise to the first dragons, who rule their city-states to this day.  The gem will lie dormant in the dirt for a while, as it learns how to shape that light around itself and into what shape it should sculpt it, how to harden it into something resembling flesh.
    Upon the realization of a person-like form, the gem will rise and set out, guided only by the vaguest of mental communications from the chauxog who formed them, to do the work of improving the world.  Of course, the definition of "improve" in the mind of so alien a being as a chauxog, even when born of centuries' worth of meditation and enlightenment, often diverges from its definition in the minds of the mortals who walk the world.  Also, as stated, their instructions come vague and interpretable to their erstwhile crystalline agents. 
    Often, they seem to involve the alteration of those mortals in some way.  It can be difficult for beings who fashion their bodies from light to understand why changing physical flesh is so repugnant to many.  This raises questions, questions which join a host of other questions, that can drive gems to dedicate themselves to forging a clearer channel of communication with their makers.  To this end ~ and perhaps in line with the schemes of those makers ~ gems have had a hand in the formation of numerous peoples, such as vampires.  After all, when the gem leaves the trunk of the chauxog, it reveals a tooth-rimmed disk and sparks an even greater hunger for the divine blood than that which had sustained the chauxog before.
    Gems generally avoid having much of an overt presence in the politics of the world, though the race possesses more than its fair share of legendary heroes and villains.  The Munavar Urdefhan in Presterjho might be the only mark they have made on the map.  Most gems merely live their life, wandering or settled, doing what they determine is necessary.  A few have spent decades pouring effort into constructing ornate, expensive idols of the chauxog and scribing rituals which dissolve these statues into the physical form of the chauxog which created them.  This is a thing that has occurred.

    The
actual gemstones that are what the gems are are effectively immortal, and their bodies are made of light.  The body can be shifted and transformed into various shapes, but the gem itself is immutable.  Gems will often have their physical form reflect the fashion of their time and region, and some features of the gem remain relatively unchanged regardless of their form.  For instance, a gem whose physical form has blue skin will appear in some shade of blue regardless of what form they take.  A gem’s physical form also often reflects the coloration of their gem, meaning that an Amethyst will appear a shade of purple, a Pearl will appear a pale color, and a blue Sapphire will appear a shade of blue.

(These stats are adapted from combining two sets of rules I found on the internet, one on D&DWiki, and the other on DMsGuild ~ the idea of playing the gems in D&D appears to be quite common, and these rules may shift and change as I research how other folk have modeled them)

Humanoid (Shapeshifter)

    Powerful Race.  Much like elfs (for whom I use the rules in EN5ider 202), the gems are somewhat more powerful than many other races.  If one is in your adventuring party, every character who does not have this trait should gain a bonus feat.
   Ability Score Increase.  Your Constitution increases by 2.
    Age.  Gems emerge fully formed and therefore do not mature.  Their gem is immortal, and their physical form is mutable.
    Size.  Gems come in various shapes and sizes depending on the purpose they were made for. For instance, quartz gems tend to be larger and more muscular, as they were produced for battle.
    Languages.  Gems can speak, read, and write one lingua franca of the area where they work, and they can read and write Chauxag, the runic native language of the chauxag on the moon whose agents they are intended to be.
    Gemstone.  A Gem's gemstone functions as the core of the Gem's being and the focus for their magical traits.  It has its own set of hit points, separate from those of the physical body though the same as regards its maximum hit points.  Your gemstone is large enough to fill an average humanoid’s palm and protrudes from one specific section of your body, such as your shoulder or forehead.  It is of middling-to-high quality, comparable to gems worth between 50 and 100 gold pieces, but it cannot be used as a spell component.  Which gemstone you have is determined by your subrace.  If you'd like to randomly determine the size of your gemstone, roll 1d4+3 to determine its length in inches, and multiply the result of the die roll by .75, adding the result to one pound to determine its weight.
    Gem Physiology.  Though you are a construct, you are a living creature.  You are immune to poison, diseases, and the effects of aging.  You do not need to eat, breathe, or sleep, though you may choose to ingest food and drink if you wish.  Any Wisdom (Medicine) check involving you is instead an Intelligence (Arcana) check, possibly in addition if the check involves you and an organic being somehow.
    Mutable Appearance.  As gems' body and appearance are a manifestation of light, Gems can ~ and, in fact, must ~ change their cosmetic appearance every time they are poofed (see Gem Recovery below).  They cannot change color, cannot change their size to the point where they become a different size category, and they cannot gain or lose any physical benefits from this change.  The change is purely cosmetic.
    Antimagic Susceptibility.
  You are stunned while in the area of an antimagic field.  If targeted by dispel magic, you must succeed on a Constitution saving throw against the caster’s spell save DC or be stunned for 1 minute.
    Gem Recovery.  When a gem’s hit points reach 0, their physical form dissipates, or “poofs,” and their gem remains.  After a gem’s form has been destroyed in this way, they must wait 1 hour to reform with full hit points with no penalties.  Once per long rest, a gem can forgo this wait and reform on its next initiative with half their maximum hit points and with disadvantage on all attacks, saving throws, and ability checks.  The disadvantage goes away after a short or long rest.  Magical healing that affects a gem’s hit points does not affect a gem whose physical form has dissipated, and gems stabilize automatically when they reach 0 hit points.
    Fragile Crystal.  When a gem takes damage after their physical form has dissipated, or when they take damage from certain weapons that target the gem rather than the physical form, their gem cracks.  Depending on the amount of damage to the gem itself, certain effects will begin to plague a gem’s physical form.  Once the gem has taken damage equal to or greater to your maximum hit points, it shatters.  Certain death-reversing spells will have different effects on a gem than on organic creatures, the details of which follow the paragraph about cracked gems.  A gem can only be healed by spells like regenerate or a Pink Diamond’s healing powers.
    ⅘ max Hit Points: Your gem has begun to crack, resulting in a moderate loss of control over your physical form.  One feature of your form will be enlarged or reduced, and there should be at least one accompanying penalty.  For instance, if you lose control over your eye, you should have disadvantage on sight-based Perception checks.  ⅗ max Hit Points: The crack in your gem is exacerbated, and you begin to lose control over certain mental faculties.  Your speech becomes unintelligible, even to creatures who share the language you are speaking.  ⅖ max Hit Points: Your gem is beginning to appear more cracks than solid gem, causing significant loss of control over your form.  Your limbs may begin to swap or stretch with wild abandon.  You have disadvantage on Athletics and Acrobatics checks, as well as attack rolls, if you did not already.  Your speed is also halved if one or more of your legs change location. ⅕ max Hit Points: Pieces of your gem may begin chipping off, and you are in serious danger of your gem shattering.  You have lost all control over your physical form and many of your mental faculties.  You suffer disadvantage on all rolls, and you can no longer forgo the wait on your Gem Recovery feature.  Your physical body's maximum hit points are reduced to ½ of its total.

  • Revivify.  The revivify spell, rather than bringing a gem to life with 1 hit point, revives them with 0 hit points and halfway through the one hour wait of Gem Recovery.
  • Raise Dead.  Every single shard of a shattered gem is a body part integral for the gem’s survival.  If you have lost pieces of the gem while traveling in a state where that is possible, this spell will fail as it would if cast on a decapitated organic creature.
  • Reincarnate.  This spell can be performed, as on an organic creature, with as little as one shard of the gem. However, the fewer pieces of the gem present for the casting of the spell, the fewer memories from their life the gem will have in their new form.  At your DM's discretion, the gem can only be reincarnated into a new gem form rather than rolling on the table in the spell description.
  • Create Undead.  Due to the fact that a gem’s physical body is merely a projection of light, this spell has no effect on a shattered gem.
  • Regenerate.  The hit points restored by this spell affect your gem’s hit points rather than those of your physical form.  This spell can heal missing pieces of a gem that has been reduced below ⅕ of the gem’s maximum hit points.  At your DM's discretion, half of the recovered hit points can also be restored to the gem’s physical body if the gem has used its recovery ability.
  • Resurrection.  This spell requires that you have at least half of the pieces of the shattered gem to be resurrected.  The pieces of the gem account for half of the material cost of the spell for this reason.
  • True Resurrection.  This spell requires at least one shard of the gem being resurrected. For this reason, the material cost of the spell is also halved when casting it on a gem.
  • Mending.  This cantrip can be used to heal 1d2 + the appropriate ability score modifier of the gem's hit points.

    Gem Weaponry.  Each gem has a unique weapon which they can pull from their gem while their physical form is uninhibited.  Regardless of your class proficiencies, you are proficient with this weapon.  The weapon is decided upon at character creation but can be modified while outside the gem using either tinker’s tools or smith’s tools, with a DC set based on the complexity of the modification.  As a bonus action, the gem can pull the weapon out or store it in their gem, and the unmodified weapon counts as magical for the purpose of overcoming resistances.  Ranged Gem weapons do not require ammunition to fire, and gem weapons that are no longer being held by their owner, such as ones that have been dropped or thrown, will disappear at the end of each turn ready to be summoned again from their gemstone.  Gem weapons can gain enchantments, either through more standard magic item creation processes (mutatis mutandis) or as a result of an intense and long practice of meditation.
    Gem Glow.  As an action, all gems can produce a cone of light which emanates from the location of their gem.  This cone is bright light in a 20-foot radius and dim light for another 20 feet.
    Selenic Transmissions.  Gems are always in mental contact and communication with the chauxog who made them.  However, this communication is often vague and garbled, lending itself to interpretation and confusion therefrom.  Every gem experiences this communication differently, and their experience of it isn't always consistent.  Sometimes, they may merely feel strong and alien emotional impulses; other times they might hear a voice or see things others don't.  Of course, there are a nigh infinite number of ways the communication may come through.  Meditative practices and other such things can improve the reliability of the communication, as negotiated in the moment with your DM, but the communication can never be shut down or stopped.
    This constant mental contact can be leveraged by the chauxog, the gem, or some third party, and while there are certainly gem warlocks with any of a wide variety of patrons, their special connection with their chauxog does lend itself to the lunar monk becoming the gem's patron.
    Gem Names.  Gems do not traditionally have individualistic names and are usually referred to by the name of their gem.  However, in moments of confusion, gems who associate with humans are known to give one another nicknames, and gems who do not are known to refer to similar gems by the slight differences in their color, or by the color of the diamond they were made to serve.
    Subrace.  You can choose Aquamarine, Bismuth, Diamond, Half-Gem, Lapis Lazuli, Pearl, Peridot, Quartz, Ruby, Sapphire, Spinel, Zircon, or any of an unknown number of other gem types as your subrace.

Variant: Overcooked Gem
    An overcooked gem is one who did not emerge at the time they were meant to.  These gems are one size category smaller than other gems of their subrace, and their speed is reduced by 5 feet.

    Gem Durability.  The overcooked gem gains one of the following boons.

  • Hard as Rocks.  Your gem is harder to crack.  It has resistance to all nonmagical damage.  Your physical form does not gain this resistance.
  • Shine Brighter.  Your physical form is more durable than that of other gems.  You have 4 additional hit points per level.
  • Arms Master.  You are able to summon a more powerful weapon from your gem.  Before modification, the weapon you gain from the Gem Weaponry feature is a +1 weapon.

Aquamarine

    Aquamarines are scouts and bounty hunters, they use their power of flight to get around swiftly and scout the world to find its weaknesses and prepare it for a possible invasion
    Ability Score Increase.  Your Intelligence scores increase by 1.
    Size Your size is Small.  If you'd like to randomly determine your height and weight, roll 1d4+52 to find your height in inches.  Roll another 2d4, multiply the result by the result of the previous die roll, and add the product to 70 to find your weight in pounds.
    Speed.  Your base walking speed is 25 feet.
    Butterfly Wings.  As a bonus action you may summon watery butterfly wings which give you a flying speed of 35 feet and can be dispelled as a bonus action.
    Good Memory.  You have an exceptional memory and are proficient on History Checks.

Bismuth

    Bismuths are natural crafters and artisans, whose hard-light forms are durable enough to forge tools and carve stone structures.
    Ability Score Increase.  Your Strength increases by 1.
    Size.  Your size is Medium.  If you'd like to randomly determine your height and weight, roll 2d2+70 to find your height in inches.  Roll another 1d6, multiply the result by the result of the previous die roll, and add the product to 210 to find your weight in pounds.
    Speed.  Your base walking speed is 30 feet.
    Durable Form.  You have resistance to nonmagical bludgeoning damage while you are not poofed at level 5 and above.
    Metalworker.  You are proficient with smith’s tools.  At level 3, you can use your Gem Weapon as smith's tools.  At level 5 and onward, you are immune to fire damage from nonmagical sources.

Diamond

    Diamonds are the rarest gems of all, and are often revered by gems as mortals revere demigods, and are hated by others as they are seen as a source of oppression.  Typically they don't directly intervene with affairs and have subservient gems handle the problem.
    Ability Score Increase.  Your Wisdom scores both increase by 2
    Size. Your size is Medium.  If you'd like to randomly determine your height and weight, roll 1d8+80 to find your height in inches.  Roll another 3d4, multiply the result by the result of the previous die roll, and add the product to 200 to find your weight in pounds.
    Speed.  Your base walking speed is 30 feet.
    Diamond's Strength.  You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift
    Unique Power.  You choose one of the abilities listed to perform as an action.  They all, except Calming Presence, can only be done up to a number of times equal to your Charisma Modifier (to a minimum of 1) and you regain the uses of these features on a long rest.  Only Choose ONE Ability:

  • Calming Presence.  You may touch another creature to remove a condition affecting another creature's emotions, as an action.  You may do this once, and regain use of this trait after you finish a long rest.  Additionally, you may subconsciously inspire a creature within 60 feet other than yourself by telepathically giving them words of encouragement, giving them advantage on their next skill check or attack roll.  You may do this a number of times equal to half your Charisma modifier, rounded up, and you regain all uses on a short rest   
  • Disrupt Hard Light Body.  Make a ranged spell attack with a range of 10 foot.  On a hit, the targeted gem must make a Constitution saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or be stunned for 1d4 rounds.
  • Recruit.  Make a ranged spell attack with a range of 90 feet.  On a hit, the target must make a Charisma saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or be charmed by you until the end of your next turn. 
  • Superior.  Make a ranged spell attack with a range of 90 feet.  On a hit, the target must make a Wisdom saving throw (DC = 8 + your Wisdom modifier + your proficiency bonus) or be frightened of you until the start of your next turn.

Half-Gems
    Offspring between organic humanoids and gems is extremely rare and results in the death of the parent gem, whose gemstone is passed to the offspring.
    Ability Score Increase.  One of your ability scores increases by 1, as appropriate for your organic parent's race.  Negotiate which with your DM.
    Size.  Your size is that of the race of your organic parent.
    Speed.  Your base walking speed is that of your organic parent.
    Organic Body.  Your organic lineage affects you in a variety of ways.  You gain two racial features from your organic race, to replace the benefits of Gem Physiology and Gem Poofing.  If your gem is shattered, you are killed and it must be repaired and returned to your remains before you can be revived.  In antimagic fields, you cannot call upon any of your gem racial traits.  If you are separated from your gem and it hasn't yet been shattered, you gain a point of exhaustion for every 3 turns you are separated from it.  Also, while your gem is separated from your human body the gem may take a form identical to your human form, requiring you to use an action to "fuse" your human and gem halves.  When you regain your gem you lose all exhaustion incurred by being separated.
    Growing Up.  Your subrace is that of your gem parent, but you get its racial traits at a slower rate.  Your abilities as a gem manifest over time as you age become more skilled with them.  At 3rd level, you develop all the racial traits (other than Ability Score Increase, Size, and Speed) your gem parent receives from their subrace at 1st level; at 5th level, you develop the racial traits your gem parents receives from their subrace at 3rd level; and at 10th level, you develop the racial traits your gem parent receives from their subrace at 5th level.

Lapis Lazuli

    Lapis Lazuli are gems capable of using water to shape the landscape around them.
    Ability Score Increase.  Your Dexterity increases by 1.
    Size.  Your size is Medium  If you'd like to randomly determine your height and weight, roll 1d6+66 to find your height in inches.  Roll another 2d4, multiply the result by the result of the previous die roll, and add the product to 150 to find your weight in pounds.
    Speed.  Your base walking speed is 30 feet
    Hydrokinesis.  You know the shape water cantrip.  When you reach 3rd level, you can cast create or destroy water as a 2nd-level spell once with this trait and regain the ability to do so when you finish a short rest.  When you reach 5th level, you can cast the wall of water spell once with this trait and regain the ability to do so when you finish a short rest.
    Flight.  Starting at 5th level, you can manifest your Hydrokinesis into wings of water that give you a flying speed of 35 feet.  As a bonus action, you may summon or dispel these wings.  You cannot fly in medium or heavy armor, or in extreme heat unless some appropriate source of water is accessible.

Pearl
    Pearls are often considered made-to-order trophy servants but can learn bravery as much as they can obedience.
    Ability Score Increase.  Your Intelligence increases by 1.
    Size. Your size is Medium.  If you'd like to randomly determine your height and weight, roll 1d10+66 to find your height in inches.  Roll another 1d4, multiply the result by the result of the previous die roll, and add the product to 170 to find your weight in pounds.
    Speed. Your base walking speed is 30 feet
    Fleet Footed.  You have proficiency in Dexterity saving throws, and you may substitute your Dexterity modifier for your Charisma modifier for most uses of Performance.
   
Gem Space.  Pearls have a limited storage space in their gem which can be used to hold any mundane item of size Medium or smaller.  The storage capacity of this space is 60 pounds (this weight is not counted against your carrying capacity), and it takes a bonus action to call an item from it.  Your gem weapon does not count toward the capacity of the space.
    Holo-Pearls.  You can project from your pearl a holographic duplicate of yourself.  During your turn, you may use your action to create a hologram anywhere within 120 feet, and may not create another until you complete a long rest.  This hologram is functionally identical to the force that is created by the unseen servant spell, though it appears fully visible if semitransparent and as your default form and uses your stats.  You may use a bonus action to dismiss it.  At 5th level, you may use the mirror image spell once without using a spell slot; you regain this use of Holo-Pearls when you finish a short rest.
   
Light Constructs.  Your gem can produce images from your memory and project them for others to see.  You can cast major image to visually and aurally reproduce any scene from your memory.  You can use this ability a number of times equal to 1 + your Intelligence modifier (minimum of 1).  You regain all uses of this ability on a long rest.
    Natural Singers.  Pearls have advantage on Charisma (Performance) checks when singing.

Peridot

    Peridots are highly logical technicians, capable of making metals do their bidding. 
    Ability Score Increase.  Your Intelligence increases by 1.
    Size.  Your size is Small.  If you'd like to randomly determine your height and weight, roll 1d6+56 to find your height in inches.  Roll another 1d8, multiply the result by the result of the previous die roll, and add the product to 90 to find your weight in pounds.
    Speed.  Your base walking speed is 30 feet.
    Durable Form.  You have resistance to nonmagical piercing damage while you are not poofed at level 5 and above.
    Ferrokinesis.  You can lift metallic objects off the ground and move them as you wish.  You may use your action and concentration to lift 20 lbs, and you may lift up to 2 lbs with an action but no concentration.  At 5th level, the maximum weight increases to 200 lbs, and you may lift up to 20 lbs without concentration.
    Proficient Improviser.  You gain proficiency with tinker’s tools.  You can also gain proficiency with any tool you touch a number of times equal to 1 + your Intelligence modifier (minimum of 1).  You lose these proficiencies and regain expended charges on a long rest.

Quartz
    Quartzes are strong, diverse soldiers whose only major commonality is their wide builds and back-length hair.
    Ability Score Increase.  Your Strength increases by 1.
    Size.  Your size is Medium.  If you'd like to randomly determine your height and weight, roll 1d8+72 to find your height in inches.  Roll another 3d4, multiply the result by the result of the previous die roll, and add the product to 200 to find your weight in pounds.
    Speed.  Your base walking speed is 30 feet
    Durable Form.  You have resistance to nonmagical slashing damage while you are not poofed at level 5 and above.
    Natural Soldiers.  You are proficient in unarmed combat and do 1d4 bludgeoning damage with your fist and with improvised weapons.
   
Relentless Endurance.  When you are reduced to 0 hit points, you can drop to 1 hit point instead.  You can't use this feature again until you finish a long rest.
   
Scrappy.  You have advantage on rolls made to grapple another creature, and you count as one size category larger for the purpose of grappling.

Ruby
    Rubies are often common soldiers that fight in groups to compensate for their smaller stature.
    Ability Score Increase.  Your Strength increases by 1.
    Size.  Your size is Small.  If you'd like to randomly determine your height and weight, roll 1d4+52 to find your height in inches.  Roll another 2d4, multiply the result by the result of the previous die roll, and add the product to 70 to find your weight in pounds.
    Speed.  Your base walking speed is 25 feet
    Best in a Squad.  When flanking with a Ruby, allies do 1d4 bonus damage with melee weapon attacks; this damage is of the attack’s usual type.
    Heat Resistance.  You have resistance to fire damage at level 5 and above.
    Pyrokinetics.  You know the create bonfire and produce flame cantrips.  When you reach 3rd level, you can cast burning hands as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.  When you reach 5th level, you can cast the flaming sphere spell once with this trait and regain the ability to do so when you finish a long rest.  Charisma is your spellcasting ability for these spells.

Sapphire
    Sapphires are aristocratic gems whose powers of future vision make them useful advisors.
    Ability Score Increase.  Your Wisdom increases by 1.
    Size.  Your size is Small.  If you'd like to randomly determine your height and weight, roll 1d4+51 to find your height in inches.  Roll another 1d4, multiply the result by the result of the previous die roll, and add the product to 60 to find your weight in pounds.
    Speed.  Your base walking speed is 25 feet
    Cold Resistance.  You have resistance to cold damage while you are not poofed at level 5 and above.
    Cryokinesis.  You know the frostbite and ray of frost cantrips.  When you reach 3rd level, you can cast ice knife as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest.  When you reach 5th level, you can cast the Snilloc's snowball swarm spell once with this trait and regain the ability to do so when you finish a long rest.  Wisdom is your spellcasting ability for these spells.
    Precognition.  Sapphires are produced to see the future.  Each day you may have 1 portent roll, much like a diviner wizard.  This roll can be used in place of any ability, skill, or tool check, but it can not be used in place of an attack roll or saving throw.

Spinel
    Spinels are jesters, fools, and playmates, using the power of entertainment to distract from the present.
    Ability Score Increase.  Your Charisma increases by 1.
    Size.  Your size is Medium
    Speed.  Your base walking speed is 35 feet.
    Elastic Constitution.  You can rebound from attacks easier and so gain an extra hit point for every level you gain.
    Fool at Heart.  You are a natural tumbler and entertainer, gaining proficiency in Performance.  When using Acrobatics to entertain at least one non-hostile humanoid, you may add double your proficency bonus to the roll (replacing your usual proficiency bonus, if present).  At 5th level, you gain Expertise in Acrobatic, as the rogue class ability.
   
Stretching Attack.  As a bonus action, you may increase your attack range by an extra 5 feet until the start of your next turn. 

Zircon
    Zircons are typically lawers and other jobs of that nature, using their power of reason and emotional control to bring the truth to light.
    Ability Score Increase.  Your Charisma increases by 1.
    Size.  Your size is Medium
    Speed.  Your base walking speed is 30 feet.
    Emotional Control.  You have advantage on any saving throw to resist acquiring the charmed and frightened conditions, or to resist having your emotional state altered in any other way, such as being forced to calm down, cry, feel joy, etc.
    Hard Copies.  You can project any images and/or information that you have seen (or, in the case of text, heard) before into a physical space the same size as a piece of paper.  These papers can be conjured at will and dismissed at will.
   
Professional Smoothtalker.  You are proficient in Persuasion and Insight. 

Suggested Characteristics
    When creating a gem character, you can use the following table of traits, ideals, bonds, and flaws to help flesh out your character.  Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1
I'm unsure if my own actions are right.
2
I take comfort in providing support to my friends.
3
I'm eager to please those around me.
4
I despise the company of other Gems.
5
I'm withdrawn from everyone.
6
I'm happy to see my friends do well.
7
I'm chipper and well-natured.
8
I feel as if I have to prove myself to everyone.

d6 Ideal
1 Gems and organic life should live in harmony.
2 The abandoned colony should be re-established.
3 The war never concerned me.
4 Every being should choose its own path in life.
5 I would like all Gems to be united, one way or another.
6 I wish to know more about this land and those that dwell in it.

d6 Bond
1 I fought with the Crystal Gems and value Earth.
2 I stayed loyal to Homeworld, and wish to start up the Kindergartens again.
3 I fled Homeworld and the war, and just want my freedom.
4 I came to Earth to root out any remaining rebels.
5 I got trapped here after the war and want to go home.
6 I'm looking for proof a friend was shattered here.

d6 Flaw
1 I start to panic when I see a shattered Gem.
2 I get uncomfortable in barren Kindergartens.
3 I don't trust other Gems.
4 Organic life forms are beneath me.
5 Some common terms are completely foreign to me.
6 I believe Earth cultures are simple and barbaric.

Fusion
    A fusion of two gems is more than the sum of those two.  A fleshed out fusion should have the higher stat of the two who make it up for each of its six stats.  The fusion should be a multiclass of the two gems’ classes, but it should have 150% of the sum experience of the participating gems, for campaigns that function on experience point leveling.  For campaigns that function on milestone leveling, the DM may choose the number of levels above the participating gems combined level the fusion should be to begin with. In this case, for each level the gems gain, the fusion should gain those levels plus one more.
    In Combat.  Two willing gems can fuse in combat if they have established a fusion character sheet with their DM.  The two gems must be in melee range of one another.  Fusing takes an action, the resulting fusion rolls a new initiative, and the fusion is treated as a separate character for the purposes of Hit Points and spell slots.
    Out of Combat.  Out of combat, gems can practice fusion for various tasks that the individual gems would not be able to perform.  However, any fusion who does not have a character sheet made already can only fuse outside of combat, and when making skill checks, they will use the higher bonus and have advantage on the roll.
    Permafusions.  If a player wants to play a permafusion, or a gem who is the product of two gems so in love that they remain fused at all times, that player must keep a character sheet for each of the gems who makes up the fusion, and if the permafusion reaches 0 hit points, each of the gems will regenerate separately and have to fuse again.  If they do this within the same combat, the permafusion will have the same penalties as a regenerated gem who has forgone the 1 hour wait.

Gem Racial Feats

    Caught.  You must be a gem of the aquamarine subrace to gain this feat.  You may summon a wand from your gem that allows you to cast the spell telekinesis without using a spell slot a number of times equal to your Intelligence modifier.  You regain all uses of this ability when you finish a long rest.  The wand may be knocked out of your hand; if it is, you cannot use the spell and if you are holding something or someone thereby, it is dropped.  The wand must be held to work, and it functions as if it were being concentrated on without requiring your concentration.
    Gemgineer.  You must be a gem of the peridot subrace.  You have figured out how to use mundane materials to create complicated mechanical wonders.  Using tinker's tools, you may spend 1 hour and 30 gold pieces' worth of metals to create a Tiny device (AC 5, 1 hit point).  The device ceases to function after 24 hours (unless 1 hour of repairs is performed) or if you dismantle it to reclaim any metal.  You may only have one such device active at a time, and may pick from the following options:
  • Robonoid.  This device is a small sphere that walks on four cylindrical legs.  When placed on the ground, the sphere walks 5 feet across the ground in a random direction.
  • Noise Trap.  This device is a small cylinder capable of producing a shrill, high-pitched noise at moderate volume.  The noise may be triggered mechanically or be active as long as the device functions.
  • Light Cannon.  This device produces a narrow beam of light in front of it.  This light is capable of projecting dim light in a cone up to 15 feet.

    Gem Holder.  You must be a gem of any kind to take this feat.  When you get this feat, you can use your gem to carry items and even creatures.  This works as a natural "bag of holding" in the way of space for items, but still counts to your carrying capacity.  The space inside your gem is a room that represents your character's personality.  (E.g., a gem with no real personality will have a bland room with a table and a bed, while a gem with a short temper will have a lot of fragile pottery or a narcissistic gem would have a mass of mirrors.)  You can have as many creatures inside as your proficiency bonus.  Creatures will not count to your carrying capacity, but you cannot summon your gem weapon while there are creatures staying within your gem or if you become overburdened by items within it; your speed is reduced by half (round down) during this time, as well.  Creatures can only enter and exit your gem as you allow them to.  Attempting to trap creatures in your gem requires you to make a grapple check against the targeted creature when they make an attempt to leave.  If you are poofed and there are creatures inside your gem, they can see you as you manifest in the room, and can interact with you until you are able to remake your physical form.  If you are brought down to 0 hit points within the room or you die, everything you have put in your gem is released.
    Holoshifter.  You must be a gem of any kind (except half-gem) to take this feat.  You have learned how to manipulate your projected form into that of other creatures.  As an action, you can assume the form, appearance, size, and shape, but not coloration or voice, of any creature you have seen before.  You will gain this creature's size and physical abilities, such as winged flight or claws, but not magical race traits, proficiencies, ability scores, or legendary actions.  The shapeshift may be held for 10 minutes and takes your concentration, though this time is halved for every size class the creature is above your own.  You may use this ability twice and regain all uses on a long rest.
    Holosummoner.   You must a be a gem of any kind to take this feat.  Through a combination of meditation
and focus, you have learned to summon a second type of armament from your gem.  Choose one weapon, armor piece, or shield.  You may use an action to summon an armament of this type and a bonus action to dispel it.  These armaments follow the same restriction as your standard gem weapon.
    Malachite's Chains.  You must be a gem of the lapis lazuli subrace to take this feat.  You learn that water does more than heal and bring life, gaining the ability to use the shape water cantrip to bind a Medium or smaller creature within 300 feet to the ground.  The target must make a Strength saving throw against your spell save DC, or fall to the ground if flying and become bound to the ground until they make a successful saving throw (which they get to make at the end of every one of their turns).  When used in this manner, the cantrip requires concentration.  At 15th level, the maximum size affected by this feat increases to Large, though targets of that size gain advantage on the saving throw.  At 18th level, Large targets no longer receive advantage on the saving throw.
    Radiant Emotions.  You must be a gem of the diamond subrace to gain this feat.  You have learned how your aura can manipulate the feelings of nearby beings.  Using your action, you may create a 60-foot sphere of pure emotion centered on your gemstone.  Everyone beginning their turn within this sphere must make a Wisdom saving throw (DC 8 + your proficiency bonus + your Wisdom modifier) or be overwhelmed with whatever emotion you are experiencing.  Treat this as the frightened condition.  This effect lasts up to 1 minute or until you lose concentration.  You may use this a number of times equal to your Wisdom modifier + 1 (minimum of one use), and you regain all uses of this trait when you finish a long rest.
    Rolling Rusher.  You must be a gem of the quartz subrace to take this feat.  You have determined the most direct way to damage your opponents.  During combat, you may duck into a ball and roll to strike an enemy.  If there is at least 10 feet between you and this opponent that is both clear and unhindered, you may use this ability to close the distance and perform a single melee attack.  You have a +2 bonus to this attack roll.  On a hit, your opponent takes 2d6 bludgeoning damage, and you make opposed Strength checks.  If you beat the opponent, they are pushed back 5 feet.  Use of this special attack takes your entire turn.  Once you use this feat, you cannot use it again until you finish a long rest.
    Ruby Squad.  You must be a gem of the ruby subrace to take this feat.  You have learned how to use numbers to enhance your attacks.  Flanking no longer requires you to be on the opposite side of your foe as an ally; merely both being adjacent is sufficient.  In addition, when flanking, you can reroll any damage die for a melee attack that comes up a 1 or 2.  You must use the new roll, even if the new roll is a 1 or a 2.  If a similar effect applies (like the great weapon fighting style), you may do this twice.
    Sapphic Sight.  You must be a gem of the sapphire subrace to take this feat.  You have mastered your ability to see into the near future, and can predict the most likely outcome of events.  You may use this trait to gain advantage on a skill check or attack roll, or to impose disadvantage on an attack roll targeting only you.  This may not be used on saving throws.  You may use this feat three times, regaining all uses on a long rest.
    Zircon's Deductions.  You must be a gem of the zircon subrace to take this feat.  As a zircon, you have a natural inclination to deduce and infer about your opponents and allies alike.  Gain proficiency in Investigation.  You can use a bonus action to make a Wisdom (Insight) check contested by a Charisma (Deception) check made by a single humanoid within 30 feet.  If you succeed, you gain an uncanny insight into their actions, giving you advantage on attack rolls and ability checks against the target until the end of your next turn.