Sunday, January 25, 2015

Humans of Jambur

     When creating fictional races, the human race has the baseline for what sentient beings should think and act like. The differing cultures of elves, dwarves, etc. are often based partially on the various cultures of the real world. Though in reality, only humans are considered to be people in a general sense, the principles of fiction allow us to project some of our tendencies onto beings of fantasy. Similarity to real world cultures often helps make a fantasy race relatable, likewise, it can add to the setting's believability. With such diversity of cultures in our world, it is only that a fantasy world should be the same.

   The humans of Jambur are based primarily off of the cultures of Asia, and represent a diverse group of ethnicities. In addition to these here, there are semi-nomadic tribes living in the center of the continent (the Totemic Lands on the map.) Since there is a great deal of variance in Totemic Tribe culture, I will wait until another post to go over them. For now, here are the prominent human cultures of Jambur.  

Human
Originally featured in Pathfinder Core Rulebook

Humans are driven by two needs: the need to explore the unknown and the need to conquer the unknown. Whether it be resources, land, or realms beyond the mortal soil, humans have always been creatures of desire. Whereas other races like the samsarans look upon earthly possessions as unnessary tethers, humans spend entire lifetimes cultivating material wealth and lasting relationships. Sometimes the answers they seek are profound, such as the meaning of life or the secret of divinity, but every path they take eventually leads to the same fate. Few races are more aware of their own mortality then humans, and some say it is the inevitability of death that leads to their endless lust for the world’s bounty. Over the course of history, humans have spread to every corner of the mortal realm. The continent of Jambur is home to several nations of humans, which are divided into larger groups by cultural and historical differences as well as varied appearances based on climate.

Devani
    • Languages: Common
    • Homeland(s): Randasa, Rhidria
    • Religion: Way of the Blue Sage
    • Appearance: Devani skin tone ranges from a light coppery color to a dark brown, while hair and eyes are usually dark. Long braided beards are quite popular among men, while women like short and simple hairstyles. Wealthier Devani often clothe themselves in ornate robes and/or long-sleeved garments that hide the hands.

The rumors of extradimensional aquaducts, floating buildings, and teleportion hubs in Devani cities are not an exaggeration. Ever since the time of Satyama Vidana, the legendary samsaran monk who pioneered the art of summoning, the Devani have become obsessed with arcane magic and its unlimited applications. Their connection to the samsaran race runs deeper than simple admiration, and the relationship between the two has persisted since ancient times. Through dedication to the spiritual principles of the samsarans, a Devani can aspire to become a samsaran in their next lifetime. As a culture, Devani seek enlightenment and answers to the mysteries of the universe.
The two sister homelands of the Devani may as well be polar opposites. Randasa is the single most magically advanced nation in the world, while Rhidria is war-torn wasteland almost completely drained of resources. Though these countries differ severely in terms of affluence and stability, the rich culture and history of the Devani people ties these lands together in a way that honors the ancient treaty these nations agreed upon in an age long past. Eons before the Onjin Empire ever reared its head, the Devani were oppressed by a race of earthbound fiends known as rakshasas. For a thousand years, the Devani chafed under these bestial despots, seeking contentment and salvation within the pain of slavery. Eventually, through an alliance with the vanaras and kalavi, the devani were able to collectively break free from the grip of the rakshasas and establish a foothold for themselves in the world. The then-fertile land on which they settled would eventually come to be known as Rhidria, and its younger sister Randasa was born a few centuries later out of conflict with the Onjin horde. Many scholars and historians regard the Devani legend of freedom as nothing more than a myth, but there is possible evidence in the past-life memories of samsarans that this epic battle of mortal against fiend actually took place. It is said that a samsaran warrior named Prince Yash was the one to lead the final charge against the tyrannical five-headed king of the rakshasas.

The Devani lifestyle is highly structured, with a strict caste system that denotes rank and purpose within society. The five social classes, or castes, are defined as follows: mantrika (summoners), kshatriya (generals, kings, nobility), vadisa (gurus, monks, oracles, and samsarans), sudra (farmers, merchants, workers) and pariah (untouchables). An additional grouping, dumerendra, is not a caste in the traditional sense, but a category of spellcasters whose magic is disapproved by the mantrika elite (this includes most witches and sorcerers). Since the mantrika command the highest amount of wealth of respect, outsiders to Devani culture often view the caste system as a magocracy. This assessment has a grain of truth in it, as members of  lower castes who develop a connection to an eidolon are often “accepted” in the mantrika caste once they learn to cast a certain amount of spells. There exist no other reliable ways to move beyond one’s caste at birth in Devani society, and most individuals are content to stay within their predestined role.

Krescari
    • Languages: Aklo, Common
    • Homeland(s): Moonspire Basin
    • Religion: Moon Worship
    • Appearance: Albinism is common among the Krescari, and their skin is unusually pale for the climate. Krescari possess lean and wiry bodies, though their height varies greatly. The Krescari often use dyes and mixtures to change their natural hair color to vibrant shades of pink, purple, or indigo.

Branded as “lunatics” and “moon men” by other nations, the Krescari have a reputation for savagery. They are howlers at the moon, devout worshippers of mad gods, and bloodthirsty raiders who bring misshapen horrors with them wherever they roam. Fortunately for the civilized world, they lack the organization or numbers to expand their territory beyond the Moonspire Basin. Krescari are seldom seen outside their isolated basin, as they are unwelcome in most other lands. 
A towering monolith known as the Moonspire can be seen from anywhere within the borders of Krescari territory. The moon men have always lived in the shadow of the grisly structure, as if some supernatural force compels them to not abandon it. Built in ancient times by unknown forces, it is theorized that the doorways at the base of the Moonspire opened first to let out the Krescari into the world. Dark creatures such as occasionally emerge from the moonspire, filling the surrounding lands with all manner of monstrosities. Whatever else lurks within the interior of the tower is a mystery to outsiders, though it is thought that anyone who enters the Moonspire does not leave with their sanity intact.
To understand the madness of the Krescari, one must understand the horrifying gods they pay tribute to. While most dimensional scholars beleive that there are only six realms of existence, there is actually a seventh realm known as the Lunar Macrocosm.  Existing partially within every dimension, the strange space of the Lunar Macrocosm is home to aberrant beings that thrive on fear and insanity. Animate dreams, boogeymen, hags, and moon-beasts are among the multitude of night terrors that originate in this dimension. Most mortals can only interact with the Lunar Macrocosm through cryptic nightmares, but the krescari are able access it through other means. By meditating in the presence of the Moonspire, krescari have learned to project their minds into the seventh realm. During these bizarre astral journeys, the krescari communicate with their gods: the exceptionally-powerful natives of the Lunar Macrocosm. 
There do exist some rogue Krescari who have seperated from the worship of the Lunar Gods, though these “traitors” are usually sacrificed in bloody rituals before they can escape. Even those who make it beyond the borders of the Moonspire Basin are not safe from harm, as many tribes in the Totemic Lands are known to kill Krescari on sight. In accepting countries like Zhoa, a small percentage of Krescari refugees are able to integrate with the population. Though they are often haunted by the atrocities they witnessed in their homeland, Krescari deserters can go on to live rich and fulfilling lives. Though the prejudice against Krescari may never disappear, the world is becoming more and more accepting of these tragic runaways.

Onjin
    • Languages: Common
    • Homeland(s): Onjin Empire
    • Religion: Ancestor Worship, The Eight Illusory Lords
    • Appearance: The average Onjin stands a little over five feet tall, though their bodies are often stout and muscular. The Onjin people have dark hair and honey-colored skin. Onjin men with military experience often have facials peircing and wear metal jewelry on their eyebrows, ears, and noses. Onjin women are quite fond of hair decorations, and tend to wear their hair in extravagent styles rather than simply letting it down. 

The ruthless Onjin Silver Horde was once the most feared mounted cavalry in the known world. Under the cunning leadership of Aga Oblei, the first half-orc, the nomadic Onjins and their orcish allies cut a swath of destruction across the land that nearly swallowed the entire continent. When it seemed that nothing could stop them from uniting Jambur, Satyama Vidana appeared before Aga Oblei’s forces and split the boundary between dimensions wide open. The first summoner called forth of an army of asuras which decimated the Silver Horde and slew the great half-orc emperor as he charged. Unlocking the magic of the six realms stopped the Onjin Empire in its tracks, leading to a steady decline of power, resources, and territory. The empire, as well its people’s pride, has never fully recovered.
Before the rise of the empire, the Onjin were a collective group of nomadic tribes living in the Silver Steppes. Their husbandry with the large axebeak birds of that region can be traced back to this time. When disputes arose between themselves and rovings bands of ifrits and orcs, the Onjin soon learned that warriors mounted on birdback were far more effective in battle. Mastery of mounted combat elevated the Onjin people to an undisputed place of authority among the steppes tribes. Eventually their close bond with the axe-beaks led to the ancension of an Onjin high priestess into an animal lord. Those who share her bloodline still watch over the axebeaks in current age and keep balance between the Onjins and their avian partners. 
Superstition has always been a facet of Onjin culture, even as their civilization has expanded. Magic is seen as a force to be wary of, and even the most brash barbarian warriors are taught to defend against its influence. Onjin nobles sometimes like to flaunt their wealth by employing sorcerers and witches in their courts, hoping to prove that their silver is stronger than the arcane arts. Naturally, these spellcasters are given lavish treatment and high pay so as not to incur the wrath of the forces they represent. There is another reason that Onjin rulers choose to keep such magic-users around and it has to do with their disdain for summoners. If all magic is to be feared, the Onjin people would rather fight fire with fire and stay far away from the after-effects. 
The current Onjin Empire is ruled by a noble class of half-orcs, referred to lovingly as the high orcs. Since the time of the founding emperor, the Onjins have been raised to beleive that humans like themselves are incomplete beings. It is only through coupling with orcs and producing half-orc children that a human can secure a stronger future for the empire. For their part, the full-blooded orcs who live among the Onjins see the high orcs as possessing a strategic mind and practical intellect which they themselves lack. Both races, human and orc, beleive that the half-orcs combine the best attributes of both parents into a perfect whole. Aga Oblei taught the Onjins that nothing seperated humans from orcs outside of appearance, and that together the human race and the orc race could conquer the world. It is said that the dream of every Onjin citizen is to create a world ruled under the iron fist of high orc overlords and populated by entirely half-orc citizens.
Suthlandish
    • Languages: Common, Suthlandish
    • Homeland(s): Suthland, Western Ocean
    • Religion: The Elements
    • Appearance: Suthlandish are tall and statuesque, with light skin and golden hair. Their eyes, large and round in comparison to those of the Onjin people, are either bright blue or green. 

The flaxen-haired Suthlandish are not native to the continent. Instead, they originate from an advanced island kingdom in a distant ocean to the west. Best known for their numerous trade ventures with Randasa, the Suthlandish are something of an enigma to the people of Jambur. This widespread curiousity from other humans towards Suthlandish goals and foreign ways is often mistaken by these people as awe or admiration. In truth, many cultures do not trust the Suthlandish. 
The country of Suthland is said to contain a vast wealth of minerals and rare metals, many of which cannot be found in Jambur. These materials are often used to build the Suthlandish’s famous clockwork automations, the largest and most powerful of which are capable of decimating a small city in less than an hour. Many of the western metals are conductive to arcane magic as well, making such materials a lucrative commodity to export to Randasa. Although clockwork constructs are popular in Suthland, the appeal of these mechanized creations seems to go unnoticed in most parts of Jambur. This opinion is especially prevalent among summoners, who beleive that eidolons are superior to clockwork in every way. The Suthlandish themselves have a similar negative bias towards eidolons and other summons.
Traditionally, Suthlandish are not concerned in spiritual matters. They firmly beleive that the universe is shaped by chaotic primordial elements rather than conscious dieties. The most important elements in Suthlandish teachings are earth and water: the two elements they beleive compose the entire world. Lesser elements include fire, wind, and woodgrain; though there are more obscure elements such as mold and shell-bone which pertain to parts of existing lifeforms that appear to be entirely different in composition. To the more educated planar scholars of Jambur, such distinctions seem overly specific at best and utterly juvenile at worst. As a result, Suthlandish rarely discuss their scientific beleifs among others. 
No other group of humans have traveled the world’s oceans the way the Suthlandish have, and it is rumored that their voyagers have dropped anchor on every coast that exists in the natural world. Expeditions to unknown places are a constant undertaking in Suthland, for the people are driven by a wanderlust they often cannot explain. A great many Suthlandish grow up in homelands that are not their own, simply because the crew of a ship that carried their parents became overly attached to the local culture. Though they are traders and settlers first and foremost, the Suthlandish are cultural sponges that absorb beleifs and ideas from those around them. As they experience the world beyond their insular homeland, their desire for strange and new vistas continues to grow. One by one, Suthlandish sailors all over the world come to find where they truly belong.

Tarjiks
    • Languages: Common
    • Homeland(s): Gurta Desert
    • Religion: Arachma
    • Appearance: Tarjiks have olive skin and straight, dark hair. They are on average, tall and slender. They tend to wear loose-fitting clothing suited to desert terrain, preferring silk as a material. 

It is said that Tarjiks are the most honest merchants in the world. Following a complex network of trade routes that was established several centuries ago, Tarjiks wander from nation to nation selling their wares. Tarjik caravans are like enormous families, and members of the same caravan often form inseperable bonds with each other that go above ties of blood. Familial names do not exist in Tarjik culture, as a person’s surname comes from the name of their caravan. Many Tarjiks are crafters and inventors in addition to merchants, and it is not uncommon to see exotic contraptions and handmade goods among the inventory of a large caravan. 
Tarjiks are semi-nomadic, but in the past they ruled a lavish nation that could rival the Onjin Empire of the present. Most records of this nation, much like its ruins, are scattered and buried beneath the sands of the Gurta Desert. A large proportion of the world’s wondrous items are based off of formulas found in old Tarjik ruins. Some examples of items made from Tarjik designs are the famous flying carpet, the portable hole, and the efreeti bottle. These magical objects and many more cement the Tarjiks reputation for having items seen nowhere else in the world. Only Randasa manufactures enough magic items to rival the stock of the Tarjiks, and a fair percentage of those items are mere revisions of ancient Tarjik designs. 
Despite the universal appeal of the magical item merchants, there are some Tarjik traders that inspire hatred across the continent: the binders. Tarjik Binders are the worst of slavers, preying on exotic races and rare creatures in order to sell them to wealthy customers. They are marauders and thieves, who profit from misery of the oppressed and depravity of the privileged. The binders are ruled by the teachings of an ancient order of mages that specialized in trapping genies to suit the needs of the living. While true practitioners of the ancient genie-binding arts are few and far between, Tarjik summoners often call upon eidolons resembling genies and other elemental spirits. 
Silk and soap are the most prized materials in Tarjik culture, and most caravans will accept either as a form of currency in exchange for goods. Lifestock and fresh food are also valuable, but aren’t appreciated as status symbols the way silk and soap are. The Tarjiks fascination with silk actually has a religious basis as Arachma, the ancient goddess of creation they worship, is most often depicted as The Spider That Wove The World. Wearing spider silk is one way of paying tribute to Arachma, whose web is said to encompass all of cosmos. The need for soap is a simple one, as cleanliness is believed to be the purest of virtues in Tarjik society.
Racial Traits
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. 
Human: Humans are humanoids with the human subtype.
Medium: Humans are Medium creatures and receive no bonuses or penalties due to their size. 
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level. 
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. 
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Friday, January 16, 2015

Vanara and Vishkanya

When people think of fictional races from tabtletop fantasy games, the two most recurring ones concepts seem to be elves and dwarves. Ever since Tolkien, elves and dwarves have been seen as classics for the fantasy genre as a whole. These two races are immediately recognizable and provide a feeling of familiarity in a fantasy world. For this reason, the existence of elves and dwarves in a fictional world is rarely called into question. In D&D, which is heavily Tolkien influenced, players are more likely to be concerned about the lack of elves and dwarves in a Game Master's world than the lore surrounding the two races.

Pathfinder took cues from D&D when creating its core rules, which contain elves and dwarves once again. Though there is a lot of novelty in the inclusion of the races, it seems as though some fans of the game can't seem to move out of this "classic" comfort zone. As Pathfinder introduced races such as the kitsune, tengu, and samsaran, a vocal resistance began to take shape. A few GMs complained about players choosing races that didn't "belong" in their worlds. A few players complained about being unable to access all the content that Paizo had given them. The debate was cyclical of course, as many discussions can be on the internet, but the part that most concerned me was this camp of players and GMs alike that believed only the core rules were "real pathfinder" and the rest was... essentially an appeal to weaboos and other no-good-nicks.

When I was designing the concept for my world, I wanted to make sure I was doing something different. Too many GMs make the mistake of "homebrewing" a world that has EVERYTHING in common with the rules as presented and little in the way of originality in execution. There is still a place for elves and dwarves in my world (for the sake of players honestly), but their role takes a backseat to other lesser known races. Since my setting has strong influences from Indian folklore, I decided to include two races which Pathfinder adapted from that exact source. Vanaras and Vishkanyas can be found right next to each other at the end of Bestiary 3. Their stats and flavor text come from pathfinder, but the following write-ups are my interpretation of them for my world. I hope you enjoy what I've done with them.


Vanara
Originally featured in Bestiary 3

This race of simian folk is often dismissed for their mischievious ways, but they were once the greatest warriors and stonemasons the mortal realm had ever known. The jungle empire they once held stretched for thousands of miles, and several of the great stone bridges they constructed remain standing to this day. Vanaras often joke about the lacking evidence of their fallen civilization, viewing the other races flustered attempts at uncovering vanaran history as the ultimate form of entertainment. 
Physical Description: Vanara’s bodies are covered in a thin layer of hair which ranges in color from earthy brown to bright gold. The hair on a vanara’s head can be grown out and styled in a number of ways, and some vanara like to compete with their peers to see who can grow their hair the longest before it becomes unmanagable. They posess long, prehensile tails and facial features comparable to monkeys. The long fingers on their hands and feet are equally flexible, allowing them to climb tall structures with ease. On average, vanaras stand about a head shorter than humans. When it comes to clothing, vanaras are minimalists to the extreme. When not in the presence of races who have a nudity taboo, they prefer to wear nothing at all. The exception to this rule are the ritual adornments of shamans and priests, which are worn for spiritual reasons rather than for warmth or comfort.
Society: Vanaras are community-minded, concerned with the best interests of the entire population rather than the desires of individuals. In the tree-top villages where vanara dwell, food and shelter is divided evenly between all the inhabitants. There is no currency within vanara society, so all occupations are born out of a specific need within the community. The closest thing that vanara settlements have to government leaders are practitioners of divine healing, whose prescence increases the overall health and safety of all people within the clan. Whether these revered figures are adepts, clerics, druids, or oracles, they are all referred to as omantu: a word meaning “healer” in the vanaran language. Though groups of vanara identify as “clans”, familial connections are rarely a factor in determining clan membership. Immigration between clans is not unusual, and sometimes a vanara is required to leave behind their clan in order to serve some greater purpose. If one clan does not have access to an omantu and another clan has two or more, one of the omantu must leave behind their home and family to assist the other clan. 
Relations: Vanaras are friendly with humans, but often poke fun at their so-called “civilized ways.” They are even more critical of kalavi, whose solemn approach to morality is seen as dogmatic and rigid. Sylphs and vanara share an affinity for good-natured pranks, though these japes can occasionally spiral out of control and lead to competitions to outdo one another. 
Alignment and Religion: Vanara are chaotic as often as they are good. Most are free spirits and altruists who enjoy seeing the happiness and amusement of others. Vanara like to disguise compliments in jokes and riddles, and it sometimes said by members of other races that “an affectionate vanara is one that constantly tries to confuse his friends.” Though they are generally peaceful and serene, the vengeance of a wronged vanara is humilating and deliberate. Karma can be a very dangerous thing, especially when vanara are its agents. 
Adventurers: Vanara adventurers usually begin their career in two different ways. The first and most common way is when a vanara who is switching clans becomes sidetracked during their travels and decides to provide wisdom and assistance to people along the way. Though this sort of vanara may wander for years at a time, when asked they will insist that they simply got lost on the way to their destination. Omantu have a habit of falling into this first beginning by happenstance, becoming a divine healer to a group of adventurers. The second beginning is looked upon with shame, for it represents an individual who has left the community to seek personal glory and worldly possessions. These vanara are often barbarians or rogues, and their reputation for selfishness and greed follows them from one vanara clan to the next. 

Racial Traits
+2 Dexterity, +2 Wisdom, –2 Charisma: Vanaras are agile and insightful, but are also rather mischievous. 
Vanara: Vanaras are humanoids with the vanara subtype.
Medium: Vanaras are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Vanaras have a base speed of 30 feet and a Climb speed of 30 feet. 
Low-Light Vision: A vanara can see twice as far as a human in dim light.
Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks. 
Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. 
Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Auran, Celestial, Giant, Samsaran, and Sylvan.

Alternate racial traits
    • Bridge Builder - The ancient vanaras were remarkably gifted at building stone structures, and have passed their skills onto their descendents. Vanaras with this racial trait gain a +2 racial bonus on craft (stonemasonry) and knowledge (engineering) checks. This racial trait replaces nimble.

Favored Class Options
    • Barbarian: Gain +1/4 on attack rolls made while charging on plains terrain.

Mountain Growth
Like the vanara warriors of ancient times, you have the magical ability to enlarge yourself.
Prerequisites: Vanara, Con 15
Benefits: Once per day, you can double in size as if enlarge person had been cast upon you. This effect is an extraordinary ability, and lasts for a number of minutes equal to 1/2 your character level (minimum 1).
 
Vishkanya
Originally featured in Bestiary 3

Possessing venomous blood and alien features, vishkanya are generally feared by other races. Their reputation for being callous and immoral is not only well-earned but also enforced by their cultural tendency towards mercenary work. Vishkanya prefer to live among other races, if only to bring keep themselves close to potential contracts. 
Physical Description: From a distance, the average vishkanya is easy to mistake for a human. A closer look reveals subtle scales on the surface of the skin and milky eyes that lack irises. Another obvious sign of a vishkanya’s true nature is her tongue, which is forked like that of a serpent. It is not at all uncommon for a vishkanya to posess additional snake-like traits, such as ghostly-white or emerald colored skin. There is a general consensus among vishkanya that blending in with humans is often neccesary for the race’s survival. As such, vishkanya who can pass as humans are afforded greater respect by their peers than those who can’t. 
Society: Women hold the power in vishakanya society, with mothers and grandmothers commanding the highest amount of respect. In a world that views their race as toxic and unwelcome, each new child born feels like a small victory for the vishkanya. Though it may seem unusual, vishkanya women rarely copulate with their own kind. They instead seek out human or nagaji fathers for their children, securing such unions by blending in with the race of their potential mate. Vishkanya women often leave their partners after they become pregnant, whether or not the father of the child knows about the mother’s true nature. It is through this continued deception that vishkanya are able thrive in the shadows of civilization. 
There are only two ways to live a truly meaningul life in vishkanya society: the first way is to bring many children into the world and the second is to live an die as a warrior who takes the lives of many foes. Vishkanya men are more likely to choose the second, more destrucive path, due to the many obstacles that stand between them and becoming fathers. The vishkanya term for male is sisdra (meaning “lacking in purpose”), which in refers to the fact that men are unable to conceive children within themselves. This sense of inferiority hangs over the heads of male vishkanyas throughout their entire lives. Young vishkanya men are taught by their mothers to reign in their poison from an early age, because while a female vishkanya who lays with a human can still birth a child if her poison kills her mate, the same is not true for their male counterparts. On rare occasions, a female vishkanya will allow a male of the race to become the father of her child. When this happens, the chosen male is granted respect and reverance almost equal to that of a mother. This is the ideal situation which all vishkanya men are brought up to strive towards. 
Relations: Vishkanya rarely establish communities of their own, preferring to find their niche among other races such as humans and nagaji. Humans are often wary around vishkanyas, especially when it comes to forming romantic relationships. Nagaji tend to be a lot more accepting, and vishkanyas with pronounced serpentine features can find lasting companionship in nagaji enclaves. Other races seem to be quite satisfied to avoid vishkanyas when they can. 
Alignment and Religion: Vishkanya are usually ambivalent to notions of good and evil, and gravitate towards neutrality. While they have a strong belief in heirarchy and repaying favors, they tend to leave relationships with others once they’ve gotten what they need. This means that vishkanyas are just as likely to lawful as they are to be chaotic. 
Adventurers: Vishkanya adventurers can usually find careers as assassins, bodyguards, and mercenaries. They are typically drawn to high-risk, high-paying jobs with a lot of oppurtunities to prove their skills. Vishkanya men often leave home in order to escape the pressures of society and to seek out glory in battle, the same way vishkanya women may travel in search of interesting or exotic mates.

Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Vishkanyas are graceful and elegant, but they are often irrational.
Vishkanya: Vishkanyas are humanoids with the vishkanya subtype. 
Medium: Vishkanyas are Medium creatures and have no bonuses or penalties due to their size. 
Normal Speed: Vishkanyas have a base speed of 30 feet.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light. 
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks. 
Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice. Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison. Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken. 
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Samsaran, Sylvan, and Vanara.

Alternate racial traits

    • Botanical - Some vishkanya dedicate themselves to researching poisonous plants in order to better understand their own poison. A vishkanya with this racial trait gain a +4 on Knowledge (nature) checks to identify plants and plant creatures. This racial trait replaces limber.
    • Poison Magic - A few vishkanya have a way with magic, escpecially spells that create and manipulate harmful substances. A vishkanya with this racial trait is treated as one level  higher when casting spells with the poison descriptor. Vishkanya with Charisma of 11 or higher also gain the following spell-like ability: At will - detect poison. The caster level of this effects is equal to the vishkanya’s level; the DCs are charisma based. This racial trait replaces weapon familiarity. 
    • Whip Wielder - A vishkanya with this racial trait is always proficient with nine-section whips, urumis, and whips. This racial trait replaces weapon familiarity. 

Favored Class Options

    • Alchemist: Add +1/6 to the number of toxic uses per day.
    • Summoner: If the summoner’s eidolon posesses the poison evolution, add +1/4 to the DC of the eidolon’s poison ability.

Poison Breath
You have learned to exude your body’s poison in your very breath.  
Prerequisites: Vishkanya

Benefits: When using your toxic racial ability, you can, instead of envenoming a weapon, breathe out a cloud of poisonous gas within a 5 ft. radius. The poison in this cloud is identical to your vishkanya venom except that it is treated as an inhaled poison. The poison cloud lasts for 1 round and does not grant any sort of concealment.


Wednesday, January 14, 2015

My Short Films from 2013

In the spring of 2013, I was enrolled in a screenwriting course at my University. The following short film scripts are the final result of my work in the course.

http://issuu.com/diregentleman/docs/isaac_robinson/1

An odd, dramatic piece about a young man who constantly lives with the fact that other people perceive him as a killer robot. Ever since his last birthday, people run and scream in terror whenever they see him. Can he unravel the mystery of his condition and become truly human again?

The concept for this one actually came from a conversation I was had with a friend. I think the idea is solid, but I would have done the execution a bit differently given the chance. The ending is the one thing that I'm still 100% sure of.

http://issuu.com/diregentleman/docs/the_beach_at_the_end_of_the_world/1

A trio of beach employees deal with mortality, cynicism, and selfishness. 

I'm actually really proud of this one. :D The character of Fidel is based on an intensely cynical group of suite mates I had. He is clearly the star of the show, but a lot of work went into Melanie and Albert as well. I really enjoyed writing this characters, and might revisit them again under different circumstances.

There's a song which I feel accompanies the ending really well. It's "Winter Trees" by The Staves. I encourage first time readers to listen to this song after reading the script. Also, watch the animated music video. In my opinion, it's very well done.

http://issuu.com/diregentleman/docs/into_the_whorl/1

"Mother always told us never to go near the Whorl. But on that day, mother's words weren't with me."

This was my somewhat clumsy attempt at a portal story. Of the three scripts I've posted, this is the one that I believe is most need of revision. I've been meaning to go back and lengthen it, and perhaps I will someday. It becomes more apparent to me every year that the world needs stories like this one and it needs them done well. For those of you who are still interested in reading it, I'm glad I didn't scare you off. I hope the journey of my young heroine, Sabiha, brings you much enjoyment.

For those wondering what a portal story is, below is a link to an essay I wrote on them. Consider it a bonus for reading through my descriptions of these films.

http://issuu.com/diregentleman/docs/portal_paper/0

The Continent of Jambur


The Continent of Jambur

Here is a basic sketch of my fantasy setting. The shape of the continent is loosely based on Asia with some very obvious departures. The land north of what is labelled is mostly wind-blasted tundras that are considered harsh and inhospitable. Some background on the more developed countries:

Onjin Empire - A declining empire ruled by half-orcs and populated by humans and orcs. It is an analogue to the Mongol Empire in its post-Genghis Khan phase.

Randasa - A wealthy magocracy run by summoners. Yes, those summoners. The ones everyone believes are OP.

Rhidria - An impoverished nation where necromancer warlords force taxes on the people in exchange for "protection" from ash giants and wandering undead. Voted "Worst Place To Live" by all of my players so far.

Zhoa - A land inhabited by many different species of magical beasts. The local people live in harmony with nature and are generally decent folks.

Welcome!

Good Day,

Welcome to Snowstorm of Doves, a blog created by me to showcase my created content and storytelling concepts. I'm a recent college graduate with a lot of passion for creative projects. My hope for this blog is that it will provide a more focused outlet for my work.

I'm a huge fan of speculative fiction and the larger portion of my stories will be fantasy and sci-fi. Movies and TV shows with fantasy themes and settings are my bread and butter. I really like Game of Thrones, but secretly wish that there was a more diverse selection of fantasy on television.

Unsurprisingly, I'm also an enthusiast for tabletop roleplaying games and typically find myself in the role of Game Master. I'm a firm believer in player agency in RPGs, and often encourage my players to create unique and memorable heroes. My current setting for Pathfinder is based on eastern concepts (primarily Hinduism and Buddhism) and you can expect to see content related to the world here on my blog.

The following link will take you to my youtube channel, where I review movies while wearing a monocle.

A Dire Gentleman Review

More content will be coming soon, both on my channel and on this blog. Stay tuned.