Posts Tagged With: Elemental Realms

Vajra, the Dragonblessed

Some individuals, known as Vajra by members of the En Khoda Theos Kirk, have the favor of the Great Elemental Dragons. The reasons for this favor are often unknown, as the goals and motives the Powers involved are often obscure and misunderstood. They can be found among all races, and even among the learned and the wise of the En Khoda Theos Kirk there is no agreement of the Vajra are born or made. There seems to be no requirement made upon the Vajra by the Great Elemental Dragons, or if there it is, it is unknown even to them. While Vajra are often found within the En Khoda Theos Kirk, there are some that follow the Old Faith and other religions – as well as the rare individual who has fallen to Dearth. These cursed individuals are often considered to be the greatest of enemies by the En Khoda Theos Kirk and they are hunted down ruthlessly.

Vajra of the Great Dragon of Air

Marked by the constant but faint breeze which accompanies them, Vajra of the Air invariable have hair in shades of white or silver, while their eyes are a brilliant, electric silver or rarely clear as crystal. They leave no scent in their passage, though the breezes which surround them mirror their moods in temperature and intensity.

  • Ability Score Increase – They have a bonus of +1 to Dexterity.
  • Spiritspeaker – All Vajra can speak El’aum, the language of elementals and the world of life and growing things.
  • Innate Resistance – Missile Weapons, Thunder
  • Unending Breath – The Vajra of the Air never run out of breath, sustained by their Great Dragon even when incapacitated or unconscious.
  • Innate Cantrips (Constitution) – Gust, Message, and Thunderclap
  • Innate Spells (Constitution) – Dust Devil, Levitate. Innate Spells may be cast once and are then restored after a Short or Long Rest. They also count as memorized spells for the Vajra, and spell slots (if any) may expended for further uses as desired.
  • Windlords – At 11th level, a Vajra of the Air may add Investiture of Wind to their Innate spells.

Vajra of the Great Dragon of the Earth

Marked by the dust that constantly sloughs off them which accompanies them, Vajra of the Earth invariable have hair in shades of brown or bronze, while their eyes are a brilliant, glowing topaz or bronze. For some, their skin takes on a rough, rocky texture in shades of stone. They smell of freshen turned earth and loam, though earth and stone leaves no sign of their passage.

  • Ability Score Increase – They have a bonus of +1 to Strength.
  • Spiritspeaker – All Vajra can speak El’aum, the language of elementals and the world of life and growing things.
  • Innate Resistance – Bludgeoning, Piercing, and Slashing Damage
  • Tremorsense – The Vajra of the Earth have Tremorsense out to the distance of 60 feet.
  • Innate Cantrips (Constitution) – Mold Earth, Magic Stones, and Resistance
  • Innate Spells (Constitution) – Maximillian’s Earthen Grasp, Spiderclimb. Innate Spells may be cast once and are then restored after a Short or Long Rest. They also count as memorized spells for the Vajra, and spell slots (if any) may expended for further uses as desired.
  • Stonelords – At 11th level, a Vajra of the Earth may add Investiture of Stone to their Innate spells.

Vajra of the Great Dragon of Fire

Marked by the constant but the smoke and steam which accompanies them, Vajra of the Flame invariable have hair in shades of red or copper, and their eyes are a brilliant, glowing ruby. For some, their skins takes on an ashen or blackened appearance. They often smell of various forms of smoke and fire.

  • Ability Score Increase – They have a bonus of +1 to Intelligence.
  • Spiritspeaker – All Vajra can speak El’aum, the language of elementals and the world of life and growing things.
  • Innate Resistance – Fire Damage
  • Darkvision – The Vajra of the Flame can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. Their ties to the Great Dragon of Fire make their Darkvision unusual: everything they see in darkness is in a shade of red.
  • Innate Cantrips (Constitution) – Control Flame, Create Bonfire, and Produce Flame
  • Innate Spells (Constitution) – Burning Hands, Pyrotechnics. Innate Spells may be cast once and are then restored after a Short or Long Rest. They also count as memorized spells for the Vajra, and spell slots (if any) may expended for further uses as desired.
  • Flamelords – At 11th level, a Vajra of the Flame may add Investiture of Flame to their Innate spells.

Vajra of the Great Dragon of Water

Marked by the constant but faint breeze which accompanies them, Vajra of the Waters invariable have hair in shades of blue or sapphire, while their eyes are a deep sapphire. Their skin is often dappled in glistening dew and they smell like a newly fallen rain or the aftermath of a storm.

  • Ability Score Increase – They have a bonus of +1 to Wisdom.
  • Spiritspeaker – All Vajra can speak El’aum, the language of elementals and the world of life and growing things.
  • Innate Resistance – Acid Damage
  • Seamaster – The Vajra of the Waters breath both air and water and cannot drown, and they have a Swimming speed equal to their normal movement speeds.
  • Innate Cantrips (Constitution) – Shape Water, Acid Splash, and Poison Spray
  • Innate Spells (Constitution) – Fog Cloud, Melf’s Acid Arrow. Innate Spells may be cast once and are then restored after a Short or Long Rest. They also count as memorized spells for the Vajra, and spell slots (if any) may expended for further uses as desired.
  • Waterlords – At 11th level, a Vajra of the Waters may add Investiture of Water to their Innate spells.

Rumors continue to persist that there are other Vajra that are blessed by the other Great Dragons, with similar though different abilities.

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A Short Synopsis & Minor Treatise On the History & Nature of Creation (Part 1 – The Primordial Era)

So here is the history of the multiverse as the most wise and learned of the elder races would tell it, various races certainly have different versions, and as one could imagine, the further back in time (like this section) the more likely that the exact details may vary. This myth, though true, is also metaphor, because reality was even more fluid in those times than it is now.

The Time Before Time

The Multiverse is an endless Maelstrom of Essence, defined by Light and Darkness. Some say that the Darkness is winning against the Light, others say that the Light continues to grow in an eternal Darkness – but in Light there is Creation and in Darkness there is Destruction. In the Time before Time there were those known now as the Great Old Ones by the fearful and the wise. They moved through the Maelstrom, and as Their forms were illuminated by the Light of Creation and out of Their dreaming death, for life was not yet known, They birthed the Thirteen Great Gods out of Their imagination.

Creation

These Thirteen Great Gods brought, not by design, but merely by Their existence, Order out of Chaos. The imprint of Their Presence, bathed in both Light and Darkness created not just the Elemental Realms out of the Essence of the Maelstrom, but the Aeythrs with connect them, defined by the relationships of the Thirteen to Themselves and each other. As the weave and the weft of the Aethyrs were woven, the Endless Ocean, defined by the meeting of Air and Water, warmly illuminated by the Light of Creation, and in the Great Deeps the Underdark was carved out of Earth by Fire, hidden in Darkness and Destruction. In this new Order, life came into being, and grew quickly, tempered always by the quickening of the chaos that was the Maelstrom.

The Great Old Ones

And through all of this, the Great Old Ones took forms terrible and fantastic, defined by Their own unquiet dreams and racked by a slow and painful birth into a Multiverse increasingly defined by physical form and concrete thought. And as They woke, They found an existence that pained Them, forced to wakefulness and form, drained by an effort to exist that They never desired, defined by that which They had unwittingly created. It was a narrative that would engrained upon the multiverse, parents supplanted by their children, jealous and resentful of their progenies achievements.

Birth of the Gods

In the endless ripples of Essence that are reactions to actions, the waking of the Great Old Ones attracted the notice of Thirteen Great Gods, and that attention manifested itself, in the face of resentment growing to hatred, of children, now known as the Primordial Gods, that were themselves reflections of the Thirteen. The Primeval Dragons, the Lords of Light, the Children of the Stars, the Stonekin, the Empyreans, the Beast-Lords, and many other and varied Powers that then themselves imagined and created a home of perfection and beauty, the Paradise, ‘Aden, rising out of Thalath, rooted in the Underdark, nestled in the heart of all things, a deity-dream given form.

The Rape of ‘Aden

‘Aden was glorious, a shining example of the dreams of the Gods and That Which Defined Them (which is how they referred to the Thirteen). The elegance of ‘Aden’s Form was a burning song in the heart and soul of Beings that had neither, creating pain that had never existed before in creation – that words like “longing” and “hopelessness” cannot capture. Drawn like moths to a flame, the Great Old Ones moved towards ‘Aden, the Great Old Ones leaving corruption in Their wake, infecting creation itself with Their Essence, distorting all They came into contact with. It was at ‘Aden that the Multiverse, shuddered, twisted, and shattered in an effort to preserve itself – for Paradise cannot be corrupt and yet corruption now dwelt in its heart. And to preserve it, two of the greatest of the Celestial Host made a sacrifice so that all else would survive, thought it would unleash a great sorrow in the wake of what They imagined and gave Form, for that was Death and the End of All Things.

The Goetic War

With Death at Their side, the Primordial Gods were able to beat back Great Old Ones, preserving ‘Aden, but creating three greats Realms defined by Destruction, Mortality, and finally Death itself as the Great Old Ones were herded towards the Veils of Creation, driven to the heart of the Darkness and beyond, far past Existence and Form, until that which was Eternal was Unmade. The memory of Their presence was imprinted in the world, however, and it lingered, and the Multiverse was scarred in the aftermath of the War for Creation. Some of the Primordial Gods had died, others had been corrupted and lost to the Dearth, many had been wounded, and in all Their attention turned inward for a time nursing Themselves in the steadfasts and redoubts They had built during the War. From the shed blood of the Primordial Gods and the patterns continually cast in the echo of the Great Gods came new life, first raised as Hosts and Legions in the War for Creation, and then as guardians and caretakers. Celestials and Fae, Dragons and Elementals, Stonekin and Waterborn, all began to find their place and role in Creation.

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