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Revision as of 23:17, 9 January 2018

Sith-makar.png
Sith-makar
Common Alignments Tendency towards neutral alignments
Common Classes Ranger, Druid, Sorcerer (draconic), Barbarian, Fighter
Influencial Faiths Daeus (Father Dragon), Dana (Mother Earth), Gilead (Hunter), Tarien (Old Trickster), The Green Word (a faith that places Dana and Gilead at its center); distrustful towards technology-driven deities (Reos, Serriel)
Most Frequently Found In Am'shere, Alexandros (mostly trade-based exposure through the Portal)
Some IC Hangouts Main Grid: H02: The Felwood

Wilderness Pointe Grid: W02: Mictlan

Naming Ideas Some players have used old TSR "draconic" as an influence, or old Aztec or Mesoamerican languages
Sith-makar Characters Sith-makar

A People Forgotten

Around the Flame, the Keepers tell stories of the People's origins. They say the Tyrant of Dragons took fire and scale from his powerful beasts and spun the Children of Flame into being. They say they were born as slaves to the Tyrant's dragon servants. A second version says that long ago, the Tyrant fought a Primal Dragon. Unable to destroy him, he instead shattered it into millions of pieces, which became the Children of Flame. In each tale however, their wings were rent from them and they found themselves slaves for generations. The Keepers of Memory place these events as the early years of the Second Age, after the passing of the Time of Glaciers.

However, Alumivoritax saw this was wrong, and her Tears fell upon the earth. It was she, the Keepers sing, who first rose against the Tyrant's forces. The great Silver Dragon cut them with her mighty claws, and it is she whose name is to be chanted at Fires until the last of the Children has drawn breath.

Though weakened, Alumivoritax and other dragons of Light swept them away where no one could find them. The Tyrant raged, but they hid the Children so deeply within Am'shere's covering branches that the Children of Flame were forgotten by the world. And likewise, they forgot the world.

Until 100 years ago, the Children of the Flame remained unknown.

During this time, the Children by and large forgot their heritage, and lost the power of their blood. The Children of Flame would devolve into beastlike forms. They forgot who they were, and began to fight one another. From the original Children of Flame came three Clans: the Ko-jodakh (troglodytes), the Nar-sektoth (sahuagin) and the Sith-makar (lizardfolk). It is possible yet other branches exist.

Alone among the Children, the Sith-makar remembered the truth of their making. They chanted their histories in Fire and Flame, and constructed the keeper caste, who is charged with never forgetting.


A People Rediscovered

Yet, as well as Alumivoritax hid them, the children of the Tyrant would eventually find them. Charn, seeking power and resources, ripped holes into the ether. They found a jungle and its people lush with what it saw as untapped resources.

The Charneth enslaved and burned--using the Children in experiments, or fodder for their shock troops. The Clans' sacred spaces they would see as untapped wonders, and set about to conquer them.

Sithmakar06.jpg

After their initial shock, the disparate Clans of Flame united briefly. Ko-jodakh, Nar-sektoth, and the Sith-makar drew fang and claw. They ousted the Charneth from much of their homeland. Charn's actions would set the Children's view of "softskins" for years to come.


A People Awakened

As the other Clans returned to their lives, the sith-makar took a different path. Aware of the danger, their Empress ordered the hunter-caste forth, to explore their landscape and understand this enemy. They uncovered then-unknown portals, and entries to foreign lands.

The events became a catalyst. Why or how it is not clear, but shaman-caste came together with keeper-caste, and those among them of the strongest blood.

With details that remain shrouded in secrecy, the sith-makar Awakened their own blood. Their blood Awoke with a great roar that was felt across their tribes, and the Memory of Blood came to life within them. Adults found themselves transformed, and each new hatching came with shining scale. Some among them breathed fire, or ice. Others carried with them the terror of their ancestor-races, or their strength of scent and scale.

Alone among the remaining Children, the sith-makar found and embraced the strength of their lost heritage, but as free beings.

With this strength they faced Charn, and drove them off a second time. The Keepers of Memory tell of this victory as a turning point in sith-makar history.

Modern Threats

Yet, their newfound strength would be their curse. Charn would uncover their secret. Not the how of it--that is guarded closely by the Clan's greatest elders--but that here at last may be an easier source of draconic blood.

The sith-makars' very success betrayed them. This discovery prompted a number of painful blood experiments by that nation, as well as unscrupulous wizards. Such acts favored the young, who lacked the defenses of their parents.

As a result, recent years have seen the beginning to which may lead to a full-scale war.

Today, the Empress sends her envoys and traders outwards in no small part to make their nation known, and to seek alliances against Charn's and arcane predation. Charn refuses to recognize them as a unified people. They argue they owe the sith-makar no recompense for the lives of their children. In response, the anger of the dragonkin only grows.

Physical Description

The "dragon-touched" among the sith-makar often display a mixture of draconic bloodlines combined with their sauran ancestry. Overall, there is no one universal look for them: the bloodline has been so mixed and diluted over the years that though certain traits may dominate, the bloodlines mix among them in a way that is truly exotic and unique.

As a race, they are large and, due to their reptilian nature, physically imposing but deceptively fast on their feet, with long tails to counterbalance them, and at times horns or dramatic, colorful frills that often accent their speech. Their unique features can play a distinctive role in their communication: their heritage is a language based on old draconic, whose original speakers possessed similar traits.

Beauty among them is alien to most humans. A sith-makar might compliment another on scale-color or sharpened jaws, as good weaponry and defenses are desirable traits. There is otherwise little difference between the males and females of the race, and outsiders have trouble telling them apart. This amuses some sith-makar to no end. Also, not being mammals, they lack boobs, udders, or fatty deposits.

They are comparable in size to half-orcs, being somewhat taller then humans, possibly even approaching seven feet in height.



Society and Lands

Although tribes vary in the details of their customs, the sith-makar possess enough in common to treat them as a united people, if roughly so.

Over all tribes is the Silver Empress. The Silver Empress is said to be a direct descendant of the Great Silver, who freed them from slavery. Because of this, she receives great honor and respect among their culture. She has ruled for generations--an unusual lifespan, even for the sith-makar.

Sith politics are matriarchial in nature. This is due both to the protection of the young as well as the legend of the Silver Dragon.

Central to their culture are tribe and caste.

Sithmakar09.jpg

Tribes: Sith-makar society spans across Am'shere and consists of many tribes. Tribe leadership is usually female, though this is not always so. Tribe leaders are aided by caste-elders, those sith-makar considered learned within their caste. Castes may possess several caste elders.

Every sith-makar tribe possess a central Fire. The Fire, it is said generally, represents their heritage and is frequently a focus of social gatherings and ritual, though how each tribe honors it varies greatly.

Castes: Sith-makar choose their caste based on ability. Though, as they live a long time, individuals may change. Since caste can be like extended family, this is a big event. The use of caste came into existence as a means of survival, both practical and psychological. Caste gave them a sense of place in the world, among conflicting draconic instincts. In addition, hunting-parties could quickly assign roles, defenses could be mobilized, and even shattered tribes could be reassembled, by other tribes donating members of caste.

Caste can be described as loosely familial, though not by blood-relation. A sith-makar visiting another tribe will find him or herself quickly among comrades, given a place to sleep, and have food given to them. Hunter-caste will take care of hunter-caste, for example. Most importantly, the use of caste has played a role in their preservation of their own history and knowledge. Shamans teach shamans, preserving their knowledge.

This system ensured also that they reclaimed their heritage, where other Clans failed or died.

Adult sith-makar compete over the right to bring a child into their caste; training the young is considered a great and necessary honor, though an adult's continued presence in any one caste is ultimately up to them. Individuals change, after all.

Because caste evolved both from necessity as well as psychology, sith-makar outside of this system often report feeling unsettled or lost. This can have varied effects. Some of them may unknowingly try to re-create caste, by insisting on specific roles, and so on, though individuals will vary.

Memory of Blood: As a race, the sith-makar possess a great memory, with chants and stories passed down among the keeper and shamanic castes. This is further augmented by the Memory of Blood, giving them a capability for memory to challenge even the most learned sildanyari historian. It is for this reason they knew to seek their Awakening, while the other Children of Flame continue to languish.

Hatchings and Namings: Most sith-makar children do not live past their first year, due to predators and diseases. For this reason, a sith-makar receives a name only if they survive their first year. This name is given by the shamans, who select it after a traditional period of meditation and visionquesting. Names supposedly indicate a trait the elders believe the child will possess. This of course, does not always turn out to be the case, so a name may change over time, just as caste may.

Hatching and Namings are celebrated events.

The tribes suffer high mortality due to the jungle's ferocity. Accordingly, children are important to all sith-makar. Mates tend to be informal, though longer bonds are not unknown, named cihuaa.

The Future and Current Alliances: As they move to reclaim their destiny, the sith-makar adjust slowly. They are not a people prone easily to change and are spiritually tied to their enclaves. Travelers come back with reports of new ideas or concepts, each of which must be adjusted and fit within the tribes' way of thinking. Some merchants have begun to establish trade with cities such as Alexandria and return with new ideas and commerce.

Their most new and noted alliance is with the druidic union of Alexandros. They have begun to reach out to other druidic communities and their exotic caravans are quick to draw crowds.

Castes

The following castes have developed through RP. It is by no means an exhaustive list.

Crafter: A sith-makar skilled with their hands!
Hunter: A sith-makar who knows the lay of the land, brings food to the tribe, and warns them of dangers!
Keeper (of Memory): A sith-makar who recalls the rituals and is learned of history!
Merchant: A sith-makar who deals with outsiders, and secures trade for the tribes! A relatively new caste, its name is drawn from the Tradespeak word for merchant, to better communicate their role to the outside world. To some sith, it is well known that many of these are actually agents of the Empress who are studying the outside world!
Shaman: A sith-makar versed in magic! Mediums and go-betweens between the tribes and the unknown. Some serve as advisers or spiritual guides. They tend to be more charismatic than their scaleless counterparts, but individuals always vary.
Speaker: Arbitrators and translators. They can broker words of peace as well as war!
Warrior: A sith-makar who is trained as a warrior of some type. They defend the tribes!

Castes tend to be broad in scope, enough to encompass several concepts and possibilities. The above is not exhaustive, and there is room for more castes of your make. Some players make sub-castes.



Other Races

Once everyone is lined up, the dragon placed in the back of the wagon, which has been brought to the edge of the pool, is carefully lowered out and its head dipped into the water by one and by all. This is rather delicate given that dragons are big, even small dragons like this one, and they have long necks.

The head is carefully lowered into the water while Vrith-Airi helps and the Shaman stands over. Once the head is in, the Shaman begin to chant in draconic. It is an old chant, lengthy. This is a recitation that, perhaps, the Shaman has done once in his life time.

The other sith-makar all stare. One and all, they stare at the sight of the dragon. They too, it seems, have never seen one before. Never seen such a creature with their own eyes. They are awed, these sith. Even their young stop with their infernal peeping.

When the recitation is complete, the Shaman orders the lot of you to lift the dragon's head back up into the wagon.

"It is time for you to be on your way," he says. "You know what to do, son of the jungle," he tells one of the sith-makar standing, "and what must be done to send this spirit home."

The sith-makar are not an industrious race, having spent centuries in isolation. However, sith-makar typically get along with other species with an, If you don't bother me, I won't bother you type of attitude.

Sith-makar, especially the young, can be known for their sudden tempers and their territorialism--survival traits which may be a result of Am'shere's unforgiving upbringing, or their own draconic natures. Older sith-makar are expected to have "grown out" of many of their more temporal tendencies, though individuals will always vary. Too, as their draconic blood awakenes, more sith-makar begin to take a longer view of things, though this is not universal and each has their individual take and will develop in their own way.

While to outsiders they may seem standoffish and unresponsive, to another sith-makar this is far from the case. As a people, the sith-makar generally take pride in who they are and are ready to defend their territories against those who harm them.

Caste gives them a sense of place and forms social building blocks within their community. Their caste and tribal system developed in large part from their psychology. The sith-makar mindset is not a human one. Human companions may easily miss varied social cues that to a sith-makar are glaring and obvious.

This means that the cultures of the outside world propose additional challenges that they find themselves navigating.

The Empress encourages them to seek alliances with some nations and druidic circles as a way to establish themselves--or at least force them to be recognized as a nation on the global stage. Yet, while tribes may welcome outsiders to visit, and they look to form alliances on the national level, they do not tend to invite them among their inner politics. Though, there are always exceptions.



Alignment and Religion

Nature and the Gods

For generations, the sith-makar forgot the names of the ancient gods. It did not mean the gods forgot them. Once, they saw them as spiritual forces, embodied in animals and the landscape, and combined them with druidic tradition. The sith-makar's form of nature worship led to complicated hierarchies of druidic circles that studied the world as best they understood it. In recent years, travellers from the West have returned knowledge of the gods to the sith-makar, although with mixed results.

Today, the sith merge the the gods with local legends. They frustrate Western scholars in their refusal to accept a "pure" interpretation, and instead reform tales and knowledge to fit their own view of things. To the sith-makar at large, the gods possess the features of ancient dragons and their own people. They take on aspects of favorite heroes, and add depth to their history. Daeus they most easily accepted within his great Platinum Form, and other terms and forms were given to other deities. Even Thul became the Jaws of the Death Eating Wyrm (sometimes the Death Snatching Wyrm), and Vardama the Death-Singing Dragon. The names given are colorful and varied, and different tribes may use many names, with variations on each tale.

As their connection with the outer world grows, the sith-makar continue to blend the modern world with the old. They so in a way that gives them a unique perspective, yet reveals their insularity to the outside world.

Death Rites

Travelers to Am'shere may make note of their death rites. The sith-makar often burn their dead. What began as a means to deter predators has taken on spiritual significance, by returning the bodies to the Fire of the ancestors. Shamans scatter the ashes on well-known sites, further binding the sith-makar to the land, and encouraging the spirits to watch over their kin.

The ash of an ancestor may be brushed over a newly laid eggs to guard their survival. Placing the ashes of the heart are said to be the most potent, as that is where the soul resided.

Sacred Sites

A sith-makar venturing from their tribal lands may take with them a vial of dirt from tribal grounds. These grounds were often marked with the ash of ancestors. In this way, they take with them the "spirit of protection of their ancestors."

In addition, locations known to have been the domain of ancient dragons are sometimes sacred--shamans may hold important rites among them to lend power or additional sacredness to a rite.

Note on Cannibalism: Cannibalism as a practice may have existed at one time and may still continue in part of Am'shere and other places. However, it's largely frowned upon, given its connection to Thul and Charn--deities, spirits, and a people reviled by the greater sith-makar population. More worryingly, sith connections with dragons have lead to a darker form of cannibalism where maddened sith use the practice to try to 'awaken' the dragon blood in themselves. The act and the results have led to more formal renunciations by Children of the Flame of the practice, and those who practice it.

The act of cannibalism in their environment carries with it certain unique dangers. Bodies, particularly those of similar creatures, transmit disease easily. In Am'shere's climate this process appears to occur more quickly, and the Blood inherit in them appears to compound and lend these effects unusual properties. As a result, tales grow of maddened sith-makar who are called "Forgotten," whose diseased minds reave the Memory of Blood from them. It is said they live in one reality and act in another. Attacks upon hatcheries may be blamed upon them. Tales abound of a hungry Forgotten, whose claws and mouths drip with blood, and their eyes shine with a madness that they are true dragons, awakened. Such creatures continue to battle past reason, and it is said, cease to recognize other sources of food. If denied their cannibal feast, they will slowly starve. Whether this is true or not remains to the teller--stories told beneath Am'shere's dark canopies. It is also rumored that Charn uncovered these properties, and will take sith-makar children, and forcibly create them.



Adventurers

Sith-makar explorers who are learning much of the western world in order to take news back to distant Am'shere are the most common type of explorers someone is likely to encounter. Trade caravans, while rare, are not unheard of. Sith-makar who are curious about the world beyond what they have known for so long often join these caravans and make their way slowly from the distant east into the great western lands. They are interested in the magic, weapons, armor, wealth and appearances of other cultures.

The Empress encourages them to seek alliances with some nations and druidic circles as a way to establish themselves--or at least force them to be recognized as a nation on the global stage.



Recent Events

The Treaty with Alexandria

The sith-makar signed a Treaty with Alexandria. It is the first of its kind, and a first step as the tribes work to be recognized as a nation. Their scouts tell them of the vastness of the softskin nations, who breed as rabbits in gentler lands. Though not as quick of mind as gnomes or lucht, the sith-makar realize they must be seen and treaties made--to their benefit, or risk being lost in today's warring landscape. The gaining of such status is slow and arduous, though necessary.

Charn

In the background is a continual, unspoken war against Charn, Maugrimites, and certain opportunistic wizards. These forces argue the sith-makar are little more than disorganized beasts, or worse, leftovers from Maugrim's work, whose natural place is beneath His heel'd boot. To these, the sith-makar bare their teeth. The sith-makar stake in this war is high: their future, their children, and the right to their own culture are at risk.

Internal Politics

A sith-makar known only as "The Teacher" stirs the blood of some tribes against their Empress. He and his followers advocate the blooded expansion of the jungle, and the slaughter of the weak. The Teacher preys on the fear of the sith-makar and subtly preaches the words of Caracoroth. He uses the past acts by Charn, the slaughter of their hatching grounds, and other events over time, to fire their blood. He argues that blooded conquest of the world is protective and just. He calls upon their druids to spread the growth of the jungle throughout the world. Subtly, he also suggests that the Empress is too softhearted to see this necessity. In many ways, it is a psychological war, not to be won on a single front. It is fueled and led by agents of the Maw. He may or may not also be responsible for the creation of a number of Forgotten.

The sith-makar respond to this threat in a variety of ways. Some argue for treaties only with druidic circles and cultures, while others advocate a wider view. Another sect sect believes all will be solved with the final Awakening of their draconic blood, and some advocate complete isolationism. Others study the differences in sith-makar psychology and softskin, and look to overcome them.



Sith-makar Racial Traits

Sith-makar mature at the age of 20 and live roughly 450-500 years, although this measurement is taken within Am'shere. Some agents of the race, such as the Silver Empress, are said to live as long as dragons.

The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.


sith-makar Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
sith-makar, male 5ft 6in 160 lbs +2d12 x7 lbs
sith-makar, female 5ft 4in 140 lbs +2d12 x7 lbs


Sith-makar Starting Age
Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
17 years +1d4 +1d6 +2d6


  • Classification: humanoid (reptilian)
  • +2 Constitution, +2 Charisma, -2 Intelligence: sith-makar are incredibly tough and exude a powerful presence due to their draconic blood, but they are not prone towards complex thinking due to their more instinctual outlook on life.
  • Medium Size: sith-makar are Medium sized creatures and so have no flaws or benefits due to their size.
  • Normal Speed: sith-makar have a base speed of 30 feet.
  • Natural Armor: sith-makar hides are very tough. They have a +2 AC of natural armor.
  • Memory of the Blood: sith-makar are humanoids with the reptilian subtype.
  • Immunities: sith-makar are immune to the frightful presence ability of dragons, as if they were dragons. They are also immune to sleep effects and paralysis effects.
  • Draconic Heritage: A sith-makar must choose an energy type at 1st level, based on their heritage. The sith-makar gains resistance 5 to this energy type.
  • Draconic Vision: sith-makar have Darkvision 60ft and Low-light vision.
  • Hold Breath: sith-makar can hold their breath for a number of rounds equal to three times their Constitution score. For one hour a day they can Breath Water.
  • Languages: All sith-makar begin play speaking Common and Draconic. sith-makar with high Intelligence scores can choose any of the following bonus languages: Mynsandraal, Handspeech, Sylvan.

Character Options

Sith-makar Racial Feats

The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.

Keen Scent, Razortusk, Smell Fear, Ironhide, Draconic Breath, Terror of the Wild, Territorial Defender, Apex Predator, Tribal Unity

Optional DM Rules

Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.

The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.

These rituals and options are beyond the scope of any one PC working on their own.

They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).

You are welcome to build on these ideas, or expand on them.


Ritual Magic

The greater sith-makar rituals are held known by the castes, and are a means of awakening further the blood in a way which the Awakening began. It is said by partaking in ritual, a sith-makar strengthens their draconic ancestry. Knowledge of them is withheld outside of Am'shere, lest it fall into the hands of their enemies.

Memory of the Blood: By calling on ritual, a group of sith-makar may summon the memories inherit in their blood, the voices of ancestors, and so on. The older the blood, the stronger and older the memory. In this way, certain memories may only be available to certain tribes, and the gift of a particularly old bloodline to one of these rites is considered significant. It is also why sith are encouraged to find mates in different tribes, in order to ensure no Memory is lost.

What the sith do not say to outsiders is that so long as there is any dragon blood in the participant's veins, the tribes may call upon that person's ancestral Memories as well, even if that person is not sith-makar. This knowledge would easily make them a greater target of Charn, Rune, dragons, etc.

The ritual to do so always involves a great Fire, but details vary from shaman to shaman and tribe to tribe. DMs are encouraged to have the visions appear in the Fire itself, so that other characters may partake of the story, though this does not always need to be the case.

Sacred Objects: The bones of an ancestor, sith or dragon, are said to possess community magic and boost the Memory of the Blood. Likewise, ashes from the same--especially ashes collected from the heart--are said to be protective and encourage an ancestor to be present. The community Fire itself is considered to be significant also.


Character Page Badges

Want to show off your Sith-makar pride on your Character Page? Use the following wikicode! (More badges here!)


Amshere01.jpg

Sith-makar PC Badge
Caste: Your primary caste. Since sith castes are based around what you do, this might change over time to suit your RP.
Draconic Ancestry: Your particular mixture of draconic bloodlines.
Tribe: Name of your tribe. Feel free to make up some details.
Faith: Your Faith
Politics: Primarily Supportive of the Silver Empress / Against the Silver Empress. There are the two main factions in Am'shere.
Against: This faction is against the Empress and the softskins. It is led by followers of Caracoroth and Maugrim. They would expand Am'shere into the world. This group encourages the fear of sith that softskins might otherwise destroy hatchlings and homelands if the sith do not expand their empire.
Supportive: This faction respects the Empress and her ties to the Great Silver. They oppose taking over the softskin lands. They may support negotiation and treaties, isolation, trading, or may even think sith have enough problems at home. The politics of this group may be more varied. Most PCs are assumed to be within this group.


{{Badge}}
{{Badge-Icon|Amshere01.jpg}} 
{{Badge-Content}}
{{Badge-Title|Sith-makar PC Badge}}
{{Badge-Entry|Caste}}Your primary caste. Since sith castes are based around what you do, this might change over time to suit your RP.
{{Badge-Entry|Draconic Ancestry}}Your particular mixture of draconic bloodlines.
{{Badge-Entry|Tribe}}Name of your tribe. Feel free to make up some details.
{{Badge-Entry|Faith}}Your Faith
{{Badge-Entry|Politics}}Primarily Supportive of the Silver Empress / Against the Silver Empress. 
{{Badge-End}}