Ourworld:Ailokim

From RPGnet
Jump to: navigation, search

The magically inclined little Aaru, with some justification, insist they are a species above and beyond most other races of the world. Guardians of an undeniably powerful legacy their tendency to ‘civilise’ their area of the world and rebuild their lost glory upon the graves of lesser species has them viewed with some suspicion by neighbouring cultures. Of course they see their actions as advancing a greater good, but to more fully fathom their nature one must appreciate the sad history of this once dominant race.

History[edit]

Once upon a time the Aaru lived happily with their coevolved psionic cousins the Aalu. The Aaru speak insistently of the lost times when together their ancient cities reached high into the skies, their culture spanned the planet and their remarkable technologies and magics were able to twist the very reality of the world and all upon it. One day a dark omen in the form of a small asteroid fell from the sky and was seized by the Aaru as an intriguing research opportunity. Too late the Aaru discovered that it carried a hideous plague that after an incubation period slowly turned sentient life into powerful and extremely resilient carnivores. The plague caused increasingly erratic and eventually psychotic behaviour as the victims eyes slowly turned red, sinuous muscles worked with emerging talons and sharp teeth to slaughter the living. Worse still was the effect when the plague spread to the Aalu as they manifested extremely powerful psionic abilities that eventually proved too much for the highly advanced combined forces of the Aaru and Aalu to defeat. Fighting a losing battle the Aaru retreated to heavily fortified cities and tried to outlast the inevitable. The Aalu however were not content with the inevitable, while sheltering in the Aaru capital they combined their extraordinary psionic powers in a terrible ritual that doomed their planet to a great ‘Sundering’ in order to purge all upon it.

The ‘Sundering’ was a cataclysm of sorts that began about 1500 years ago an ended around 1000 years ago. It began with the appearance of a star in the night sky that continued to grow at an alarming rate, as it grew the temperature dropped rapidly freezing many life forms to death and destroying agriculture. The Aaru magics sustained their culture largely through this period. As this star of doom grew larger still the world began to get hotter again, and hotter still until the world was aflame. Again the powerful magics of the Aaru preserved them. The world erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the world broke itself apart. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on islands of molten rock the few remaining Aaru cities were then slammed at vast speeds into other vast rocks and finally into the fateful star that doomed them. That a few hundred powerful individuals survived was miraculous and a testament to extraordinary powers that have now been lost.

The great sundering destroyed virtually all of Aaru civilisation, land, lore, technologies, magics, spirit, their ability to bear offspring and even drained the pigment from their hair. The handful of Aalu psionicists that also survived were initially hated for what they had done, though a grudging respect eventually formed between them, they were never to be welcome in Aaru cities again.

Of the mere hundreds of Aaru that survived the disaster most lapsed into despair, a few however used what gifts they had left to try and preserve their race and culture. Using some remnants of their arcane lore and technologies they created three ‘Soulifactories’; giant pyramid shaped devices able to create life in the form of one of three young Aaru chosen for their unique qualities. As a result all Aaru under the age of 900 bear a striking resemblance to each of these chosen three. There are a slowly diminishing number of unique and venerable Aaru that remember the sundering, a selection of whom form the Majestic Twelve; the Aaru’s ruling body. These Twelve have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.

Today the Aaru number around 20,000 and occupy four city sites on the Western continent of Elysium. The embittered Aaru have been peaceful from necessity; painfully aware of the slow rate at which they are able to reproduce they value their lives highly. So far the greatest Aaru scholars and scientists attempts have failed to replicate the success of the original ‘Soulifactories’ or discover additional ways of reproducing themselves. In their experiments however they have created/bred a slave race that they find useful for industry and warfare known as the ‘Umberkim’.

The Umberkim are the result of the Aaru’s best efforts at creating a fourth more efficient Soulifactory around 500 years ago. Unfortunately all they could manage were a dull witted but powerful mutant race with a short life span. The rapidly produced Umberkim number around 80,000 spread across the five Elysian cities and serve as the mainstay of Elysian military, agriculture and industry. Maturing quickly, Umberkim slaves live on average for a mere 25 years in part due to the hazardous tasks given to them by the Aaru. Augmented with the powerful magics and technology of their masters, the combined Aaru/Umberkim military are one of the most formidable standing armies in the world, though have seen relatively little action. The ‘special forces’ division of the Aaru military on the other hand is famed for it’s daring and bewildering raids across the span of the planet. This brings us to another defining characteristic of the Aaru.

The Immunisation[edit]

Aaru life is a precious commodity that will not normally put at risk, with one exception; Psionics. Since the early days of rebuilding, the majestic twelve have decreed ‘The Immunisation’ requiring that Psionicists and Psionic creatures and users either be sent to Aeon for re-education or eradicated from the face of the planet (the Aalu have been excepted). The Aaru fear that remnants of the disease that destroyed their former culture may have survived the Sundering and that the removal of psionic users from the world will nullify key capabilities of those diseased to destroy them.

All Aaru citizens are aware that psionic power use must be reported to central council, though only a handful know what happens next. Over the last millennium the Aaru special forces have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up shortly after a Psionic child is born to take it for re-education and then return it some weeks later. Despite their extreme discretion and attempts to frame the Unseelie for these disappearances their ‘immunisation’ policy has generated a certain amount of animosity towards the Aaru, indeed folklore often unfairly blames the Aaru for still births, crop damage, dead livestock and other mysterious disappearances.


Personality & Relations[edit]

Aaru tend to be embittered but proud, self righteous and ruthlessly pragmatic. It would be fair to say they regard most other sentient races as equally inferior and have fairly high standards as to what they actually call sentient. Low-sentience races (such as the Umberkim) are basically considered in pragmatic terms as others races might consider animals.

Aaru society can be thought of in terms of a pyramid where the Umberkim make up the bulk at the bottom, with graduating middle classes of Aaru deferring power to a series of lords who defer to the Majestic Twelve who interpret the will of their chief deity Ma’at. This highly hierarchical society in which the underclass is exploited is maintained through a consummately powerful information control regime. From birth all members of Aaru society are spoon fed information campaigns that reinforce individual roles, classes, policies and frames life in such a way that virtually everyone is not merely content with their station, but passionately devoted to it and Aaru advancement. Those outsiders who venture into Aaru cities and are vocal about their failure to appreciate this order of things have been known to disappear and then reappear with more moderate opinions.

Since the Sundering the Aaru have carried a terrible curse in their blood and will never be able to bear children, relying instead on magics and technology to reproduce themselves. This combined with information campaigns has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Aaru (though not an Umberkim) in virtually any situation. The whole of Aaru society in one way or another is geared towards the reestablishment of their culture’s lost glory. In practical terms they are limited by their slow reproduction rate and have only constructed a few large cities. Many feel however that it is only a matter of time before the Aaru rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.

Physical Description[edit]

Aaru gain their common name ‘Greys’ from the lack of pigment in their hair and dark eyes, otherwise Aaru resemble short humans with very pale skin. Longevity is a virtue in itself to the Aaru, augmented with powerful magics Aaru enjoy an extraordinarily long life span (anywhere up to 1200 years). They adhere to strict dress codes and a ritual marking on their forearm that defines their role in society and station for which they train from ‘birth’.

Their creations, the Umberkim, on the other hand are a hairless, far stronger, hardier race resembling an oafish human with thick leathery skin. Their dull wits and short lifespan make them ideal slaves to further Aaru hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Aaru however casually maintain that any of Umberkim blood are their property and must be returned to them or killed.

Alignment[edit]

Aaru are very supportive of their own and generally see Aaru advancement as the most noble of objectives. Their relations with other races are less transparent, Aaru during their expansion been guilty of inflicting some devastating local wars. They consider slave races like the Umberkim (and several others) as others might livestock. The more enlightened races, can with work, garner a degree more respect (especially the Laideann) though are viewed of course as inferior, or more pragmatically as pawns in a grander scheme. However if an Aaru gives his word, even to the livestock, he will strive to keep it as a mark of Aaru civility and order. Despite more moderate outward appearances the Aaru’s governing body (the Majestic Twelve) and high ranking military awkwardly classify as a Lawful Evil. Aaru Lords and middle class on the other hand tend towards their cultures projected image of neutrality and though some stray a little, it is almost unheard of to find a chaotic Aaru.

Religion[edit]

In short Aaru worship the past. In more pragmatic terms they worship their ancestors who are the most direct conduit to great spiritual powers that are the gods. Aaru see Gods not as specific entities but rather as forces of the universe. These forces find embodiment as specific demigod ancestors that represent each force.

Though others call them by differing names the Aaru Gods represent these concepts, followed by the Ancestor worshipped as their avatar:

BAIG (War/Death) The most recent and revered avatar of Baig was a fiery young Aaru called Kraed Reos Hammerstein I. Kraed rose quickly through the ranks of the Aaru combined forces eventually leading the final assault on the last Tallastian city where he died valiantly as he steered his kinetic carrier into the enemies vanguard, sealing the battles outcome.

Rerth (Valour/Protection) The first and current leader of the Aaru Combined Forces (or ACF) his careful decisions and tactics about when to war and when to consolidate have been central to Aaru domination of their region. Semile (Healing/Life) Revered since the first days of the Aaru’s arrival here Semile resurrected countless survivors after planet fall later sacrificing himself in the creation of the first Soulifactory.

Neurod (Knowledge/Magic) A still living avatar Neurod created the Soulifactory ‘Umber’ is a prolific researcher and currently leads the Majestic Twelve governing the affairs of Aaru society.

Knive (Trickery/Luck/Chaos) Knive in the early days set up the Aaru Secret Psion Squads (or ASPS) and his ‘colourful’ exploits are the stuff of Aaru bedtime stories and his eventual demise a frightening warning about the horrific nature of Psions.

Freon (Nature/Animals) Freon preserved and adapted many of the Aaru agricultural rituals and practices to their new world flora and fauna, laying a strong foundation for Aaru growth.

Rinwal (Travel) Rinwal was responsible for the first survey and map of the new world, also detailing the capacities of it’s various inhabitants. His journals, though sadly outdated, are a fascinating read that serve still as a guide for wayward Aaru.

Blin (Law/Commerce) First leader of the Majestic Twelve, it was Blin’s administration that laid the foundation for the Aaru to attain their position of mercantile power within the world economy.

Fire: The last recognised avatar of fire was a troublesome pyromaniac Aaru called Trousel Erea Tichon II. He was responsible for a devastating elemental fuelled fire that consumed the poor quarter of Nubt and he was executed some time ago for his crimes.

Earth: A devastating earthquake was traced to a disillusioned mage experimenting in his subterranean chambers beneath Aeon. The name Jeorth is retold to warn others from such dabbling.

Air: Tornado activity was able to penetrate the wards of Nubt due to the assistance of a small cult led by one Neamen Reos Architoo II. Despite the constant pursuit of the ACF he is still at large.

Water: A bizarre Aaru wizard named Rontar Leart Cosmin III has been sending confusing omens of doom from within the great ocean for many decades now. The ACF has been reluctant to spend resources pursuing him as he seems to pose no actual threat. All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Aaru culture that pay homage to these deities.

Cities[edit]

Aeon

The mountainous centre of Aaru civilisation and culture it was here that the survivors of the sundering made their stand and started to rebuild what was lost. The highly defensible city has grown over a millennium and aided Aaru control over both sides of the Hypothian range. The first & second Soulifactories ‘Erea’ & ‘Laert’ were built here and have together produced a good 80% of the Aaru population. Aeon serves as a nursery for young Aaru as they are trained for their initial roles in the world. It is houses the home legion of the Aaru army and the Majestic Twelve. It is rare for outsiders to be allowed into a city as important as Aeon.

Nubt

It was a proud moment when Aaru society founded it's first coastal satellite colony around 500 years ago. It signified the beginning of an expansion that over stretched Aaru man power and created the conditions that necessitated the creation of a third Soulifactory ‘Reos’ and later the creation of the Umberkim. Nubt today is a thriving metropolis and centre of trade for Aaru civilisation. Though still rigid and hierarchical by world standards it contains the largest racial & cultural diversity of any Aaru settlement.

Zae

The second stage of Aaru expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Zae was founded to localise control of the rich southern agricultural and forest resources liberated from an uncooperative regime of humans known as Tallastians. There are 9 Umberkim for every Aaru settler that reluctantly takes their post here.

Ptah

For similar reasons Ptah was founded on the western coast, though it’s pleasant climate and coastal location make it a far more popular posting and also a holiday destination. What Ptah lacks in terms of good farm land it makes up for in fishing and tourism for overworked Aaru.

Philoxenite

A simultaneous expansion northwards was also considered necessary to renew dwindling mineral resources and create a defensible out-post between Aaru settlements and the sometimes temperamental dwarven residents of the Northern Reach, who are prone to misunderstandings of Aaru intent.

Technology[edit]

Though a great deal has been lost to the Aaru many powerful magics and useful technologies survived and more are being researched with each passing year. Aaru casters pride themselves on having the greatest library of magics in the world. Over the centuries many Aaru magics have however been carelessly traded with the Keltoi whose mastery of the mystical arts now rivals and in some areas exceeds their own.

Undoubtedly the Aaru’s most powerful magics are preserved pre-Sundering ritual magics that tend to influence the construction of their cities and the crafting of various objects. Aaru cities for example are encircled with powerful protection and detection wards, their agriculture is made more abundant, water cleansed, and even localised weather controlled to a degree. In the category of item/object creation we see examples of solar focusers that sit ominously upon the walls of their cities, or indeed the elaborate systems of pipes and valves that allows for water to flow in every Aaru building.

Language[edit]

Aaru base languages are Aaru & Common. Aaru value their language as a sacred bridge to their glorious past to be used by none but they. In day to day life they speak common, though are often fluent in other languages preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Aaru, however are punished harshly if they speak the language of the masters.

Racial Traits[edit]

(Medium Humanoids)

Ability scores for Aaru & Umberkim are based on which of the four Soulifactories they have been created at. Three separate and complimentary Aaru were selected as the paragons of their culture and were then inserted into the first Soulifactories as the templates for future Aaru creation.

Although their genetic potential is predetermined an Aaru’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Aaru can alter 2 of their base ability scores by a maximum of +2 by taking a commensurate minus to other separate ability scores.


Soulifactory ‘Erea’ STR:10 | DEX:15 | CON:12 | INT:15 | WIS:12 | CHA:14

Soulifactory ‘Laert’ STR:12 | DEX:12 | CON:14 | INT:10 | WIS:15 | CHA:15

Soulifactory ‘Reos’ STR:14 | DEX:12 | CON:14 | INT:12 | WIS:14 | CHA:14

To reflect the narrow options open to Umberkim in society they may only add a single +2 and its commensurate -2 to the template below.

Proto-Soulifactory ‘Umber’ STR:17 | DEX:14 | CON:14 | INT:8 | WIS:8 | CHA:12

Umberkims do not receive Marks of Destiny (like their Aaru siblings) instead at first level an Umberkim may chose a single bonus feat from the following: Endurance, Run, Toughness, Improved Toughness, Great Fortitude or Skill Focus Profession/Craft (player’s choice).

[These are designed to be balanced for 32 point character creation campaigns and should be adjusted for differing campaign power levels]

Aaru receive a +2 Racial Bonus on Ritual Magic skill checks.

Marks of Destiny (Su) Aaru are ritually tattooed at birth with one of six unique markings that grant a special power.

Tau (Strength) +1 bonus on strength checks and strength based skill checks.

Sein (Grace) +1 bonus on dexterity checks and dexterity based skill checks.

Neur (Mind) +1 bonus on int checks and int based skill checks.

Weon (World) +1 bonus on wisdom checks and wisdom based skill checks.

Juugz (Soul) +1 bonus on charisma checks and charisma based skill checks.

At the age of 100 years an Aaru is recognised as coming of age and is rewarded in a special ritual with an additional mark of destiny. This additional tattoo increases the bonus from the marks to +2 and depending on which of the 9 combinations grants an additional benefit.

Tau-Sein: When an Aaru deals damage from a sneak attack or crit they gain a +2 dodge bonus to AC until their next turn.

Tau-Neur: (Sw) Twice per day this tattoo allows an Aaru to expend a prepared spell and gain it’s level to hit and damage for 1 round.

Tau-Weon: (Im) An Aaru with this combination can elect to take a -1 to hit and damage at the start of a round to gain an insight bonus of +2 to will saves till the beginning of their next turn.

Tau-Juugz: (Sw) Once a day this combination allows it user to add their strength bonus to a charisma based check so long as they are unarmoured and are revealing their physique.

Sein-Neur: This combination allows an Aaru to use their dexterity score instead of their normal ability score for the purposes of determining bonus spells.

Sein-Weon: (Sw) By expending one or more turn/rebuke attempts this combination allows it’s wielder once a day to add a metamagic effect to a spell they are casting, with no effect on the spells casting time or effective level. The number of turn/rebuke attempts expended must equal the normal level adjustment of the metamagic feat. The Aaru must have the metamagic feat & cannot cast a metamagic/spell combination of a level that they wouldn't normally be able to cast.

Sein-Juugz: (Im) Twice a day as an immediate action this combination allows an Aaru to expend either a turn/rebuke attempt or an unprepared spell slot of at least 1st level to gain 1d6 damage on a sneak attack or an unarmed strike.

Neur-Weon: This combination allows an Aaru if they leave a spell slot unfilled for the day to add the level of that spell slot to the DC to resist spells of that level or lower.

Neur-Juugz: (St) Once a day as a standard action this combination allows its user to ‘reclaim’ a spell already cast in the last 3 rounds by expending a spell 1 level lower.

Weon-Juugz: (Im) This combination grants the Aaru the ability to sacrifice a turn/rebuke attempt and gain 1 effective caster level, or to sacrifice a prepared spell and gain it’s level to a turning check.

A Day in the Life[edit]

Coming soon.

Aaru Rituals[edit]

LEGENDARY RITUALS

These rituals are exorbitantly expensive, enormously taxing and mostly require the majestic twelve to perform them due to the incredible power they harness.

Ritual of the Harvest: This ritual optimises the local weather patterns to the needs of crops/agriculture. It also once a year makes strange circles appear which over a few days slowly expand out until the entire crop is harvested.

Ritual of Industry: This ritual focuses the attention and activity of people in an area and makes them more productive.

Ritual of Solidarity: This ritual creates a large area mind effect that enhances feelings of solidarity and community.

Ritual of City Erection: This complex ritual has a multitude of effects that aid the rapid construction of a fledgling city. It assists in levelling the earth beneath the site and sinks trenches for the regulation buildings required in an Aaru city. It hastens and sustains workers, helps join building materials, dimly displays where all materials are to be placed and many more subtle effects that facilitate the construction of a city in mere months instead of years.

Ritual of Rubbish Disposal: This inauspiciously named ritual is actually extremely potent in its effects. It creates a permanent portal into another realm through which things do not return. Aaru are fond of connecting their sewerage and rubbish disposal systems to such portals.

Ritual of Soulifactory Construction: This ritual has been cast only five times since it’s creation a millennium ago and many feel it will not be cast again any time soon, requiring as it does the sacrifice of those who cast it and many others besides.


MAJOR RITUALS

These rituals are mostly very expensive, require many well practiced casters and often the sacrifice of creatures and experience points. Some of these rituals are no longer castable due to the scarcity of their material components.

Ritual of Roads: While sustained this ritual can create a gravel road across all but the most extreme surfaces. It finds the most optimal path, Felling trees and spreading gravel over a smoothes surface.

Ritual of True Warding: This powerful ancient ritual creates an invisible barrier past which low levelled characters and monsters will have trouble crossing.

Ritual of True Protection: This ritual creates an invisible barrier that has several characteristics. It acts as a one way barrier that…

Ritual of True Defence: This ritual is sometimes cast in times of battle, granting those within it area of effect a magical +2 to their armour value & 5 elemental resistance for 1 day.

Ritual of True Battle: This ritual is cast to enhance it’s recipients weapon attacks magically by +2.

Ritual of Dimensional Anchoring: This ritual functions as the spell but with longer duration and larger area of effect.

Ritual of Major Scrying: This ritual functions as the spell but with a more difficult will save, larger viewing area, lessened requirements and a much longer duration.

Ritual of Mending: This ritual creates an area in which a constant mend spell operates for a long duration.

Ritual of Cleanliness: This ritual creates a small area that sterilises people, objects and anything else placed within it.

Ritual of Health: This ritual creates a small area that grants any who enter within it fast healing /1 while in that area.

Ritual of Solar Focuser Construction: This ritual creates a Solar Focuser; a huge ranged weapon that adorn the walls of Aaru settlements.

Ritual of Kinetic Mat Construction: This ritual creates a Kinetic Mat; a sheet of star metal that when guided by an experienced pilot can fly at a fair clip.

Ritual of Shadow Walking: This ritual creates a small area of shadow and emulates the effect of the shadow walk spell for all within the area.


MINOR RITUALS

Ritual of Non-Occurance: This ritual erases evidence or memories of events within a 300ft radius area (including the ritual) that occur over the period of an hour. Any events, memories of the events and physical evidence of the events dissappear, restoring the area to how it was exactly an hour before excluding any objects or lifeforms removed from the area. This also effects creatures out side of the area of effect that were inside, or saw inside, the area of effect during the non-occurred hour.

Ritual of Unrememberance: This ritual erases a month of memories from it's targets mind. The memories cannot be retrieved, viewed or divined through any means.

Ritual of Rain/Shine: This ritual can either bring about rain or clear away clouds.

Ritual of Feasting: This ritual acts as the spell Heroes Feast.

Ritual of Alarm: This ritual is similar in effect to the spell Alarm. It’s area of effect is greater, duration longer and it additionally allows the caster to specify exceptions based on race/species.

Ritual of Empowerment: This ritual effects all who cast it granting them an effective caster level one level higher for the day.

Ritual of Artillery: This ritual eventually creates a large bonfire that launches a widened fireball at a distant target.

Ritual of Scrying: This ritual duplicates the effect of the Scry spell as long as the ritual is maintained.

Ritual of Fixing: This ritual creates an area that constantly generates the effect of the spell Mend.

Ritual of Telepathy: This ritual reads the inner most thoughts of its nearby target.

Ritual of Domination: This ritual duplicates the effect of the spell dominate person but with a longer duration.

Ritual of Dreams: This ritual can send a specific dream to its distant recipient.

See Also[edit]

Ourworld
Societies Keltoi, Laideann, Ailokim, Teleri, Goliaths, Goblinoids_and_surrounds, Dwarves, Orcs, Ashlands