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[[File:DragonStar5E.battle.jpg | 700px]]
 
'''
 
 
The '''Grand Alliance''' has fallen and from its ashes has arisen the '''DragonStar Empire'''! Ruled over with the metallic fist of the Emperor Mezz Thorne, the ''Red Age'' has burned for twenty years. Imposing his will over the galaxy with his '''Unhuman Storm-Legion Army''' made up of Orks, Hobgoblins and evil Men from Wildspace, the Emperor is slowly extinguish the light of freedom.
 
The '''Grand Alliance''' has fallen and from its ashes has arisen the '''DragonStar Empire'''! Ruled over with the metallic fist of the Emperor Mezz Thorne, the ''Red Age'' has burned for twenty years. Imposing his will over the galaxy with his '''Unhuman Storm-Legion Army''' made up of Orks, Hobgoblins and evil Men from Wildspace, the Emperor is slowly extinguish the light of freedom.
 
You can find the rules for this setting [https://wiki.rpg.net/index.php/DnD5_DragonStar '''HERE''']
 
[[File:DragonStar5E.setting.jpg | 700px]]
 
 
== BRIEF HISTORY OF THE DRAGONSTAR EMPIRE ==
 
== BRIEF HISTORY OF THE DRAGONSTAR EMPIRE ==
[[File:DragonStar5E.vessel2.jpg | 700px]]
 
 
Almost 2,500 years ago the core species started exploring beyond the confides of their own planets, seeking out new discoveries in the gulf of space. Most believe that it was either the gnomes or goblins who were the first explores, both driven by their insurmountable curiosity and drive to explore. Whoever were first, soon the Dragonborn, Dwarves, Elves, Gnomes, Halfling and Humans and many others were explore the void of space through the use of the StarCaster voidships. These fantastic artifices allow a voidship to ‘teleport’ vast distances across space in an instant.
 
Almost 2,500 years ago the core species started exploring beyond the confides of their own planets, seeking out new discoveries in the gulf of space. Most believe that it was either the gnomes or goblins who were the first explores, both driven by their insurmountable curiosity and drive to explore. Whoever were first, soon the Dragonborn, Dwarves, Elves, Gnomes, Halfling and Humans and many others were explore the void of space through the use of the StarCaster voidships. These fantastic artifices allow a voidship to ‘teleport’ vast distances across space in an instant.
  
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Things started coming to a crisses when three merchant guilds started rising in power. They included a small insignificant merchant cartel called the '''Traders Guidle''' who gain great influence some years ago with the ‘invention’ of the Warforged, using them as slave troopers and laborers, allowing them to quickly dominate all trade in the ''Outer Expanse Worlds''. The '''Banking Union''' gain incredible power by seizing various financial institutions within the Core Worlds, while the '''Blade Consortium''', a group of sell-swords and mercenaries, gained control (through backdoor, illegal dealings) of most of the Alliance Military contracts, both the supplying of weapons and troops for the Army and Navy.
 
Things started coming to a crisses when three merchant guilds started rising in power. They included a small insignificant merchant cartel called the '''Traders Guidle''' who gain great influence some years ago with the ‘invention’ of the Warforged, using them as slave troopers and laborers, allowing them to quickly dominate all trade in the ''Outer Expanse Worlds''. The '''Banking Union''' gain incredible power by seizing various financial institutions within the Core Worlds, while the '''Blade Consortium''', a group of sell-swords and mercenaries, gained control (through backdoor, illegal dealings) of most of the Alliance Military contracts, both the supplying of weapons and troops for the Army and Navy.
  
[[File:DragonStar5E.cityscape.jpg | 400px | right]]
 
 
The folk of the Expanse sector worlds became increasing unhappy with the laws and regulations from the Core Worlds, with no benefits seen out on the rim and for the first time in almost a thousand years, talk of rebellion spread. Budget cuts from the government had limited the Alliance Navy's armada and increase lawlessness and piracy stoked unhappiness and dissent. Adding pressure to the situation a splinter group of Ork Star Khan established a small pocket empire just outside the Alliance boarders and begins raiding into different region within the Expanse Worlds. The final straw was when the Trade Guilde, using its’ newly created Warforged Army, seized control of a number of worlds within the Outer Expanse Sector along an important trade route. The Grand Congress argued and debated as the people on these worlds struggled against the ruthless Guide and their army. Finally the Alliance acted and sent a part of the Alliance Navy to free the worlds and arrest various member of the Guilde. With the backing of the Obsidian Cartel and the Banking Union, the Traders Guilde declared their independence from the Alliance. A large chunk of the Alliance Navy, now under the control of the Sword Consortium, mutinied and joined the Traders Guilde rebellion. Thus began the '''''Forged Wars''''', so named for the fact that both armies were made up in large part by Warforged (the Alliance having purchased many in the years before the rebellion).
 
The folk of the Expanse sector worlds became increasing unhappy with the laws and regulations from the Core Worlds, with no benefits seen out on the rim and for the first time in almost a thousand years, talk of rebellion spread. Budget cuts from the government had limited the Alliance Navy's armada and increase lawlessness and piracy stoked unhappiness and dissent. Adding pressure to the situation a splinter group of Ork Star Khan established a small pocket empire just outside the Alliance boarders and begins raiding into different region within the Expanse Worlds. The final straw was when the Trade Guilde, using its’ newly created Warforged Army, seized control of a number of worlds within the Outer Expanse Sector along an important trade route. The Grand Congress argued and debated as the people on these worlds struggled against the ruthless Guide and their army. Finally the Alliance acted and sent a part of the Alliance Navy to free the worlds and arrest various member of the Guilde. With the backing of the Obsidian Cartel and the Banking Union, the Traders Guilde declared their independence from the Alliance. A large chunk of the Alliance Navy, now under the control of the Sword Consortium, mutinied and joined the Traders Guilde rebellion. Thus began the '''''Forged Wars''''', so named for the fact that both armies were made up in large part by Warforged (the Alliance having purchased many in the years before the rebellion).
  
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Unknown to the citizens of the new government, Emperor Mezz Thorne is really an old red dragon by the name of Mezzadrom. The power mad dragon has instituted many changes throughout society such as the formation of a semi-secret secret police called the '''Imperial Special Police Directive (ISPD)''' made up mostly of Drow. The huge military expansion through the '''Imperial Navy''' and '''Storm-Legion Army'''. The Grand Congress was reformed into the '''Imperial Senate''', staffed by the Emperor’s cronies, and the Emperor has launched a massive expansion of the borders into the Wildspace region. He has ruthlessness crushed any dissent within the borders of the new order with the aid of the ISPD and its new Lord Marshal, the Blackguard Ember Husk (unknown High Elf paladin of the old Knights of the Radiant Light, corrupted in some way by the Emperor to serve as his main warlord). The new age of might under the Emperor’s banner had begun… the Red Age.
 
Unknown to the citizens of the new government, Emperor Mezz Thorne is really an old red dragon by the name of Mezzadrom. The power mad dragon has instituted many changes throughout society such as the formation of a semi-secret secret police called the '''Imperial Special Police Directive (ISPD)''' made up mostly of Drow. The huge military expansion through the '''Imperial Navy''' and '''Storm-Legion Army'''. The Grand Congress was reformed into the '''Imperial Senate''', staffed by the Emperor’s cronies, and the Emperor has launched a massive expansion of the borders into the Wildspace region. He has ruthlessness crushed any dissent within the borders of the new order with the aid of the ISPD and its new Lord Marshal, the Blackguard Ember Husk (unknown High Elf paladin of the old Knights of the Radiant Light, corrupted in some way by the Emperor to serve as his main warlord). The new age of might under the Emperor’s banner had begun… the Red Age.
 
[[File:DragonStar5E.vessel.jpg | 700px]]
 
 
=== Regions of Space ===
 
=== Regions of Space ===
 
When one talks about the regions of space in the DragonStar Empire there are basically four “areas”.  
 
When one talks about the regions of space in the DragonStar Empire there are basically four “areas”.  
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The '''''Lovers''''' are the patrons of the home, cute kittens & puppies, and True Love. Their priests are guardians, protectors, and keepers of the hearth. Elves where her first born and most favored.  
 
The '''''Lovers''''' are the patrons of the home, cute kittens & puppies, and True Love. Their priests are guardians, protectors, and keepers of the hearth. Elves where her first born and most favored.  
  
[[File:FadingGun.Sword.jpg | 325px | right]]
 
 
The '''''Warrior''''' is the patron of war, fighting, mercenaries. The Warrior is patron of the Orks, Half-Orks Warforged whom he favors. While there are individuals of the other races who are better warriors, few overall excel at the violence output of an orkish mercenary company.  
 
The '''''Warrior''''' is the patron of war, fighting, mercenaries. The Warrior is patron of the Orks, Half-Orks Warforged whom he favors. While there are individuals of the other races who are better warriors, few overall excel at the violence output of an orkish mercenary company.  
  
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The '''''Destroyer''''' is a random element of the chaos from which the Father formed the universe. The Destroyer's goal is to return the universe to the chaos from which it came. The Reaper may want inflict suffering, the Destroyer does not care. The Destroyer made no races but some have come to worship him and his aspect of destruction.  
 
The '''''Destroyer''''' is a random element of the chaos from which the Father formed the universe. The Destroyer's goal is to return the universe to the chaos from which it came. The Reaper may want inflict suffering, the Destroyer does not care. The Destroyer made no races but some have come to worship him and his aspect of destruction.  
  
The '''''Magus''''' is patron of magic, knowledge, secrets and patron to Dragons and Drakes along with the Aasimar, Dragonborn, Changelings and Rakasha. The enmity between the Magus and the '''''Trickster''''' is as deep as the hate between Father and the Destroyer. The Trickster is not only a god misdirection but also of knowledge and science. While the Magus wants knowledge to be doled out to those who have earned the privilege, the Trickster wants knowledge to be free to all. The Trickster is a thief, stealing from the Magus and spreading the knowledge about. Gnomes and Goblins are his favored. On many worlds, as knowledge advances the Magus and, by extension, the Dragons fade away. Not so in the Empire. [[File:DragonStar5E.priest.jpg | 350px | left]] As the Trickster steals, finds, or creates new ideas the Magus matches him, teaching his patrons and priests a counter or more impressive version. When the Trickster mixed alchemy and steel to make guns, the Magus taught the Dragons magic of fire, ice, and lighting. When the Trickster and the Smith constructed ships capable of flying to orbit, they found Space and Star dragons gliding on the solar winds. When scientists built artificial habitats to colonize other worlds, Magus cursed all the races to sicken in the places not blessed by the Mother (the exceptions being Dragons and Dwarves). When the Trickster uncovered the secrets of the atom and built weapons, the Magus taught a few Dragon leaders the spells to shatter entire worlds. The Merchant is the mediator of knowledge, and indeed all things, the patron of travelers, explorers, teachers, and (of course) merchants.  
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The '''''Magus''''' is patron of magic, knowledge, secrets and patron to Dragons and Drakes along with the Aasimar, Dragonborn, Changelings and Rakasha. The enmity between the Magus and the '''''Trickster''''' is as deep as the hate between Father and the Destroyer. The Trickster is not only a god misdirection but also of knowledge and science. While the Magus wants knowledge to be doled out to those who have earned the privilege, the Trickster wants knowledge to be free to all. The Trickster is a thief, stealing from the Magus and spreading the knowledge about. Gnomes and Goblins are his favored. On many worlds, as knowledge advances the Magus and, by extension, the Dragons fade away. Not so in the Empire. As the Trickster steals, finds, or creates new ideas the Magus matches him, teaching his patrons and priests a counter or more impressive version. When the Trickster mixed alchemy and steel to make guns, the Magus taught the Dragons magic of fire, ice, and lighting. When the Trickster and the Smith constructed ships capable of flying to orbit, they found Space and Star dragons gliding on the solar winds. When scientists built artificial habitats to colonize other worlds, Magus cursed all the races to sicken in the places not blessed by the Mother (the exceptions being Dragons and Dwarves). When the Trickster uncovered the secrets of the atom and built weapons, the Magus taught a few Dragon leaders the spells to shatter entire worlds. The Merchant is the mediator of knowledge, and indeed all things, the patron of travelers, explorers, teachers, and (of course) merchants.  
  
 
The '''''Merchant''''' has invented a few things (like money), but prefers to trade the secrets of others. Ratfolk and Vishkanyas are his favored.
 
The '''''Merchant''''' has invented a few things (like money), but prefers to trade the secrets of others. Ratfolk and Vishkanyas are his favored.
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There are still those who cling to their old native “gods” but most residents of the Empire see this as foolish or quant. The Universal Church tends to have a very unfavorable outlook on these worshipers and will not allow them within holy ground. This is fine with most as the Universal Church tends to be large structures where all 12 gods have a place within. Worshippers of the old gods of good or evil are often uncomfortable with this lax attitude.
 
There are still those who cling to their old native “gods” but most residents of the Empire see this as foolish or quant. The Universal Church tends to have a very unfavorable outlook on these worshipers and will not allow them within holy ground. This is fine with most as the Universal Church tends to be large structures where all 12 gods have a place within. Worshippers of the old gods of good or evil are often uncomfortable with this lax attitude.
 
 
== THE COMMON PLAYABLE SPECIES ==
 
== THE COMMON PLAYABLE SPECIES ==
 
''These are only the most commonly found citizens of the DragonStar Empire. There are many, many other lesser known species and while the Orks are quite common and well known but regulated to an NPC species. Other NPC species include Mind Flayers, Giants and any other 'intelligent' monsters from the Monster Manuel(s). Most of them are treated as regular citizens of the Empire its just that they are not really easy to make playable characters into.''</br></br>
 
''These are only the most commonly found citizens of the DragonStar Empire. There are many, many other lesser known species and while the Orks are quite common and well known but regulated to an NPC species. Other NPC species include Mind Flayers, Giants and any other 'intelligent' monsters from the Monster Manuel(s). Most of them are treated as regular citizens of the Empire its just that they are not really easy to make playable characters into.''</br></br>
[[File:DragonStar5E.human2.jpg | 200px]] [[File:DragonStar5E.aasimar.jpg | 250px]] [[File:DragonStar5E.changeling.jpg | 225px]]
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[[File:DragonStar5E.human2.jpg | 150px | left]] [[File:DragonStar5E.aasimar.jpg | 250px | right]]
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Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption hidden.</br>
 
Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It's always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption hidden.</br>
  
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[[File:DragonStar5E.changeling.jpg | 225px | left]]
 
'''CHANGELING'''</br>
 
'''CHANGELING'''</br>
 
Changelings are a humanoid race who are distantly descended from doppelgangers and share their shapeshifting qualities. Their shapeshifting has led to them being used as spies and assassins which has in turn led to them being mistrusted amongst all people everywhere.</br>
 
Changelings are a humanoid race who are distantly descended from doppelgangers and share their shapeshifting qualities. Their shapeshifting has led to them being used as spies and assassins which has in turn led to them being mistrusted amongst all people everywhere.</br>
 
It is unknown where the changeling originated or even if they have a set of homeworlds or if instead they infiltrated from Wild Space. This only adds to their poor reputation and outlook by other who seem them as unknown or outsiders.</br>
 
It is unknown where the changeling originated or even if they have a set of homeworlds or if instead they infiltrated from Wild Space. This only adds to their poor reputation and outlook by other who seem them as unknown or outsiders.</br>
 
In their natural form, changelings are very pale skinned with flat, ill-define and pale faces and either white iris-less eyes or solid black ones. They tend to be slight of build in the natural form with pale colored hair Due to the prejudices they face many never assume this form.</br>
 
In their natural form, changelings are very pale skinned with flat, ill-define and pale faces and either white iris-less eyes or solid black ones. They tend to be slight of build in the natural form with pale colored hair Due to the prejudices they face many never assume this form.</br>
[[File:DragonStar5E.dragonborn.jpg | 260px]][[File:DragonStar5E.dwarf.jpg | 200px]][[File:DragonStar5E.wildDwarf.jpg | 230px]]
 
  
  
 
'''DRAGONBORN'''</br>
 
'''DRAGONBORN'''</br>
 
The Dragonborn resemble humanoid dragons, with fine scales and serpentine eyes, horns, etc. but without a tail or wings. Reminiscent of dragons, they sport frills, a crest, and meaty hands. Their scales range from gold to ruby red to bronze. Some are more blue, black or white, depending on their heritage.</br>
 
The Dragonborn resemble humanoid dragons, with fine scales and serpentine eyes, horns, etc. but without a tail or wings. Reminiscent of dragons, they sport frills, a crest, and meaty hands. Their scales range from gold to ruby red to bronze. Some are more blue, black or white, depending on their heritage.</br>
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[[File:DragonStar5E.dragonborn.jpg | 300px | right]]
 
Dragonborn are often viewed by other races as strong, majestic, honor bound, proud to the point of arrogant, and hoarders of gold, magic, artwork, and other fine treasures. Dragonborn believe they descend from a common divine lineage despite their varied scales. Among their own kind, they argue and love, mourn and celebrate with more passion than with other races, with whom they are cordial yet detached.</br>
 
Dragonborn are often viewed by other races as strong, majestic, honor bound, proud to the point of arrogant, and hoarders of gold, magic, artwork, and other fine treasures. Dragonborn believe they descend from a common divine lineage despite their varied scales. Among their own kind, they argue and love, mourn and celebrate with more passion than with other races, with whom they are cordial yet detached.</br>
 
Dragonborn are generally courageous. Dragon blood runs thickly in their veins. A fearful or meek dragonborn is a shame to his race as are those who break oaths or ancient laws. Religious dragonborn, called historians, commune with ghostly spirits of ancient dragons and horde lore as well as material goods. Many nobles and members of the AristoCorps are made up of ancient Dragonborn houses.</br>
 
Dragonborn are generally courageous. Dragon blood runs thickly in their veins. A fearful or meek dragonborn is a shame to his race as are those who break oaths or ancient laws. Religious dragonborn, called historians, commune with ghostly spirits of ancient dragons and horde lore as well as material goods. Many nobles and members of the AristoCorps are made up of ancient Dragonborn houses.</br>
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'''DWARF'''</br>
 
'''DWARF'''</br>
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Dwarves are generally cautious. They prefer their fortresses, be they solid castle-like fortifications or underground bunkers, and are known for their love of craft, particularly architecture and mining. Mostly, however, they love gems, gold, and other precious gifts of the earth. They adventure to gain these things, as well as taste the blood of a hard-won battle. Legends say the dwarfs were the first to meet and battle the Ork Stellar Khanate. Too this day dwarfs and orks do not get along well and have a strong and ancient gurgle against each other.</br>
 
Dwarves are generally cautious. They prefer their fortresses, be they solid castle-like fortifications or underground bunkers, and are known for their love of craft, particularly architecture and mining. Mostly, however, they love gems, gold, and other precious gifts of the earth. They adventure to gain these things, as well as taste the blood of a hard-won battle. Legends say the dwarfs were the first to meet and battle the Ork Stellar Khanate. Too this day dwarfs and orks do not get along well and have a strong and ancient gurgle against each other.</br>
 
There is a variant primative dwarf subspecies called Wild Draws who often live in swamp or marshlands above ground. There origins are unknown as most of their kind perfer underground dwellings.</br>
 
There is a variant primative dwarf subspecies called Wild Draws who often live in swamp or marshlands above ground. There origins are unknown as most of their kind perfer underground dwellings.</br>
[[File:DragonStar5E.highelf.jpg | 200px]] [[File:DragonStar5E.woodElf.jpg | 225px]]
 
[[File:DragonStar5E.drowElf.jpg | 225px]]
 
[[File:DragonStar5E.wingedElf.jpg | 220px]] [[File:DragonStar5E.wildElf.jpg | 210px]] [[File:DragonStar5E.seaElf.jpg | 220px]]
 
  
  
 
'''ELF'''</br>
 
'''ELF'''</br>
Of all the races of the DragonStar Empire, the Elves have one of the largest numbeFile:DragonStar5E.seaElf.jpgs of subspeces. Unlike Humans their ‘variety’ is more then just skin deep, resulting in radically differences between them. High Elves tend to pale skin and silvery blond or autumn reddish hair, while Wood Elves are tanner and darker rich brown or black hair. Eladrin’s skin and hair color tends to change with the seasons. The Avariel, or ‘Winged-Elves’ have white wings and blondish, almost transparent hair color. Grugach or ‘Wild-Elves’ tend towards very tan skin and dark green hair while the Sea Elves have a darker skin tone with bluish or greenish colored hair. They also have webbed hands and feet. Drow have pale white hair with indigo blank skin color and iris-less white eyes. Within the DragonStar Empire the Drow are especially common within the Emperor’s ISPD (Imperial Special Police Directorate), or the Imperial Police. This has not helped their reputation.</br>
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Of all the races of the DragonStar Empire, the Elves have one of the largest numbers of subspeces. Unlike Humans their ‘variety’ is more then just skin deep, resulting in radically differences between them. High Elves tend to pale skin and silvery blond or autumn reddish hair, while Wood Elves are tanner and darker rich brown or black hair. Eladrin’s skin and hair color tends to change with the seasons. The Avariel, or ‘Winged-Elves’ have white wings and blondish, almost transparent hair color. Grugach or ‘Wild-Elves’ tend towards very tan skin and dark green hair while the Sea Elves have a darker skin tone with bluish or greenish colored hair. They also have webbed hands and feet. Drow have pale white hair with indigo blank skin color and iris-less white eyes. Within the DragonStar Empire the Drow are especially common within the Emperor’s ISPD (Imperial Special Police Directorate), or the Imperial Police. This has not helped their reputation.</br>
All elves of the various subraces and of both sexes have slight builds, fine features, high cheekbones and long pointed ears. Elves maintain many neges with varying traits, and some elves are as tall as humans. Elves are often viewed as artistic, carefree, frivolous, haughty, magical, skilled, and spontaneous. With a lifespan up to 10x that of a human, they often prefer to nurture the beauty of life’s moments— singing, creating, romancing—rather than rush toward goals that often result in dire long-term consequences. Elves often adventure to act as guides to the shorter-lived and shorter-sighted races, or as flights of fancy (particularly when young). Elves are generally mysterious. Their lifespan and incredibly ancient culture foster an allure that is ever-distant. They, in turn, are fascinated by what is eternal and sophisticated, such as nature, magic, the arts, and love.</br>
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All elves of the various subraces and of both sexes have slight builds, fine features, high cheekbones and long pointed ears. Elves maintain many lineages with varying traits, and some elves are as tall as humans. Elves are often viewed as artistic, carefree, frivolous, haughty, magical, skilled, and spontaneous. With a lifespan up to 10x that of a human, they often prefer to nurture the beauty of life’s moments— singing, creating, romancing—rather than rush toward goals that often result in dire long-term consequences. Elves often adventure to act as guides to the shorter-lived and shorter-sighted races, or as flights of fancy (particularly when young). Elves are generally mysterious. Their lifespan and incredibly ancient culture foster an allure that is ever-distant. They, in turn, are fascinated by what is eternal and sophisticated, such as nature, magic, the arts, and love.</br>
[[File:DragonStar5E.gith.jpg | 260px]] [[File:DragonStar5E.gnome.jpg || 220px]] [[File:DragonStar5E.deepGnome.jpg || 210px]]
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'''GITHZERAI'''</br>
 
'''GITHZERAI'''</br>
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Gith are generally distant. Eons ago, their ancestors shed slavery under aberrant mind-bending illithids. Their saga has earned them odd, inhuman gifts most especially their natural telepathy. Today, they are split into several offshoots, notably the malicious yansi and the monastic zerai. These offshoots often oppose and hate each other.</br>
 
Gith are generally distant. Eons ago, their ancestors shed slavery under aberrant mind-bending illithids. Their saga has earned them odd, inhuman gifts most especially their natural telepathy. Today, they are split into several offshoots, notably the malicious yansi and the monastic zerai. These offshoots often oppose and hate each other.</br>
 
Gith adventure to find magic, pleasures of the flesh, treasure, and symbionts. Some hunt down their ancient aberrant nemeses or pillage for slaves and supplies, as they have little patience for trivial tasks. They are the most traveled and sophisticated.</br>
 
Gith adventure to find magic, pleasures of the flesh, treasure, and symbionts. Some hunt down their ancient aberrant nemeses or pillage for slaves and supplies, as they have little patience for trivial tasks. They are the most traveled and sophisticated.</br>
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'''GNOME'''</br>
 
'''GNOME'''</br>
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Gnomes are generally inquisitive. At their best, they are innovative, observant, humorous, and industrious (if not obsessive). They adventure to learn about the world and discover (or test out) new contraptions and ideas. Sometimes, their ideas work. Gnomes can be a bit clannish and distrustful of strangers. A paranoid gnome is both an amusement and a danger.</br>
 
Gnomes are generally inquisitive. At their best, they are innovative, observant, humorous, and industrious (if not obsessive). They adventure to learn about the world and discover (or test out) new contraptions and ideas. Sometimes, their ideas work. Gnomes can be a bit clannish and distrustful of strangers. A paranoid gnome is both an amusement and a danger.</br>
 
It is generally agreed that Gnomes were the first of the common races to discover the technology of Void Craft and the discovery of the first StarCaster Engines. Their driving curiosity leading them to the stars.</br>
 
It is generally agreed that Gnomes were the first of the common races to discover the technology of Void Craft and the discovery of the first StarCaster Engines. Their driving curiosity leading them to the stars.</br>
[[File:DragonStar5E.goblin.jpg | 220px]] [[File:DragonStar5E.goliath.jpg | 220px]] [[File:DragonStar5E.halfelf.jpg | 220px]]
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'''GOBLIN'''</br>
 
'''GOBLIN'''</br>
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Goliath are extremely completive and track their accomplishments and often see everything as a challenge. Those not familiar with this trait often get annoyed by their constantly reminding them of how many times a certain thing has happened. Too a goliath, score keeping is a natural part of life.</br>
 
Goliath are extremely completive and track their accomplishments and often see everything as a challenge. Those not familiar with this trait often get annoyed by their constantly reminding them of how many times a certain thing has happened. Too a goliath, score keeping is a natural part of life.</br>
 
Trust and honor are key aspect of most goliath’s lives. Complacency is a trait goliath loath and they rarely take anything for granted. They tend to be clannish and family oriented, rarely found adventuring. In the wider DragonStar universe they tend to be found in rural, wild places away from civilization. They are not primitive per say but they are very traditionalist in dress and their way of life (i.e. living simpler lives, hunting and gathering with few modern luxuries).</br>
 
Trust and honor are key aspect of most goliath’s lives. Complacency is a trait goliath loath and they rarely take anything for granted. They tend to be clannish and family oriented, rarely found adventuring. In the wider DragonStar universe they tend to be found in rural, wild places away from civilization. They are not primitive per say but they are very traditionalist in dress and their way of life (i.e. living simpler lives, hunting and gathering with few modern luxuries).</br>
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'''HALF-ELF'''</br>
 
'''HALF-ELF'''</br>
 
Half-Elves were the offspring of elves and humans in ancient days, and are among the most beautiful and personable of all humanoids, combining elven grace with human ambition. They are light and fair, and they possess less body hair and finer features than humans.</br>  
 
Half-Elves were the offspring of elves and humans in ancient days, and are among the most beautiful and personable of all humanoids, combining elven grace with human ambition. They are light and fair, and they possess less body hair and finer features than humans.</br>  
 
Half-elves are often viewed as dramatic and enchanting, if not hopelessly romantic and slightly lost. Even to this day, half-elves often face disapproval or pity by elves, and fear or jealousy from humans. A half-elf communities are a mix of the elf and human heritage, striving to take the best of both worlds. Half-elves are generally idealistic. At their best, they act as exemplary diplomats, brilliant artists and performers, or warlocks who merge magic and war-craft with ease. Since they live somewhat longer than humans, they can provide stability. They often adventure to meet people, play with magic, and perhaps find true love. Not all half-elves are well-adjusted. Some maintain a well-crafted masquerade of deceptive wit and charm.</br>
 
Half-elves are often viewed as dramatic and enchanting, if not hopelessly romantic and slightly lost. Even to this day, half-elves often face disapproval or pity by elves, and fear or jealousy from humans. A half-elf communities are a mix of the elf and human heritage, striving to take the best of both worlds. Half-elves are generally idealistic. At their best, they act as exemplary diplomats, brilliant artists and performers, or warlocks who merge magic and war-craft with ease. Since they live somewhat longer than humans, they can provide stability. They often adventure to meet people, play with magic, and perhaps find true love. Not all half-elves are well-adjusted. Some maintain a well-crafted masquerade of deceptive wit and charm.</br>
[[File:DragonStar5E.halfling.jpg | 220px]] [[File:DragonStar5E.hallforc.jpg | 220px]] [[File:DragonStar5E.lizardfolk.jpg | 220px]]
 
  
 
'''HALFLING'''</br>
 
'''HALFLING'''</br>
 
Halflings stand three to three and a half tall and weigh 30 to 50 pounds. They can be mistaken for human children. They are frequently pudgy with ruddy complexions and hairy feet. As adults, they are far stronger and more agile than a human child, and dislike being viewed as immature. Halflings are often viewed as rural homebodies, river rats, pleasant servants, and urban ne’er-do-wells. They prefer fertile hills, cool river valleys, and pastoral shires. Those that have taken to the stars like big space stations over small cramped locations. They enjoy the company of friends and family over the dangers of adventure. Cities offer tempting variety and halflings get along with the civilized races.</br>
 
Halflings stand three to three and a half tall and weigh 30 to 50 pounds. They can be mistaken for human children. They are frequently pudgy with ruddy complexions and hairy feet. As adults, they are far stronger and more agile than a human child, and dislike being viewed as immature. Halflings are often viewed as rural homebodies, river rats, pleasant servants, and urban ne’er-do-wells. They prefer fertile hills, cool river valleys, and pastoral shires. Those that have taken to the stars like big space stations over small cramped locations. They enjoy the company of friends and family over the dangers of adventure. Cities offer tempting variety and halflings get along with the civilized races.</br>
 
Halflings are generally optimistic. At their best, they are agile, alert, brave, persuasive, and lucky. When a halfling adventures, it is in defense of his home, or to test his luck and see the stars, or occasionally due to a dare or because of some misdeed for which he must atone. The uncommon evil Halfling is a stealthy terror, often with a deceptive smile and a poisoned blade just out of sight.</br>
 
Halflings are generally optimistic. At their best, they are agile, alert, brave, persuasive, and lucky. When a halfling adventures, it is in defense of his home, or to test his luck and see the stars, or occasionally due to a dare or because of some misdeed for which he must atone. The uncommon evil Halfling is a stealthy terror, often with a deceptive smile and a poisoned blade just out of sight.</br>
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'''HALF-ORC'''</br>
 
'''HALF-ORC'''</br>
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Lizardfolk are humanoid reptile hybrids that have a thick hide, stout tail, and sharp teeth. Many (but not all) are barbaric. A major exception is the '''''Vesk Consortium''''' on the southern fringes of Wild Space, ruled over by a war-like but very honor-bond prideful people of Lizardfolk.</br>
 
Lizardfolk are humanoid reptile hybrids that have a thick hide, stout tail, and sharp teeth. Many (but not all) are barbaric. A major exception is the '''''Vesk Consortium''''' on the southern fringes of Wild Space, ruled over by a war-like but very honor-bond prideful people of Lizardfolk.</br>
 
Lizardfolk generally come in two subspecies variants -- the larger and more muscular Blackscales and the smaller, quicker greenscaled Poison Dusk. Both tend toward greenish overall coloration of their scales but the blackscale tend towards darker almost black scales. They eyes are reptiling slits of yellow coloration.</br>
 
Lizardfolk generally come in two subspecies variants -- the larger and more muscular Blackscales and the smaller, quicker greenscaled Poison Dusk. Both tend toward greenish overall coloration of their scales but the blackscale tend towards darker almost black scales. They eyes are reptiling slits of yellow coloration.</br>
Lizardfolk are often viewed by the other races as primitive, illiterate, superstitious, and reclusive— but also wise caretakers of nature. In mythic battles between good and evil, lizardfolk were initially duped by evil but choose good in the end. Lizardfolk tend to shun moral extremes and enjoy citing nature’s many examples of balance. Lizardfolk are generally wary. Many avoid strangers, stick to tribal or clannish bonds, repeating ancient rites, and mimic nature’s eternal principles and rhythms. They settle in swamps, jungles, underwater caverns with air pockets, and other locales that are warm, wet, and defendable. They tend to venture out when nature deprives them of food or land. Lizardfolk vary by tribe or clan or family unit. In the empire they tend towards martial employment like mercenaries or joining the Storm-Legion. Their scale range in color from aFile:DragonStar5E.tabaxi.jpglmost perfect black to green and golds, which can be related to their tribes or clans.</br>
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Lizardfolk are often viewed by the other races as primitive, illiterate, superstitious, and reclusive— but also wise caretakers of nature. In mythic battles between good and evil, lizardfolk were initially duped by evil but choose good in the end. Lizardfolk tend to shun moral extremes and enjoy citing nature’s many examples of balance. Lizardfolk are generally wary. Many avoid strangers, stick to tribal or clannish bonds, repeating ancient rites, and mimic nature’s eternal principles and rhythms. They settle in swamps, jungles, underwater caverns with air pockets, and other locales that are warm, wet, and defendable. They tend to venture out when nature deprives them of food or land. Lizardfolk vary by tribe or clan or family unit. In the empire they tend towards martial employment like mercenaries or joining the Storm-Legion. Their scale range in color from almost perfect black to green and golds, which can be related to their tribes or clans.</br>
[[File:DragonStar5E.ratfolk.jpg | 250px]] [[File:DragonStar5E.shifter.jpg | 220px]] [[File:DragonStar5E.tabaxi.jpg | 220px]]
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'''RATFOLK'''</br>
 
'''RATFOLK'''</br>
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giant rats (on primitive worlds) or by haphazardly constructed high tech vehicles that
 
giant rats (on primitive worlds) or by haphazardly constructed high tech vehicles that
 
look like they are being held together with rope and tape.</br>
 
look like they are being held together with rope and tape.</br>
 +
  
 
'''SHIFTER'''</br>
 
'''SHIFTER'''</br>
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Longtooth shifters are drawn to a pack of companions, whether that’s a family group or an adventuring party. They work well as part of a team in combat, coordinating their attacks with their allies and coming to the aid of beleaguered friends. Razorclaw shifters are more independent, self-reliant, and adaptable. They’re no less devoted to their adventuring companions, but they trust their allies to take care of themselves, and they strive to carry their own weight in the group. Swiftstride and Wildhunt tend to be more agressive and indepenent, seeking their own company and trusting their own abilities</br>
 
Longtooth shifters are drawn to a pack of companions, whether that’s a family group or an adventuring party. They work well as part of a team in combat, coordinating their attacks with their allies and coming to the aid of beleaguered friends. Razorclaw shifters are more independent, self-reliant, and adaptable. They’re no less devoted to their adventuring companions, but they trust their allies to take care of themselves, and they strive to carry their own weight in the group. Swiftstride and Wildhunt tend to be more agressive and indepenent, seeking their own company and trusting their own abilities</br>
 
Historically, most shifters dwelled in nomadic bands in plains and forests far removed from civilization. Increasing dangers of the wilds has driven many shifters into closer proximity to human and elf communities. Some shifters have adapted smoothly to this change, carving niches for themselves as trappers, hunters, fishers, trackers, guides, or military scouts. Others have a much harder time fitting in and turn to piracy and mercenary work. Shifters who feel alienated from the plains and forests they love often take up the adventuring life as a way of escaping the confines of buildings and space-station, to returning to nature. Some shifters, though, turn to a life of crime, preying on the residents of their new homes like the hunters they are.</br>
 
Historically, most shifters dwelled in nomadic bands in plains and forests far removed from civilization. Increasing dangers of the wilds has driven many shifters into closer proximity to human and elf communities. Some shifters have adapted smoothly to this change, carving niches for themselves as trappers, hunters, fishers, trackers, guides, or military scouts. Others have a much harder time fitting in and turn to piracy and mercenary work. Shifters who feel alienated from the plains and forests they love often take up the adventuring life as a way of escaping the confines of buildings and space-station, to returning to nature. Some shifters, though, turn to a life of crime, preying on the residents of their new homes like the hunters they are.</br>
 +
  
 
'''TABAXI'''</br>
 
'''TABAXI'''</br>
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While most tabaxi remain on their out of the way places of their homeworlds, content to dwell in small, tight clans. These tabaxi live simple lives with few modern conveniences and largely keep to themselves. However, those that are gifted with curiosity by their Cat Lord (often described as the Mother Goddess of the Twelve) are compelled to wander far and wide. They seek out stories, artifacts and lore. In this, the species treasure knowledge rather than material things.</br>
 
While most tabaxi remain on their out of the way places of their homeworlds, content to dwell in small, tight clans. These tabaxi live simple lives with few modern conveniences and largely keep to themselves. However, those that are gifted with curiosity by their Cat Lord (often described as the Mother Goddess of the Twelve) are compelled to wander far and wide. They seek out stories, artifacts and lore. In this, the species treasure knowledge rather than material things.</br>
 
In the wider DragonStar Empire the tabaxi tend to have an unfounded reputation as thieves and for sticking their noses where they don’t belong. The Imperial machine has taken steps to turn public option against these catfolk as one never knows when they might turn up the wrong bit of info. Better that no one believes them then outright harming them.</br>
 
In the wider DragonStar Empire the tabaxi tend to have an unfounded reputation as thieves and for sticking their noses where they don’t belong. The Imperial machine has taken steps to turn public option against these catfolk as one never knows when they might turn up the wrong bit of info. Better that no one believes them then outright harming them.</br>
[[[[File:DragonStar5E.tiefling.jpg | 220px]] [[File:DragonStar5E.trikree.jpg | 250px]] [[File:DragonStar5E.Vishkanya.jpg | 220px]]
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 +
 
 +
'''THRI-KREEN'''</br>
 +
Thri-kreen are nomadic, insectoid humanoids typically found in deserts and savannah but also in steaming jungles. They are fairly large and weighing over 300 lbs. The carpus shells tend to be colored tan or dark brown or green to better blend into their common environments. Non-thri-kreen have a hard time telling the sexes apart (or even individuals).</br>
 +
The thri-kreen communicate with a species-specific combination of clicks, body movements, and antennae waves, though it is suspected that pheromonal communication allows for more subtlety than most humanoids can decipher. Though non-thri-kreen can learn to understand the basics of thri-kreen communication, it’s impossible to speak. Most thri-kreen understand Common with the same level of understanding. Unless a thri-kreen has spent significant time with non-insectoid humanoids, they have a hard time understanding non-thri-kreen. The same is true of mammalian humanoids when dealing with thri-kreen.</br>
 +
Thri-kreen found wandering within the empire are often seeking gold or magic and are commonly never-do-wells types like adventures. The rest remain within their ancestral lands.</br>
  
  
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Unfortunately for their reputation, many tieflings have found their place within the bureaucracy of the DragonStar Empire and have made great gains under the ruler-ship of the Emperor, where cronyism is rampant. This is not to say that all have done well under the evil regime, but many have and have become the uncaring face of the government.</br>
 
Unfortunately for their reputation, many tieflings have found their place within the bureaucracy of the DragonStar Empire and have made great gains under the ruler-ship of the Emperor, where cronyism is rampant. This is not to say that all have done well under the evil regime, but many have and have become the uncaring face of the government.</br>
  
'''THRI-KREEN'''</br>
 
Thri-kreen are nomadic, insectoid humanoids typically found in deserts and savannah but also in steaming jungles. They are fairly large and weighing over 300 lbs. The carpus shells tend to be colored tan or dark brown or green to better blend into their common environments. Non-thri-kreen have a hard time telling the sexes apart (or even individuals).</br>
 
The thri-kreen communicate with a species-specific combination of clicks, body movements, and antennae waves, though it is suspected that pheromonal communication allows for more subtlety than most humanoids can decipher. Though non-thri-kreen can learn to understand the basics of thri-kreen communication, it’s impossible to speak. Most thri-kreen understand Common with the same level of understanding. Unless a thri-kreen has spent significant time with non-insectoid humanoids, they have a hard time understanding non-thri-kreen. The same is true of mammalian humanoids when dealing with thri-kreen.</br>
 
Thri-kreen found wandering within the empire are often seeking gold or magic and are commonly never-do-wells types like adventures. The rest remain within their ancestral lands.</br>
 
  
 
'''VISHKANYA'''</br>
 
'''VISHKANYA'''</br>
 
Vishkanyas are a race of attractive humanoids with poisonous blood that maybe related to yuan-ti. Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. Their supple skin is covered with tiny scales, often of a light blue, green or reddish tones, which are arrayed in exotic patterns not unlike those of a serpent-like tattoos. They cannot be generalized as good or evil, but since they truly speak with forked tongues, they are content to accept the gold they're offered and leave questions of morality to others.</br>
 
Vishkanyas are a race of attractive humanoids with poisonous blood that maybe related to yuan-ti. Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. Their supple skin is covered with tiny scales, often of a light blue, green or reddish tones, which are arrayed in exotic patterns not unlike those of a serpent-like tattoos. They cannot be generalized as good or evil, but since they truly speak with forked tongues, they are content to accept the gold they're offered and leave questions of morality to others.</br>
 
Vishkanyas are fairly rare within most of the DragonStar Empire, except on the eastern fringes of Wild Space near the border '''''Kingdom of the Set''''' (an ancient Empire of the Yuna-Ti, still active today although they only control a half dozen worlds).</br>
 
Vishkanyas are fairly rare within most of the DragonStar Empire, except on the eastern fringes of Wild Space near the border '''''Kingdom of the Set''''' (an ancient Empire of the Yuna-Ti, still active today although they only control a half dozen worlds).</br>
[[File:DragonStar5E.warforged.jpg | 300px]] [[File:DragonStar5E.wolfen.jpg | 350px]]
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'''WARFORGED'''</br>
 
'''WARFORGED'''</br>
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== POSSIBLE INTRO ADVENTURE ==
 
== POSSIBLE INTRO ADVENTURE ==
[[File:DragonStar5E.astrocorp.jpg | 450px | left]]
 
 
Out near the edge of Wild Space, in the '''Koiden System''', the heroes have all be drawn to the so-called '''''Twilight Port''''' (officially known a '''''Black Rock Starport'''''), a notorious den of criminals and never-do-well out on the edge of Imperial Space. Few officials from the Empire even bother with the system and the crime lords found here like it that way. So long as sedition and rebels are not tolerated, and the Cold Trade* is outlawed the Empire leaves them mostly to their vices. The station itself is built into the hollowed out core a large 10-mile wide meteor in the systems asteroid belt. The only planet in the system is a gas giant called '''Tygon''' which has 13 moons. Five of these moons can support base Imperial life and three of them have small colonies located on them.
 
Out near the edge of Wild Space, in the '''Koiden System''', the heroes have all be drawn to the so-called '''''Twilight Port''''' (officially known a '''''Black Rock Starport'''''), a notorious den of criminals and never-do-well out on the edge of Imperial Space. Few officials from the Empire even bother with the system and the crime lords found here like it that way. So long as sedition and rebels are not tolerated, and the Cold Trade* is outlawed the Empire leaves them mostly to their vices. The station itself is built into the hollowed out core a large 10-mile wide meteor in the systems asteroid belt. The only planet in the system is a gas giant called '''Tygon''' which has 13 moons. Five of these moons can support base Imperial life and three of them have small colonies located on them.
  

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