Ourworld:Ailokim

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The little Ailokim, with some justification, insist they are a species above and beyond the other mortal races of this world. Guardians of an undeniably powerful legacy their need to ‘civilise’ the world and rebuild their lost glory upon the graves of lesser species has them viewed with suspicion by neighbouring cultures. They however see their actions as advancing a greater good, but to understand their nature one must appreciate the sad history of this once dominant race.

History

The little understood ‘Sundering’ was a mysterious cataclysm 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 Ailokim 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 planet was aflame. Again the powerful magics of the Ailokim preserved them. The planet erupted into rivers of lava and began to break up, mountains drifting slowly into the sky as the gravity of the Ailokim home world failed. Many perished at this point, though many in main population centres persevered though extraordinary arcane feats never fully understood. Surviving on chunks of molten rocks the few remaining Ailokim cities were then slammed at vast speeds into other vast asteroids 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.

To this day the Ailokim speak insistently of the lost times when 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. Their face will then usually turn almost as grey as their hair as they carry on to tell of the great sundering that destroyed virtually all of their civilisation, their land, their people, their lore, their technologies, their magics, their spirit, their ability to bear offspring and even drained the pigment from their hair.

Of the mere hundreds of fringe dwellers that survived (or were able to be resurrected) 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’; strange devices able to create life in the form of one of three young Ailokim chosen for their unique qualities. As a result all Ailokim 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 Ailokim that remember the sundering, a selection of whom form the council of elders. These elders have overseen the slow salvaging of elements of their former culture and wealth for over a millennium.

Today the Ailokim number around 20,000 and occupy four city sites on the Western continent of Brianna. The embittered Ailokim 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 Ailokim scholars and scientists have failed to replicate the ‘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 a dull witted but powerful race that have been bred as much for their physical power as their obedience. They number around 80,000 spread across the three Ailokim cities and serve as the mainstay of Ailokim military, agriculture and industry. Maturing quickly, Umberkim live on average for a mere 25 years in part due to the hazardous tasks given to them by the Ailokim. Augmented with the powerful magics and technology of their masters, the combined Ailokim/Umberkim military are one of the most formidable forces in the world, though have seen relatively little action. The ‘special forces’ division of the Ailokim 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 Ailokim.

The Vendetta

Ailokim life is a precious commodity that will not normally put at risk, but with one exception; Psionics. Since the early days of rebuilding the council of elders has decreed ‘The Vendetta’ requiring that Psionicists and Psionic creatures and users be eradicated from the face of the planet. It seems implicit that somehow they were linked or responsible for the Sundering though the council is silent on the matter. Over the last millennium the Ailokim have become adept at hunting down individuals, and the families of individuals, that exhibit Psionic power. Often turning up even before a Psionic child is born to slaughter it and it’s mother. This has caused the Ailokim a certain amount of animosity, indeed they are often blamed for still births and other mysterious deaths.

Personality & Relations

Ailokim 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. Since the Sundering the Ailokim 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 has led to a powerful sense of solidarity with their vat grown siblings and they will support a fellow Ailokim in virtually any situation.

The whole of Ailokim 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 Ailokim rediscover the method of constructing new Soulifactories and prepare themselves for the inevitable expansion this would allow.

An average Ailokim

Physical Description

Origianally from a high gravity world Ailokim are constructed from fundamentally different stuff to the 'normal' races of this world. Their short bodies, elongated limbs and largish heads have an almost insect like quality about them. Ailokim are sometimes likened to stocky human children that have grown off on some sort of unsettling tangent. Ailokim gain their common name from the lack of pigment in their hair and their 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 Ailokim hegemony. Occasional individuals have transcended their programming and escaped to the new world where they have made lives for themselves as free men. The Ailokim however maintain that any of Umberkim blood are their property and must be returned to them or killed.

Alignment

Ailokim relate to each other in society as Lawful Good, seeing Ailokim advancement as the most noble of objectives. Their relations with other races are less transparent, Ailokim practice slavery and have during their expansion been guilty of a genocide or two. They consider races like the Umberkim (and several others) as others might animals. The more enlightened races, can with work, garner a degree more respect though are viewed of course as inferior, or more pragmatically as pawns in some grand scheme. However if an Ailokim gives his word, even to an animal, he will strive to keep it as a mark of Ailokim civility and order. In traditional terms they awkwardly classify as Lawful Neutral, and though some stray a little it is almost unheard of to find a chaotic Ailokim.


Religion

In short Ailokim 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. Ailokim 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 Ailokim Gods represent the following concepts:

Baig: War/Death

Rerth: Valour/Protection

Semile: Healing/Life

Neurod: Knowledge/Magic

Knive: Trickery/Luck/Chaos

Feor: Nature/Animals

Rinwal: Travel

Blin: Law/Money

Fire

Earth

Air

Water

All have sanctioned churches devoted to them with the exception of the 4 elements. Warped cults have developed in the dark corners of the Ailokim culture that pay homage to these deities.

Cities

Arcadia

The mountainous centre of Ailokim 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 Ailokim control over both sides of the Hypothian range. The first Soulifactory ‘Erea’ was built here and has produced around 10,000 souls. Arcadia serves as a nursery for young Ailokim as they are trained for their initial roles in the world. It is houses the home legion of the Ailokim army and the council of elders. It is rare for outsiders to be allowed into a city as important as Arcadia.

Megara

It was a proud moment when Ailokim society founded it's first coastal satelite colony around 500 years ago. It signified the begining of an expansion that over stretched Ailokim man power and created the conditions that necessitated the creation of the Umberkim. Megara today is a thriving metropolis and centre of trade for Ailokim civilisation. Though still rigid and heirachical by world standards it contains the largest racial & cultural diversity of any Ailokim settlement.

Mantinea

The second stage of Ailokim expansion was made almost necessary by the increasing population of Umberkim slaves that have poured ceaselessly from the spawning vats. Mantinea 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 Ailokim settler that reluctantly takes their post here.

Exordia

For similar reasons Exordia 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 Exordia lacks in terms of good farm land it makes up for in fishing and tourism for overworked Ailokim.

Eleusina

A simultaeous expansion northwards was also considered necessary to renew dwildling mineral resources and create a defensible out-post between Ailokim settlements and the sometimes tempermental dwarven residents of the Northern Ranges, who are prone to misunderstandings of Ailokim intent.

Technology

Though a great deal has been lost to the Ailokim many powerful magics and useful technologies survived and more are being researched with each passing year. Ailokim casters pride themselves on having the greatest library of magics in the world. Over the centuries many Ailokim 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 Ailokim’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. Ailokim 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. Another, and recognised signature of Ailokim culture and warfare, is the kinetic mat; a magically enchanted sheet of rare star metal that glows brightly and can fly at a fair clip.

Language

Ailokim base languages are Ailokim & Umberkim. Ailokim 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 a common dialect that has become known as Umberkim, though they are often fluent in other languages typically preferring more eclectic languages over other humanoid languages. Umberkim can speak common and can sometimes understand Ailokim, however are punished harshly if they speak the language of the masters.

Racial Traits

(Medium Humanoids)

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

Although their genetic potential is predetermined an Ailokim’s developmental experiences in early life can potentially emphasise one or two ability scores at the expense of others. Specifically an Ailokim 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:13 | CON:14 | INT:15 | WIS:13 | CHA:14

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

Soulifactory ‘Reos’ STR:14 | DEX:14 | CON:14 | INT:10 | 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 Ailokim 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]

Racial hatred toward Psions & Psionic Creatures (+1 Hit & Dam). Ailokim receive a +2 Racial Bonus on Ritual Magic skill checks. Marks of Destiny (Su) Ailokim 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 Ailokim 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 Ailokim 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 Ailokim to expend a prepared spell and gain it’s level to hit and damage for 1 round.

Tau-Weon: (Im) An Ailokim 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 Ailokim 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 Ailokim 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 Aiokim 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 Ailokim 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 Ailokim 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

Lt. Major Brislow began to tense up, he knew the teleportation ritual well and it was nearing completion. He could now sense the inertia of the carrier as it slowed to a cruising speed. He pulled his SYN gear into position and activated his night-vision. He wasn’t expecting too much trouble, but then psions sometimes had this way of knowing you were coming and it was his job not to take chances. His deputies followed his lead as he positioned himself at the centre of the arcane glyphs around which the five casters chanted. First came a euphoric feeling of strength and agility, then his movements seemed to blur and finally with a series of electrifying flashes they were teleported to their airborne destination.

Diving through the sky above their rural target Brislow began reciting the incantation and with split second precision cast it as they grew close to a thatched roof. He and his two comrades slowed to land gently beside the innocuous looking farm house and then with another brief incantation turned invisible. Unaccounted for, a dog at the side entrance began to bark. Brislow telepathically cursed prohibition 11a-df4 regarding the necessity of using invisibility after ground fall and cast again silencing the area. If this psion was a real threat then it’d know the SYN squad was here. Adjusting his SYN goggles he scanned for psion power signatures and loaded his handbow. No signals, no alarms, a good sign that they were just here to clean up a sleeper. After more permanently silencing the dog the squad entered and stealthed up the stairs…

Ailokim Rituals

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 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 Ailokim 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. Ailokim 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.

Ritual of Kinetic Carrier Construction: This expensive ritual creates a Kinetic Carrier Vessel. It has been cast only five times in a millennium due to the rarity of its material components.

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 Ailokim settlements.

Ritual of Kinetic Mat Construction: This ritual creates a Kinetic Mat; a brightly glowing 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 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: Ritual of Minor Scrying Ritual of Fixing Ritual of SYN Armour Construction Ritual of SYN Goggle Construction Ritual of SYN Sabre Construction Ritual of Telepathy Ritual of Domination Ritual of Dreams Ritual of Cattle Mutilation

See Also

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