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Races of Twilight
The Sarkuvans
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About the the Editor
Synonyms for the word Dana include variegated, multifarious, or perhaps
convoluted. Dana has a variety of diferent interests including reading,
writing, environmentalism , and playing RPGs. She is the Chief Editor
of Silven Publishing since its inception and was the Editor-in-Chief
of the Silven Trumpeter for two years. She wrote Libem Liborium:
he Complete d20 Guide to Books and has a host of editing credits
within the RPG industry. She is currently a PhD student in Rhetoric &
Composition and holds a masters degree in linguistics, a bachelors degree
in literature, and minors in women’s studies and information systems.
Credits
Content Editor: Dana Lynn Driscoll
Mechanics Editor: Eytan Bernstein
Artwork: Dominika
Layout: Kosala Ubayasekara
About the the Author
Michael hompson is a computer engineer and IT manager by trade,
but a dreamer and idea man at heart. He is a veteran of 25+ years of
RPG gaming, including D&D, World of Darkness, GURPS, Villains
& Vigilantes, and too many others to list. In addition to writing, he is
currently a D20 Mechanics Editor for Silven Publishing and a forum
moderator at the company’s website.
About the the Mechanics Editor
Eytan Bernstein is a game designer from Long Island, New York. While
designing games, he has been teaching English and history in several
countries, including Korea and Canada. He is also an avid musician,
ilm buf, and animal enthusiast. Eytan hopes that gamers will enjoy his
contributions to Silven’s products because he has truly enjoyed writing
them.
Mike lives in Norton, Massachusetts, a small town 15 minutes north of
Providence, RI.
Races of Twilight
The Sarkuvans
Requires the use of the Dungeons & Dragons Player’s Handbook , hird Edition, published by Wizards of the Coast, Inc. his product utilizes updated
material from the v.3.5 revision.
Web enhancements and free articles and updates can be found on the Silven Publishing website at http://www.silven.com.
“d20 System” and the “d20 System” logo are trademarks of Wizards of the Coast, a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 System License
version 6.0. A copy of this License can be found at <www.wizards.com/d20>. Dungeons & Dragons ®, D&D ® and Wizards of the Coast® are registered trademarks of Wizards of
the Coast, a subsidiary of Hasbro, Inc., and are used with permission.
Races of Twilight: he Sarkuvans ©2005 Michael hompson. All rights reserved. First Publishing Rights in each medium aforded to Silven Publishing. he contents of this
book is copyright as listed in section 15 of the Open Game License at the end of this book. he mention of or reference to any company or product in these pages is not a
challenge to the trademark or copyright concerned. Races of Twilight: he Lutrins is created under version 1.0a, 6.0, and/or draft versions of the Open Game License, the d20
System Trademark Logo Guide, and the System Reference Document by permission of Wizards of the Coast.
Designation of Open Game Content: All mechanics and descriptions are to be considered Open Game Content.
COPYRIGHT NOTICE his material is protected under international copyright laws. Any reproduction, retransmission, or unauthorized use of the artwork or non-Open
Game Content herein is prohibited without express written permission from the author or publisher, except for purposes of review or use of Open Game Content consistent
with the Open Game License. he original purchaser may print or photocopy copies for his or her own personal use only. his document is a work of iction. Any similarity to
actual people, organizations, places, or events is purely coincidental.
Against the Shadow, Copyright 2003, Fantasy Flight Publishing, Inc. | Plot & Poison: A Guidebook to Drow, Copyright 2002, Green Ronin Publishing; Author Matthew
Sernett.
Silven Crossroads , Silven Publishing and corresponding logos are copyright ©2002-2006 Kosala Ubayasekara. All Rights Reserved.
Races of Twilight: he Sarkuvans ©2005 Michael hompson. All Rights Reserved.
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Contents
INTRODUCTION
4
CHAPTER 1: OVERVIEW
5
Physical Description
5
Personality
5
Relations
6
Alignment
6
Sarkuvan Lands
6
Religion
6
Language
6
Names
6
Adventurers
6
SARKUVAN RACIAL TRAITS
6
CHAPTER 2: SARKUVAN SOCIETY
8
Life Cycle of a Sarkuvan
8
Life in a Sarkuvan Community
8
CHAPTER 3: RELIGION AND GODS
10
CHAPTER 4: SARKUVANS AND
THE CORE CLASSES
11
CHAPTER 5: SKILLS AND FEATS
12
Skills
12
Feats
12
CHAPTER 6: Prestige Classes
14
LIVING WEAPON
14
MIMIC
15
MORPHIC MAGE
16
CHAPTER 7: SPELLS
18
Spell Descriptions
19
CHAPTER 8: EqUIPMENT AND
MAGIC ITEMS
21
New Weapons
21
New Equipment
21
Magic Items
22
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INTRODUCTION
Welcome to Races of Twilight: Sarkuvans , the third in a series of d20
race supplements utilizing the 3.5 rules set. Not simply a collection
of elf and dwarf variants, the Races of Twilight series provides
detailed information on unique and original player races that can
be incorporated into any fantasy campaign. While intended for the
experienced gamer who enjoys deep characterization and role-playing
over one-dimensional heroics and “roll-playing,” Races of Twilight can
be used by anyone who likes unusual characters.
Why is it called Races of Twilight? Each of the races presented are
in some way approaching the inal phase of their cultural, political,
or physiological development and are slowly fading from the world.
Some have fallen into decadence and apathy for the rest of the world;
others have lost their dominance and position in a world of multiracial
empires; still others have been crushed by disease, overpopulation, or
magical travails. Whether each races dies and is forgotten or overcomes
its diiculties and thrives is in the hands of players and DMs.
While each book provides numerous details on a new race, plenty of
room is left for DMs to develop a unique background and role for that
race in his campaign world.
his book presents the sarkuvans, a race of shape-changers created by
evil magic as servants and assassins, now hunted down for their past
deeds. With no ability for procreation, every member of the race that
is lost brings them closer to extinction.
Chapter one provides an overview of the sarkuvans, describing their
appearance, personality, and general philosophy. It also provides the
game mechanics for creating a sarkuvan character.
Chapter two describes sarkuvan society, from their life cycle to the the
details of their communities.
Chapter three goes into depth on sarkuvan religion.
Chapter four explains how the sarkuvans work within the structure of
the core PC and NPC classes.
Chapter ive lists a number of new feats available to sarkuvan
characters.
Chapter six details three new prestige classes including the living
weapon, mimic, and morphic mage.
Chapter seven lists a number of new spells available to players,
including a two new cleric domains.
Chapter eight closes out the book with a listing of weapons and
equipment, both magical and mundane, that are commonly created
and used by the sarkuvans.
Enter now into the realm of the races of twilight!
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every Morphic Society wizard that was brought to her. his turned out
to be the dark wizards’ downfall, as an unexpected lood of powerful
warriors, wizards, and divine soldiers swept into the empire from
across the land. Although it took years, the Morphic Society was
eventually laid low by the constant attacks, and ultimately they were
destroyed.
CHAPTER 1: OVERVIEW
“The solid races hate and fear us. They hunt us down and
destroy us without question. We hide in the shadows for now,
striking at the time and place of our choosing. But there will
come a reckoning, a day when we are strong enough to strike
back and bring forth a new Morphic Society. On that day , all
the pathetic solids will bow before us and despair!”
he sarkuvans were not so easily vanquished. With the ability to
change form they were much harder to track down, but a hatred of the
foul oozes had grown throughout the land. Wherever they were found
they were destroyed mercilessly, and within another decade it seemed
that they had inally been wiped out. he empire was free again.
--Glorid,MorphicMage
Long ago, in the days of the First Immerian Empire, a cabal of wizards
and sorcerers called the Morphic Society rose to power. Specializing in
transmutation magic, they believed they possessed the power and the
right to shape the world to their liking. While this sounded noble on
the surface, it soon became very clear that the society was evil to the
core. hey worshiped dark gods that waited beyond our dimension to
subjugate the world. he Empire, and its neighbors of good intent,
opposed the machination of the Morphic Society and drove its
members from their lands.
he sarkuvans had survived the culling, though, by escaping into the
dark places of the earth. here they hid and tended their wounds,
dreaming of the day they could avenge their masters. Many cysts were
discovered untouched, and occasionally they would release a new
sarkuvan unaided by Morphic magic. he surviving sarkuvans became
tenders to their dormant brethren and bided their time in secret. One
day, they would ind a way to rebuild their numbers, and then they
would be the masters.
Physical Description
In their natural form, sarkuvans appear as a large mass of ooze. heir
luid bodies measure about ive feet across and 2 feet thick when at
rest. Coloration varies from dark red to putrid yellow. hey generally
weigh between 150 and 200 pounds.
he wizards were rebuked but not defeated. he Morphic Society was
scattered across the world and forced to establish new strongholds
in underground caverns and ruins, but their magic allowed them to
communicate still. hey were determined to avenge themselves against
the short-sighted nations, but realized that force of arms was not their
strength. hey considered a mercenary army, but they also wanted
a force that could be easily controlled and shaped to their needs. A
common army of humanoids would never do. In their arrogance they
decided to create their own servitor race, and so began the twisted
experiments to create the sarkuvans (an ancient Immerian word
meaning “changing body”).
In humanoid form, sarkuvans can look like a typical member of almost
any humanoid species. hey master one unique humanoid form to the
point where that form is completely indistinguishable from a natural
subject. he magic that created them gives them the extraordinary
ability to generate functioning sensory organs. Unfortunately, while
they can duplicate the appearance of any humanoid race, their shifting
ability only allows them to gain the equivalent sensory powers of a
human. hey are incapable of low-light vision, darkvision, or other
sensory abilities without additional magical aid.
he wizards found the oozes and puddings that dwelled in the
Underearth to be plentiful and easily contained, and they were pleased
by the amorphous quality of the things . hey soon determined that
the oozes would make for the most adaptable and controllable servitors
and set to work. Years passed, but eventually they perfected the process
of transforming a simple, mindless ooze into an intelligent creature
capable of morphing itself into a solid, humanoid form.
Although their outer skin and sensory organs look and feel completely
normal, their insides are still luid. In this way they are somewhat more
like insects than vertebrates. hey are capable of digesting any organic
food (plant or animal) by enveloping it in its ooze form and releasing
a digestive acid that dissolves the item. he same process occurs when
in humanoid form, but it can mimic the act of eating so as to disguise
its true nature.
he sarkuvans were created with an inherent hatred for other races,
but also with a compulsion to obey the members of the Society. Each
was given a role to serve and were trained accordingly. Some became
stealthy warriors and bodyguards, some developed into eicient
assassins, and others learned the arcane and divine magical arts. In
time, the Morphic Society wizards were ready to strike.
Personality
Behind the false smiling faces and pleasant words of shapeshifted
sarkuvans hides ruthless schemers whose every move is targeted at
revenge. hey are capable of great charm and friendliness with others,
but in virtually every case these are false emotions. Sarkuvans are
master chameleons and can weasel their way into any group, from
farmers and serfs to nobles and courtiers.
he wizards and their sarkuvan servants emerged in many parts of the
Immerian Empire at once, striking at nobles, key wealthy merchants,
temples, and key military features. hey wreaked havoc for many
months, and ultimately secured several strongholds in the Empire.
heir sarkuvan spies were successfully implanted in other areas, and it
seemed that the Morphic Society was set to usurp all power.
On rare occasions—perhaps four or ive times in the history of the
race—a sarkuvan has gone against its magicked indoctrination and
genuinely acted for the betterment of all races. hese individuals rarely
live long, for even if they are able to decieve their fellow changers, they
still must deal with the unsympathetic hatred of humanoids towards
them.
he empress had not been killed, however, and she was enraged by
the chaos brought on by the Society’s attacks. No longer able to rely
on her military and magical advisors from fear of spies, she put out
a call for aid to all adventurers, promising bounties for the heads of
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