Tuesday, March 12, 2019

Atela: NPC Enemy Races

            In the Last Kingdom, human existence is threatened by a number of enemies.

Dwarves.
            In Atela, dwarves are not a hardy, roistering race of adventurers. In Atela, dwarves are small creatures, their minds as twisted as their bodies.  To humans, dwarves resemble gnarled old men with gleaming black eyes and scraggly beards.  No human has ever encountered a female dwarf and it is widely speculated that there are none, that dwarves emerge from the ground through some diabolical form of reproduction.
            Unlike elves, dwarves do have souls, but they are shriveled things consumed by greed. Dwarves love wealth, particularly gold, more than anything else in the world and they spend their lives accumulating great hordes of treasure. They are hesitant to part with so much as a single coin and it is common knowledge in Atela that one never steals from a dwarf. The dwarf will hunt down the thief, retrieve their missing wealth and interest, usually in the form of the thief's hands.
            Dwarves live in Atela, far beneath the ground, in secret burrows. They live alone and their burrows are defended by lethal traps. The only time they venture to the surface is on nights when the moon is dark. Then they travel and meet with each other to haggle and deal before returning to their miserable homes.
            Dwarves are excellent craftsmen and they are willing to work for humans, but their prices are exorbitant. They will drive a hard bargain, but once it is made the dwarf will follow the agreement to the letter.  It's very rare for a human to get the better of a dwarf.
            Dwarves are not a martial threat to humans, but their presence is felt to be corrupting. The Church is aware that dwarves have souls and that they worship God even though they have no priests among them. Paying for a priest to pray for their dead is one of the few times a dwarf will reluctantly part with coin.
            Dwarves loathe elves and will not ally with them. They do not trust giants and fear the undead as much as humans.
            When creating a dwarf, GMs should remember that Atelan dwarves are Small. They have a walking speed of 25 ft. They should have a high DEX and WIS, but low STR and CHA. Atelan dwarves have Superior Darkvision identical to the drow in the 5e Player's Handbook.  They also suffer from Light Sensitivity, giving them disadvantage on attack rolls and visual perception checks when their subject is in any sort of bright light.  They also cannot be charmed or put to sleep with magic.  Dwarves speak Atelan and Dwarvish. Some might speak Giant and Elvish.

Elves
            The elves are the ancient enemy of humanity. They are beautiful immortals who slink out of the Feywold on the nights of the full moon, to make mischief and murder.
            Elves in Atela are immortal. They do not age once they reach adulthood. This is because they do not have souls.  All elves are related to one another, as their ruler, the Queen of Shadows, is also their mother.  The elves have no desire to reproduce, but are legendary for their lusts. Elven raiding parties have been known to ravish entire villages before putting their victims to the sword.
            No one knows why elves hate humans so much. It is widely believed that the hatred is their legacy from the Queen of Shadows. What is known is that elves cannot be trusted. When a human spots an elf there is an overwhelming urge to fight or flee. 
            Thankfully, elves rarely remain in Atela. The impermanence of the mortal world disturbs them. Most slink back to the Feywold on the last night of the full moon to sharpen their blades and plot new atrocities for the next month.
            Thankfully, elves have weaknesses that humans have learned to exploit. Elves cannot enter hallowed ground, such as churches and most graveyards, without harm.  The sound of bells is a strong deterant to elves, and ringing church bells are particularly effective in repelling them.  Weirdly, an elf's greatest weakness may be their inability to break their word. When an elf makes a promise he must keep it to the best of his ability until the conditions are met or the person who extracted the promise from him releases him from the obligation.
            Elves are disgusted by dwarves and will not ally with them. Nor will they ally with giants, as giants consider elf-flesh a great delicacy.  Elves will work, reluctantly, with warlocks if their Queen commands it.
            In game terms, Atelan elves are similar to their usual D&D counterpart. They should have high DEX and good CHA. They have darkvision and  fey ancestry as described in the 5e Player's Handbook. However, elves do not go into trance. They sleep like other creatures. Some Atelan elves are Sorcerers; they do not get any of the Sorcerer feats aside from Spellcasting. Atelan elves also have unique weaknesses. The ringing of bells is anethema to Atelan elves and they must succeed on a DC 15 WIS save or be forced to flee from the source as their next action. If the bells are church bells they must succeed on a DC 20 WIS save or be forced to flee. Also, elves cannot enter hallowed ground without taking damage. Each round they spend on hallowed ground costs them half their Hit Points.
            Elves speak Elvish and Atelan. Some speak Dwarvish and Giant.

Giants
            Giants are twelve-foot tall humanoids who descend from the Icewall Mountains, to raid human settelents in an attempt to assuage their terrible hunger.  The giants came into being when angels lay with human women. Initially, their angelic natures were strong and giants were a force for good in the world, but with each successive generation their angelic natures have faded. Modern giants are a shadow of their ancestor's greatness.  Driven by hunger, they venture into Atela, to be met by shield and spear and divine spells. Thankfully, giants work alone or with a trusted mate. They devour each other as readily as they do humans, making trust among them difficult.
            Although giants have souls, the Church considers them a lost cause, beyond salvation. They are met with shield and spear and divine spells.  Sadly, only the strongest and canniest of fighters have a chance against a giant.
            Giants have no living allies as their cannibalistic natures are very well known. They loathe the undead with a passion.
            Atelan Giants are huge creatures with a walking speed of 40 feet. They should have, at a minimum,  STR 20 and CON 20. All other stats should be generated as normal. HP should be about 100.  Giants get to attack twice per round with a greatsword or a greatclub. Some might carry a shield, or wear armor, but most should be unarmored.  They have advantage on WIS (Perception) checks involving smell and can automatically differentiate between humans, elves and dwarves by scent alone. Also, Atelan giants can eat almost anything and survive. This manifests as a Resistance to Poison. 
            Atelan giants speak Giant. Some speak Atelan and Dwarvish.



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