Bandits
Banditry is becoming something of a problem in Atela. As the
winters grow longer, some people grow dissatisfied with their place in society.
These malcontents reject the authority of Church and Crown, turn their back on
the community of man, and serve only their own interests. Most bandits operate
in small groups, waylaying unarmed travelers, but there are larger groups
operating from the forests around the Dark Wood. Some bandits ally themselves
with heretics and warlocks, but not even bandits will work with elves and
giants.
Bandits in Atela are
human and are generated as humans.
Heretics
Heretics threaten the authority of the Church by questioning
accepted religious doctrine. Most heretics are literate and educated. Many come
from within the ranks of the Church itself.
Their actions seem innocent enough, but by questioning doctrine they
often undermine the religious bedrock that human faith is built upon. The
Church takes a hard line against heretics. They actively ferret them out and,
once found guilty in a church court, are condemned to death by burning.
There are two heresies, in particular, that the Church seeks
to quash.
The first, known as the Heresy of Questionable Mandate,
questions the Kingpriest's divine sanction to rule. Heretics of this stripe
believe that the Church should operate independently of the Crown. This would
seem like something the Church would embrace, but doing so would open the door
to all sorts of thorny religious and secular issues, chief among them the
infallability of the Church itself. This
could, in theory, lead to a religious schism in the Church, which could have
far-reaching and devestating consequences for Atela and humanity in general.
The second heresy is known as the Heresy of the Avatar. This
heresy states that God descended to Earth in mortal flesh and begat a divine
child upon a noble bloodline. The Church vehemently opposes this heresy,
stating that God has never taken physical form upon Atela and would certainly
not engage in coitus with a mere mortal. Followers of this heresy believe that
this divine bloodline will emerge soon and sweep away the old and corrupt,
ushering in a new era of warmth and growth.
Heretics in Atela are
human and are generated as humans.
The Undead
Undead in Atela are predominantly ghosts. Physical undead
are rare. Restless spirits rise from unhallowed graves, and attack any living
creature that they encounter. Physical
undead, such as skeletons and barrow weights, are usually associated with a
specific location, such as a tomb or battlefield. Undead cannot enter hallowed
ground and are vulnerable to radiant damage.
Undead should be
generated using the descriptors in the 5e Monster Manual. Care should be taken
by the DM to ensure that any undead are thematically appropriate for the
setting. Ghosts, weights and will-o-wisps are appropriate for Atela. Vampires
and liches are not.
Warlocks
Warlocks are humans who have made a bargain with the Devil
or one of his minions, gaining occult powers in exchange for service. Most
people live in terror of warlocks as they can be anyone: family, friends, neighbors. All warlocks have a devil's mark somewhere on
their body, identifying them as a warlock. They cannot use magic to hide this
mark. Also, warlocks cannot use their
powers on hallowed ground. Warlocks discovered by the Church are hung.
Warlocks are humans
and are generated as humans. The Devil is the patron of all warlocks in Atela.
Warlocks are
proficient with Light armor and Simple weapons. They are proficient with the
Deception and Persuasion skill, as well as one other Skill of your choice.
At 1st Level, Warlocks
choose the Fiend as their Otherworldly Patron.
At 2nd Level, they
choose one Elderitch Invocations.
At 3rd Level, they
choose a Pact Boon.
At 5th Level, they
choose a second Elderitch Invocation.
Warlocks are Arcane
Spellcasters. They know a number of Warlock spells equal to their Character
Level + their Charisma Modifier.
Their Spell DC equals
their proficiency bonus + Charisma
Modifier +8.
Their Spell Attack
Bonus equal their proficiency bonus +
their Charisma Modifier.
The number of spells a
Warlock can cast per Character Level is displayed below.
At 1st Level, one 1st
Level spell.
At 2nd Level, two 1st
Level spells.
At 3rd Level, two 1st
Level spells and one 2nd Level spells.
At 4th Level, two 1st
Level spells and two 2nd Level spells.
At 5th Level, three 1st
Level spells, two 2nd Level spells and one
3rd Level spells.
At 6th Level, three
1st Level spells, three 2nd Level spells and two 3rd Level spells.
Werewolves
Werewolves are victims. Most are created when they are attacked
by a werewolf and survive. The next time the full moon rises, the person will
transform into a Dire Wolf. In this altered form, the werewolf retains its
human Intelligence, Wisdom and Charisma, but its physical attributes become
those of a Dire Wolf. They also become resistant to all non-magical damage and
damage from weapons that are not silver. They are vulnerable to silver.
Werewolves attack any living thing they encounter, except other werewolves. If
a werewolf is killed they transform back into their human form. At dawn, a
werewolf will transform back into its human form with hazy memories of its
actions during the night. Any damage it
takes in its wolf form, except from silver weapons, does not carry over to the
human form. Werewolves discovered by the
Church are burned at the stake.
Werewolves have two
forms.
The human form is
generated as a normal human. Their Dire Wolf form has AC 14, a Speed of 50, STR
17, DEX 15 and CON 15. It has a Bite
Attack with +5 to hit, and a 5 ft. reach. It does 2d6 +3 piercing damage and
target creatures must succeed on a DC 13 Strength save or be knocked prone.
In both human and Dire
Wolf form, the werewolf has advantage on Wisdom(Perception) checks pertaining
to smell and hearing.
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