Deep Breath: Lord Chance's Meetings
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Deep Breath: Lord Chance's meetings a.k.a Races manual by /tg/, v0.1.6 Picture from Ona Zelda “ViolentCosmos” Pitschka Ye olde introduction So yeah, this is the manual for Deep Breath. It’s still a WIP, though. This introduction itself is a WIP, since it should start with something like “Welcome to this wondrous work of imagination!” or something equally cheesy. Here’s what you need to know: Text that is written like this is just information dumped in the PDF. While they are true, they’re not assimilated in the “official” lore and description yet. Text written like this constitutes the “official” lore and description. As I write, there are nine PDFs: – The Book of Legends; – Cosmogony and Geography manual; – Crunch manual; – Esoteric manual; – Flora, Fauna and Spells compendium; – Quotes and Shenanigans compendium; – Races manual; – Technology compendium; – History and Geopolitics manual. Enjoy! Children of Death Those races were given birth by Death herself, that decided to create something able to play a game with her and to defy her power; thus, life. Though Time meddled in this, deciding that nothing should be given the power to fool a god eternally, and gave mortals a life expectancy. Some time, one of those is born “marked”. The marked either have draconic features (scales, horns, vestigial wings), and are considered a blessing, or aquatic features (gills, webbed hands and feet, constant smell of brine) that is considered a curse from the Deep Ones. The dragonmarked most often rise in the clergy and social status, and the deepmarked are often abandoned a birth, sometimes taken in by a wandering halfling. Every marked children is blessed with very high endurance, a beautiful voice and grace, and is thus a very skilled magician. Born of both fire and water, they’re of utmost importance to the War between the Dragons and the Deep ones. Dwarves Magic affiliation: Flame and Breath. Appearance: Skin of stone, flesh of mud, Dwarves are creatures of the earth. Religion: Ao’s cult. Time is the most worshipped one. Government: Three elected consuls govern: the Mud Consul (food production and civil rights), the Stone consul (handicraft, industry and art) and the Iron consul (military matters). Elections are held every three years. Lifespan: 60 years. As a race indelibly marked by both Death and The Deep, they bleed alcohol, the fire-water. Quaffing barrel after barrel to maintain the delicate balance within their bodies, Dwarves are near impossible to out-drink. Masters of the earth, Dwarves are fluent in its use in all its forms. They are the pioneers of iron and steelworks, and are just as capable of crafting crystal and gems. They are capable of flame and breath, but owing to their flammable constitution and penchant for drinking, such an act is considered extremely reckless. They’re the ones that created iron. Since their body is highly flammable, and while being great warriors otherwise, they try to avoid fighting in tight formations and open field battles. Iktor Copperhands, one of them, invented the clock, both to organize the day more efficiently and as an act of devotion towards time. They’re excellent sailors, and as such, are the ones establishing commercial links between lizardfolks and the other civilizations. Dwarves can get drunk on water, that dilutes their body fluids. Dwarven magic Dwarven stocky build does not allow for the flashy spectacle of elves nor do they have the endurance for powerful rituals of human spellcraft. What they DO have is patience and deliberation. They are, after all, of the rock. Dwarven spelldances are slow and methodical and their spellsongs are a low, modulated hum. Stronger spells are cast in turns; the caster (or casters) sings and dances only a certain portion of the spell and, at a predetermined moment, another joins in and gradually takes their place. This method of casting takes up much more time but is capable of producing results as strong as human magic. Particularly skilled dwarves ritualists can burn their own blood to fuel powerful spells; however, this is lethal, and is so reserved for heroic sacrifices. Elves Magic affiliation: Both Flame/Breath and Water/Pulse. Appearance: They have pointy ears, and can grow beards. Religion: Ao’s cult. What dragon exactly is worshipped depends on the region. Government: There are many different elven nations, all with different governments. There are some recently formed city-states too. Lifespan: 120 years. "Elves" get a certain state of mind called The Call, in which they need to search out the nearest part of undisturbed nature and meditate. Whether the Call goes out earlier or later depends on the amount of stress they endure. This also has made elves unable to wage extended war, instead focusing on assassination, skirmishes and politicking in order to remain relatively free of extended conflict. They’re the results of the True Elves tampering with humans through genetic engineering (though it is seen in history as some form of otherwordly magic). Elves are subjects to the Call: an urge to meditate in the nearest part of undisturbed nature. This is directly linked to the amount of stress put upon them. This is why elves are unable to wage extended wars: they rely on assassination, skirmishes and politics in order to remain relatively free of extended conflict. Most elves are sterile; hence, the necessity of the Rite of Joining for their race to stay in existence. Elves believe in the cycle of Death, and eat their dead as a sign of respect. On elven traits, warfare & weaponry An elven shadow mutates as the Elf in question ages and matures. An elven child will have a fairly regular shadow, but upon reaching maturity it will grow fuzzy and frayed around the edges. As they age, the shadow will become increasingly removed from those of normal beings, strange, slowly shifting patterns becoming emerging as time goes on. Towards the last third of his life, an Elf's shadow at times splits into two or tree, as if he/she were illuminated by several light sources at once. Muuajin, the elite killers of the Elven nations, learn how to take control of their shadows from the moment they can talk, a grueling process which culminates in their ability to step into them, becoming, though not exactly invisible, highly resistant to notice by anyone not knowing what to look for. This ability can be extended to their victims for a limited amount of time, and it's not unheard of to have a Muuajin take out a seated target in the middle of a ballroom and have it only be noticed three minutes later that they're dead, rather than just bored. Defenses against this exist, mostly in the form of specially trained guards, starsilver wards and sigils drawn with ink comprised of blood, gold dust and other ingredients. Elves favour blow darts, hewing spears, bolas, slings, stilettos and in rare cases the Ujani, a duo combination of rapier and dagger that is reserved for warriors of high standing. Most of these weapons are aimed at combating creatures of the Deep, their true power far less impressive when aimed at humans or other foes of more traditional make. The Rite of Joining The Rite of Joining consists of bringing a human child into the Wild, where each "parent" mixes a drop of their blood with that of the child's in a silver bowl among other ingredients. The father, the mother and the prospective child each take a sip, then the parents breathe into him like people saving someone from drowning. Within the following 36 hours, the Change takes hold, the various physical and mental characteristics of the Elves emerging one after another. Unfortunately, few children survive the conversion, much less fully grown adults. It is said that this is the origin of the myth of elves stealing away children in the night. If it is a myth at all. While most elves today are born from the Rite of Joining, this rite is simply an imitation of the original method of Changing: the Circlet of the Blood Moon. A series of intertwined roses wrought with gold and silver, the circlet is pricked with the blood of the elven parents and placed upon the head of the human. This method works without fail, and it works on adults as well as children, but owing to the uniqueness of the artifact, is reserved for turning individuals that have earned the highest praise in elven eyes. The first record of a human undergoing the Rite of Joining was a terminally ill woman called the First Ascendant whose "parents" turned her into one of their number, using the Circlet of the Blood Moon. The First is long gone, but many have followed in her footsteps, choosing lives of simplicity over those of toil and strife. Of course, the alteration in mind, body and soul puts off many, and probably rightfully so. Goblins Magic affiliation: None. Appearance: They can be up to 5ft tall, but an average goblin stands at 3ft. Most weights around 40kg, with the males being lighter than the females; they're considered tetrapods despite the rumors that some goblins may have extra limbs. They have almost no body hair but can grow mustaches. Their noses range from a single hole in the middle of the face to pointy or curved structures that can be up to 5 inches long. Their ears follow the size range from noses, but at the sides of the head. Eyes are generally gray/white and reflect most of lights; they can see in the dark.