[Whiteleaf] The Quatrinate Hegemony(obsoletely encyclopedic)

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[Whiteleaf] The Quatrinate Hegemony(obsoletely encyclopedic)

Post by willpell » Mon Nov 09, 2015 10:22 pm

Originally posted February 21, 2012, 02:42:12 PM
Right next door to the Empire, the much smaller but rapidly growing Hegemony is its opposite in a number of ways. While the Empire seeks to unify and standardize all humanity for the ultimate good of each individual, the Hegemony values the diversity among its citizens yet ultimately seeks to achieve a collective state; both ostensibly try to maximize both personal and social good, but they go about it in opposite ways. The Hegemony decries the Empire's homogenizing influence, claiming that cooperation is worthless if it requires people to deny the differences which make them unique; the Empire replies that it has never stood in the way of people's free expression, and that the Hegemony has little cause to complain, given that it breeds its people like cattle and places them under immense social pressure to go along with these rather soulless eugenics. Neither nation routinely resorts to tactics that can be regarded as Evil, so for the moment they have avoided openly turning on each other, but the Hegemony's startlingly quick growth and its poor relations with nonhuman neighbors are a source of considerable concern to the Empire, and the rhetoric between the two sides is growing increasingly vitriolic.

The Hegemony's sixteen member bloodlines are all minor variants on humanity, seemingly the result of a parent more than one generation ago having been a particular variety of extraplanar or otherwise magical being. Not just any human hybrid can gain admittence; cambions and half-elementals are too fully alien to be welcomed as more than "petitioners", and hybrids with relatively prosaic bloodlines such as elf, orc, ogre or lizardfolk are not considered to possess the supernatural refinement which the Hegemony hopes to cultivate.

Lexicon

Bloodline - A particular race of "augmented" human. Largely synonymous with a House, although rogue families do exist far from the Tetracathedron, struggling to ascend to a rank of such prominence that they displace one of the Sixteen (a thus-far unfulfilled wish).

Clade - One of four divisions among the Quatrinatum, comprising four Houses with a related origin. The clades are Supernal (the Planetouched houses), Genasi (the elemental houses), Cosmari (the houses of life and death, chaos and order) and Shadar-Kai (houses of more enigmatic origins).

Creche - An extended family group containing multiple Houses, raising children in various stages of hybridization and acclimating them to the alternative cultures within the Hegemonic "fabric" (while subtly indoctrinating them against any interest in expanding the Hegemony beyond its existing foursquare of bloodlines). The "ideal" creche has one member of every House, but this is uncommon in practice.

Hegemon - A general term for any citizen or petitioner of the Hegemony. Sometimes shortened to "mon", more often to "heg" (using a hard "g" as in "egg", unlike in the full word, where the same letter sounds like a "j").

Hierarch - Head of a particular household, usually the ranking member of an entire House in a given area, though the Cathedropolis and a few other large cities are populous enough to have Hierarchs for every represented Strain.

Hierophant - A cleric of the Hegemony and its ideals; holds much higher social status than any other form of ideological cleric, which are in turn held in greater esteem than deific clerics (whom the Hegemony tends to disdain, largely because the gods are seen as extensions of the same forces which produce the outsiders, and the Supernal Clade in particular exist as a testament to the capacity of those beings to meddle in human affairs, then abandon their get to the whims of Fate....a pattern of behavior about which many of the founding Hegemons were bitter, when they first founded their peculiar alliance).

House - An organized agency of the Quatrinatum, tasked with managing one of the major bloodlines and accomplishing the refinement of the lineage. There is one House for each of the sixteen varieties of "augmented" humans comprising the bulk of the Hegemony, though it varies precisely how total the House's influence is on those of its blood (for instance, not all tieflings in the Hegemony are members of House Lucrezia, whereas virtually every Lawful-type Planetouched belongs to House Djenkyri).

Intensity - The puissance of one's extraplanar blood influence. One who is "full-blooded" may have had an alien parent as recently as two generations ago (this involves adopting a template such as Half-Fiend, even if the character is in truth more like one-quarter so; literal Half-Fiends are generally not "human" enough to earn full citizenship), while the more common "thin bloods" trace their ancestry at some distance, being only subtly influenced. The latter tend to be better respected, since the Hegemony likes having its citizens be more human than Exemplar, having learned most of their talents and been born only with a slight inclination toward the path they would end up honing through toil and skill. (In game terms, this means that a character with a +2 template can apply Level Buyoff and reach 20 actual character levels - a process with no real downside in a world where character advancement beyond level 20 is impossible - whereas one with a +4 template is restricted to at most one point of buyoff, done at level 12, and thus can never exceed seventeen class levels. Getting the advantages of a low-level template for "free" is great, but losing three entire levels in exchange for a few decent stat boosts is a much more questionable trade, and the Hegemons understand this fact quite well, through the lens of their in-setting understanding of how people's inborn abilities differ from their trained and worldly expertise. The latter almost always ends up going farther and pretty much everyone understands this, so a full "cambion" or the like is seen as little more than a stepping-stone toward the creation of more talented future tieflings.)

Matriarch - A female "agent of Hegemony", ie a woman whose primary occupation is reproduction and the cultivation of her bloodline. While any hegemon is in theory free to breed with whoever they choose, the actual truth is that "reckless" production of "wild" offspring is viewed negatively by the social mainstream, and its practitioners face substantial negative peer pressure. This is minimal in the case of persons pursuing a career, but those who are especially committed to motherhood are subjected to such unceasing social influence that they almost invariably come around to the majority view. A successful matriarch (read: one who bows to the prevailing winds of the Hegemony's culture) takes her lineage with extreme seriousness, garnering status in proportion to the number of different fathers with whom she produces offspring (preferably from various strains or even Houses, though the most prestigious coupling is with the complementary House and it is far from atypical to seek many suitors among even a single strain thereof). It is considered extremely important that a matriarch wet-nurse her get if and only if they show no signs of her own bloodline; the maternal bond is considered to offset the influence of the father's House and strain somewhat, producing a more balanced child, while a baby that takes after its mother's blood is deprived of such bonding and almost invariably raised with the father's creche to strengthen its connection to him.

Patriarch - A male "agent of Hegemony", ie a man whose primary occupation is reproduction and the cultivation of his bloodline. While any hegemon is in theory free to breed with whoever they choose, the actual truth is that "reckless" production of "wild" offspring is viewed negatively by the social mainstream, and its practitioners face substantial negative peer pressure. This is minimal in the case of persons pursuing a career, but those who are especially committed to fatherhood are subjected to such unceasing social influence that they almost invariably come around to the majority view. A successful patriarch (read: one who bows to the prevailing winds of the Hegemony's culture) takes his lineage with extreme seriousness, garnering status in proportion to the number of different mothers with whom he produces offspring (preferably from various strains or even Houses, though the most prestigious coupling is with the complementary House and it is far from atypical to seek many suitors among even a single strain thereof). Patriarchs are believed to never exert as strong a social influence over their children as matriarchs, and an attempt is made to correct this by granting the patriarch a greater degree of responsibility for their children after the first few years of life; they are expected to disregard personal concerns and be focused solely on setting an example for their children, both of the behavior typical of their House (which the child is expected to integrate somewhat in opposition to their own nature) and for Hegemonic ideals in general (which are not subject to such ambivalence and are taught as absolutes).

Strain - A particular sub-branch of a House's bloodline, with an identifier known as a {totem}. There are never less than five strains within each house; the Hegemony's doctrine of interbreeding has not made any official proclamation regarding whether the elimination of strains is considered desireable. Even hybrids of two bloodlines possess a strain, usually from whichever of their bloodlines is more visibly dominant; possession of an exoteric strain (such as a Casimar with a Vice rather than a Virtue) is considered highly auspicious and tends to lead to preferential treatment, though not to the exclusion of more tangible merits.

Tetracathedron - The ruling parliament of the Hegemony, named for the four "seats" accorded to the membership, one for each clade. While something of a meritocracy, the Hegemony also places a high premium on bloodline integration, preferring that every holder of a Cathedra be a hybrid of all four of the clade's bloodlines, though this is often difficult to arrange. In theory, when the "perfect" Tetracathedron is assembled, they are to mate in pairs and produce two co-rulers (sometimes referred to in absentia as "regents") who in turn should breed to produce the theoretical "perfect being" meant to rule the Hegemony single-handedly, but most of the Hegemony's people consider this a symbolic ideal rather than a practical plan for governance, and none of the current Cathedra holders seem to hold any attraction for one another.
Last edited by willpell on Fri Aug 19, 2016 8:58 pm, edited 1 time in total.

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The Genasi Clade (playable as written)

Post by willpell » Mon Nov 16, 2015 6:56 pm

The Genasi Clade is home to four posthuman lineages whose very flesh has been wedded with the mystic elements of the great Inner Planes. It remains unclear whether these planes are in fact the primordial sources of creation, or if they are simply alien realms dominated by the strange elemental lords, but in either case they are more than ordinary fire and water and earth and air; they are also deeply symbolic and transformative essences, which obey no scientific principles. An Earth-blooded genasi moves like a mountain collapsing, his feet slamming into the ground with cataclysmic force at every step; a Water genasi flows liquidly from one stance to the next. The Air genasi are as transparent and restless as the wind, and the Fire genasi smolder with intensity.

House names remain to be finalized except in the case of Air; those listed are codenames for current reference. (For clarity, the terminology "Element Genasi" is preferred during OOC discussion of the still-to-be-determined rules; it is unsuitable for in-universe usage.)

House Aeolus, "Airtouched"
Thin-Blooded
+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Wisdom. The flighty air Genasi move fluidly and are swift to react, but suffer impatience, arrogance, and a detached attitude.
Native Outsider; not affected by "Something Person" spells.
Low-Light Vision.
Breathes through the skin, so cannot be strangled except by full immerson.
Resist Sonic and Lightning 5.
Gains a bonus Heritage feat depending on Family.
Favored Class: Bard
Level Adjustment +1.

Full-Blooded

House {Brujheria}, "Firehearts"
Thin-Blooded
+2 Constitution, -2 Intelligence, -2 Wisdom, +2 Charisma. Hot-blooded and as hypnotic as a flickering flame, the fire Genasi are prone letting their emotions get the better of their common sense.
Native Outsider; not affected by "Something Person" spells.
Darkvision 60 feet.
Unaffected by extreme temperatures and can survive indefinitely without food or water, as long as he or she can eat anything combustible.
Resist Fire and Lightning 5.
Gains a bonus Heritage feat depending on Family.
Favored Class: Rogue
Level Adjustment +1.

Full-Blooded

House {Urophion}, "Waterbloods"
Thin-Blooded
-2 Strength, +2 Intelligence, +2 Wisdom, -2 Charisma. Naturally profound, the water Genasi tend to be withdrawn and reluctant to act with decisive force. (I wanted to say they're slow to act, but that's impossible to do without decoupling Initiative from Dexterity.)
Native Outsider; not affected by "Something Person" spells.
Low-Light Vision.
Can breathe water and has a swim speed of 30 feet.
Resist Acid and Cold 5.
Gains a bonus Heritage feat depending on Family.
Favored Class: Druid
Level Adjustment +1.

Full-Blooded

House {Vaurgrimayre}, "Earthbones"
Thin-Blooded
+2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. The earth Genasi are cloddish and ponderous, but possess the endurance of stone and the forcefulness of an avalanche.
Native Outsider; not affected by "Something Person" spells.
Darkvision 60 feet.
Never bleeds; automatically becomes stable when below 0 HP, and ignores effects which inflict CON loss flavored as bleeding.
Resist Acid and Sonic 5.
Gains a bonus Heritage feat depending on Family.
Favored Class: Barbarian
Level Adjustment +1.

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Re: [Whiteleaf] The Quatrinate Hegemony(obsoletely encyclope

Post by willpell » Mon Dec 07, 2015 5:00 pm

(un-sorted mass infodump, please mostly ignore for now - unless you notice something you think is cool, of course)

The Houses

Aeolus - Family of the Genasi clade with a bloodline of wind, sky, and mercurial whimsy, descended from elementals. Divided into Strains corresponding to various wind and cloud patterns and varities of particulate matter. Colloquially "Airtouched".
* Buommin - Sound and song.
* Brontarin - Pressure and thunder.
* Asbestin - Smoke and dust.
* Levin - Lightning and static.
* Pulmarin - Wind and breath.
* Nebellin - Cloud and fog.
* Malarin - Poison and stench.
* Spirallin - Cyclones and tornadoes.
* Florin - Spores and pollen.
* Vacuuin - Emptiness and distance.

Casimarin
- Family of the Supernal clade with a bloodline of purity and virtue, descended from Archons. Divided into seven Virtues associated with the Heavens, each with a unique "Litany" visible in the form of glowing sigils. Colloquially "Illumians".
* Saturnai - Strain thought to be descended from the Prudence archons of Chronias; blessed with patience and wisdom.
* Junova - Strain thought to be descended from the Faith archons of Jovar; blessed with loyalty and certitude.
* Hyperion - Strain thought to be descended from the Fortitude archons of Solana; blessed with courage and stamina.
* Aphroda - Strain thought to be descended from the Charity archons of Venya; blessed with kindness and affection.
* Kratos - Strain thought to be descended from the Justice archons of Mertion; blessed with insight and righteousness.
* Hermeti - Strain thought to be descended from the Temperance archons of Mercuria; blessed with frugality and satisfaction.
* Selenai - Strain thought to be descended from the Hope archons of Lunia; blessed with vision and inspiration.

Azurin - Family of the Cosmari clade with a bloodine of tranquility and mildly creepy bliss, descended from unidentified entities of the Positive Energy Plane. Divided in a manner not yet understood; the term "vivicarnum" sometimes comes up in such discussions but no one is sure if it means anything. Colloquially "Lloigrs", sometimes called "Elons", "The Inspired" or "the Unconquered".
* Soulborn LG
* Incarnate NG
* Soulborn CG
* Incarnate CN
* Soulborn CE
* Incarnate NE
* Soulborn LE
* Incarnate LN

Djenkyri - Family of the Cosmari clade with a bloodline of precision and patience, descended from unidentified entities of the Cosmic Clockworks and associated with the Void of the night sky. Divided into time-themed strains. Colloquially "Mechanes", "Techneques", or "Ticktockmen".
* Dawn
* Noon
* Dusk
* Midnight
* Solstice
* Equinox
* Eclipse
* ?
* ?
* ?

Eladrin - Family of the Supernal clade with a bloodline of brilliance and weirding ways, descended from the Fair Folk. Divided into several faerie lineages known as Kiths. Colloquially "sidhe" (pronounced "shee").
* Dougal - Ingenious craftsmen with notorious flaws, both in themselves and in their works.
* Fiona - Passionate romancers and poets, elegantly refined yet torrid and hot-blooded.
* Eiluned - Mysterious sages and augurs, obsessed with fate and inequality of knowledge.
* Gwydion - Warrior-philosophers who fight with berserk ferocity yet impeccable elegance.
* Bogan - Domestic masters with a gift for gossip and a knack for swift accomplishment.
* Eshuar - Starry-eyed wanderers, roguish and with an intuitive sense for the dramatic.
* Puccara - Mercurial and light-hearted jackanapes with an instinctive connection to nature.
* Faunus - Earthy loremasters of the deep wood with a love for music and good company.
* Liam - Mighty and benevolent protectors of the downtrodden common people.

Therian - Familyof the Shadar-Kai clade with a bloodline of spirituality and animal magnetism, descended from lycanthropes and tied to the Ethereal Plane. Divided into lots of animal lineages. Colloquially "shifters".
* Gurahl - Descended from werebears; typically strong and protective.
* Grondr - Descended from wereboars; typically indiscriminate and opportunistic.
* Khan - Descended from weretigers; typically feral and sporting.
* Uratha - Descended from werewolves; typically merciless and predatory.
* Skaven - Descended from wererats; typically shrewd and spiteful.
* Rokea - Descended from weresharks; typically aloof and implacable.
* Vrolok - Descended from werebats; typically alert and stealthy.
* Sobek - Descended from werecrocodiles; typically slothful and voracious.
* Knumh - Descended from weresheep; typically stubborn and impetuous.
* Fianna - Descended from weredeer; typically prideful and duplicitous.
* Tehuanti - Descended from werejaguars; typically bloodthirsty and unpredictable.
* Anubis - Descended from werejackals; typically morbid and treacherous.

Daelkyr - Family of the Shadar-Kai clade with a bloodline of madness, passion and arrogance, tied to entities of the Astral Plane. Divided into six "disciplines" corresponding to the varieties of psionic power, though not all are actual psions. Colloquially "Maenads".
* Schizophrenei - Those tormented by invisible voices, to the point of shifting personality; inclined toward telepathy.
* Megalomani - Those prone to self-aggrandizing delusions; inclined toward metacrativity.
* Psychopathoi - Those with uncontrollable tempers; inclined toward psychokinesis.
* Catatonai - Those with remote and disassociative minds; inclined toward psychoportation.
* Hallucinarae - Those constantly perceiving false visions; inclined toward clairsentience.
* Compulsaroe - Those with obsessive and uncontrollable tics; inclined toward psychometabolism.

Illwhyrin - Family of the Shadar-Kai clade with a bloodline of stealth, stillness, secrecy, dispassion and grim reflection, descended from beings of the Shadow Realm. Divided into nine strains which reflect the various Wizard schools (though the ninth is a mystery as only eight schools are known). Colloquially "Witchbreed" or "Shadowcasters".
* Robillar - "Abjurers"
* Leomund - "Conjurers"
* Theodain - "Diviners"
* Otiluke - "Evokers"
* Eclavdra - "Enchanters"
* Nolziur - "Illusionsists"
* Everand - "Necromancers"
* Mordekainen - "Revisionists"
* Tenserai - "Transmuters"

Kalashtar - Family of the Cosmari clade with a bloodline of remoteness and phantasm, descended apparently from ghosts, though nobody can figure out how that works given that the dead have not generally been observed to breed true. Tied to the Negative Energy Plane and divided into "haunts" which resemble particular types of ethereal undead. Colloquially "dhampirs".
* Ancestors - Resemble strict and instructive Lawful Good spirits.
* Guardians - Resemble benevolent and vigilant Neutral Good spirits.
* Legends - Resemble inspiring and heroic Chaotic Good spirits.
* Poltergeists - Resemble temperamental and lonely Chaotic Neutral spirits.
* Wracklings - Resemble tormented and insane Chaotic Evil spirits.
* Specters - Resemble spiteful and envious Neutral Evil ghosts.
* Wraiths - Resemble driven and vengeful Lawful Evil revenants.
* Drones - Resemble near-mindless and obsessive Lawful Neutral ghosts.
* Apparitions - Resemble placid and desolate True Neutral phantoms.

Lucrezia - Family of the Supernal clade with a bloodline of vice and ruthlessness, descended from Devils. Divided into nine Sins associated with the Hells. Colloquially "tieflings".
* Avernus - Strain thought to be descended from the Lust devils of Tantalus.
* Ptolomea - Strain thought to be descended from the Greed devils of Dis.
* Minauros - Strain thought to be descended from the Vanity devils of Narcissia.
* Phlegethos - Strain thought to be descended from the Sloth devils of Betlahema.
* Antenoria - Strain thought to be descended from the Pride devils of Perdition.
* Malbolgia - Strain thought to be descended from the Gluttony devils of ?
* Maladomini - Strain thought to be descended from the Hypocrisy devils of ?
* Cania - Strain thought to be descended from the Envy devils of ?
* Judecca - Strain thought to be descended from the Wrath devils of Abbadon.

Quonsecar - Family of the Cosmari clade with a bloodline of creativity and arrogance, descended from unidentified beings of the Protean Chaos. Associated with the stars and divided into at least seven colors with astrological associations (the Whiteleaf sky is a bit more fancy than Earth's, with well under half of the stars being white to the naked eye). Colloquially "Chaonds".
* Red Star
* Orange Star
* Yellow Star
* Green Star
* Cyan Star
* Indigo Star
* Violet Star
* Purple Star
* Magenta Star
* White Star

Markessa - Family of the Genasi clade with a bloodline of fire and intensity, descended from elementals. Divided into Strains related to the combustion of particular fuels, as well as superheated substances such as lava and steam. Colloquially "Firehearts".
* Pele - Strain of volcanic eruption and wild passion.
* Surtur - Strain of destruction, malevolence, and the fires of war.
* Yavimaya - Strain of forest fires and renewing purgation.
* Procyon - Strain of summer haze and heat exhaustion.
* Yeurak - Strain of bitter ashes, simmering coals, and retribution.
* Hephaestos - Strain of the forge's heat.
* Hestia - Strain of cookfires and warm hearths.
* Promethea - Strain of compulsive inspiration and the flame's hypnotic allure.

Tanarruk - Family of the Supernal clade with a bloodline of fear and depravity, descended from Demons. Divided into "hordes" associated with particular demon breeds. Colloquially "clods",
"grogs", "lumps", "blobs", and similarly rude terms.
* Graz'zt - strain of those born to darkness and conquest.
* Jubilex - strain of those born to gluttony and sloth.
* Malcanthet - strain of those born to desire and decadence.
* Baphomet - strain of those born to savagery and cunning.
* Dagomorgon - strain of those born to patience and secrecy.
* Frazurbluu - strain of those born to treachery and misdirection.
* Koschei - strain of those born to wrath and desolation.
* Olcarus - strain of those born to dispassion and malevolence.
* Zuggox - strain of those born to horror and fecundity.
* Pazuzu - strain of those born to swiftness and paranoia.
* Talphigen - strain of those born to insanity and inscrutability.

Aventi - Family of the Genasi clade with a bloodline of water and profound emotion, descended from elementals. Divided into Strains typefying various sorts of water (salt, fresh, brackish, geyser), each also associated with certain bodily fluids (by implication in some cases). Colloquially "Waterblood".
* Riverblood, strain of travel, sacrifice and transition.
* Swamphunger, strain of decay, consumption and wallowing in filth and petty desires.
* Oceanborn, strain of vastness, fecundity and the ecosystem.
* Raintear, strain of emotional turmoil and changing weather.
* Mistlung, strain of ephemeral beauty and the invigorating breath of life.
* Steamgeyser, strain of sibilant hostility and explosive pressure.
* Dewsweat, strain of honest work and patience rewarded.
* Acidspit - strain of vitriol, venom and vengeance.
* Filthsludge - strain of disgust, disease, and unconditional acceptence.

Urophion - Family of the Shadar-Kai clade with a bloodline of transformation and trickery, descended from doppelgangers or something similar. Divided into "masques" along a system that outsiders have not been able to discern any logic to. Colloquially "changelings".
* Soltari
* Dauthi
* Thalakos
* ?
* Kor
* Vec
* Dal
* ?
* ?

Vaurgrimayre - Family of the Genasi clade with a bloodline of earth and stoicism, descended from elementals. Divided into Strains resembling rock, metal, sand, clay, coal, and so forth. Colloquially "Earthbones".
* Kaolin - Strain of those who identify with the malleability of Clay.
* Feldspar - Strain of those who identify with the clarity and absolutism of glass (including Obsidian).
* Chalcedony - Strain of those who identify with prismatic Crystals and gemstones, characterized by beauty and endurance.
* Galena - Strain of those who identify with Coal and its industrial applications.
* Gypsum - Strain of those who identify with Limestone, the uniquely water-soluble mineral which forms the majority of natural caves.
* Lazurite - Strain of those who identify with Chalk and with the capacity for man to use the earth to transform the earth in lasting ways.
* Corundum - Strain of those who identify with Ore and metal, both for their hardness and their capacity to be forged.
* Nephrite - Strain of those who identify with Slate. (Gimme a minute....)
* Opaline - Strain of those who identify with Mica, agate, and similar nonprecious gems, believing that beauty need not come from rarity.
* Tephra - Strain of those who identify with Dust and sand, representing how even the earth wears away to nothing in time.
* Rhodium - Strain of those who identify with Pitchblende and other deadly minerals, representing the active hostility of an inorganic world to life. Title: Re: The Quatrinate Hegemony
Post by: Skyforge on February 21, 2012, 02:53:28 PM Definitely keep the tieflings as Borgia. Title: Re: The Quatrinate Hegemony
Post by: willpell on February 21, 2012, 03:22:56 PM Close, actually...I can do a little better. Title: Re: The Quatrinate Hegemony
Post by: willpell on February 25, 2012, 05:21:27 AM Tentative sketch of Hegemony race templates. For simplicity's sake, and justified by the heavy interbreeding, their abilities are kept very simple for now.
Originally posted February 25, 2012, 05:21:27 AM
Tentative sketch of Hegemony race templates. For simplicity's sake, and justified by the heavy interbreeding, their abilities are kept very simple for now.

Casimarin: +1 Charisma, -1 Intelligence
Eladrin: +1 Charisma, -1 Wisdom
Rukanyr: +1 Charisma, -1 Constitution
Quonsecar: +1 Wisdom, -1 Strength
Kashadarkai: +1 Wisdom, -1 Strength
Weosil: +1 Wisdom, -1 Charisma
Lucrezia: +1 Intelligence, -1 Wisdom
Djenkyri: +1 Intelligence, -1 Dexterity
Illwhyrin: +1 Intelligence, -1 Charisma
Tannaruk: +1 Constitution, -1 Charisma
Terasu: +1 Constitution, -1 Intelligence
Durzagon: +1 Constitution, -1 Dexterity
Alcymene: +1 Dexterity, -1 Constitution
Illurien: +1 Dexterity, -1 Wisdom
Lasombra: +1 Strength, -1 Wisdom
Tzojanida: +1 Strength, -1 Constitution
Alcymene - Family of the Genasi clade with a bloodline of wind, sky, and mercurial whimsy, descended from elementals. Divided into Strains corresponding to various wind and cloud patterns and varities of particulate matter. Colloquially "Airtouched".

Casimarin - Family of the {Planetouched} clade with a bloodline of purity and virtue, descended from Archons. Divided into seven Virtues associated with the Heavens. Colloquially {Aasimars}.

Djenkyri - Family of the {Energy} clade with a bloodline of precision and patience, descended from unidentified entities of the Plane of Time. Associated with the stars and divided into at least seven colors with astrological associations (the Whiteleaf sky is a bit more fancy than Earth's, with well under half of the stars being white to the naked eye). Colloquially "{Stellars}" or "Ticktockmen".

Durzagon - Family of the Genasi clade with a bloodline of earth and stoicism, descended from elementals. Divided into various Strains resembling rock, metal, sand, clay, coal, and so forth. Colloquially "Earthbones".

Eladrin - Family of the {Planetouched} clade with a bloodline of brilliance and weirding ways, descended from the Fair Folk. Divided into several faerie lineages known as Kiths. Colloquially "sidhe" (pronounced "shee").

Illwhyrin - Family of the {Transitive} clad with a bloodline of stillness, secrecy and dispassion. Divided into nine strains which reflect the various Wizard schools (though the ninth is a mystery as only eight schools are known). Colloquially "Witchbreed".

Kashadar-Kai - Family of the {Transitive} clade with a bloodline of stealth and grim reflection, descended from beings of the Shadow Realm. Divided into "shades". Colloquially "Darklings".

Lasombra - Family of the {Energy} clade with a bloodline of remoteness and phantasm, descended apparently from ghosts, though nobody can figure out how that works given that the dead have not generally been observed to breed true. Tied to the Negative Energy Plane and divided into "haunts" which resemble particular types of ethereal undead. Colloquially "dhampirs".

Lucrezia - Family of the {Planetouched} clade with a bloodline of vice and ruthlessness, descended from Devils. Divided into nine Sins associated with the Hells. Colloquially "tieflings".

Illurien - Family of the {Transitive} clade with a bloodline of transformation and trickery, descended from doppelgangers or something similar. Divided into "masques" along a system that outsiders have not been able to discern any logic to. Colloquially "changelings".

Quonsecar - Family of the {Transitive} clade with a bloodline of creativity and arrogance, descended from beings of the Astral Plane. Possibly psionic, perhaps using the six varieties of psion power. Colloquially "{Spellscales} or {Chaonds}".

Rukanyr - Family of the Genasi clade with a bloodline of fire and intensity, descended from elementals. Divided into Strains related to the combustion of particular fuels, as well as superheated substances such as lava and steam. Colloquially "Firehearts".

Tanarruk - Family of the {Planetouched} clade with a bloodline of chaos and depravity, descended from Demons. Divided into "hordes" associated with particular demon breeds. Colloquially "clods", "grogs", "lumps", "blobs", and similarly rude terms.

Terasu - Family of the {Energy} clade with a bloodine of tranquility and mildly creepy bliss, descended from unidentified entities of the Positive Energy Plane. Divided into between five and seven "solar auspices", some of which are not recognized by certain families. Colloquially "Illumians", sometimes termed the Unconquered.

Tzojanida - Family of the Genasi clade with a bloodline of water and profound emotion, descended from elementals. Divided into Strains typefying various sorts of water (salt, fresh, brackish, geyser), as well as several associated with bodily fluids. Colloquially "Waterblood".

Weosil - Familyof the {Energy} clade with a bloodline of spirituality and animal magnetism, descended from lycanthropes. Divided into lots of animal lineages. Colloquially "shifters".
[/quote] Title: Re: The Quatrinate Hegemony
Post by: willpell on February 28, 2012, 04:33:40 PM Trying again. Still not finished, but this is close enough to being right that I'm going with it.

Illumians - +1 Intelligence, -1 Charisma
Tieflings - +1 Charisma, -1 Wisdom
Tanarruk - +1 Constitution, -1 Charisma
Sidhe - +1 Charisma, -1 Intelligence

A hybrid Illumian/Tiefling would have +1 Intelligence, -1 Wisdom (like Witchbreed). A hybrid Tanarruk/Sidhe would have +1 Constitution and -1 Intelligence (unique). A hybrid of the entire Supernal clade would have +1 Constitution and -1 Wisdom (like dhampir)

The Inspired - +1 Wisdom, -1 Charisma
Dhampirs - +1 Constitution, -1 Wisdom
Ticktockmen - +1 Intelligence, -1 Dexterity
Chaonds - +1 Dexterity, -1 Constitution

A hybrid Inspired/Dhampir would have +1 Constitution and -1 Charisma (like Tanarruk). A hybrid Ticktockman/Chaond would have +1 Intelligence and -1 Constitution (unique). A hybrid of the entire Cosmari Clade would have +1 Intelligence and -1 Charisma (like Illumian).

Firehearts - +1 Strength, -1 Wisdom
Waterblood - +1 Wisdom, -1 Constitution
Airtouched - +1 Dexterity, -1 Strength
Earthbones - +1 Constitution, -1 Dexterity

A hybrid Fireheart/Waterblood would have +1 Strength and -1 Constitution (unique) A hybrid Airtouched/Earthbones would have +1 Constitution and -1 Strength (also unique). A hybrid of the entire Genasi Clade would balance perfectly! (I swear I did not do this on purpose; the elementals were getting their adjustments changed constantly before I settled on this as the closest to making sense I was gonna get.)

Shifters - +1 Strength, -1 Charisma
Maenads - +1 Charisma, -1 Intelligence
Witchbreed - +1 Intelligence, - 1 Wisdom
Changelings - +1 Wisdom, -1 Strength

A hybrid Shifter/Maenad would have +1 Strength and -1 Intelligence (unique). A hybrid Witchbreed/Changeling would have +1 Intelligence and -1 Strength (unique). A hybrid of the entire Shadar-Kai clade would balance perfectly! (Again, it just worked out this way, but now I think I should try to change the first two clades to produce the same result. Not today though.)

Crossbreeding the two clades that didn't balance produces a quadruple-adjusted baby, so that's another strike against leaving the system as-is. Ideally the scion of the entire Hegemony ought to be perfectly balanced, only with a buttload of special abilities, but I'm not sure this is possible. Title: Re: The Quatrinate Hegemony
Post by: Omicron on February 28, 2012, 04:43:59 PM May I be so bold as to ask the point of a bunch of +1/-1 racial bonuses in a system that only rewards even numbers? Title: Re: The Quatrinate Hegemony
Post by: SEDNA on February 28, 2012, 05:15:44 PM Well, odd ranks in Abilities seem to be popular amongst Feat prerequisites... but yes... And is there any point giving bonuses and penalties that add up to zero anyway? I think Pathfinder did it perfectly, giving most races two +2 bonuses and one -2 penalty, while Humans and Half-Elves receive simply +2 to any Ability of their choice. Title: Re: The Quatrinate Hegemony
Post by: willpell on February 29, 2012, 12:42:23 AM They aren't meant to add up except in the case of second-generation hybrids; the assumption is that you'll play a full-blooded member of a House, for the same reason you'd play an elf or dwarf - because they're more interesting than a plain old human. (Note that the effect isn't JUST the number adjustment, I'll be adding other abilities.) The idea of the bonuses canceling out is more of a narrative device, explaining why the Hegemony thinks their breeding program is worthwhile. Title: Re: The Quatrinate Hegemony
Post by: willpell on March 02, 2012, 07:27:15 AM Members of each House receive +2 on a pair of skill checks that suit the preferences encoded into their blood. (These are also more or less final names for the houses; all are sufficiently close to acceptible that I'm increasingly tempted to stop fiddling with them.)

House Aeolus, "the Airtouched" - * Search, * Jump
House Casimarin, "Illumians" - * Decipher Script, * Diplomacy
House Rukanyr, "the Inspired" - * Heal, * Listen
House Tzenkyri, "Mechanes" - * Concentration, * Craft
House Eladrin, "the Sidhe" - * Spellcraft, * Gather Information
House Therian, "Shifters" - * Handle Animal, * Survival
House Daelkyr, "Maenads" - * Ride, * Spot
House Illwhyrin, "Shadowcasters" - * Hide, * Forgery
House Kalashtar, "Dhampirs" - * Move Silently, * Sleight of Hand
House Lucrezia, "Tieflings" - * Bluff, * Use Rope
House Quonsecar, "Chaonds" - * Use Magic Device, * Open Lock
House Brujheria, "Firehearts" - * Intimidate, * Tumble
House Tanarruk, "Grogs" - * Balance, * Disable Device
House Tojanida, "Waterbloods" - * Swim, * Escape Artist
House Urophion, "Changelings" - * Disguise, * Sense Motive
House Vaurgrimayre, "Earthbones" - * Appraise, * Climb

For purposes of this effort, I've eyeballed the value of skills to a range between 1 and 4, and given most classes either a 1 and a 4 or a 2 and a 3. This didn't quite work out in a few cases; House Quonsecar has a 4 and a 3 while Houses Vaugrimayre and Urophion get only a 1 and a 2 (but in both cases the 1 might well be worth far more than I've credited it).

1 (highly situational):
* Appraise
* Balance
* Craft
* Decipher Script
* Disguise
* Escape Artist
* Forgery
* Use Rope

2 (consistently useful)
* Bluff
* Climb
* Diplomacy
* Gather Information
* Intimidate
* Listen
* Sense Motive
* Spot

3 (periodically crucial)
* Disable Device
* Handle Animal
* Jump
* Open Lock
* Ride
* Sleight of Hand
* Survival
* Swim

4 (vitally important or game-altering)
* Concentration
* Heal
* Hide
* Move Silently
* Search
* Spellcraft
* Tumble
* Use Magic Device

Listen and Spot were the last skills to be plaed and were basically just hole-fillers; I don't have much of a grasp on the Maenads and House Lloigr at the moment. Title: Re: The Quatrinate Hegemony
Post by: willpell on March 12, 2012, 11:40:25 PMReligion in the Hegemony
While many of the Hegemony's individual citizens worship the gods, and the state's policy is to allow this, the overall culture has a more vague religious tradition that deprioritizes the known (if nebulous) wishes of the deities, in favor of a generalized attention to the fabric of the cosmos in general. Populated as it is by various hybridizations of humanity, many of whom are forced to live and work with people they instinctively hate but who are tied to them by ancestry or potential coupling, the Hegemony exalts the animating and transformative forces of life, art and magic as being more important and all-encompassing than any single entity, even a god. A belief in the primacy and all-encompassing nature of these energies is reflected in thousands of cultural rituals, some specific to a single family within a single Strain, others upheld nearly unanimously across the nation.

A strong tradition of craftsmanship assumes religious significance among hegemons; doctrine suggests that the principle of cross-breeding can apply not only to actual children, but to craft projects built through intense collaboration. Where possible, individual components of a build are created by exactly two individuals, who are selected much the way co-parents are chosen for an idealized child (this is of course a largely organic process; no-one orders two Hegemons to collaborate on either parenthood or craftwork, but those who show a mild inclination are often increasingly pressured to act on it, and those with no active preferences are steered toward those thought compatible unless they strongly object). These creations are then integrated into the next larger phase of the project, which is coordinated by another working-pair; the result of this modularity is often less than efficient, and designs are sometimes rather schizophrenic-seeming, yet like the Hegemony itself, they almost invariably remain stable even it seems they shouldn't. Title: Re: The Quatrinate Hegemony
Post by: willpell on May 30, 2012, 09:28:22 AM Adjusting the house names again while preparing to do more.

Genasi Clade
House Aeolus, "Airtouched"
House Brujheria, "Firehearts"
House Urophion, "Waterbloods"
House Vaurgrimayre, "Earthbones"

Supernal Clade
House Casimarin, "Illumians" (Aasimars)
House Eladrin, "the Sidhe" (Feyblooded)
House Lucrezia, "Tieflings" (Infernal tieflings)
House Tanarruk, "Grogs" (Abyssal tieflings with some qualities of feyblooded)

Cosmari Clade
House Tzenkyri, "Mechanes" (Zenkyri)
House Quonsecar, "Chaonds"
House Illwhyrin, "Dhampirs" (Necropolitans or something akin)
House Azurin, "Changelings"

Shadar-Kai Clade
House Telaire, "the Inspired" (Kalashtar/Quori)
House Rilkan, "Shifters"
House Karsites, "the Witchbreed" (Karsites)
House Daelkyr, "Shadowcasters" (Maenads or Elans, maybe) Title: Re: The Quatrinate Hegemony
Post by: willpell on July 29, 2012, 05:14:14 AM

Full-Blooded Title: Re: The Quatrinate Hegemony
Post by: willpell on March 14, 2013, 01:28:34 AMHouse Karsites

Thin-Blooded
The Thin-Blooded of House Karsites have +2 Charisma but -2 Wisdom; lacking the physical puissance of their more spiritual relatives, they are paranoid and suspicious, relying on their oily charm to get by in a world which they view with contempt. They have Spell Resistance but no DR or Absorption.

Full-Blooded

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House Lucrezia

Post by willpell » Fri Aug 19, 2016 9:43 pm

Lucrezia - Family of the Supernal clade with a bloodline of vice and ruthlessness, descended from Devils. Divided into nine Sins associated with the Hells. Colloquially "tieflings".

* Avernus - Strain thought to be descended from the Lust devils of Tantalus.
* Ptolomea - Strain thought to be descended from the Greed devils of Dis.
* Minauros - Strain thought to be descended from the Vanity devils of Narcissia.
* Phlegethos - Strain thought to be descended from the Sloth devils of Betlahema.
* Antenoria - Strain thought to be descended from the Pride devils of Lucenti.
* Malbolgia - Strain thought to be descended from the Gluttony devils of Azazel.
* Maladomini - Strain thought to be descended from the Hypocrisy devils of Perdition.
* Cania - Strain thought to be descended from the Envy devils of Mephistar.
* Judecca - Strain thought to be descended from the Wrath devils of Abbadon.

Tieflings comprise almost a full twelfth of the population of the Hegemony; many of these, however, find no home within the House system. Though the blood of devils inclines them toward working within a power structure to accomplish their sinister aims, many prefer to strike out by themselves and try to create their own organization. House Lucrezia contains only those who are firmly entangled in the dominant power structure founded by the original Hegemons, of which Lucrezia jeBorges (silent "s") was the most seductively malicious. Prideful enough to insist that the House be named in her honor, with a ruthless lust for power and a bitter envy toward her peers, Lucrezia embodied everything about human nature which seeks to bargain with the creatures of the Nine Hells, knowing that they will pay the ultimate price for all that they achieve. Whether there is any truth to the rumors that Lucrezia's personality has survived her death and the transformation of her soul into a diabolic form (a very easy claim for rumormongers to make, but one which actual experts on postmortem psychography claim is functionally impossible), either way her influence is still keenly felt, and the most ruthless of the Houses constantly works to infiltrate and suborn the Hegemony's power structures. Alas, they are inherently denied many of their best tools for the purpose, simply by virtue of being known for what they are; seeing the name Lucrezia on a document (and the legalists of Djenkyri have persistently denied them any right to operate by alias) automatically alerts the other party that the deal is almost certainly unfair in the tiefling's favor, and puts them immediately on their guard. It is a testament to the Lucrezians' skills as wheedlers and tempters, whose honeyed words drip from forked silver tongues and gleam with a sweetness that proves compelling even when known to be poisonous, that they are still successful more often than not in getting their way.

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