Difference between revisions of "Suel (Greyhawk)"
m (→Child of Empires: polish) |
m (→Rage Against Fate: balanced) |
||
Line 88: | Line 88: | ||
'''Benefit''': You get a +2 trait bonus on all Charisma checks related to binding summoned creatures, as well as all elementals and outsiders. You can pick elemental languages (auram, aquam, ingam, terram) as starting languages. | '''Benefit''': You get a +2 trait bonus on all Charisma checks related to binding summoned creatures, as well as all elementals and outsiders. You can pick elemental languages (auram, aquam, ingam, terram) as starting languages. | ||
− | === Rage Against | + | === Rage Against Magic === |
− | + | You carry the curse of the exiled northern houses of the Suel in your blood. Magic causes you intense pain, but this pain helps you resist magical influence. | |
− | '''Benefit''': When you fail a Will saving throw against a spell or spell-like ability, you can choose to take hit point damage equal to the spell's level and be dazed for one round to immediately make a new saving throw. You can only gain one additional try at each such saving throw. | + | '''Benefit''': When you fail a Will saving throw against a spell or spell-like ability, you can choose to take hit point damage equal to the spell's level and be dazed for one round to immediately make a new saving throw. You can only gain one additional try at each such saving throw. If you use an spell or spell-like ability, even form a device, you take one hit point of damage per level of the spell. |
Revision as of 21:10, 21 June 2012
Descended from refugees of the homeland that is now the Sea of Dust, the Suel are a fair-skinned folk. Most Suel have merged with Oerdian and Flan to form a mixed population in the central Flaness; the groups that remain culturally Suel have done so because of isolation and xenophobia.
Real-World Models
Scandinavian, British, Finn (appearance), Romans (culture). These are the archetypal Hollywood Romans; blonde, icy blue eyes, ruthless, efficient, often cruel and racist.
Alignment
The Suel are traditionally tolerant about good-evil variations. Even in the Scarlet Brotherhood, good members can be tolerated as long as they contribute to the power of the order. Instead, the conflicts within the Suel are between Law and Chaos. There is a constant conflict between loyalty and pride within each Suel. Few Suel are ever neutral on the Law - Chaos axle; it is not uncommon to have a crisis of faith, where the individual changes his past allegiance and decides to either roam free or adhere to order. Even seemingly lawful Suel often have some hidden vice, while the most freedom-loving and proud can accept great trials to uphold an oath or some tie of loyalty.
Cultural Traits
The Suel are a race of contrasts, and their traits can manifest in very different ways, often in pairs of virtues and vices. Suel tend to go to extremes in alignment.
Thrifty/Selfish, Competitive/Domineering, Honest/Blunt, Self-assured/Opinionated, Ambitious/Proud.
Practices
Birth control (often post-natal), Monogamy.
Taboos
Breeding outside race, Incest.
Marriage
Conventional. Men can have children out of wedlock, women cannot. Decent is traced through the same gender, females having matrilinear descent, males patrilinear descent, leading to incredibly complex family trees. This is further complicated by strict rules against incest of second cousins, which means familiy trees are very important. The nuclear family is very strong, the extended family too complex and interwoven to function.
Magic
Suel have an deep attraction to magic and use it to change the world around them with transmutation spells or to summon and bind supernatural servants with conjuration spells. Great theorists, the Sueloise prefer wizards to sorcerers or bards. Divine magic is often focused on means rather than ends; Suel classify miracles by domain rather than ethos.
Pantheon
Suel gods tend to be very lawful or very chaotic and are examples of skill and ability rather than great leaders with a personal agenda. There was a great turnover of Suel gods after the twin cataclysms; Lendor, the leader of the pantheon, became very withdrawn and is hardly known today which left a power vacuum others were quick to usurp.
Name | Rank | Alignment | Sphere | Domains | |
Bahamut | Lesser | LG | Good dragons, Wind | Air, Good, Luck, Protection, Cold, Dragon | Suel, Dragon, Elder |
Beltar | Lesser | CN | Malice, Caves, Pits, Nonhumans | Chaos, Death, Evil, War, Scalykind, | Suel |
Bralm | Lesser | N (LN) | Insects, Industriousness | Animal, Law, Strength, Community, Pact | Suel |
Dalt | Lesser | CG | Portals, Doors, Enclosures | Chaos, Good, Protection, Travel, Trickery | Suel |
Jascar | Lesser | LG | Hills, Mountains | Earth, Good, Law, Protection | Suel |
Joramy | Lesser | N (NG) | Fire, Volcanoes, Wrath, Quarrel | Destruction, Fire, War, Competition | Suel |
Kord | Intermediate | CG | Athletics, Sport, Courage | Chaos, Good, Strength, Competition, Courage | Common, Suel |
Lendor | Intermediate | LN | Time, Patience, Study | Knowledge, Law, Protection, Time | Suel, Elder |
Llerg | Lesser | CN | Beasts, Strength | Animal, Chaos, Strength, Courage | Suel |
Lydia | Lesser | NG | Music, Knowledge, Daylight | Good, Knowledge, Sun, Travel | Suel |
Norebo | Lesser | CN | Luck, Gambling, Risks | Chaos, Trickery, Luck | Suel |
Osprey | Lesser | LN | Sea voyages, Ships, Sailors | Law, protection, Water | Suel |
Phaukon | Lesser | CG | Wind, Clouds, Birds, Archery | Air, Animal, Chaos, Good, War, Magic | Suel |
Phyton | Lesser | CG | Nature, Beauty, Farming | Chaos, Good, Plant, Sun, Water | Suel |
Pyremius | Lesser | NE | Fire, Poison, Murder | Destruction, Evil, Fire | Suel, Humanoid |
Syrul | Lesser | NE | Lies, Deceit, Treachery, False promises | Evil, Knowledge, Trickery | Suel |
Tiamat | Lesser | LE | Evil dragons, Conquest | Destruction, Evil, Law, Trickery, Dragon | Suel, Dragon, Elder |
Tharizdun | Intermediate | NE | Eternal darkness, Decay, Entropy, Malign knowledge, Insanity | Destruction, Evil, Knowledge, Force, Madness | Common, Elder, Suel |
Vatun | Lesser | CN | Northern barbarians, Cold, Winter, Arctic beasts | Animal, Chaos, Strength, Cold | Suel |
Wee Jas | Intermediate | LN (LE) | Magic, Death, Vanity, Law | Death, Law, Magic, Domination, Mind | Common, Suel |
Traits
Child of Empires
You are a true child of the Suel heritage; strong-willed and arrogant.
Benefit: The DC of Bluff, Diplomacy and Intimidate checks against you are increased by 5.
Hardy Survivor
You are a descendant of those who survived centuries of persecution by flight, and is a survivor despite what might otherwise be a sedentary or civilized occupation. You may have grown up a refuge in the jungle but still be trained in a civilized occupation like wizard or alchemist.
Benefit: You have Survival as a class skill and get a +1 trait bonus on Survival rolls.
Master of Seals
You have inherited some of the power of those who forged the ancient binding seals for genies.
Benefit: You get a +2 trait bonus on all Charisma checks related to binding summoned creatures, as well as all elementals and outsiders. You can pick elemental languages (auram, aquam, ingam, terram) as starting languages.
Rage Against Magic
You carry the curse of the exiled northern houses of the Suel in your blood. Magic causes you intense pain, but this pain helps you resist magical influence.
Benefit: When you fail a Will saving throw against a spell or spell-like ability, you can choose to take hit point damage equal to the spell's level and be dazed for one round to immediately make a new saving throw. You can only gain one additional try at each such saving throw. If you use an spell or spell-like ability, even form a device, you take one hit point of damage per level of the spell.