למי שיודע D&D

moriabar

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למי שיודע D&D

אם אני דמות אירדה, כמה חפצים קסומים אני יכולה שיהיו לי? ואירדה, היא קוסמת וגם לוחמת? כי הרי יש להם קסם טבעי, והם לוחמים?
 
אם יהיה לך כוח לקרוא את כל זה...

חלק א', הופעה חיצונית:
Appearance Irda, the high ogres of Krynn, retain the beauty that ogres had in the creation. In their natural form, Irda stand about 6’ tall (2d10+60 inches) and are slender (6d10+120 pounds). They possess a dark loveliness that accentuates their cold beauty. Their drawn faces are regal and statuesque. Beneath drooping eyelids, they have keen eyes of silver. Their skin color ranges from midnight blue to deep, sea green. Most Irda have black hair, but some have hair of white or silver. All keep their hair well-trimmed and combed. Irda dress in simple clothing—linen smocks and silken gowns primarily. They adorn these simple garments with jewelry: pearl brooches, simple bracelets, and thin necklaces of steel. They will not don garments made of wool, leather, or any product from animals, and they eat no meat. Irda have deeply resonant voices, filled with rich melancholy. When they sing, audiences become immediately silent and listen tearfully. All Irda move with a native grace. Their steps seem to be part of a silent dance. Rarely do they back into corners or step off-balance. This fluidity of motion reflects the Irda’s deep somatic awareness, which comes from their being shapechangers. After several years of practice, Irda can change at will in height (two feet in either direction) and appearance (the form of any human, demihuman, or humanoid race). Although each Irda has many faces, they typically perfect and use only two or three at a time. Over their 500-year lifespans (5d10+550 years), however, Irda assume many different forms. The cousins of the Irda do not share their beauty. Evil ogres stand 9’ tall and cover their gray, warty skin with loincloths and rags. Their faces are studies in brutality, depravity, and cunning cruelty. Giant ogres stand 24’ tall—even kneeling, they rise above the heads of the other ogres. They have tusklike teeth that protrude from their broad mouths and are generally smarter than regular ogres. Ogre mages stand 10 ‘ tall. They have lean bodies and share their cousins’ look of bestial cruelty, though they appear much smarter. Finally (and rather abominably) come half-ogres, crossbreeds between Evil ogres and humans. They appear like human throwbacks to the time of caves and clubs​
 
חלק ב', אישיות:

Personality Irda have withdrawn from the world, for they teel it does not welcome them anymore. Although they harbor no animosity toward the current races of Krynn, they consider humans and demihumans fragile, flighty, and transient folk who are hopelessly enslaved by their emotions. Many living Irda remember the Cataclysm and its lessons, but most living humans and demihumans were not even born until two centuries after the Cataclysm. Understandably, Irda believe that the world belongs to alien folk now. However, those Irda who travel amidst the current folk of Krynn are often surprised by the rich variety and hearty nature of the people. Although Irda harbor no animosity toward Krynn’s other races, the feeling is not reciprocated. Humans still tell tales of the wicked and oppressive ogres who once enslaved them. These tales describe beasts who surpass even modern ogres in Evil and depravity. Demihumans hate Irda because they have ogre blood. Other ogres hate Irda because they betrayed their Evil natures. And every race distrusts Irda due to their shapechanging ability. Legends abound of Irda "child stealers," who assume the shape of a child’s parent only to swallow the child whole. The absurdity of such stories does nothing to discount their effect in the minds of humans and demihumans. Some human prophecies even claim that Irda are harbingers of a second Cataclysm. Obviously, Irda shapeshifting skills come in handy when among the hostile folk of Ansalon. Even with their abilities, however, Irda are cautious and fearful. Irda are completely undeserving of their reputation. Unlike their Evil ogre kin, Irda have chosen the path of Good. (Their alignments range from true Neutral to Lawful Good.) Because the gods of Evil sponsored them in creation, however, the Irda struggle with the vestiges of Evil within them. Non-Irda often interpreted this inner struggle as arrogance or antagonism. It is, in fact the opposite. Irda are peace-loving and gentle folk who retreat from combat and avoid offending others.​
 
חלק ג', הסטוריה:

History Elven bards say that elves were the first to waken upon Krynn. But elven bards lie. First, the ogres awoke. They breathed in the primal dawn, bathing themselves in its virgin light. First to rise from the ground, ogres became the masters of creation. And they were beautiful. The Irdanaith, a mystical book known only to Irda, teaches the following truths of creation. When the gods created Krynn, they formed creatures in their own image. The gods of Good created elves and taught them Goodness. The gods of Neutrality created beasts and taught them Neutrality. The gods of Evil created ogres—creatures of great beauty and strength—and taught them Evil. A fourth type of creature, the Maran humans, partook of none of these alignments. The High God fashioned them from the stars and gave them free will. The ogres rose first. They rubbed the sand of endless sleep from their eyes and spread out across the continents. They chose mountain heights for their homes, lofty places from which their lords could survey the lands. The ogres thus became the lords of creation. The elves, second to awake, chose to live in the forests, for these folk were slender and tall like the gentle trees. They became the Silvanesti. The animals awoke third and spread throughout the world. They became ‘the creatures of every land. When at last the Maran rose from sleep, all the best lands were taken. They settled in what was left: barren plains, rugged mountains, icy glaciers, deserts wastes, and tossing seas. They became the barbarians. The Evil ogres established a realm of tyranny. The strict laws of their land enriched and empowered their king and punished disobedience with death. Once the king gained absolute control over his folk, he sought for minions elsewhere to dominate. The elves and their Goodness proved too repulsive to rule. The animals were too feral and stupid to know they were being ruled. But the Marans— short-lived and shallow-brained—could make excellent slaves. Seeing this, the ogres hunted down the barbarian humans, catching them in broad nets. Thus, the humans became slaves in ogre mines. Squalid and weak though the were, the humans had one great advantage over the ogres: free will. One day, a mine collapsed, killing many slaves and trapping Everlyn, the beautiful daughter of ogre overlord Igraine. Igraine ordered the slaves out of the caves, anxious not to loose any more of his property. A slave named Eadamm refused to emerge and led slaves to rescue Igraine’s daughter. When Eadamm emerged with Everlyn, Igraine knew he must by law kill Eadamm for his disobedience. But Igraine admired the slave’s choice, and learned in that day of free will. Instead of sentencing Eadamm to immediate death, Igraine fulfilled the law by sentencing him to "death at my whim." Thus, Eadamm could continue to live, for Igraine would nev er call for the execution to be carried out. Eadamm, grateful for his reprieve, marshalled the slaves to double their output for Igraine. Igraine soon became richest and most powerful ogre in the region. By allowing his slaves even more freedom, he doubled their output again. But this love of freedom spread through the ranks of human slaves until revolts broke out all across the nation. Seeing this, the other ogres quickly realized the danger of Igraine’s leniency. "Igraine’s Heresy" they called it—a weakness that would lead the ogre state into destruction and degeneracy. Igraine pleaded his case before the Grand Council, but the rulers labeled him insane. He barely escaped with his life. Before fleeing the city, Igraine struck the chains of all his slaves and pronounced them free. He also encouraged all of his friends and family (who shared his lenient views) to do the same. Eadamm then led a slave revolt that decimated the ogre forces. Thus, the Ogre Wars of the Age of Dreams began. Eadamm led his folk into the wilderness, where they harried ogre civilization for 6 years. At last, the ogres captured the rebel. They hamstrung him and paraded him about for 6 days, one day for each of the years he harried their forces. Then, before a packed coliseum, the ogres drew and quartered him. The crowd consisted almost entirely of slaves, who were brought to witness Igraine’s death as warning against further rebellions. The slaves did not take the message to heart. They rebelled, massacring every last ogre in the coliseum. Meanwhile, Igraine and his followers fled to safety. They reached an isle north of Ansalon and there set up a homeland. In time, the Evil ogres who were left behind grew misshapen and horrible, their appearance matching the corruption in their hearts. Their intellects and charms vanished also. They became stupid brutes, with only their vestigial cunning to testify to their former power. Meanwhile, the Irda (as Igraine’s folk called themselves) remained hidden away from the world. The Evil ogres never ceased to look for their traitorous brothers. Takhisis herself hunted them in rage for betraying her worship. Even the men who had been freed by Igraine forgot his role in their liberation. The humans cast themselves as the sole leaders of the rebellion, and cast the Irda as the oppressors. Friendless and hopeless in the world, the Irda resigned themselves to their inevitable deaths. Mishakal, the Healing Hand, saw the plight of the Irda folk. As they slept one night, her healing hand passed through them, granting their bodies the power to change. She blessed the Irda that they could take the form of any humanoid creature of Krynn, becoming one with their enemies. This talent saved the Irda time and again as they harbored away from the hostile world. However, Irda isolation did come to an end. The Cataclysm revealed to Takhisis where her rebels dwelt. She mustered her armies and, in the War of the Lance, sent a huge force to eradicate her former servants. The Irda, who had been studying magic for millenia, staved off the annihilation. However, Takhisis enslaved many Irda and took them to the mainland. Now, the remaining Irda tentatively seek ties with the folk of Ansalon to find and free their enslaved companions.​
 
חלק ד', סגנון חיים:

Lifestyle The royal line of the Irda stretches back unbroken to the Age of Dreams and Igraine himself. Irda pride themselves on their heritage and treat each other with respect and honor. A king or queen rules the island, and the court of nobility extends to even the most common of the Irda. This arrangement makes for happy citizens and stable monarchies. Irda dwellings are as simple and elegant as their clothing. They do not build houses, but live in smooth, dry caves during inclement seasons and warm, lush valleys in the summer. They decorate their dwelling places with dried flowers and stalks and carefully avoid fouling their environments. Irda seek to live in harmony with nature, refusing to wear or eat any products from animals. Their island home itself, part of the Dragon Isle chain, is protected by various magics. One permanent spell upon the island makes it appear merely a flat stretch of open sea. Not even Irda can find the island except when Solinari is in high sanction. Then, the homeland calls to them, directing their ship into harbor. If the ship does not reach the island before Solinari’s high sanction ends, it will often become hopelessly lost at sea. Irda refer to their mystic book, the Irdanaith, in all matters of history and faith. Only Irda have even seen or held this book, and no non-Irda even know of its existence. In addition to the Irdanaith, Irda have an extensive oral history. Tools, Technology, and Weapons The Irda are not a technologically-oriented race. Their most common weapons are vine bolas with hook-shaped stones (Dmg 1d4/1d4 and entanglement), cluster balls of clay imbedded with poison thorns (Dmg 1d2; save vs. poison or suffer 1d4 points poison damage), and powder bombs created from hollowed eggs (sleep bombs: save vs. poison or succumb to sleep; paralysis bombs: save vs. paralyzation or suffer paralysis for 2d4 rounds; blind bombs: save vs. poison or suffer blindness for 2d4 rounds). However, Irda use these weapons only when in a tight spot. They prefer to rely upon their innate shapechanging ability and their propensity for magic. Their research into magic is unparalleled, making even the knowledge contained in the Towers of High Sorcery minuscule by comparison. Irda wield magic naturally; most Irda are multi-class mages. They consider magic the best of tools.​
 
חלקים ה' ו- ו',

הערות בנוגע למשחקיות עם גזע זה, ויכולות מיוחדות:
Gaming Notes Irda, while brilliant, graceful, and beautiful have a fainting nature that endures shocks poorly. They have lost much of the savage toughness inherent in ogre stock that is pure Evil. Irda PCs therefore receive a penalty of -3 to Con, but a +1 bonus to each of Dex, Int, and Cha. lrda Ability Requirments Ability Min/Max Strength 12/18 Dexterity 8/19 Constitution 12/15 Intelligence 5/19 Wisdom 10/18 Charisma 15/19 Special Abilities Shapechanging: The Irda can, after several years of practice, learn to shapechange into different forms. They can change their height by 2 feet in either direction and take the form of any humanoid race. They are most convincing as elves, half-elves, and humans. However, shapechanging requires quite a bit of practice and often drains the Irda for a time. A shapechanger usually practice assuming a specific form, which he can slip into and out of it with a minimum of bother. Then he only uses other forms in rare instances. Although an Irda can shift into a familiar form in 1 round, he must rest for 5 rounds (5 minutes) to adjust to the new form. For 2 rounds after this adjustment period, the Irda suffers a -2 to all rolls as he learns the nuances of his new body. If shifting to an unfamiliar form, the Irda must rest for 1d6+6 rounds, and then suffers a -2 to all rolls for 4 rounds. Irda bodies cannot be dispelled: they are solid and take damage just as other bodies do. Magic: Because of their close relationship to magic, Irda spellcasters gain one additional spell of the highest level they can cast. This additional spell applies only to the highest level; it does not remain with the lower levels as an Irda increases in level.​
 

moriabar

New member
אתה יכול

או יודע על חוברת אונליין, או משהו שמופץ? אם כן אני אשמח לשמוע על זה..
 
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