Demon lords companion 2 pdf download






















What new threat has appeared that warrants the attention of the lord of hell? What new threat has. Ambition and arrogance - these were to be the cause of Ravana's downfall.

Blessed by both Brahma the creator and Shiva the destroyer, the powerful ruler of Lanka could have enjoyed fame and respect had he only reined in his arrogance. It was left to Vishnu the preserver to find. Ten years have passed since the Demon Lord Kranos declared war on mankind. As the situation grows desperate, the Ruxe Kingdom summons a hero from another world to stand against this threat. Assigned by the Church to join the hero's party, a battle-worn priest arrives to fulfill his obligations but.

A royal family in chaos, a country under attack, a prophecy of lies. Magic, betrayal and epic battles War has come to the Five Isles. A merciless host driven by the Angel Prince, Aeros, has its sights on the unconquered kingdom of Gul Kana. So, from invokers to sleuths, fencers to auspexes, your characters have an awesome set of new options to explore.

With this book, you can create unique characters, pursue mastery of new and esoteric forms of magic, or hone your talents in new and awesome ways. From Schwalb Entertainment. Selected Option:.

Watermarked PDF. Softcover, Premium Color Book. Average Rating 77 ratings. Fight the Shadow or Fall! Customers Who Bought this Title also Purchased. Reviews 4. Please log in to add or reply to comments. May 01, am UTC. I wish there was a decently priced print only option doesn't help that exchange rate from Australia could be better. I love the game and really want to get a range of these books in print, but the current print only price is likely to put some potential customers off, which is a pity considering it deserves great success.

The cost difference in producing a PDF and a print book is negligible. The price for art, editing, layout, proofreading, etc doesn't change based on the medium the product appears. So if you're unhappy with the cost of a printed version of this book, it is because you are unhappy with getting a great product.

By demanding a lower price, you are demanding that all the people involved with making this great book make less money, and by extension you are demanding that less work be put into making RPG books. Sorry you hate quality. This also makes delivery times very quick.

Take another look at the total price with shipping especially when combined with other PODs and you may not be as bad as you think. Tales of Desolaton page count is 28 pages BTW. Half of the Conpanion's. Jonathan M. Beyond this distance, you treat darkness as shadows and shadows as lit areas.

Claws Your unarmed strikes deal 1d3 damage instead of 1 damage. Deep Sense You cannot become lost while traveling underground.

Nearsighted When you make an attack roll against a creature beyond short range, you make the attack roll with 1 bane. As well, you make any roll that involves seeing anything beyond short range with 1 bane. Burrower You can dig through earth or sand, moving at half Speed. You are not above harming others to get what you want. You come off as aggressive and insensitive.

You make alliances when it suits you. You can be seen as patronizing and condescending, however. You try to keep your word and do right by others. Age You are a child, 6 years or younger. You are an adolescent, from 7 to 12 years old. You ventured to the surface to seize your destiny.

You have broken teeth, and your mottled pink body is covered with scabs. You have runny eyes, and you lack body hair. Then you ran away from your responsibilities. You have traveled extensively. You can speak an additional language. You can read and write the languages you can speak.

Add Dwarfish or Firespeak to the list of languages you can speak. You think you remember the way back to this place. You plot world domination and the total subjugation of all people. Much of the writing has faded over the millennia, and with it the lore of these reclusive people. Enough evidence remains to tell the story of how the nagas came to Urth eons ago, having escaped the ruin of their world, carrying with them the Cosmic Egg, the last offspring of the Divine.

Rather than finding an empty world, they discovered one filled with warring peoples, with cruel faeries and wicked trolls, savage humans, and countless others vying for dominance over a war-torn landscape. Serpentine Humanoids: Nagas combine the features of humans and snakes, with humanoid upper bodies and lower bodies that taper into long, snake-like tails.

Fine scales of green, red, or brown cover their upper bodies, and small horns crown their heads, but they would otherwise appear human if not for having a tail instead of legs, which provides them locomotion in the manner of a snake.

The nagas protect their god, whom they believe waits inside the Cosmic Egg, which is kept hidden in a place known only to the highest-ranking priests. The nagas wait for the day when Shavra hatches from the Egg to lead their kind to a paradise where they can live 11 11 without fear of annihilation.

None know exactly when the Egg will hatch, but the nagas believe the time is at hand. Priests of Shavra have access to the Celestial, Order, and Protection traditions.

Students of Magic: All nagas have the ability to work magic in at least small ways. Many see their magical abilities as a gift from Shavra and pledge their lives to serving their god, while some seek other kinds of arcane knowledge, delving into the magical arts and mastering them. Even those who choose other paths retain this innate ability and weave magic into whatever talents they develop. Magic You discover one tradition of your choice. Venomous Bite When you make an unarmed strike, you can attack with your fangs.

A success on your attack roll against a living creature forces the target to make a Strength challenge roll. A failure on the challenge roll indicates the target becomes poisoned for 1 minute.

At the end of each round a target is poisoned in this way, it must get a success on a Will challenge roll or gain 1 Insanity. Invoke the Cosmic Egg You can use an action, or a triggered action on your turn, to invoke the power of the Cosmic Egg.

For 1 minute, you impose 1 bane on attack rolls made against you, and you make challenge rolls to resist attacks with 1 boon. In addition, you recognize illusions for what they are and can see invisible creatures and objects within the range of your vision. You regain expended uses when you complete a rest.

Naga Age 3d6 3 You are a child, 10 years or younger. After 1d6 years, your Size becomes 1 and you double your height and weight. Naga Build 3d6 3 Build You are short and either thin or heavy.

Naga Appearance 3d6 3 Appearance Your face is a nightmarish blend of human and serpent qualities, all twisted and warped. You have no human features.

Appealing to almost all peoples, you have flawless facial features, a taut body, and scales of bright gold. Naga Personality 3d6 3 12 Age Personality Malicious and thoroughly evil, you act only to get what you want or to advance your goals. You believe yourself better than others, and you make no effort to hide your disdain for them.

Your attention wanders all over the place. Sometimes, you just do what you think you need to do, regardless of the consequences. You might even feel bad for hurting people who get in your way.

You have left behind your culture to find your own way in the world. You vowed you would do everything in your power to stop this apocalypse from happening. The villains sacked it and murdered dozens of nagas before they left. You were one of the few survivors forced to make your home elsewhere. You managed to escape. You know how to read a language that you know how to speak. Add Firespeak to your list of languages.

You can read one language you know how to speak, and you add scholar of history to your list of professions. You start the game with a randomly determined enchanted object. Sylph The sylphs are a people who were shaped from wind and cloud by the genies after they spun the world into existence. They served their creators as wardens of the skies, in their role as makers of clouds and shepherds of storms.

When their creators went mad, the sylphs retreated to the high places and have lived among the mountains ever since—sometimes spotted from a distance, but rarely encountered. Their eyes give away their inhuman nature—the orbs lack pupils or irises, their entire surfaces being white, blue, or starry blackness. Most sylphs stand 5 feet tall and weigh pounds, regardless of gender.

Elementals: Like gnomes and salamanders, sylphs lack mortal souls. For them, death is final, ending their existence. When a sylph dies, it turns into a strong, shrieking wind that buffets everything around it. Windy Aeries: The sky beckons to sylphs, calling them to soar as they did in ancient times, before the fall of their creators.

Most sylphs live in isolated monasteries built atop the peaks and accessed by steep staircases that wind up the mountainside. In their communities, the sylphs pass the years meditating and practicing their fighting forms, in preparation for when their creators return to save the world from the Demon Lord. Sylphs tend to be guarded and do not welcome outsiders.

Spoken in Whispers: Sylphs communicate in their native tongue, Sylphen. A breathy, airy language, it lacks punctuation, and ideas are strung together in long bursts of speech. Other people find the language incomprehensible, and a linguist might work for years to translate just a fraction of it. Hail the Storm Lord: Most sylphs venerate a being known to them as the Storm Lord, a figure of lightning and thunder depicted as a three-faced bearded man who rides in a chariot drawn by four eagles, one for each wind north, east, south, and west.

His symbol is a lightning bolt. The Storm Lord is most likely a genie who was deified after centuries of prayer and worship. Immune damage from disease or poison; diseased, poisoned Light as a Feather You never take damage from landing after a fall. Whirling Evasion When you would take damage from a creature you can see, you can use a triggered action to take half the damage and move up to 1d3 yards without triggering a free attack.

This movement ignores difficult terrain. Dying Winds When you die, your body transforms into a screaming whirlwind of air that dissipates moments later. Each creature within 1 yard of you must make a Strength challenge roll.

On a failure, a creature takes damage equal to your healing rate, moves 1d6 yards away from you, and falls prone. On a success, the creature just takes half the damage. Zephyr Form When you are not submerged in a liquid, you can use an action, or a triggered action on your turn, to assume a zephyr form.

You remain in this form for as long as you concentrate, up to 1 hour. You cannot fall while flying. Sylph Build 3d6 3 Build You are short and either thin or heavy. Sylph Appearance 3d6 3 Appearance You are hideous. Sylph Background d20 Background 1 You survived an attack by drakes. You have spent your life searching for them.

Start with an extra interesting thing. There, you had a vision that shattered your mind. Sylph Personality 3d6 Personality 3 Your changeable nature and violent mood swings make you unpleasant to be around.

You laugh at inappropriate times and rarely follow through on your promises. You are easily distracted.

People want to be around you. Each yerath offspring is assigned to its caste based on its physical characteristics. The highest caste within each hive is occupied by just one yerath: the queen. She rules over the hive as a god.

Under her are her consorts, strong and powerful yerathi who are her mates and her divine representatives. Below them in the hierarchy are the soldiers, who defend the hive. Beneath them are the scouts, who forage for food, patrol the surrounding area, and scavenge for materials. Finally, at the bottom are the drones, who handle all the other labor. Outside their hives, yerathi mingle with each other regardless of caste, but inside the hives, a yerath can speak to or interact with a yerath of a higher caste only if addressed first.

Musk: Yerathi communicate with each other using a clicking, hissing language. They can learn the Common Tongue, though they find it difficult to form the words. Yerathi can also leave messages by squirting musk on rocks. The chemical composition of the musk communicates a particular concept to other yerathi, such as danger, fear, safety, or the like. Once sprayed, the musk retains potency for a few weeks. Queen Worship: The yerathi worship their queens as gods.

Their faith in their patrons gives these queens great magical power, though not quite that wielded by the old gods. A queen grants her priests, who most often come from the consort caste, access to the Battle, Earth, and Life traditions. Yerath Most people who live in the Patchwork Lands believe that the mounds dotting the southern and eastern reaches of the landscape are merely strange terrain.

Few have any idea that these denuded hills belong to the yerathi, human-sized sentient insects who have toiled in the depths for as long as or longer than humans have claimed the continent. Although bizarre in appearance and unsettling to those who have an aversion to insects, yerathi harbor no ill intentions and strive to foster peace in the world outside their homes. Bug People: Wholly alien compared to most other peoples on the continent, yerathi resemble humansized cockroaches.

They have a thick carapace, triangular heads with bulging, globular eyes, and small mouths surrounded by mandibles. Yerathi have six limbs: two legs, two strong arms, and two smaller, weaker arms that they use for tasks that required manual dexterity. Height and weight depends on caste, with soldiers being the largest and the genderless drones the smallest. Caste Roll on the Yerath Caste table to determine your caste. You gain benefits based on the result of your roll.

Drone Add laborer to your list of professions. Increase your Strength by 2 and Will by 1. Scout Add guide to your list of professions. Increase your Agility by 1 and your Perception by 1. Soldier Add soldier to your list of professions. Increase your Strength by 2, and your starting Defense is 13 instead of Extra Arms You have a second pair of arms that end in hands. These appendages are useful only for fine manipulation and carrying small, lightweight objects or performing minor activities.

On your turn, you can use a triggered action to reload a weapon. Flutter You can use an action to unfurl your wings, which lets you move by flying until the end of the round, although you fly at half Speed. While your wings are unfurled, you grant 1 boon on attack rolls made against you. Musk You can use an action, or a triggered action when you take damage, to squirt your musk into a 1-yard cube originating from a point you can reach.

Any creature in that space must get a success on a Strength challenge roll or become impaired for 1 round. Once you use your Musk, you must wait at least 1 minute before you can use it again. As part of using this talent, you can use the scent to communicate one concept such as fear, anger, sorrow, or security.

Any yerathi within 5 yards of the space can perceive this message. You were the only survivor. Level 4 Yerath Expert 2 You discovered a shrine to an ancient and terrible being. The experience twisted your soul, giving you 1 Corruption. Alone, you struck out to find your own way. Start with a random enchanted object. Your height and weight do not change, but you increase your Intellect and Will by 1 each instead of the increases you received for your original caste.

You fled your hive to avoid your responsibilities, and you want to never return. By the time you escaped, you were far from home. You owe this person a debt. Add one area of scholarship to your list of professions. You remained in that form for several years before returning to your normal form. Swift Wings You can use a triggered action on your turn to use Flutter.

Yerath Caste d6 Caste 1—3 You are a drone. You stand 4 feet tall and weigh pounds. You stand 5 feet tall and weigh pounds. You stand 6 feet tall and weigh pounds. Yerath Personality 3d6 3 Personality You come off as dull and uninteresting.

Background 4—5 Bitterness fills your heart, and you have a pessimistic outlook on just about everything. Your scientific interests lead you to perform certain actions that others might deem unethical or even immoral. You stayed with them long enough to learn their language. Add Gnomish to the list of languages you can speak. No matter where you go, she rules your heart, despite the fact that you will never be her consort. Hatred consumes you, and you commit yourself to vengeance for something done to you or your kind.

Each complication represents an event or circumstance that has had a lasting effect on your character. The following section offers even more ideas for creating an engaging character. These wards work against demons, partly shielding you from their attacks at the expense of your sanity. Wards When a demon attacks you, you impose 1 bane on its attack roll, and you make any challenge rolls to resist that attack with 1 boon.

Unstable Mind You make challenge rolls to resist the horrifying trait with 1 bane. Furthermore, whenever you complete a rest, you must get a success on a Will challenge roll or gain 1 Insanity. Hunted Someone or something is hunting you. Small branches rise from your head. You heard the voice of Old Man Winter whispered 15 You appear human, with skin the color of the wood on the wind, telling of dark times ahead.

Add another language to eyes. You appear to be an attractive human female, with 18 Someone carved initials into your trunk. You once danced with the faeries, who held a great 19 revel in your woods. You appear to be a beautiful human female of 18 flesh and blood. You show no signs of your true Someone buried a pouch near your roots. You dug 20 nature other than having bright green hair. Most comfortable in the depths of the earth and scornful of others, they built an empire in the darkness and have ruled their dominion unmolested for eons.

Yet now the dark times of the world have reached even the molekin. Monsters from below, troglodytes and others, have come boiling up from the deep places, bent on slaughter.

With nowhere left to turn, the molekin have been forced to make their way to the surface until they can find new homes for themselves—which is no small challenge, since these creatures despise most other peoples. Ugly Delvers: By human standards, molekin are ugly, typically standing 3 feet tall with fleshy bodies that weigh around pounds.

Molekin have wide faces with overlarge noses and small, beady eyes, and pink, brown, or gray skin tufted with long white hair. Their hands end in curling claws, suitable for digging through earth and stone. Most wear leather clothing crafted from the skins of subterranean creatures. Rule of the Strong: Molekin society permits— even encourages—the strong to take from the weak. Molekin believe that power belongs to those who can hold on to it, and among themselves the most dominant enforce their will by brutally oppressing their inferiors.

For many, this attitude also affects their dealings with outsiders. Some molekin believe themselves superior to other peoples and come off as incredibly arrogant in social situations. Add miner to your list of professions. Molekin believe they Darksight You can see in areas obscured by shadows and sprang from her cavernous womb, spilling into the darkness within medium range as if those areas were lit.

Beyond this distance, you treat darkness as shadows and world like a flood. Afterward, they dug into the earth shadows as lit areas. Deep Sense You cannot become lost while traveling underground.

You have grand ambitions. You plot world 3 Burrower You can dig through earth or sand, moving at domination and the total subjugation of all people.

You are not above harming others to get what you want. Molekin Age 6—8 Secretive and sneaky, you keep to yourself. You come off as You are a child, 6 years or younger. Your Size is aggressive and insensitive. After 1d6 years, 3 Other people have their uses. Other people interest you, so you set aside your natural distrust to find out more about them. You 6—8 You are a young adult, from 13 to 24 years old. You value others and seek to make friends of those 13—15 You are a middle-aged adult, from 37 to 48 years old.

You try to keep your word and do right 16—17 You are an older adult, from 49 to 56 years old. Molekin Background Molekin Build d20 Background. You sold out your clan to troglodytes. The Great Mother visited you in your dreams. You developed a foul infection in your skin that left 16—17 You are thin. Molekin Appearance 7 A horrifying monster followed you home and nearly killed everyone in your nest.

You have broken teeth, and your 8 before you were dragged away and exiled by the 3 other molekin. Your flesh is gray and speckled with angry red 9 You lost a finger, an eye, or a few teeth. You have runny eyes, and you lack body hair. You got married and had an ocean of children. Then you ran away from your responsibilities. You have an interesting feature that makes you You found a vein of silver and kept its existence a 13—15 12 stand out from other molekin.

You have traveled extensively. You can speak an 13 additional language. You have a thin coat of fur all over your body, and 18 You received an education.

You can read and you lack the blemishes that afflict many of your kind. You helped fight off a troglodyte attack and were 15 considered a hero by your people. You found a place among the dwarfs or 17 salamanders. Add Dwarfish or Firespeak to the list of languages you can speak. You found an underground complex filled with 18 treasure and terrifying things.

You think you remember the way back to this place. You were among the first to leave your tunnels 19 and seek a place in the world above.

Much of the writing has faded over the millennia, and with it the lore of these reclusive people. Enough evidence remains to tell the story of how the nagas came to Urth eons ago, having escaped the ruin of their world, carrying with them the Cosmic Egg, the last offspring of the Divine. Rather than finding an empty world, they discovered one filled with warring peoples, with cruel faeries and wicked trolls, savage humans, and countless others vying for dominance over a war-torn landscape. Serpentine Humanoids: Nagas combine the features of humans and snakes, with humanoid upper bodies and lower bodies that taper into long, snake-like tails.

Fine scales of green, red, or brown cover their upper bodies, and small horns crown their heads, but they would otherwise appear human if not for having a tail instead of legs, which provides them locomotion in the manner of a snake.

The nagas protect their god, whom they believe waits inside the Cosmic Egg, which is kept hidden in a place known only to the highest-ranking priests. None know exactly Naga Age when the Egg will hatch, but the nagas believe the 3d6 Age time is at hand.

Priests of Shavra have access to the Celestial, Order, and Protection traditions. You are a child, 10 years or younger. After 1d6 years, Students of Magic: All nagas have the ability to 3 your Size becomes 1 and you double your height work magic in at least small ways. Many see their and weight. Even those who 13—15 You are a middle-aged adult, from 51 to 70 years old. Defense equals your Agility score 9—12 You are of average height and weight. Health equals your Strength score Healing Rate equals one-quarter your Health 13—15 You are tall, with a long, sinuous tail.

Size 1, Speed 8, Power 0 16—17 You are thin, with a slender tail. Magic You discover one tradition of your choice.

Venomous Bite When you make an unarmed strike, you Naga Appearance can attack with your fangs. A success on your attack 3d6 Appearance roll against a living creature forces the target to make Your face is a nightmarish blend of human and a Strength challenge roll.

A failure on the challenge roll 3 serpent qualities, all twisted and warped. At the end of each round a target is poisoned in this way, it must Your head appears to be that of a serpent. You have no human features. You have few distinguishing qualities and appear 6—8 Level 4 Naga Expert plain by naga standards. You either learn one spell or gain Invoke the Cosmic Egg. Invoke the Cosmic Egg You can use an action, or a triggered 16—17 You have a striking appearance, with a comely action on your turn, to invoke the power of the Cosmic face and a body covered in glittering scales.

For 1 minute, you impose 1 bane on attack rolls made Your appearance makes the hearts of people who against you, and you make challenge rolls to resist attacks see you ache. Appealing to almost all peoples, 18 with 1 boon. In addition, you recognize illusions for what you have flawless facial features, a taut body, and they are and can see invisible creatures and objects within scales of bright gold. You regain expended uses when you complete a rest. Naga Personality 3d6 Personality Malicious and thoroughly evil, you act only to get 3 what you want or to advance your goals.

You are cruel, unkind, and arrogant. You believe 4—5 yourself better than others, and you make no effort to hide your disdain for them. You are cold and aloof, disinterested in others 6—8 unless they serve your interests.

You are deeply spiritual and have spent long 9—12 periods in meditation, reflecting on the Cosmic Egg to divine the moment of its hatching. Your attention wanders all over the place. Others find you warm, friendly, and open-minded. Sylph 16—17 You make friends easily. The sylphs are a people who were shaped from wind Your intensity can get the better of you. Sometimes, and cloud by the genies after they spun the world into 18 you just do what you think you need to do, existence.

They served their creators as wardens of the regardless of the consequences. You might even feel bad for hurting people who get in your way. When their creators went mad, the sylphs Naga Background retreated to the high places and have lived among the mountains ever since—sometimes spotted from a d20 Background distance, but rarely encountered.

They have slim, willowy 2 people, wanting nothing to do with them. You bodies, with skin color that ranges from the purple have left behind your culture to find your own way in the world. Their eyes give away their inhuman nature—the orbs 3 You traveled extensively.

Add another language to the list of languages you can speak. Most sylphs stand 5 feet tall 4 unsettling secrets. The priests of Shavra sent you out into the world Elementals: Like gnomes and salamanders, sylphs 5 to learn more about humanity and the shadow lack mortal souls.

For them, death is final, ending their creeping across the world. When a sylph dies, it turns into a strong, 6 You stood guard over the Shedding for many years. The Cosmic Egg granted you a vision of the world Windy Aeries: The sky beckons to sylphs, calling 7 in the throes of death. You vowed you would do everything in your power to stop this apocalypse them to soar as they did in ancient times, before from happening. Most sylphs live in isolated Pirates found your community, which had been monasteries built atop the peaks and accessed by 8 hidden on a tiny island.

The villains sacked it and steep staircases that wind up the mountainside. All murdered dozens of nagas before they left. In their communities, the sylphs pass the years An earthquake destroyed your home. You were meditating and practicing their fighting forms, in 11 one of the few survivors forced to make your home elsewhere. Sylphs tend to be During your travels, some people mistook you for 12 a monster and formed into a mob to drive you guarded and do not welcome outsiders.

You managed to escape. Spoken in Whispers: Sylphs communicate in their 13 You received an education. You know how to read native tongue, Sylphen. A breathy, airy language, it a language that you know how to speak. Add Firespeak long bursts of speech. Other people find the language to your list of languages. You can read one language being known to them as the Storm Lord, a figure 16 you know how to speak, and you add scholar of of lightning and thunder depicted as a three-faced history to your list of professions.

You start the game with a randomly determined eagles, one for each wind north, east, south, and enchanted object. His symbol is a lightning bolt. Priests dedicated to the Storm 19 yourself in one of the Free Cities.

Lord have access to the Air, Destruction, and Storm 20 You came into money. Immune damage from disease or poison; diseased, poisoned Light as a Feather You never take damage from landing after a fall. Whirling Evasion When you would take damage from a creature you can see, you can use a triggered action to take half the damage and move up to 1d3 yards without triggering a free attack.

This movement ignores difficult terrain. Dying Winds When you die, your body transforms into a screaming whirlwind of air that dissipates moments later. Each creature within 1 yard of you must make a Strength challenge roll. On a failure, a creature takes damage equal to your healing rate, moves 1d6 yards away from you, and falls prone.

On a success, the creature just takes half the damage. Zephyr Form When you are not submerged in a liquid, you can use an action, or a triggered action on your turn, to assume a zephyr form. You remain in this form for as long as you concentrate, up to 1 hour. You cannot fall while flying. You are 1 You survived an attack by drakes. After 1d6 3 2 You climbed to the top of Mount Fear. A vile summoner snatched you away from your 3 4—5 You are an adolescent, from 10 to 15 years old.

You had a family and children, but they vanished 5 while you were away. You have spent your life 13—15 You are a middle-aged adult, from 51 to years old.

When a giant lumbered into your community, you 6 led the children to safety. You joined the Aerie Vanguard, warriors who flew on 7 the backs of the great ravens to guard your lands. Sylph Build You were snatched by a dragon and kept as part 8 3d6 Build of its treasure until you managed to escape. A strong wind swept you off the side of a 9 mountain, and after you finally landed, you 4—5 You are heavy.

The oracles revealed that you would perform 11 some great work. The priests of the Storm Lord raised you and 18 You are tall and either thin or heavy.

Slavers descended on your village and captured Sylph Appearance 14 you, then held you prisoner for a few years. You found a place where a falling star landed. You found a ruined temple of an ancient, forgotten god. There, you had a vision that 16—17 You are striking. Sylph Personality 20 You came into money. You cannot take anything seriously. You laugh at 4—5 inappropriate times and rarely follow through on your promises. Breezy and ethereal, you come off as if your head 6—8 is in the clouds.

You are easily distracted. Your emotions often change to match those of 13—15 people around you. Warm and personable, you make friends wherever 16—17 you go. People want to be around you. Violent and aggressive, you are an unending storm 18 of emotion. Each yerath offspring is assigned to its caste based on its physical characteristics. The highest caste within each hive is occupied by just one yerath: the queen.

She rules over the hive as a god. Under her are her consorts, strong and powerful yerathi who are her mates and her divine representatives. Below them in the hierarchy are the soldiers, who defend the hive. Beneath them are the scouts, who forage for food, patrol the surrounding area, and scavenge for materials.

Finally, at the bottom are the drones, who handle all the other labor. Outside their hives, yerathi mingle with each other regardless of caste, but inside the hives, a yerath can speak to or interact with a yerath of a higher caste only if addressed first. Musk: Yerathi communicate with each other using a clicking, hissing language. They can learn the Common Tongue, though they find it difficult to form the words.



0コメント

  • 1000 / 1000