Broken Lords

We were different, once. We fought, drank, an loved as mortal beings. But our world changed and we faced a stark choice: Alter our bodies, or perish. Yet "survival" is not the same as "life". Now we are prisioners of the armor that binds us and the Dust that sustains us. We must drain Dust, drain energy, or die... Where is our honor now, Lords of the Amber Plains? And what matters more -- to reclaim our honor, or sustain our bodies?

The Broken Lords are a nation of knights and town-builders; an aristocratic society that believes in honor, virtue and justice. To succor the weak, to champion what is just, to root out evil wherever it may lurk - those are the ideals by which these noble warriors would live.

And yet, the Broken Lords are a crippled people that exist only as spirits wrapped in their great suits of Dust-enhanced armor. Other nations view them as monsters, for their race was fading when it discovered a deadly secret - that by consuming the life forces of a sentient being they could extend their own life span. This rite of consumption is, obviously, a betrayal of their principles and their history. The greatest hope of the Broken Lords, therefore is develop magic that will break this curse and allow them to live without destroying others.

Though the question remains, and haunts their thoughts: Even if they did find a cure, would they want to give up this powerful gift? Their codes and morality insist 'yes', but in their hearts it is much less clear...

Broken Lord Names

Broken Lords highly value the name, especially the names of their family and house.

First names: Joslyn, Julian, Rowan, Unwin, Leofric, Doran, John, Peyton, Martin.

Family names: Deyval, Dain, Weybridge, Umber, Whitechapel, Madrigal, Port, Presber, Lucien, Quinn, de Ildan, de Suluzzo.

Broken Lord Traits

Broken Lords are an unique people, and their nature as Dust-sustained spirits in armor gives them many unique traits.

Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.

Age. With enough Dust to sustain them, Broken Lords can live indefinitely.

Alignment. Broken Lords tend to be Lawful, since the society higly values honor above all else.

Size. The suits of armor shaping Broken Lords' bodies vary as much as bodies of living humans. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Dust Care. You can heal yourself with dust, expending 2 Dust per hit point. However, you can't heal naturally, and regain no hit points from resting.

Soul Leech. When you kill an enemy, you can use your bonus action to suck its soul, spending your Hit Die and regaining amount of HP equal to your hit die + your Constitution modifier. You can't use this feature when you destroy constructs.

Living Armor. Your armor is made of Dust-enhanced alloy, granting you a +1 bonus to Armor Class. You do not need to breathe or eat, but you have to consume Dust or souls instead.

Languages. You can read, speak and write Drakken and Amberian.

Wild Walkers

It's coming... I am convinced. Now, I must convince the others. We have seen the longer winters... We have felt the limits of the Sharing. Our planet is changing, we must change with it. We must leave the forest, start again, explore and reach out. We must find new ways. Adapt. Learn. For if not... we will perish. And that will not happen while I wear the crown.

The Wild Walkers were simple elves living as hunter-gatherers in the forests. Their gift was to shape rocks and trees into great buildings; cities rose as green towers in the deep woods. This act, called The Sharing, let an elf experience the wild, untamed energy of their totem animal.

Elves who Shared often, however risked having the spirit of the beast burst out like a violent flame and take control during moments of stress. In spite of that, some sought increasingly savage beasts in order to experience Sharings of greater intensity.

With individuals embracing the savagery of the animals and vanishing forever into the woods, the nation had to choose between the wild spirits of nature and the civilization of their towers. Troubled but determined, they forswore the Sharing, renamed themselves the Wild Walkers, and set out to build their towers away from their dark past. Only time will tell if the Sharing still has its hold on their souls.

Wild Walker names

Names of WIld Walkers have clear meaning in them, commonly they are words on Forest Speech.

Wild Walker names: Achak, Ahote, Adahi, Achak, Citli, Owaci, Ipsa, Wacha, Soyala, Tocho, Témoc, Rayen, Tlato, Mosi, Pakwa, Wayra, Sigo, Zaltana.

Wild Walker traits

A nation of creators and builders, the Wild Walkers strive to bind rocks and trees into great living monuments. Their relationship with Dust is intense and dangerous; under its influence they can suddenly explode into berserker rages.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

The Sharing. You can Share with a willing Beast as a bonus action. When you Share, you gain one of its features (senses, skill, feature). When you do so, you have to roll a Wisdom saving throw with DC equal to beast's Challenge Rating. If you fail it, you fly in the rage that you can't end prematurely. On a roll of 1 or 2, rage becomes frenzy. You can choose to fail the roll.

Way of the Woodlands. The forests provide supplies, camouflage, and ready defenses to those who know how to exploit them. You have expertise in Wisdom (Survival) checks made in forests.

Languages. You can speak, read, and write Drakken and Forest Speech.


We have always been here. The Whispering Galleries have always held the memories of our people. Then They came, and They lifted us up... but They fought, and They fell. Our world was swept by cataclysm, and we were left alone... Still, we persevere, protect and maintain as we always have. We may lack Their sight and Their knowledge, but we can still read the omens. Another cataclysm is coming; and it is we, the Drakken, who must save the world of Auriga.

Few in number but exceedingly powerful, they do not seek war but rather relationships, information, and knowledge. Faction histories, artifacts, and ruins are highly prized by the Drakken while wealth, military power, and advanced technology are viewed as insignificant.

The gradual onset of longer winters has not escaped the notice of this race who are more attuned to Auriga's rhythms than all the rest.

Already they have struck out across the vast planet forging ties with all who share Auriga's lands. They understand well that even if the cataclysm comes again, their first duty is to preserve what the Endless left behind, so that one day, maybe in a hundred years, maybe in a hundred thousand, their great teachers' creations will still endure.

Drakken names

Drakken names: Nachampassesa, Jiraduveja, Kehangana, Prapaheni, Masargaka, Lakaspassar, Jayawardene, Semsanitnwona, Namkang.

Drakken traits

An ancient and venerable race, the scholars of the Drakken prize lore, history, and wisdom above all things.

Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.

Age. Drakken mature at the age of 30 and can live up to a 1000 years.

Alignment. Drakken tend to be Lawful Good, since they strive for peace between all nations and highly respect traditions of their ancestors.

Size. The proud heirs of Endless wisdom are bulky and tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Diplomatic Pressure. You can press a creature into truce, peace or alliance. As an action, you make a Charisma (Diplomacy) check. Creature must succeed on the opposing Wisdom saving throw or become convinced to stop attacking if hostile, or assist you if non-hostile.

Fast Learner. A workweek for training during downtime is 4 days instead of 5.

Endless Excavation. Hereditary keepers of Endless artifacts and knowledge, no other peoples are so adept at unearthing secrets and mysteries from ancient sites. You are proficient in Knowledge checks involving Endless lore.

Languages. You know Drakken and 2 languages of your choice.


*The colony was everything. They were born as one, they fought as one and they died as one... driven by their hunger. But I hunted for something more... I stoled the sentience of an ancient power and saw a greater purpose. For we were

the first; Auriga is our planet. And I will turn our hunger against those trespassers who would take it from us. One day, we will reign supreme on Auriga. And we will gaze up at the stars, still hungry...*

The Necrophages are a scuttling monstrosity polluting the surface of Auriga; an insectoid menace that should be crushed under one's heel like the mutated cockroaches that they are. Or so the Vaulters, the Wild Walkers, the Broken Lords

and every other nation on the planet would have one believe.

Naturally, the Necrophages themselves don't share this view - in fact, they hold very few views other than fight, feed and propagate. The Necrophages have found a niche in the environment that suits them very well: They will win by

numbers; by elevating the colony over the individual; by constant war-fare. Something between a hive insect and an undead horde, they reproduce by laying eggs in the bodies of fallen enemies.

Occasionally the offspring even inherits elements of the host's DNA accelerating their process of change and adaptation. Emotionless, relentless, and driven by their biology, the Necrophages do not waste time with unnecessary talking.

Necrophage names

Necrophage names tend to be descriptive and short, usually describing some deed or remarkable trait of a Necrophage.

Example Necrophage names: Feeds on Bones, Empty Belly, Long Fangs, Never Rests, Queenslayer, Strikes Far, He-Who-Meddles.

Necrophage traits

Ability Score Increase. Your Dexterity score increases by 2, and your Contitution score increases by 1.

Age. Fucking no idea

Alignment. The colony is above all, and concept of welfare of someone who isn't colony is pretty alien to Necrophages. They tend to be Lawful Evil.

Size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Pitiless. One does not debate with one's next meal. You have advantage on saving throws against being charmed and are unaffected by Drakken Diplomatic Pressure. You also have disadvantage on Charisma (Persuasion) checks.

Will of the Hive. Focused on a common goal, all soldiers dedicate themselves body and soul to victory. When you score a critical hit with a melee weapon attack on an enemy of your Hive, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Fast Epimorphosis. Extremes of evolution and environment can teach advanced organisms the secrets of rapid regeneration. Your Constitution modifier is doubled for the purpose of regaining hit points on rests.

Disease Resistance. You have advantage on saving throws against poison and disease.

Corrosive Acid. You can spit caustic poison. As a bonus action, you make a ranged attack with range of 5 feet. On a successfull hit, it does 1d4 poison damage, and target is poisoned if it fails Constitution saving throw with DC of 8+your Constitution modifier.

Languages. You can speak, read, and write Necrophage and speak one extra language of your choice.

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