Morvan, The Seventh Aerie
The Seventh Aerie is known as the Fortress Morvan
by its native inhabitants. The principle inhabitants are the Fainil,
a race that can trace its ancestry to both the Drow and the
Tanar'ri.
There was a time when the floating city of Skyview operated as a
haven on Kulm for the Vaati, a race of lawful air-elemental beings
who once held a vast empire that spanned across many worlds. Skyview
dominated the ancient world along with the ancient Atalantans,
together Skyview and Atalanta ensured that Kulm was a world at
peace.
Following the fall of Atalanta, the Vaati began to be pressed across
all spheres by a new race of demons that had emerged -- Spyder Fiends
they called themselves, being the progeny of the Abyssal Lord Miska
the Wolf Spider and the Queen of Chaos. At that time, Miska's
interest was drawn to Kulm, and he found a fellowship among several
rogue male Drow wizards, with whom he worked in siring the Fainil
race. Miska's longterm aim was to create a series of aerial
fortresses, which the Fainil and Spyder Fiends would use to together
assault the city of Skyview and purge the world of Vaati
presence.
Two fortresses were built by the Spyder Fiends and Fainil together:
Morvan and Moddan. When these were ready for launch, however, all the
Vaati had left Kulm, as the state of the War against Chaos was so
badly turning against them that they decided it would be
strategically more prudent to consolidate their forces for one last,
great stand against Miska.
For their part, the Fainil didn't care that the Vaati had left. Miska
had told them that they would be afforded the chance for great
slaughter against Skyview, and they pursued that slaughter. The two
fortresses found and assaulted Skyview, discovering that the city had
been left in the hands of the aerial races that the Vaati had allowed
to live alongside them in the floating city. Just barely, Skyview's
defenders were able to fight off the invaders -- and as Morvan and
Moddan were retreating, Moddan was actually damaged such that it fell
from the sky and beneath the waves.
In the centuries that have since past, Skyview has forgotten its
former Vaati masters, but not the assault from the Seventh Aerie. The
citizens of Skyview drill constantly in preparation for the return of
the evil dwellers of the sky fortress -- and, for their part, the
Morvanians also anticipate future encounters with Skyview, though the
last conflict between the two flying cities was ages ago.
Currently, Morvan is allied with Tristan Dragonbane.
Geopolitical Background
Fortress Morvan and its residents are allied with Tristan Dragonbane and the Evil Council. Through the Council, Morvan is allied with other powers and armies that are gradually coalescing into the Dark Wrath.
Internal Background
Morvan is ruled by the Fainil, who are ruled by their King, Thalack Sythirr, a powerful wizard who was among the first Fainil created and has since become a Lich. Unlike Drow society, Morvan is male-dominated, though the clergy (who venerate various Drow gods and Abyssal lords) remains largely female.Like Skyview, Morvan is home to several aerial races. However, the conditions that most of these races exist in is one of servant-to-master, as Fainil superiority within Morvanian society is beyond dispute. Even so, the condition of these lesser races among the Fainil is far better than if any of them had been enslaved by true Drow, as the Fainil (being a militarily-focused race) recognize the importance of fostering good morale in their warriors, and so seek to reward their loyal allies whenever they have the chance. To this end, several members of the non-Fainil races (especially Werebats and Sivaks) hold high positions within Morvanian society, most often as reflected by a superior military ranking.
The Fainil are proud of the part that they have among the forces of the Dark Wrath, almost to the point of condescension: their aerial superiority translates among them into a superiority complex among the other races and nations of the Wrath.
The Fainil are the undisputed masters of Morvan. They are the result of an experiment in selective breeding conducted by Miska the Wolf-Spider, in conjunction with a number of male Drow sorcerers. By blood, they share the lineages of both the Drow and Tanar'ri. They are a twisted, demonic mirror-image of the Avariel Elves, a race that the Fainil hold to be their most hated of enemies.
Ability Score Adjustments: +2 Dexterity, -1 Constitution, -1 Strength.
Class Restrictions:
*see Disadvantages, below
Multi-Class Allowances: Fighter-Mage, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief.
Kit Allowances: The kits below are drawn from the Complete Book of Elves and the Complete Book of Humanoids.
Hit Dice: By class.
Natural Armor Class/Move Rate: 6; Fainil move on land at a rate of 6 and fly at rate 12 (B).
Bonus Languages: Drow, Tanar'ric, Common.
Special Advantages:
Infravision: To 120' range.
Magic Resistances: Fainil have a flat 50% magic
resistance that never improves with level. In addition, they are
completely immune to lightning and electrical attacks.
Aerial Combat: While flying, Fainil have a +2 bonus to
their Armor Class, and a +1 bonus to all attack rolls.
Spell-like Powers: Once per day each: Dancing Lights,
Faerie Fire, Darkness. Fainil above 4th level can use Know Alignment
and Detect Magic once per day each.
Food Requirements: Fainil require only one-fourth as
much food to sustain themselves as other mortal races, needing to eat
only once every two days to maintain good health.
Special Disadvantages:
Ground Combat: Fainil are not in their element when
fighting on the ground, and so suffer a -2 penalty to all attack
rolls when they are not fighting from the air.
Light Sensitivity: Fainil suffer the loss of abilities
when exposed to sunlight or the light from a Continual Light spell.
Their Dexterity is reduced by -2 in such light, and to-hit rolls are
made with a -2 penalty. Opponents save vs. Fainil spells with a +2
bonus when the caster is suffering from his light sensitivity. When
the Fainil is in darkness but his opponents are in light, he retains
his Dexterity and stealth but still suffers an attack penalty.
Alykus: Every once in a while, an Alykus is born. Alykus
are Fainil who are born with (through the imperfect processes of
selective breeding that created the Fainil race) an innate affinity
for magic. Such Fainil can be identified at birth by Fainil priests,
and according to a decree from the Fainil king (who is an Alykus
himself, and feels threatened by the potential of others like him),
such creatures are to be destroyed once they are identified. However,
because many Fainil priestesses are loathe to destroy such powerful
offspring, some Alykus do survive. Alykus may never be multi-classed,
and must constantly strive to hide what they are from all they
encounter. Some Alykus have been driven to flee Morvan for fear of
being destroyed, but they find that they often have as much (if not
more) to fear outside their fortress city than they do within it.
The Draconian races originated on the world of Krynn, as magical
mutants created by the dark goddess Takhisis and her priests. The
Sivaks were born from the corrupted eggs of Silver Dragons. Each
individual egg was used to spawn several draconic humanoids who, by
virtue of the dark rituals employed in their creation, were
irredeemably evil.
Following the Wars of the Lance, several Draconians managed to find
their way into Wildspace, and from there dispersed in their vessels
across the Known Spheres. Not long ago, a boatload of Draconians
arrived on Kulm, and happened to find their way to the fortress of
Morvan. The Fainil were happy to "help" and "welcome" the newcomers
(who very much resembled the Dragonkin who had already moved in and
made Morvan their home), but after learning the limited usefulness of
most of the Draconians' wings, they cast out the Auraks, Bozaks, Baaz
and Kapaks to glide (or, in the case of the Auraks, fall) from a
height that they were not likely to survive. Only the Sivaks -- who
can truly fly -- survived this test, and have since made themselves
at home among the Morvanians.
The Sivaks' stake in Morvan's survival and success increased when the
Fainil priests and wizards claimed that they could help the Sivaks
replenish their numbers by allowing them to reproduce. Thus far, the
Fainil have helped the Sivaks to produce several clutches of eggs,
which have in turn produced two generations of healthy Sivak
hatchlings.
Ability Score Adjustments: +1 Strength, +1 Constitution, -1 Dexterity, -1 Wisdom
Class Restrictions:
Multi-Class Allowances: None.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. Sivaks take +6 bonus hit points at first level.
Natural Armor Class/Move Rate: 1; Sivaks move on land at speed 6, can run on all-fours at speed 15, and can fly at speed 24 (C).
Bonus Languages: Chromatic Dragon, High Draconic, Common.
Special Advantages:
Magic Resistances: Sivaks have a 20% resistance to all
forms of magic. Sivaks also have a +2 bonus to all saving throws.
Dragon Awe: When within 120' of any dragon, Sivaks gain
a bonus of +1 to attack and morale.
Shapechanging: Sivaks can assume the form of any
humanoid of smaller size than themselves, whom they have personally
killed. This disguise is near-flawless, gaining both appearance and
voice of the person being immitated, but they do not gain class
abilities or memories of the person. Sivaks can retain a shapechanged
disguise indefinitely, and can shange back to their normal form at
will, but cannot change back into humanoid form until they have
killed another humanoid.
Natural Attacks: Sivaks have several natural weapons:
claws, fangs, wings and tail. They may spend weapon proficiencies to
expand their repertoire of unarmed attacks, gaining special access to
a suite of Draconian Combat Proficiencies:
- Claw Attack- Free at first level. Claws deal 1d6 damage.
- Aerial Combat- This proficiency allows a Sivak to use natural weapons in midair without suffering a non-proficient penalty.
- Bite- Grants proficiency in using the Sivak's teeth as weapons. A Sivak's bite deals 1d4 damage.
- Breath Weapon- This ability is very rare among Draconians, but with practice (and proficiency expenditure) it can be unlocked from deep within a Draconian's dragon heritage. A Sivak's breath weapon is a spray of cold 8' long, dealing 4d4 damage (save vs. breath for half), usable 2/day.
- Claw/Claw- This proficiency allows a Sivak to make one claw attack with each hand in the same round. Without this proficiency, the Sivak suffers off-hand penalties to his attack rolls.
- Claw/Claw/Bite- Requires Bite and Claw/Claw. This allows the Sivak to bite and attack with both claws in the same round. Without this proficiency, the Sivak suffers off-hand penalties.
- Plummet- This maneuver allows the Sivak to drop on top of an opponent (either flying or leaping from a higher point). With a successful attack roll, the Sivak lands on and pins his target with his claws and tail. Plummet causes 1d4 damage to the pinned victim.
- Snatch- This maneuver allows a Sivak flying at full speed to dive and attempt to grab smaller creatures or items in its claws. Sivaks may only Snatch creatures size S and smaller. Any creature or item struck in this manner (and weighing within the Sivak's maximum press limits) is lifted into the air. Snatched creatures are pinned 50% of the time; pinned creatures cannot physically attack the Sivak who snatched them. A snatched creature can attempt to break free of the Draconian's claws with a successful Save vs. Petrification.
- Tail Slap- Gives the Sivak proficiency in using his large, thick tail as a weapon. A Sivak's tail does 2d6 damage.
- Wing Buffet- Gives the Sivak the ability to use its wings offensively, attacking creatures on its flanks for 1d6 damage (each wing). Those of size M or smaller who are struck by a wing buffet must roll a Dexterity check/save vs. breath or be knocked over.
Special Disadvantages:
Large Size: Sivaks take damage as Large creatures.
Experience Penalty: Sivaks advance in all classes with
an experience penalty of x1.5.
Overly-Dramatic Death Throes: When a Sivak reaches -10
hit points and dies, what happens to its corpse depends upon who
killed it. If the Sivak's killer was a humanoid of the same size or
smaller, the slain Sivak automatically shapechanges into the form of
its slayer. It remains in its death shape for three days, after which
time it decomposes into black soot. If the slayer is not humanoid, or
if it was a humanoid of larger size than the Sivak, the Sivak
immediately bursts into flame, causing 2d4 damage to all within 10
feet (no saving throw). While in its death-shape, a Sivak might be
returned to life by performing a Raise Dead or Resurrection spell
within the three days (before the Draconian turns to soot).
Otherwise, only a quest involving a Wish spell will restore a Sivak
who has soot-ified or exploded upon being killed.
These rare creatures are humanoid evolutionary descendents of chromatic dragons, appearing with scaly hides in shades of red, blue, green, black or white. They were exiled several centuries ago from the Kardian Isles, and after a time of wandering were adopted by the Fainil of Morvan, who saw potential in the race as shock troops and raiders.
Dragonkin loathe the Sivak Draconians, of whom they are very obviously jealous.
Ability Score Adjustments: +2 Strength, +1 Constitution, -1 Intelligence, -1 Wisdom, -1 Charisma
Class Restrictions:
Multi-Class Allowances: Fighter-Shaman, Shaman-Thief, Witch Doctor-Thief.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. Dragonkin take +7 bonus hit points at first level.
Natural Armor Class/Move Rate: 3; Dragonkin move on land at speed 6, and can fly at speed 15 (B).
Bonus Languages: Chromatic Dragon, Common.
Special Advantages:
Detect Magic: At will, Dragonkin can use a natural sixth
sense to detect the presence of magical items/effects.
Item Snatch: If a Dragonkin makes a successful attack
roll against an item in an enemy's possession (AC 10, plus any
magical bonuses of the item and dexterity bonuses of the item's
owner), the Dragonkin can successfully snatch away the item.
Natural Attacks: Dragonkin have several natural weapons:
claws, fangs, wings and tail. They may spend weapon proficiencies to
expand their repertoire of unarmed attacks, gaining special access to
a suite of Draconian Combat Proficiencies:
- Claw Attack- Free at first level. Claws deal 1d6 damage.
- Claw/Claw- Free at first level. This proficiency allows a Dragonkin to make one claw attack with each hand in the same round.
- Aerial Combat- This proficiency allows a Dragonkin to use natural weapons in midair without suffering a non-proficient penalty.
- Bite- Grants proficiency in using the Dragonkin's teeth as weapons. A Dragonkin's bite deals 1d4 damage.
- Breath Weapon- This ability is very rare among Dragonkin, but with practice (and proficiency expenditure) it can be unlocked from deep within a Dragonkin's dragon heritage. A Dragonkin's breath weapon is a spray of the appropriate elemental type (fire, lightning, gas, acid or ice) 8' long, dealing 3d4 damage (save vs. breath for half), usable 2/day.
- Claw/Claw/Bite- Requires Bite and Claw/Claw. This allows the Dragonkin to bite and attack with both claws in the same round. Without this proficiency, the Dragonkin suffers off-hand penalties.
- Plummet- This maneuver allows the Dragonkin to drop on top of an opponent (either flying or leaping from a higher point). With a successful attack roll, the Dragonkin lands on and pins his target with his claws and tail. Plummet causes 1d4 damage to the pinned victim.
- Snatch- This maneuver allows a Dragonkin flying at full speed to dive and attempt to grab smaller creatures or items in its claws. Dragonkin may only Snatch creatures size S and smaller. Any creature or item struck in this manner (and weighing within the Dragonkin's maximum press limits) is lifted into the air. Snatched creatures are pinned 50% of the time; pinned creatures cannot physically attack the Dragonkin who snatched them. A snatched creature can attempt to break free of the Dragonkin's claws with a successful Save vs. Petrification.
- Tail Slap- Gives the Dragonkin proficiency in using his large, thick tail as a weapon. A Dragonkin's tail does 1d8 damage.
- Wing Buffet- Gives the Dragonkin the ability to use its wings offensively, attacking creatures on its flanks for 1d6 damage (each wing). Those of size M or smaller who are struck by a wing buffet must roll a Dexterity check/save vs. breath or be knocked over.
Special Disadvantages:
Large Size: Dragonkin take damage as Large
creatures.
Greed: Anytime a Dragonkin detects a magical item held
by someone else, he is tempted to just take it. In game terms, should
a Sivak know about a magical item possessed by someone who is the
Dragonkin's ally, the Dragonkin must roll a Wisdom check or else be
forced to make an attempt at snatching the item. The Dragonkin must
make this check each time he sees the item in question. Morvanian
Dragonkin have a +4 bonus to the Wisdom check to steal from Fainil,
and are allowed a single re-roll (with no bonus) anytime they fail a
Wisdom check to avoid stealing from Fainil.
Easily Distracted: Another application of the above
disadvantage: Dragonkin can be thrown off from a pursuit if the
victim being chased drops a magical item in his/her wake. Dragonkin
who see the dropped item must roll the above Wisdom check, or else be
forced to veer off from the chase to grab the item.
The fearsome Pteramen of the Far World were taken in by the Fainil around the time that the Werebeasts were being exiled by Quetzalcoatl. While not lycanthropic, they are shape-changers, descended from members of the Saurial race who were seduced by the power of the evil Lycanthrope gods and were granted the ability to polymorph and fly. As the Werebeasts themselves were enduring banishment, the Pteramen were banished by the Saurial races (and their patron god Ka the Preserver) for their excessive cruelty and depravity. For their banishment, Pteramen hate all Saurials and those who are allied with them. They bear a strong resemblance to the Flyer race of Saurials, and like Flyers the Pteramen have wings and are quite aerial.
Ability Score Adjustments: +1 Dexterity, Strength and Constitution; -1 Intelligence and Wisdom; -2 Charisma
Class Restrictions:
Multi-Class Allowances: None. Like Saurials, Pteramen can dual-class instead.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, a Pteraman has 4 bonus hit points.
Natural Armor Class/Move Rate: 4; Pteramen move on land at a rate of 12 and can fly when they extend their wings at rate 12 (C). In pteranadon form they move on land at rate 3 and can fly at rate 21 (B).
Bonus Languages: Pteramen speak Saurial, and unlike the true Saurial races they can also learn to speak other humanoid languages. Morvanian Pteramen typically speak either Common or Drow.
Special Advantages:
Natural Attacks: In either form, Pteramen can fight with
their claws (1d4 each, two attacks) and beak (1d6+1).
Wings: Using innate polymorph magic, the Pteraman can
conceal and extend its wings at will. A Pteraman's wings are
extensions of its arms, not unlike a Flyer Saurial's. Extending its
wings takes a full round, and the Pteraman can fly the following
round. With wings extended, a Pteraman can still grasp objects (like
weapons) in its feet, allowing it to attack with a weapon while
flying.
Pteranodon Form: At will, the Pteraman can assume the
form of a small pteranodon with a 15' wingspan. In this form the
Pteraman's flight speed is dramatically increased. As with wing
extension, it takes a full round for the Pteraman to assume
pteranodon form. In this form, the Pteraman cannot use weapons.
Swoop Attack: From a height of 100 feet or more, a
Pteraman can execute a Swoop maneuver, charging at an opponent with
either its clawed talons or a weapon. Any successful hit inflicts
double damage, and the victim must make a Dexterity check or fall to
the ground.
Special Disadvantages:
Large Size: Pteramen are 10' tall, and so take damage as
large creatures.
Ka's Curse: Natural Saurial weapons (claws, beak, horns
and tail) are +2 to hit a Pteraman, and inflict double damage.
Pteraman Anti-Paladins are immune to this effect.
Saurial Paladins: Saurial Paladins wielding Holy Swords
inflict triple damage against Pteramen. Not even Anti-Paladins are
immune to this effect.
The true Werebats of Morvan originated in the jungles of the Far
World, as part of the ancient werebeast civilization that thrived
there until Quetzacoatl banished them all. They eventually hooked up
with the Fainil and found a home in the Fainils' flying fortress.
They have repaid the Fainil by bestowing the gift of lycanthropy on a
few of their hosts.
Ability Score Adjustments: +1 Dexterity, +1 Constitution, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Werebat-Mage, Werebat-Thief, Werebat-Psionicist.
Kit Allowances: The kits below are drawn from the Complete Book of Humanoids.
Hit Dice: By class. At first level, a Werebat has 4 bonus hit points.
Natural Armor Class/Move Rate: 7; Werebats move at rate 9, and fly at rate 15 (D).
Bonus Languages: Werebeast, Common, Drow.
Special Advantages:
Natural Attacks: Werebats in hybrid form can attack
either once or twice per round, either with two claws (1d4 each) or
with a single bite (2d4 damage). In bat form they can only bite for 1
damage. In human or hybrid form a werebat can use weapons
instead.
Multi-classing: Werebats can gain the abilities of
proper adventuring classes by multi-classing as wizards, rogues or
psionicists. They must multi-class if they want the abilities of
these classes; all Werebats are required to belong to the Werebat
racial class.
Special Disadvantages:
Silver: Though Werebats develop resistances to damage
from normal weapons as they rise in level, they are always
susceptible to weapons made of silver.