Homebrew An Unknown Race: "Wer Tobor Persvek Marfedelom" - - The Unblinking Species Details
"I . . . can . . . bring you back. Better . . . stronger . . . than you were," the demon wheezed, choking and gasping for air. His body, though much larger and apparently more powerful than Trellis, wriggled and writhed in agony as he spit up an emmense wad of phlegm. "I . . . am . . . dying, Trellis. I will soon . . . be . . . no more. Let . . . me . . . revive . . . you. You will -" he spoke, stopped and went into a small coughing fit, then continued, "You will . . . still be . . . dead, yet . . . yet . . . you will be . . . alive."
"You can do that?" Trellis timidly asked, feeling a small ping of hope in his mind. He could go back, he thought, he could go back to being alive! He, of course, would love getting a second chance of living. But Scourge had said he'd be still dead, yet alive. What had that meant? What if being both meant being like the demon himself - in eternal pain and hardship? Stepping back from the grotesque, abyssal demon, he tried and failed to push the words from his head. And he felt bad for the guy, too. Why defy his last, dying, deathbed wish? "I accept."
Suddenly, Scourge began laughing. It was low and quiet, but loud enough that the boy could hear. "If only . . . you knew . . . how . . . terribly . . . utterly . . . devastatingly . . . evil . . . I am. I am a . . . demon, Trellis . . . a demon, boy. You are . . . foolish, to think . . . that I . . . have grown . . . kinder . . . in . . . my . . . weakness. You are . . . a fool . . . that . . . you didn't . . . decline . . . my offer. Yet . . . I will do . . . as you wish."
All the sudden, Trellis' body began to convulse and shake. His skin ripped open, spraying blood wildly and creating large pools at his feet, and his hair and nails all fell out. He could feel his nerves snap all over his figure, turning his limp body into a puppet without strings. Trellis was falling down . . . down, and sinking into the largest pool of his own blood. His arms and legs were torn from his now mutilated body by invisible hands, and he could feel every jolt of pain as the skin over his stomach was slashed off, and his intestines were removed. If Trellis hadn't known he was already dead and that he'd made a deal, he might have given up hope. But no, Scourge had offered him life again, hadn't he? Through blurry eyes, he just barely made out the demon standing in front of him. The monstrosity leaned over, his face only inches away from whatever what left of Trellis', and he then ripped out the boy's right eye. Every wound on his body was burning, stinging like the same snake poison that had taken his first life. And now . . . the same thing that had killed him was bringing him back. As Trellis' vision started to grow dark, he could barely see the demon shove his right eye, now with a red iris, back in its socket. Everything went black.
When he finally awoke, Trellis was lying prone in the middle of a grassy hillside. He wore the same clothes he'd died with - a red cotton shirt, leather trousers and boots, and a purple silk bandanna that had cost him a fortune to obtain. Looking down at himself, he found his appendages to still be intact, along with his nails. He ran his hand through his golden hair, and tenderly touched his stomach, where he learned that all the skin had been replaced. He stood up, then. He could stand! He could move! And only then did he realize he was only looking through his left eye.
When he opened his right, the whole world changed, and his left shut instantaneously. He saw dying grass, a black and starless sky, and the ghosts of the dead all around him. He heard their wails, then, and pleas to be released from their never ending misery. Stumbling back, Trellis shut his right eye and opened his left again, panting and sighing in relief.
But he knew, still, that relief wouldn't come to him. One part of him was alive, the other was dead. And then, as he stood on the grassy, sunny hill, he understood what Scourge had meant.
The life in death.
- Excerpt from "Undying" by SomeBody O'Coolness
Overview
"Wer Tobor Persvek Marfedelom" are a practically unknown race in the world of Faerun. In civilization and the wilderness, they are indistinguishable from others of their former race, and many pretend that is what they actually are, in fear of revealing too much about death to those who are still truly alive. They act the same as they did in life, only stronger and more powerful now. In the heart "Wer Tobor Persvek Marfedelom" are troubled, scared, and alone in their dire situation, however. Usually carrying deep grudges and vows of vengeance against the demons or devils who tricked them, they never relent their search for a way out of this horrid undeath, a way back to being simply alive.
Fool Me Once, Shame On Me
This practically unknown race, "Wer Tobor Persvek Marfedelom", all originate from either a demonic or devilish entity from either the Abyss or the Nine Hells. Their history, and new origin, are . . . only strange and corrupt.
When someone truly dies while on either of the planes as listed above and in the fortress of a malicious entity, or if they sold their soul to a devil or demon, their grueling afterlife takes place in that being's home. In this afterlife, they are forced to work, clean, fetch whatever the monsters need, and even partake in fights to the death (re-death?) with their fellow slaves. While in this time of endless torment, the demon or devil might give them a choice to change their lives if they have proven to be reliable, hard workers who support the being in many ways. This choice, called the "Wer-Ganim" by others of the race, is a choice to be brought back to life, much stronger and more powerful than before. If they accept, their body is destroyed in a disturbing way, except for one of their eyes that the demon or devil changes as a link to that unfortunate person. This socket is then filled with the same eye, though now altered by the evil entity and with a red iris. Then, they are remade, brand new, and at the age they were when they died, on the material plane. Of course, this all sounds good to the "Wer Tobor Persvek Marfedelom", until it realizes the true weight of its actions and its agreement. Their new eye from the "Wer-Ganim" can see into the world of the dead, and after their first vision of such a world, they become ever plagued and haunted by simply the knowledge of its existence. With this new eye and new twist in their once normal lives, the unlucky people in this race become forced to commit acts of utter, despicable evil that they wouldn't have ever done before.
Despite the thoughts of some "Wer Tobor Persvek Marfedelom", these people ARE NOT invincible. Even though they are ageless immortals, and they can sometimes escape from the brink of death while fighting, they can still very easily be killed by a simple, well-timed sword stroke or one arrow lodged in a lethal spot. And, even while they aren't doing battle or undertaking in risky activities, they can still be slain in a matter of mere moments by the demon/devil that gave them another life. In part of the "Wer-Ganim", the victim unknowingly agreed to "continue owed and due service in a stronger form", meaning that they are still the monster's slave and must do tasks for them. Now that they are living, they do have a greater show of freedom than when they did while working in their master's residence, yet they are still under that being's control. If they do not kill something with its own will at least once every week, they instantly die again on that demon or devil's behalf, and they are forced to suffer eternal torment until they can rebuke their sins. This curse is known as the "Wer-Chikohk-Di-Vriwhir".
The Unblinking
All "Wer Tobor Persvek Marfedelom" appear the same as they did in life, with only subtle changes. Their height, weight, skin color, hair style, and hair color are the same, with the exception of being more muscular and fit than before. This is a notable difference, although it doesn't change the person's physique so much that others would begin to suspect something has changed with the character. For example, there is a difference between a dwarf being simply stronger and one being so strong and in-shape that he or she no longer has the common dwarven chubbiness. So, as a character, you can choose to appear however you want, with boundaries of course, and as any race or any shape.
There is one odd trait about them, however. When they were brought back to life, whichever demon or devil did so also changed one of their eyes to see into a realm beyond that of the living. "Wer Tobor Persvek Marfedelom" can only have one eye open at a time - either the normal human eye, or the altered one that has a flaming red iris. Many "Wer Tobor Persvek Marfedelom" wear an eye patch over their altered eye, so that if they ever do open it, they'll only see the patch, and they also wear one to ease any suspicions of why they never blink and only ever have one eye open. This odd feature earns them the title of The Unblinking.
Nomadic Wanderers & Corrupted Villains
"Wer Tobor Persvek Marfedelom" tend to be sad, hopeless creatures, filled with sorrow and no love of anything in the world. They know their curse, the "Wer-Chikohk-Di-Vriwhir", prevents them from doing many things, and it seals their fate as servants of a greater evil. "Wer Tobor Persvek Marfedelom" know they cannot stay in civilization for too long at a time, for they must kill something every week. If they try to settle down, in a city or town, they will still need to perform their task, and they will have no other choice but to kill some other human being as payment to their master. This trait serves as another connection to the demon or devil, and it tends to, eventually and over very long periods of time, sway that person to the clutches of darkness. If they get used to killing every week, they might learn to find it as their nature. And then, once they realize that they have to do it either way, they might kill someone on the first day of the week rather than waiting until the last. Once they do that, they may kill more and more to satisfy their master. After all, what's one more kill? What's one more death? I have to kill anyway. What is one more life really going to matter? And then, once they say those words to themselves, proving that the demon or devil who gave them another life turned out to be right, they become evil. Undeniably evil.
Still, most "Wer Tobor Persvek Marfedelom" try to avoid their curse as much as possible. They venture into the great wilds, only slay pesky goblins that attack them, and they learn to forage and hunt so they won't have to stay in town for any longer than necessary. They don't have real colonies together, for good reason, and they prefer solitude. Since most "Wer Tobor Persvek Marfedelom" follow this path, they have earned a reputation as both nomads and wanderers, but those who follow the first path are deemed villainous corruptions.
Slave Becomes The Master
As described above, some "Wer Tobor Persvek Marfedelom" choose a hermit life, solitary and afraid of their potential actions, and some become dangerous murderers. But, a small percentage of "Wer Tobor Persvek Marfedelom" choose yet another option - the path of adventuring. With this path, they are sure to get their weekly kill in more ways than one while battling hungry trolls or scheming kobolds with their allies, and they'll also feel less guilt for doing the actual task of killing, for they are just eliminating evil in the world. While this path may seem like the best way to go for a "Wer Tobor Persvek Marfedelom", many choose to ignore this option. The reason for that is because if they ever die in combat, their soul returns to the threshold of the devil or demon who bound them. This, of course, would be a horrific idea. Still, some "Wer Tobor Persvek Marfedelom" do this, and the more they fight, the stronger and harder to kill they will be. Ultimately, though, their motive for becoming adventurers is to destroy the entity that tricked them. If they can gain enough power, respect, and reputation in the mortal world, they might just be able to lead a small army, breach the demon or devil's fortress defenses, take out the minions, and best the beast in single combat. If they do so, and kill their master with no help at all, they will be free of their curse, the "Wer-Chikohk-Di-Vriwhir", and the "Wer-Ganim" will no longer have any hold on them. Yet they will, however, remain alive, and free to finally settle down, or continue adventuring until the end of their days. Note that when their master is slain and the curse is broken, they begin aging again. Nothing, they very well know, can stand forever.
Player & DM Tips
Player Tips - -
As a player, you have many different choices to make along your career in D&D. One of these choices is deciding what your backstory is; your race, class, feats, and status all come from that one piece of writing. It doesn't need to be long, rather just long enough so that you can understand your character better. Remember - a backstory is for you, not your DM. Just like the game is yours to play, instead of a game for and from the DM. Sure, the DM controls and runs most encounters, they set the plot line, and they may try to swade you to making foolish decisions (IE splitting up the party in a dungeon). But, in the end, it's you who's making the decisions. You are the player of the game, and in order to properly enjoy it, you should work to understand your character so much that you can believe you see through their eyes and experience what they experience.
That said, work with your DM to establish your backstory and history as a character. What is your name? Your title? What do these mean to you? What is the status and identity of your master? By turning you into a "Wer Tobor Persvek Marfedelom", are they simply out for more kills and sacrifices to them, or is there an even more malicious intent? How will you earn your weekly kills? Will your character be susceptible to an alignment change from this horrid trait? What was your life like before you first died? Can you reclaim some of your former possessions, or have they fallen into the hands of others? All of these questions, if answered, can help you establish a firmer grasp of your character and their life, and can also provide well-needed bonding time with your DM.
DM Tips - -
To be straight, "Wer Tobor Persvek Marfedelom" are slightly OP, though they do have some drawbacks. They are a very interesting race, and, if played right, can create a fun new aspect of your game. If no kills are to be found while exploring, will the character choose to die again, or to end one of their party members as they sleep? Will the character try to hide the fact that they should be dead? Will they start fresh, re-work their way up the reputation levels, and even change their name? Or will they admit about their curse? All of these are up to the player, not you, but if you want to take a warped turn for the game, consider making a "Wer Tobor Persvek Marfedelom" NPC to join the players. He or she could really be a vicious murderer, pretending to aid the party while, in reality, they only care about going undetected for the silent deaths occurring in the middle of the night. It's up to you, if you choose an NPC version, but do remember - don't overuse this race. "Wer Tobor Persvek Marfedelom" are extremely rare in the world, and many of those who exist would never choose adventuring as a career. Also, while this race is a bit OP, it does have severe drawbacks. That's not to say, however, that clever players won't find ways around your tricks with them. Consider banning the race of "Wer Tobor Persvek Marfedelom" as a whole in your campaign, if you don't want your players messing up your game. But, if you ban the race for the players, you're banning the race for yourself as well.
"Wer Tobor Persvek Marfedelom" Names
"Wer Tobor Persvek Marfedelom" generally keep the same names they had from their first life, though some choose to forget and change them. Make up a name of your own, or select one off of other race name sheets from your previous race.
An Unknown Race: "Wer Tobor Persvek Marfedelom" - - The Unblinking Traits
Your ominous path and origin leads to traits you share with other "Wer Tobor Persvek Marfedelom".Alignment
"Wer Tobor Persvek Marfedelom" vary widely in their alignment. Some, the hermits and explorers, are good, as they choose to avoid their curse as much as possible and to only kill the evil that attacks them first. Others, who live in cities, murder and betray and back stab their friends and enemies alike, are evil. As for the "Wer Tobor Persvek Marfedelom" who are adventurers, they tend to be either. Either way, all members of this race are undeniably chaotic. You are immune to all spells or effects that would turn your alignment away from chaotic, though not ones that would change you from being good, evil, or neutral.
Age
Members of this race appear the age they were when they first died, but they cannot age beyond that year so long as they remain a slave. You are immune to all spells or effects that would make your lifespan shorter, or in turn ones that would age you.
Size
"Wer Tobor Persvek Marfedelom" come in all shapes and all sizes, though all of them are strong. You can appear however you want, within reason. Your size is medium.
Speed
You are a fast being. You gain a walking, climbing, and swimming speed of 30 ft (6 squares).
Languages
You can speak, read, write, and understand, common, draconic, abyssal, and infernal.
Deadeye
As a "Wer Tobor Persvek Marfedelom", you have very strange vision. With your normal eye, the one that wasn't altered, you have darkvision out to 60 ft. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. As for your altered eye with a red iris, with that eye you can see into the ethereal plane for 60 ft. Closing one eye and opening another takes an action, and you can only have one eye open at time. You gain no hindrances that would affect someone with only one eye. In addition, for every minute spent looking through your altered eye, you take 5 psychic damage at the end of your turn, and you still take the damage if you quit looking before the minute is up. This damage can't be reduced or prevented in any way.
Enhanced Abilities
Your master has given you perfection in some skills. You gain proficiency to two different skills of your choice.
Untold Vigilance
You appear more than marginally stronger than most others. You gain a +2 bonus to your Strength score, though this increase can't raise your score above 20 at first level. You also have proficiency with all types of armor and 8 weapons of your choice. In addition, you have the Tavern Brawler and Grappler feats.
Bonds to Undeath
Because of your ties to the dead world, you don't need to eat, drink, sleep, or breathe. It is still possible for you to do all of those things, but it isn't necessary for your well-being.
Death's Savior
For you or anyone else within sight, you can turn a drop to 0 HP into a drop to 1 HP instead. Once you do this, you can't do it again until the next dawn.
Primeval Instincts
Due to your enhanced perception and action speed, you gain a +1 bonus to initiative.
Night Fury
Your dark new origin leads you to have immunity to necrotic damage and vulnerability to radiant damage.
Predator and Prey
Due to your curse, you must kill at least one being every week. This being must have an Intelligence score of 8 or higher, and it cant be a Beast, Undead, or Construct. If you fail to comply with this curse, you are instantly killed in the first minute of the next week, and your soul is taken back to your master for endless hardships and misery there. All gear or items your were wearing or carrying fall to the ground at your feet when you die, and no reviving spells can bring you back. By casting the wish spell, only one of your closest friends can learn the name of the demon/devil who bound you, and its residence, though they do not succeed in freeing you. By journeying to the monster's lair, they can pick you out from the rest of the dead servants, and if they touch you, skin to ghost-skin, you will turn into a "Wer Tobor Persvek Marfedelom" again.
Previous Versions
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9/12/2020 1:27:22 PM
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6
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1
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5e
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Coming Soon
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