Eldriloch Player's Reference

Chapter I · Races

Humans


Humans built the railway towns, fly the airships and fill the ranks of every army on the continent. They are also the only people the gods are said to favor, and they have never once let the other races forget it. What they can't stop doing is hating each other.

Description. Humans in Eldriloch look like humans anywhere, though the nations have distinct styles. Adryaens favor goggles, gloves and gadgets. Ethonians wear their scars openly. Staerhielians dress in stovepipe hats and lace when they can afford them and grease-stained leather when they can't. The people of Usmon prefer monastery smocks, Justicar steel and as little machinery as possible. Within every nation, though, the first thing anyone notices about a stranger isn't where they're from. It's whether they're Sovereigni or Sullied.

Relations. Humans distrust the runekar, whom they blame for the Dark Sunder, and fear the malumtene, whose name is used to frighten children. They conscripted the ashen in war and then built the souldriven to put them down. Most humans treat mechanoids as tools and souldriven as something between a soldier and a slave.

Lands. Humans rule all five nations: technocratic Adryae, battle-born Ethon, sprawling Staerhiel, council-run Usmon and the jungle tribes of Thaela.

Religion. Most humans honor the gods of the Celestial Covenant. The Sullied crowd Selphail's kitchen shrines and Esriya's waterline altars, and the Sovereigni favor Aostre's great temples and Kendaunt's courts. Only humans can be chosen to wield flux, and only if they are born with the gift. The gift appears among the Sullied as often as among the Sovereigni, which the Sovereigni find hard to explain.

Names. Human names vary by nation. Examples from across the continent: Ardwen, Cassa, Doran, Halvery, Veldlarin, Irvorn, Zinrie, Olbarl, Edrin, Daphyra, Gilirak. Sovereigni add a family name and expect it used. The Sullied often go by a single name and a trade.

Adventurers. Sullied adventurers are mercenaries who fight for coin, Veil runners, tinkers chasing a breakthrough nobody will fund, and soldiers the last war left with nowhere to go. Sovereigni adventurers are rarer: younger children with no inheritance, officers, engineers hunting artifacts, and the occasional idealist who has seen how the Sullied live and can't unsee it.

Sovereigni and Sullied

A Sovereigni family on the deck of a luxury airship at sunset: an elderly man in a top hat and frock coat, a woman with a crystal glass, two stern young men, with a smoky industrial city far below.
A Sovereigni family aboard their private airship. The city below, and everyone in it, is a resource.

Every human nation divides itself into two cultural classes, and they distrust and loathe each other.

The Sovereigni

The Sovereigni are the ruling class: the Regnant Sovereigni who rule nations, the families around them, and the most prestigious engineers, whose work earned them a place among the powerful. They live in luxury, in the center rings of cities, on estates, and on airships that never touch the ground. Sovereigni value intelligence over natural ability and try to avoid any emotional response. To them, money is nothing more than a resource, and so are people.

In Sovereigni eyes, their place is a birthright. They believe their blood is finer, and that letting the Sullied in would pollute it. They marry among themselves and guard their names jealously. Behind closed doors, the Sullied call them snoots, an insult that will often lead to death. Everyone uses it, and nobody is brave enough to say it to a Sovereigni's face. The Regnant title is a coveted title reserved for rulers. Dropping or forgetting the title when naming a Regnant Sovereigni is a dangerous insult.

Among the Sovereigni

The Sovereigni's world is survival of the fittest, and they believe only the best deserve to be called Sovereigni. Families fight each other constantly with political intrigue: whispered rumors, ruinous contracts, arranged scandals, debts called in at the worst moment, and allies bought out from under a rival. The stakes are total. A Sovereigni who loses the game can be left with nothing: no fortune, no allies, no name anyone will speak. A Sovereigni without resources is no Sovereigni at all, and the fallen are knocked down among the Sullied they spent their lives despising. Neither class welcomes them. The Sovereigni pretend they never existed, and the Sullied remember exactly what they were.

Only one power rivals the Sovereigni: the Celestial Covenant. Belief moves the Sullied in a way money never will, and the Covenant controls it tightly. Sovereigni have learned the hard way to work with the Covenant, and sometimes for it. A family the Covenant turns against doesn't usually survive the game.

No Sovereigni would ever allow fleshgrafting on their body, at least not in public. To them, needing a graft is weakness: proof that the body, and the bloodline, failed. Yet some do it anyway, after an accident, a duel or a war wound, and they go to great lengths to hide it: high collars and gloves, private grafters paid for their silence, servants who never see them undress. A rival who discovers a hidden graft holds a weapon in the game of intrigue, and many Sovereigni have fallen to exactly that.

The Sullied

A Sullied family of workers: a scarred man in a leather apron hung with wrenches, a woman with goggles and tools, a broad man in a work jacket, and two boys carrying tools and a clipboard.
A Sullied family. The children learn the trade as soon as they can carry tools.

The Sullied are everyone else, and that is nearly everyone: miners, rail crews, dockworkers, soldiers, farmers, mechanics, servants and the poor rings of every city. The name was the Sovereigni's insult first, and the Sullied wear it now with a kind of grim pride. They value ability over knowledge, wear their feelings openly and look after their own, because nobody else will.

A Sullied is often every bit as intelligent as a Sovereigni. What they lack is resources: schooling, tools, workshops, fibrolite, time. So the Sullied focus on surviving, and they get very good at it. A Sullied mechanic can fix with scrap what a Sovereigni engineer needs a workshop to build, and a Sullied soldier can live for a month on what a Sovereigni officer eats in a week.

Keeping the Sullied Down

Wealth doesn't make a Sullied into a Sovereigni. A Sullied who strikes it rich is still Sullied in Sovereigni eyes, and worse, a threat. When a Sullied acquires real riches, the Sovereigni do what they can to strip them away: new taxes and licenses, lawsuits, contracts that dry up, a guild charter revoked, a warehouse that burns. A Sullied who rises too high is knocked back down, and everyone watching learns the lesson. The Sullied learned long ago to hide what they have, and to trust a Sovereigni's generosity least of all.

Beyond the Divide

Out on the open sea and in the high air lanes, the divide disappears. The Open Reaches have no Sovereigni and no Sullied, only crews. It's a chaotic, lawless life full of privateers and thieves, and to the freeborn who live it, it's the only free one there is.

Across the Divide

The two classes need each other and resent it. The Sovereigni can't run a city without Sullied hands, and the Sullied can't eat without Sovereigni wages. Sullied revolts flare in Staerhiel's annexed towns, and the Veil feeds on the anger. In Adryae, citizen petitions give the Sullied a voice, but the Sovereigni have more votes than anyone can count. A character who crosses the divide, a Sullied raised to Sovereigni or a Sovereigni who joins the Sullied, is trusted by neither.

Four Sullied adventurers: a grizzled veteran with a revolver and scrap-metal bracer, a bearded fighter with a giant wrench over his shoulder, a woman runner with goggles, rope and a short sword, and a young mechanic with a tool belt beside a small repaired mechanoid.
Sullied adventurers. Nothing they carry was handed to them, and none of them needs a Sovereigni's permission.

Human Racial Traits

Humans use the standard human racial traits from the Player's Handbook, with the following additions for Eldriloch.

• Divine Potential: Only humans can take levels in a class that casts divine spells. A character must have the gift from birth, and the Game Master may require a background reason for it.

• Background: Every human is Sovereigni, Sullied or Freeborn and gains that background's traits (below). Most characters are Sullied. A Sovereigni character needs a reason to be adventuring. Freeborn were raised in the Open Reaches, outside the divide altogether.

• Regional Trait: Every human gains one regional trait from the nation they were raised in (below).

Backgrounds

Sovereigni

Birthright: A Sovereigni character starts with twice the normal starting wealth for their class, and with a family name that opens doors.

Cold Schooling: Knowledge (nobility and royalty) is always a class skill, and the character gains a +2 bonus on Diplomacy checks with other Sovereigni.

Silver Spoon: The character takes a –4 penalty on Diplomacy and Gather Information checks with Sullied who know or guess what they are. Among the poor, a Sovereigni's coin buys silence, not trust.

Fallen Sovereigni: A character whose family lost the game of intrigue takes the Sullied background instead, but keeps Knowledge (nobility and royalty) as a class skill. They suffer both backgrounds' penalties when either class learns who they used to be.

Sullied

Make Do: The character takes no penalty for using improvised tools, and only a –2 penalty (instead of –4) with improvised weapons.

Survivor: Survival and one Craft or Profession skill of the player's choice are always class skills, and the character gains a +2 bonus on Gather Information checks with other Sullied.

Gutter Blood: The character takes a –4 penalty on Diplomacy checks with Sovereigni who know or guess what they are, and can't buy property, licenses or guild charters in Sovereigni-run cities without a Sovereigni sponsor.

Freeborn

No Masters: The character was raised on the decks of the Open Reaches, where nobody is Sovereigni or Sullied. They never take either class's penalties, and they gain a +2 bonus on Will saves against compulsion effects. Nobody tells them what to do.

Deckhand: Balance and Use Rope are always class skills.

Outlaw Blood: In any nation's port or city, the freeborn are assumed to be smugglers or worse. The character takes a –4 penalty on Diplomacy checks with officials, guards and Peacekeepers, and can't own property in any nation without a sponsor.

Background Feats

Background feats are general feats open only to humans of the listed background. Those marked 1st level only must be taken at character creation.

Table: Background Feats
FeatPrerequisitesBenefit
Sovereigni
Cold ComposureSovereigni+2 on saves against fear and emotion effects. Sense Motive checks against you take a –4 penalty.
Educated EliteSovereigni, 1st level onlyTwo Knowledge skills of your choice are always class skills, and you gain +2 on both.
Family FortuneSovereigniOnce per month, draw up to 100 gl × character level from your family. It must be repaid, in coin or in favors.
Endowed WorkshopSovereigni, Craft (engineering) 4 ranksCraft magic items, firearms and constructs for 10% less glim, and buy fibrolite shards at listed price anywhere.
Word of the BloodSovereigni, Cha 13+4 on Intimidate checks against Sullied and officials. Once per week, have a Sullied's license, contract or property seized through your family's influence.
Freeborn
Boarding ActionFreeborn+2 on attack rolls in the round you board a ship or airship, and you can swing, climb or leap aboard as part of a charge.
Free Port ContactsFreebornSell stolen or salvaged goods at full value in any free port, and find passage on a free ship for yourself and your companions without paying.
Sullied
Gutter ToughSullied+3 hit points. +4 on Fortitude saves against disease, starvation, thirst and exposure.
Hidden CoinSulliedHalf your treasure is always hidden where only you can find it. It can't be seized, taxed or stolen. +4 on Sleight of Hand and Bluff checks to conceal valuables.
ScroungerSullied, 1st level onlyOnce per day, with 10 minutes and a DC 15 Search check, find a mundane item worth up to 10 gl × character level, where such things could plausibly be found.
Self-TaughtSullied, Int 13Choose any two skills. They are always class skills, and you gain +1 on both. You taught yourself what you couldn't afford to be taught.
Salvage GeniusSullied, Craft (engineering) 4 ranksBuild mundane items from salvage for two-thirds of the raw material cost. When you recover fibrolite, a failed check still recovers its full value.
Common CauseSullied, Cha 13+2 on Diplomacy and Gather Information with Sullied. In any town, you can find shelter and a meal among the Sullied without paying.

Regional Traits

Each human gains one regional trait for the nation or region they were raised in. A regional trait grants a +2 bonus on two skills, one of which (player's choice) is always a class skill, plus the listed benefit.

Table: Regional Traits
RegionTraitSkills (+2)Benefit
AdryaeGadget-RaisedCraft (engineering), Disable DeviceYou can use a renderer or mechanoid control orb without training, and you know how to petition the Arbitrators.
EthonBattle-BornIntimidate, Survival+2 on saves against the Gifts, dreams and influence of the exspiratis. Ethon learned the hard way.
StaerhielUnder Gilirak's EyeBluff, Gather InformationYou recognize Peacekeepers and their informants on sight, and you know which Staerhielian cities are contested and by whom.
UsmonMonastery-TaughtKnowledge (history), Knowledge (religion)+2 on Spot and Sense Motive checks to notice aetheric manipulation, grafts or machinery in disguise. Usmon is always watching for it.
ThaelaJungle TribeClimb, SurvivalYou don't take penalties for moving through undergrowth, and you speak a Thaelan tribal tongue.
The Open ReachesDeck-BornBalance, SwimYou can crew a ship or airship without training, and you're never sickened by the motion of a deck.

Designer's Note: Balance

A human in Eldriloch gets a background and a regional trait on top of the standard human traits.

  • Regional traits: about half a feat's worth of skill bonuses, plus a narrow benefit.
  • Backgrounds: each one gives something and takes something. Sovereigni gain starting wealth and Sovereigni connections, and take a heavy social penalty with the Sullied, who are most of the world. The Sullied gain resourcefulness, and take penalties with the people who hold the money and the law. The Freeborn escape both classes' penalties and resist compulsion, and are treated as criminals by every authority on land.
  • Net effect: slightly stronger than the 3.5 human, which matches Eldriloch's other races.
  • Background feats: the same strength as other general feats. They exist mainly to make the class divide matter at the table.