Talez
Stoic, wise dragons as solid
and ancient as the mountains.
RACIAL TRAITS
Average Height: 6’4”- 10’
Average Weight: 600-2200lb.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium or Large
Speed: 6 squares
Vision: Normal
Languages: Common, Common Draconic, Talez Dialect
Skill Bonuses: +2 Dungeoneering, +2 History
Stone Flesh: You
gain a +2 racial bonus to AC.
Solid as a Mountain:
You have resistance to melee damage of
5 + ½ level. This increases to 10 + ½ level at level 11 and 15 + ½ level at
level 21.
Living Earth: You
are a living piece of the earth. You don’t need to eat, drink, breathe, or
sleep. You never have to make Endurance checks to resist the effects of
starvation, thirst, or suffocation.
Earth Meld:
Rather than sleep, talez enter a meditative state known as trance. You need to
spend 2 hours in this state to gain the same benefits other races gain from
taking a 6 hour extended rest. While in a trance, you are fully aware of your
surroundings and notice approaching enemies and other events as normal.
Acid Breath: You gain dragon
breath as an encounter power.
Dragon Breath Talez Racial Power
The ground sizzles as a bit of saliva drips from your
jaw. It is far too late for your enemies who melt as you spray them with a
blast of acid.
Encounter ♦ Acid
Minor Action Close
blast 3
Attack: Ability
modifier +2 vs. Reflex
Hit: 1d6 +
Ability modifier acid damage and 5 ongoing acid damage (save ends).
Increase to +4 bonus and 2d6 + Ability modifier damage at 11th
level, and to +6 bonus and 3d6 + Ability modifier damage at 21st
level.
Special: When you
create your character, choose one of the ability scores as the score to use
when making attack rolls with this power. That is also the ability modifier you
will use for the damage. This choice remains throughout your character’s life
and do not change the power’s other effects.
They live
deep within the earth, hidden away in ancient and massive cites built from
living stone. They are found in ancient cities on the highest peaks in the most
treacherous mountains. They are the talez, the earth dragons. They are
powerful, long lived, and they consider themselves the guardians of Joresch.
Play a talez if you want…
¨
to be a wise and patient leader.
¨
to be a powerful and ancient dragon.
¨
to be a member of a race that favors the
avenger, cleric, fighter, invoker, and shaman classes.
Physical Qualities
Talez resemble humanoid dragons. They are large creatures,
generally much bigger than humans, standing anywhere from over six feet to
nearly ten feet in height. They are made of solid living rock, making them
exceedingly tough and dense, and they can weigh more than a ton at larger
sizes. They have extremely craggy looking bodies, with lots of sharp spikes and
spines all over their body. In many ways they resemble armadillos or turtles
with a hard gray, if spikey shell on their back and softer, but still rather
tough scaled flesh of a more earthy brown on their front. Talez do not have
wings, but do have large, spiked tails they can use to their advantage in
battle. Their eyes are always one solid color, and generally seem to be made of
gems such as sapphires or rubies.
Talez
mature very quickly, reaching full size at around age 18. After this they age
incredibly slowly, remaining vigorous well into old age and can live to be over
4000 years old.
Playing a Talez
Living for several millennia, the talez are the longest
lived race on Joresch. They are not technically dragons in the strictest sense,
and are actually living pieces of the earth, given life, form, and souls. Their
great life spans have allowed them to create vast, beautiful cities, forging
them from the living rock, and, in some cases shaping the rock as it was made
toward their own designs. There are two main cities for the talez, both in the
Grey that split the world. The first is called The Quarry, and it is where the
talez believe they were born. It’s a vast system of underground caverns that
have been dug out, carved and shaped over several thousand years. This massive
underground city starts six miles into the Gray from the Karlosh Sea and stretches
under the sea, stopping just shy of the Academy of the World in Graywyn. Here
you can find incredible structures and temples, a city sparkling in a permanent
night where no natural light exists. The second, Teyr’s Landing, is built high
in the middle of the Grey and the western continent where none can actually
travel without magical means. It rises into the sky and spans several miles all
around with grand, ornate spires and towers. The talez believe that Teyr
himself once lived here. They believe these legends because their kind is
nearly old enough to remember.
The talez
believe that they were given their long lives for a purpose, and that purpose
it to protect. They believe they are the guardians of Joresch, remembering
ancient evils that become myth and legend in the comparatively short lives of
the other races. They watch for history to repeat itself, for signs and shadows
of the past, and send out messenger and warriors to help fight the coming
darkness they perceive. They devote their lives to learning incredible
abilities to help them fight and protect those in need, prevent injustice, and
above all other things, maintain the balance and keep the world in order.
The talez
do not worship the Gods. They pay homage to them, knowing that they have a
purpose, that they offer blessings and many follow the tenants laid down by
several of the lighter deities, but in the end the talez believe in one thing
above all others; the Great Wheel. The Great Wheel is the cycle of history that
has no beginning and no end. It continues in it’s great arc bringing an age,
watching it rise and fall, and then continuing to a new spoke bringing another
age. History repeats itself forever until time ends, and the talez watch the
Wheel with great interest, knowing that’s constant turn can bring clues as to
what the future might hold and how they might act. They attach themselves to
the Wheel through life quests. They believe that each of their kind has a
destiny that spins along with the Wheel, and that they must find their destiny
through hard work, dedication and perseverance. Few talez have realized what
their life quest is, but none are ever ashamed or worried that they don’t find
it, as the search and the drive is what is the important part of the quest.
Talez are
an extremely patient and tolerant race. They know that people are to be judged
on their own merits and tend not to hold grudges, having seen that, over time,
anyone can change. That being said, there is one thing that talez hate and fear
and that is a chaos wizard. Talez see the world in waves and cycles, living
long enough to see one cycle end and another being, or to see the wheel come
back to the start and see things start all over again. The only thing that can
stop the wheel, or break the wheel’s great cycle, or cause it to skip like a
stone across the water is a chaos wizard. Such unpredictable behavior, such
incredible deviation, such terrible power frightens and baffles them. They do
not destroy chaos wizards, as that can break cycles as well and everything has
it’s place, but if it is at all possible, a talez will spend it’s entire
existence well away from chaos wizards, and very few ever actually meet one in
person.
Thoughtful
and introspective, talez can seem cold or distant. It is not that they are
distant, rather they are listeners. They enjoy watching the lives of others,
seeing them live and laugh, sing and dance. Their joy comes from knowing that
others are happy, from seeing the lives of other enriched and rewarded. Their
happiness is in knowing that those who do not get such long lives enjoy what
time they have. To be allied with a talez is to have a great measure of
immortality and a staunch and loyal friend.
Talez
Characteristics: Ancient, brave, determined, gentle, intuitive, kind, patient,
perceptive, strident, wise
Male Names:
Aggregate, Borax, Corundum, D’Ansite, Flint, Goethite, Jacobsite, Kyanite,
Mica, Mendozite, Onyx, Samarskite, Slate, Titanium, Tychite
Female Names:
Amber, Barylite, Brookite, Diamond, Emerald, Galena, Kaolin, Nephrite, Opal,
Ruby, Sanidine, Sapphire, Topaz, Trona
Talez Adventurers
Three sample talez adventurers are described below.
Kyanite is
a careful fighter who has trained his entire life to become the perfect
warrior. He senses darkness rising on the Wheel and wants to make certain he is
up to any challenge that may present itself. He feels stifled however, as
though he has met his limit and must find new ways to challenge himself. He
knows that there are things out among the other races in the world that may
challenge him, that may present him better ways to perfect his art and he knows
that soon he must leave to find such challenges for himself. He has presented
his fears to his elders and after careful consideration, he has been granted
permission to find his way in the world and go on his life quest. With a
purpose and world to explore, Kyanite sets out to find his place on the Wheel
and to see what he may find in the world.
Amber has
access to great tomes and ancient texts and has become a powerful Avenger,
aligning herself with Elysia. She sees dark shadows moving behind a great fire
in her dreams, and she knows that Elyisia is whispering to her, calling her out
to find these shadows and stop them from their dark purpose. Only a month after
leaving her home and beginning her fight against the shadows, she comes across
a village; decimated, razed and burning. Bodies litter the streets of every
size and shape, and she turns her head from the dead too young to even speak,
tears filling her ruby eyes. She fears that there is such darkness that can do
this and as she begins a prayer for the dead she is shocked to find something;
one person has survived. A lycan woman, bleeding badly and near death, feverish
and hallucinating murmurs to herself as she desperately tries to crawl out of
the city, clutching a strange patch of cloth in her hand. Amber knows what she
must do and carefully scoops up the woman, heading to get help and to make
certain that vengeance is brought to those who committed this atrocity.
The great
warlord Mica has led armies to victory over darkness time and again, but he
senses something new is coming. He lives in the city of Quin’la and serves King
Connel but lately something is bothering him. Connel has started making odd
choices. Recently he has ordered troops to Orlan, claiming that his empire must
expand. He has also enacted new laws that allow for and even support slavery.
While he has no proof, Mica is certain that Connel is being controlled, or worse,
that he is an imposter and the real king is dead. He has little choice but to
continue in his duties and wait and watch, using his influence and wisdom to
search for clues and to find the truth and restore Vormos to it’s true glory
and to protect the world from a growing tyrant.