7 Binary Options – Guide

Sympathy for the Drow - De-Vilifying the Dark Elves

The "Evil" races in DnD have always rubbed me kinda the wrong way. Partly once I learned that a lot of them come from racist stereotypes (Orcs, Drow, and Goblins in particular) and also just because it doesn't make sense to me. Even Nazi Germany had variation and dissenters and it only lasted for 12 years. Why would a clearly evil society never change over hundreds of years? In my opinion, a story is only as good as it's villains. So, I've set out to try and make the traditionally evil races slightly more believable and even sympathetic in places.
Now, I've not been a DM very long, only like three years. But the first campaign I ever ran was through Curse of Strahd which paints the Vistani (an itinerant society heavily based on the real world Romani) as a conniving group of thieves, murders, and vampire-worshipers. Thankfully, I found through reddit and other sites how to steer away from the racists depictions of the Vistani and making them seem like, at worst, opportunists. So, I hope to be able to do that with some other of the classic DnD antagonist races.
I've read some other phenomenal post on here about evil races that totally inspired me as well. There's a great two part post about Decolonizing D&D which I adore. The post about alignment is easily my favorite. There's a couple great ones on Orcs and Yuan-Ti too so if some of my ideas are lifted from them, I hope y'all consider it flattery instead of theft. So, here are some primer notes before I get into it.
For creating the Dark Elves, I tried to keep as much as I could from the books. Obviously some stuff has to get thrown out the window though. I also tried to standardize calling them Dark Elves instead of Drow partly because I feel like Drow has a much nastier sound to it and calling them Dark Elves follows the naming convention with the High and Wood Elves. I tried to model them after real-life matriarchal societies like the Mosuo people of China and their pantheon after real deities like the Greeks, Romans, and Norse. I also quickly realized that building a society is inseparable from geography. Where a people are from effects their language, values, mythology, history, and family structure. I've tried to outline details I think are necessary to making this society realistic while leaving it open ended enough to be place-able in different worlds with relative ease. All that aside, lets get into the meat of it.

The Dark Elves: Elven Outcasts

The Elves are a varied and magical people that come from many planes and many environments within them. But none are met with more distrust and fear than the Dark Elves. Easily set apart from their cousins by their charcoal or pitch-black skin, pink-red eyes, hair of grays and whites, and shorter stature, these people have earned a reputation as killers, thieves, demon worshipers, and liars. But history is a cruel mistress, something the Dark Elves know better than most.

The Divine Divide

As the legends go, when the world was still young, Corellon Larethian lived on the Plane of Arvandor with his fellow Primal Elves. They were wild and mutable, emotional and free in all things. They changed shapes at will, gave and took freely to and from the world, and never stayed in any location too long. They wandered to and fro, scattering their peoples across almost every plane. However, this unbridled freedom was not without a price. Arguments, feuds, and small scale wars were incredibly common between them. Some elves would find themselves stranded on far off planes after most of their companions impulsively decided to leave. Their self serving impulses drove them to often completely disregard the needs or wants of others if they went against their own desires. And their reckless revelry was wreaking havoc on the natural world with Elven parties decimating whole planes of edible plants, wild game, and drinkable water.
One such Primal Elf began to see the destruction of their ways and talked to other elves about their actions. Slowly, this Elf by the name of Lolth amassed a small following of devotees that saw the negative ramifications of their inconsiderate freedom. Lolth and her followers agreed to take on fixed forms to show recognition of the dangers that impulsivity could bring. Lolth led this small group of devotees to Corellon to ask for his support. Now, Corellon did not lead these Primal Elves: he was just as wild as the best of them and did not take kindly to others telling him what to do. But he was the First Elf ever born and was universally respected amongst the Primal Elves and if Lolth could convince him, others would surely follow. Corellon listened to her proposition and agreed that they should change to prevent more destruction and conflict, but refused to order his kinsfolk into any action. He was an Elf, same as all of them, and he wouldn’t dare order around his family. He balked when Lolth asked him to take a concrete form as a show of solidarity and brushed her off as a killjoy.
Lolth was unsatisfied with this outcome and her following set out to convince each Elf to change their ways to preserve the beauty of the worlds. However, without the support of Corellon, many elves refused her offer. Her anger grew with each failure and her opinion of Corellon turned sour, something she made no attempt to hide from her Elven siblings. Now, Corellon is a proud god and once he caught wind that Lolth was bad mouthing him in an attempt to win over others, he became enraged. He railed against Lolth calling her a snake-tongued thief and Lolth called him incompetent and cruel. Their tempers flared and all the elves chose sides between Corellon’s freedom and Lolth’s stability. During this great debate, the Primal Elves turned to violence. The Dark Elves maintain that Corellon’s side threw the first blow, while the High Elves claim that it came from Lolth’s side.
No matter the source, this violent outburst soured relations between Lolth and Corellon forever after. He cast her and her followers out of Arvandor and barred her from ever returning. He also cast all but his most trusted kin from Arvandor, forcing them all to live lives on other worlds out of fear of another perceived insurrection. Thus, the Seldarine remain in Arvandor to judge the souls of Corellon’s faithful when they die and Lolth takes refuge in Arcadia with her pantheon where she minds the souls of the Drow. Corellon’s faithful call her pantheon the Dark Seldarine, while her faithful call it the Myrkalfar.

Myrkalfar: The Spider Mother’s House

Lolth the Spider Queen is the unquestioned head of the Myrkalfar, with all other deities seen as her divine family. Lolth is considered at times to be fickle or even cruel, but her ire is never gained without good reason. A very involved deity, her followers constantly search for signs of her favor or scorn in everyday life. When a Dark Elf contemplates a risky or controversial decision, they consult priestesses or perform their own rites which often gives them direct and succinct answers. She serves as an example to matriarchs of Drow families as demanding yet understanding, punishing yet guiding. She asks for a lot of her priestesses, demanding they be an unflinching example of everything a strong leader should be. The Myrkalfar is often presented as a divine household, with Lolth as the matron.
Keptolo is the consort of Lolth and considered to be the ideal of what a male should be. Beautiful and kind, strong and hard working, he helps Lolth in everything she does. Sometimes he serves as a messenger, other times as an agent of redemption, sometimes as a divine healer. When a Dark Elf is tasked with a divine charge, he is usually the one to deliver the message and guide them through their charge. He serves also as a fertility deity and is often worshiped by women or men seeking a child. Outsiders see him as a weak and subservient husband to Lolth, but his faithfulness to his matron is considered a virtue and his status as a “husband” is relatively alien to the Dark Elves as they have no binding marriage in their society.
If Keptolo is the agent of Lolth’s mercy, Kiaransalee is the agent of her vengeance. She is the eldest daughter of Lolth and Keptolo and one that Dark Elves pray to when they feel wronged. Only the most binding and serious contracts are signed under her name. To break an oath made under her name is sure to bring destruction. She is also the governor of the dead, judging the souls of those passed in the afterlife. She opposes the mindless undead created by mortals, but spirits and revenants that return to finish unresolved business amongst the living are considered under her protection. Should a Dark Elf encounter a returned spirit that is seeking vengeance, it’s their duty to leave them on their way and pray that the spirit isn’t there for them. This reverence of certain undead is something many outsiders consider downright evil.
Selvetarm is the Dark Elven warrior goddess and youngest daughter of Lolth. Often depicted with eight arms, she represents the pinnacle of hand to hand martial prowess, but often is without restraint. She serves as both an inspiration for warriors, and a warning. Vhaeraun is the eldest son of Lolth and governs ambition and stealth. Both of these traits are not necessarily vilified, but worship of him is highly scrutinized. Haughty and rash, tales of him often include deceiving his fellow gods for good and ill and more often than not are cautionary ones. He’s depicted as wearing a mask, either as some punishment for endangering Lolth and her family or to hide his identity for various schemes, possibly both.
Malyk is Lolth’s youngest son and a youthful deity of change and growth. He’s often seen as a bouncing young boy that Lolth and her family have to reign in from wild misadventures. His freedom and curiosity is often seen as a double edged sword, both gaining him great riches but also putting him in tremendous peril. He has strong ties to sorcerers and when a child is born with innate magical talent, he is often the one thanked for it. He serves as an outlet for a Dark Elves youthful chaotic nature, but also warns them of the ramifications of their actions.
Ghaunadur is a strange figure in the pantheon. Their place in the family is a bit of a mystery, sometimes called the sibling of Lolth, or her child, or even as Lolth’s parent. What makes them truly unique is that they are a formless deity, something that Lolth once warred with Corellon over. The legends go that when Ghaunadur joined Lolth, they refused to give up their changeable nature. When questioned, Ghaunadur pointed to the slimes, oozes, and formless creatures of the world and said that they wished to protect them from the Elves and the Elves from them. Lolth agreed, cementing their position as the deity of the changing forms of nature. Their favored creature is the ooze, but they govern all natural creatures. Dark Elves often pray to Ghaunadur to protect them from the creatures that lurk in the depths of the forest.
Zinzerena is Lolth’s sister and is the goddess of poisons, illusions, and magic. Viewed as an elderly and patient figure, she often serves as council to Lolth in desperate times. She’s said to be the mother of all poisons and venoms and her teachings are all about finding the wisest solution to a problem. Zinzerena teaches that even though the spider is small, it’s bite can still fell a panther. Despite her perceived age, she’s considered the younger sister of Lolth and is thought to be incredibly quick and nimble: a reminder that not everything is as it seems.
Eilistraee is Lolth’s niece and daughter of Zinzerena. Considered the black sheep of the pantheon, she serves as a goddess of redemption and moonlight. Dark Elves that turn their back on their family or scorn traditions will sometimes find themselves turned to Driders, half-spider half-Dark Elf creatures shunned by all. Eilistraee is said to watch over these creatures and if they are repentant, offer them challenges that they could complete to redeem themselves. Lolth often views her with contempt or mistrust, but never hates her and maintains her place in the pantheon. Dark Elven faithful rarely worship her as the others. She’s also one of the only deities of the Myrkalfar to claim no animosity toward the Seldarine and their faithful.
Spiders are the sacred animal of Lolth and are often used as an example of social order and the importance of family bonds. Each strand of silk serves the web as whole. More literally, the giant spiders of the Underdark are multifaceted and incredibly useful creatures. Serving as beasts of burden, war steeds, meat producers, household guardians, and silk producers, they are present in almost every facet of society. Their silks are used in everything from wound dressings to armor to architecture. To kill or steal another family's spider is considered akin to stealing a member of the family. Smaller and more poisonous spiders are often kept in temples and their webs are used as divining tools for priestesses.

Elven Exiles

The recorded history of the Dark Elves is full of contradictions from High Elf and Dark Elf sources. What historians can agree on is when the Elves of the Prime Material arrived, the followers of Lolth secluded from their Wood and High cousins and retreated into the Azelarien, also known as the Green Sea in Common. A massive forest, nearly 1 million square miles of dense and vibrant trees, that grows denser and darker the farther in one ventures. For countless eons, the High, Wood, and Dark Elves lived in relative harmony in their own corner of the world. High Elves lived near the forests in towns and villages, the Wood Elves lived in the lightly forested outlands of the Green Sea, and the Dark Elves lived deep in the central forests which was so dense that very little light reached the forest floor.
As time passed and their villages turned to cities, the High Elves began expanding into the forest, chopping some down to build homes and heat their furnaces. This began pushing into the territory of the Wood Elves and eventually the Dark Elves as well. These two peoples formed a shaky alliance to push back the expansive tide of the far larger High Elven armies. This alliance proved successful however and the High Elven forces began losing ground. What happened next is a matter of some debate. High Elven historians attest that the Dark Elven armies used Wood Elven soldiers as unwitting bait to lure the High Elven armies into a trap, thus causing a schism between them. Dark Elven historians state that the Wood Elven armies turned on them after the Wood Elves met in secret with High Elven leaders and bargained for their independence. Some Wood Elven historians claim that after a brutal defeat on the field, they were met by High Elven dignitaries that offered them clemency if they turned on their allies. They initially refused, but after the dignitaries threatened to make the same offer to the Dark Elves, they had no choice but to accept. No matter the cause, the histories agree that the Wood Elves turned on their erstwhile allies and helped push the Dark Elves into a rapid loss of ground.
Facing the might of the two armies with their own relatively small one, the Dark Elves were beaten into a hasty retreat into their own territory. Losing every open encounter, the Dark Elf matrons developed a new strategy of combat. The armies switched from training as many as quickly as they could, to training only a select few in multiple different forms of combat and magic. As the High and Wood Elves advanced into their territory, they quickly found their supply lines cut out from under them, their soldiers ambushed while sleeping, their scouts captured, and their leaders assassinated. And even if they would make it to a Dark Elf settlement, they would find it abandoned and booby-trapped, warned by their fast and silent scouts. If the Dark Elves couldn’t face their enemies head-on, they would weaken them with quick and decisive strikes.
Eventually, the war ground to a stalemate. The High Elves couldn’t push into the Dark Elf territory far enough to capture any cities of note without taking severe casualties and the Dark Elves were only managing to hold the invading armies back and couldn’t muster a force strong enough to push back to the enemy capital. Thus, the war cooled into a tense peace. The leaders came together to draw borders, but neither side fully forgave nor forgot one another’s actions. High and Wood Elves viewed the change in tactics by the Dark Elves as an unethical violation of the standards of war. The Dark Elves felt a particular animosity toward the Wood Elves, considering them backstabbers in their darkest hour.

Dark Elf Families: Matrons of Order

The Dark Elf society, to an outsider, looks like an oppressive and cruel society of slave traders and backstabbers. But the truth is more subtle. The Dark Elves value tradition and filial piety above almost all else. To a Dark Elven citizen, their family name is their most valuable possession and they are taught from a very young age that to look after their parents and their younger siblings is the highest virtue. Ancestors that have achieved great things often have shrines in a household alongside the gods themselves. A Dark Elf going against the will of their family is considered one of the highest taboos and often causes them to be outcast from Dark Elven society as a whole. Dark Elf society is matrilineal meaning that the eldest woman in each family is revered as the household leader and receives great respect from her family and society. This also means that the males of the society don’t inherit wealth as frequently as the females.
Dark Elven families are quite large, often with multiple generations along with aunts, uncles, and cousins living in the same household. New children almost always reside with their mother. Males of the society are expected to care not for their own biological children, but for the children born to their sisters, aunts, or nieces. This results in a striking amount of sexual freedom for both men and women, but is often viewed from the outside as promiscuity. The Dark Elves do not marry in the traditional sense, instead favoring long term partners with one another that can end at any time with no concerns to material wealth or ownership.
However, to become a member of a Dark Elf family is not entirely a matter of heritage. When a family that cannot support another child has one, they are often adopted by more well to do families and raised as one of their own. These adopted children are considered just as legitimate as if they were born into the family. Also, should a family lose all their heirs or become destitute, they often ask to become assimilated into other families for their own safety. The latter is considered a morose ceremony as the members of the smaller family forsake their surnames. To take in such a family is both an extreme honor and grim burden, as it means ending another family's line.
The borders of Dark Elven civilization only goes so far as there are trees so many newer up and coming families have expanded underground, a difficult and slow endeavor. This has put multiple houses at odds with one another for territory. However, Dark Elves do not tolerate open hostility between families as they have a very strong sense of collective identity. Dark Elves do not war against fellow Dark Elves, same as a spider does not fight its own web. This leads to many tensions and conflicts needing to be resolved in other ways. Most families will attempt a diplomatic solution, but when that isn’t an option, sabotage and coercion is the favored outlet. Murder is considered a bridge too far by most houses, but subterfuge in almost every other facet is, while not accepted, tolerated.
Legends of Lolth’s rebellion and the tension of their enclosed territory have imbued the Dark Elves with a strong sense of symbiosis with nature and conservancy. Sustainable living is the cornerstone of Dark Elf society. In the wild, no creature is killed or plant destroyed unless it’s a matter of self defense or necessary to survival.

Dark Elven Sex and Gender

As with many Elven peoples, sexuality is seen as a fluid and non-binary matter. Same sex relationships are usually seen as just as acceptable as male-female relationships. Since Dark Elves have no marriage structure, same sex life partners are common and widely accepted. Inheritance is passed along by the family as a whole, not linearly, meaning some houses may have matrons with no direct biological descendants while still serving at the elder matron. Power dynamics in relationships are still a factor, with the elder female in a gay relationship considered slightly above their partner socially and is seen as the inheritor in cases of property or genealogy. Male same sex relationships are accepted with little controversy. Since children are passed down their mothers line, the males have no social obligation to sire an heir as with other societies.
Transgender and transexual Dark Elves are met with slightly more controversy. Lolth’s rejection of the Primal Elves mutable forms is sometimes cited against transgender and transexual Dark Elves. Ghaunadur, however, is considered the patron god of these people and teaches that just as they are part of nature, they can change their forms. Many of these people join the religious order of Ghaunadur, serving in various roles both in religious ceremonies and as forest guides. Some even consider them to be blessed by Ghaunadur and are highly sought after in forays into the forests for protection. Children born to transgender Dark Elves are still expected to be a part of their eldest mother’s family or eldest father if no woman is part of the union.

Slavery Amongst the Dark Elves

While the Dark Elves do take slaves, their slavery doesn’t look the same as many other societies. When a family becomes indebted to another and they cannot pay off the debt, a member of their family, usually male, will be sent to work for the owed family. They give him room and board and are expected to care for him as if he were one of their own. He’ll work for them for an agreed upon amount of time before returning to his native family. Injury or misuse of this person is often grounds for them to leave and the debt to be nullified. Children born to servant fathers needn’t worry about inheriting their father’s status since they’re considered to be their mother’s child. On the rare occasion that a female servant has a child while in servitude, the child is returned to the mother’s family to be raised by her family while she works off the remaining debt. Some trade of servants does occur between houses, with indentured servants being traded for goods or services or even other servants of special skills, but the family of the servant reserves the right to veto such a trade for any reason.
During their frequent clashes with external armies, the Dark Elves do sometimes take prisoners of war, though very rarely are they used for slave labor. They never bring them back to major settlements, often keeping them on the outskirts of their territory to prevent them from learning critical knowledge of their territory. Most prisoners are held as bargaining chips to be traded for passage, supplies, or captured Dark Elves. Captured military leaders are sometimes brought to Dark Elven cities to be tried for their crimes against their people.

Dark Elven Government: Independent Houses

Unlike many other cultures, the Dark Elves lack a centralized government. Societal etiquette govern the standard for how certain crimes and disagreements should be handled, but each family unit acts as its own governing body. Disagreements within families are thus resolved internally. Inter-family disputes are resolved in multiple different ways. Most often, the two matrons of the family will meet and agree on terms to fairly compensate both sides. In cases when these talks deteriorate, the High Priestess of Lolth is often called to serve as the mediator and serves as the ruling body between disputes. Her rulings are final and indisputable, as she is considered the mouthpiece of Lolth’s will.
In times of crisis, historically the many houses of the Dark Elves have convened to discuss threats to all of Dark Elven society. This is uncommon as it’s difficult logistically to gather all the matrons in the same place at the same time, so often houses are represented by either the second eldest woman of the family or the eldest daughter of the matron. The High Priestess of Lolth often resides over these meetings as an arbiter in the event of split decisions or in delivering guidance from Lolth herself.

There's my take on the Dark Elves. Any comments, suggestions, questions, outrages, and critiques are welcomed. This is my first comprehensive look at a whole race so if I've missed things, I'll try and patch them up. I'd like to do similar things for Orcs, Goblinoids, Kobolds, and others so those might be seen soon. Thanks!
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Entering a Credential Program for Mathematics

Hello all and new to this forum, and entering the credential program for Mathematics teaching in the fall. Down the road when I am teaching I was curious about feed back for an extra credit question I plan on using for every test. I plan on having one extra credit question be just a number, the amount of extra credit being offered is based on the creativity of their answer with a cap I haven't set yet. If they surprise me then they get a bonus say 2.
For example if I put down 23. They can simply rewrite it in a different numeration, could be Roman Numeral, Inupiaq Numerals, Chinese counting rods, binary, or even modulo some number, just a small list of countless options. OR They can create an equation of which 23 is the answer to the question
The reason I am thinking about doing this is I know that not everyone is going to go to college, nor even trade schools. But if they see a problem and take the time to find a creative solution to the problem that could be a way of life. Anyways just want some feedback on this.
submitted by Soven26 to Teachers [link] [comments]

Alternate CoS Asian Deiselpunk Setting PART 2: Reign of the Storm Shogun

Continued from previous Post: https://www.reddit.com/CurseofStrahd/comments/gwaj5b/alternate_cos_asian_dieselpunk_setting_part_1/

(Player) New and Variant Backgrounds: Some slightly altered backgrounds to give more ways to integrate your character into the world. Some of these backgrounds are simple reskins of existing backgrounds with new flavor text to help give potential character ideas.
Variant Soldier: Samurai
Skill Proficiencies: Athletics, Intimidation
Tool Proficiencies: One type musical instrument or Calligraphy Set,
vehicles (land)
Equipment: A banner bearing the crest of your clan or Daimyo, An ornate helmet and mask known as a Kabuto, a Calligraphy Set, A scroll stamped with the Imperial Seal denoting you as serving a Daimyo, a fine Kimono, and a belt pouch containing 10 gp
Feature: Way of Bushido – Anyone may follow the path of Bushido but you have devoted your life to following a strict personal code of honor. Bushido demands service, and so you have sworn yourself to a master or " Daimyo ". A Daimyo may be a local noble, the Jade Emperor, or even a childhood friend. It does not matter who a Daimyo is to a Samurai, only that they serve them with Honor. As long as the Samurai remains Honorable and obeys the will of his Daimyo he may requisition basic equipment and horses for temporary use as well as dwell for free in most inns. The owners of the equipment and innkeepers do this with the understanding that the Samurai will have his Daimyo cover the costs with interest to them later, though there are limits to this trust no Gunsmith will provide a Gun to a Samurai even just to borrow for free.
Variant Folk Hero: Ronin
Some Samurai do not follow a Daimyo, but instead swear themselves unto the weak and the innocent making them collectively his Daimyo. These roaming Samurai are called Ronin and they venture to the remote reaches of Daichi to bring justice.
The Ronin follows a strict personal code of Bushido that always includes " Protect the weak and innocent " among its edicts. As long as the Ronin follows this code his background Skill, Tool, and Language proficiencies as well as Background Feature are identical to the core Background Folk Hero with the exception of his equipment.
Equipment: A set of artisan’s tools (one of your choice), a humble unadorned Helmet and Mask called a Kabuto, a warm traveling Kimono, Scrolls detailing your lineage and status as a Samurai stamped with the Imperial Seal, and a belt pouch containing 10 gp
Variant Criminal – Shinobi:
Sometimes referred to as Ninjas by common folk, Shinobi are a cloister of loosely connected and often competing clans of professional assassins and infiltrators. Shinobi are masters of stealth and subterfuge and while the image of the black clad warrior made popular in Kabuki plays is certainly a major aspect of the Shinobi it is not all that they are. Though there are always exceptions most Shinobi Clans work for coin or for an ancestral Daimyo in much the same way a Samurai does, though it is rare that individual Shinobi serve a singular master. The most infamous clan are the Rain Maidens who have long served the Storm Shogun.
Shinobi are identical to the Criminal background in all ways except the following alterations to the background feature:
Feature: Clan Contact
You have a reliable and trustworthy contact who acts as a liaison to your Shinobi Clan. You know how to get messages to and from your contact even over great distances; specifically, you know the local dead drop locations, secret handshakes to contact messenger Shinobi, and trained messenger raven rookeries who can deliver the messages for you. As long as you are in good standing your Clan is willing to aid you acquire basic supplies and occasional vital information to aid you in your personal endeavours.
Variant Acolyte -Shrine Maiden: While men are permitted to watch over Kami Shrines it is traditional that a lone Maiden watch over the smaller way-shrines along major roads, these women lead very solitary and lonesome lives and it is not uncommon for them to occasionally be filled with a period of wonderlust where they seek out adventure before returning to their duties. Sometimes these Maidens have families that will live nearby but the Maiden is expected to live and sleep within her Shrine for most of the year. While this is tradition, there is no actual law requiring the Shrine Maidens to remain at their posts or to live solely within the Shrines and it is not particularly frowned upon for them to have lives outside their work.
Variant Entertainer – Geisha: An exclusively female profession of extremely skilled entertainers who spend their lives training in matters of conversation, party planning, tea serving, singing, acting, and often many other skills that serve well in keeping rich and powerful guests happy. Geisha is a highly honorable and respected profession that takes years of practice to attain the lowest rankings, while there are males who have obtained the same degree of skill and who’s abilities are identical to a Geisha’s they are simply called Entertainers. Geisha are sponsored by great noble houses, there are strict requirements and examinations to attain rank and title the cost of which can often indenture common Geisha to service to one of the great noble houses.
Variant Outlander – Vajra: A nomadic people of traders and merchants, they travel openly and without fear of the dark evils of the Storm Shogun under the protection of an ancient pact. They are reviled by many, refused entrance to most towns and villages but even so they are a peaceful people on whom the economy of Daichi depends. They revere their ancestors and believe in reincarnation, they do not worship the great Rakasha but do revere it and thus all Rakasha and tigers are sacred to them. They travel on the back of great elephants which carry their homes, their culture is rich and vibrant with a fondness for oral storytelling.
Identical in all ways to Outlander core background except exchange language choice for Language: Vajra and add Tool Proficiency: Musical Instrument. You may begin play with a Sitar, a guitar like instrument.
New Background – Invader:
You are a descendent of the coalition of nations that came to conquer Daichi one thousand years ago. While many still serve the Shogun Ishin you have chosen instead to join the other defectors in living peacefully among the people you once conquered. While despised even more than Vajra you serve an even more vital function in keeping the engines and machinery within the cities and villages of Daichi running. While the Invaders are from many nations their culture has eroded and homogenized over time. Their legends speak of a " Homeland " but none can remember the name. All invaders have a special innate affinity for their blood magic fueled hemo-diesel technology and all can instinctively repair and maintain it.
Skill Proficiencies: Insight, Arcana
Tool Proficiencies: Tinker’s and Smiths Tools
Languages: Invader’s Trade Tongue
Feature: Born Engineer – You instinctively know how to perform repairs on all manner of machinery magic and mundane. You may cast as a Mending as an Artificer of your level. Further, whenever you are in an annex or industrial sector of a city you may call on the aid of your fellow Invaders for access to crafting machinery, temporary use of simple vehicles, and a place to lay your head in the factory barracks.
(Player) New Subclasses:
Editorial Note: Due to some of the listed subclasses being from 3rd party content that I have purchased I cannot directly copy class abilities into this listing. The actual subclass will be presented as Handouts in-game. PM me if you require further information regarding each subclass.
Barbarian:
Path of the Juggernaut: You have built, scavenged, stolen, or otherwise acquired a titanic Diesel Suit. While most barbarians disdain armor you have made it into a focus for your Rage.
Ability Preview: Unstoppable – By expending a unique resource called " Momentum " you can burst through non-magical walls, furniture, and other barriers.
Path of the Iron Rider: You have formed a unique bond with a Tsukumogami Dieselcycle which you can call as a Familiar. You channel your rage into heavy firearms as you ride against the storm.
Ability Preview: Iron Horse – You can call a spirit possessed Dieselcycle to yourself using the Find Vehicle spell.
Ability Preview: Bullet Rage – Instead of channeling your Rage into melee strikes you may instead empower Firearms, eventually reloading and firing with blinding speed.
Bard
College of the Geisha – You are a professional of beauty and grace, your words, songs, and dances inspire in ways no other Bard can compare to. This has cost you the potency of magic and martial knowledge of other Colleges but strengthening and supporting your allies is more than worth it.
Ability Preview: Fascination – When an ally uses a skill empowered by Bardic Inspiration they also have Advantage on that roll.
College of the Vajra Weather a true born Vajra or one who has adopted their ways and culture, you have earned many of the unique powers of the foreign nomads. Farsight, Curses, and other oddities to aid allies or confound enemies are yours to command.
Ability Preview: Flash of Despair – You grant your enemies a moment of your own foresight, showing them their own imminent failure. You may use your Bardic Inspiration to grant penalties to your foes in the same ways you grant boons to your allies.
Cleric
Thaumic Engineering Domain: You have abandoned the old religions, accepting the new gods of Science and Reason. You are a man of logic not faith, but you do not ignorantly deny the existence of gods. Rather you recognize that they are a natural force in the world in much the same way as wind or fire are natural forces, and being a scientist at heart you have made it your speciality to put a microscope onto the powers of the divine.
Ability Preview: Armor of Divinity – You have discovered the underlying magical force that grants moments of supernatural protection to the Faithful and applied this theory to a physical suit of armor. You can summon a suit of diesel armor at will that is empowered by your knowledge of the divine.
Ability Preview: Theological Scholar – Where most Clerics dispense Wisdom you dispense Knowledge. Your spellcasting modifier is Intelligence, other class abilities that would scale off of Wisdom instead scale off of Intelligence.
Ability Preview: Spark of Creation – You slowly begin to apply your theories regarding the creation of life and the universe, fabricating advanced Automata with a spark of divine life.
Druid
Circle of the Machine: While most Druids protect the deep forests and natural wonders of the world, you have chosen to see to the needs of the Cities and their people. Viewing the wonders of technology as a creation just as worth of protection as any waterfall or mountain you have found a way to channel the raw powers of technology through your body to overcome the limitations of other Druids.
Ability Preview: Iron to Steel: You realize that Steel is just another form of iron, manufactured weapons are made from base natural components. You are proficient with Firearms and are not hindered by wearing metal armor or weapons.
Ability Preview: Machine Shape – The ultimate expression of your beliefs, you channel the raw force of technology and creation through your flesh to become one with the Machine. When you Wildshape you may change the Type of your beast shape to Construct.
Ability Preview: Automata Companion – As many druids surround themselves with the beasts of the forest you surround yourself with mechanized allies. You gain an Automata companion in the shape of a Beast.
Monk
Way of the Jade Bailiff You have sworn an oath to venture out into the distant reaches of Daichi bringing law and justice with you. You are trained well in the art of subdual and investigation, you never kill when arrest is a possibility.
Ability Preview: Pacify Suspect – You use your advanced hand-to-hand combat training to grapple or disarm targets while overwhelming them with a flurry of blows.
Way of the Singularity To obtain enlightenment is to comprehend infinity and eternity both, but flesh is finite and limited. In your journey to the nirvana of perfect understanding you have chosen to forsake flesh for augmetic steel. You have already installed numerous cybernetic implants within your body and will continue to do so, every pound of flesh lost bringing you closer to perfect understanding of the cosmos.
Ability Preview: The Flesh is Weak – Among various other augmentations you replace a full limb with a cybernetic augment. You may channel your Ki through this augment to bend the universe to your will, casting specialized Automation Spells.
Rogue
Drunken Master You realize that life is about more than just fighting, obtaining wealth, or rising through social ranks. It is a vital necessity for all living beings to relax and enjoy themselves, to this end you have made it your lifestyle to spread your mastercrafted brews far and wide.
Ability Preview: Good for what ails you – Your Sake is more than just simple rice wine, you have brewed it with ancient techniques gifted to the mortal races by the Kami at the dawn of time. These are not just booze but potent elixirs that replicate the effects of many Potions.
Alternate Drunken Master – hanoyu MasteMistress – While mechanically identical to the Drunken Master you have chosen to master the complex and delicate art of the tea ceremony rather than the bar room brawl. You use mystical tea leaves gathered from secret sanctuaries in the deep woods often tended by forest sprites rather than hard liquor.’’
Ranger
Automata Hunter Many in this world embrace technology, but not you. You hold special animosity and hatred for the industrialization that is poisoning Daichi, for the Automata that slaughter innocents, and for the slowly receding natural world. You have spent a lifetime learning the special weaknesses of machines, turning their own strength against them.
Ability Preview: Breaker Weapon – You have constructed an Anti-Tank Rifle, Thermal Torch, Piston Hammer, or Buster Sword. These weapons are customized to your exact specifications to destroy machines and bypass their armor. They are also still effective against organic targets, though their size tends to get in the way.

(Player) Misc. Player options, New Warlock Patron, Feats, Equipment, Familiars.
Editorial Note: Much like with Subclasses as some of this content is 3rd party I only provide flavor descpritions rather than actual rules which are instead provided through the compendium legally.
New Warlock Patron: Logic and Reason – Pacts with eldritch entities from beyond time are but a crutch to you. Through overwhelming knowledge of science and the deeper mechanisms that drive the cosmos you have become your own Patron.
Ability Preview: Space-Time Recollection – By using advanced knowledge of light particles and chronology magic you can view past events within an area up to 24 hours past. While you cannot willfully speed up or slow down the viewing of these events you can specify a general time frame such as " Morning, Early Afternoon, 9:45 PM "
Eldritch Invocations of Logic and Reason:
Binary Linguist – You can communicate with any Construct flawlessly, it always understands you even through pure body language. You in turn can understand the same.
Equipment:
Prosthetic Limb 50 GP – Loss of Limb is a common reality to the people of Daichi, necessitating such crude augmentations. While gorgeous paragons of artisanal mastercraft, or cunning advanced combat prosthetics do exist this is neither. This limb represents a modest workman’s limb. It does not come with excessive adornments and his simple unpainted steel. This device runs on 1 sp worth of Diesel fuel per day and perfectly matches the function of an organic limb. While the limb can replicate strength of up to a score of 20, being set any higher than the user’s natural strength would result in the limb tearing itself free or otherwise damaging the user.
DieselCycle, Price: Varies – The Dieselcycle is the most popular form of personal transport across Daichi, extremely rugged and reliable these two wheeled motorized vehicles can cross all manner of difficult terrain at breakneck speed. Many varieties of Dieselcycle exist, mirroring various breeds of horse and mule. Dieselcycles use the stat block of the specified Mount though with an intelligence, wisdom, and charisma score of 0, Type – Construct, double the listed HP and Speed, and with Bite or Hoof attacks becoming Ram attacks. Dieselcycles cannot move or operate without a Rider but unlike Horses do not feel fear and have no minds to warp with magic. A dieselcycle is destroyed when it reaches 0 HP and requires 1 GP worth of Hemo-Diesel to operate per day.
Familiars For sake of simplicity these entries will be kept brief, giving a short description of each new Familiar instead of a lengthy stat block.
Lesser Pheonix The smallest species of Pheonix, an extremely minor Kami. One should not summon such a creature if they are not prepared to give it proper reverance.
Helper Automata A small robot built to aid it’s maker. These Automata can be built into any shape from very small humanoids to mimicking animals, or more crude and utilitarian bundles of spidery limbs and tool armatures. Some are even shaped as extra mechanized arms to hold things for their masters.
Giant Silkworm Come in both " naked " and " fuzzy " varieties, these creatures provide the economic backbone for many mountain communities that make their living by weaving dazzling Kimono. They are calm tempered, vegetarian, and have no bite. Popular with small children.
Giant Flower Mantis Temperamental hunters this creature is as likely to bite and slice at it’s handler as it is an enemy. One rarely refers to these beasts as a " Familiar " for they more tolerate than serve their summoners.
Giant Hawkmoth The later stage of the SIlkworm’s life cycle, now possessing two great scythe limbs they become aggressive carnivores, though they retain the bonds they held in their larval stage with human owners and often are kept as beloved pets for many years.
Fu Dragon The least of the Dragons is still a mighty Kami. These Dragons will serve entire family lineages for generations as long as they are properly revered and respected.
Ancestor Spirit When a young Wu Jen or Warlock needs further guidance than can be given through mere rote memorization of ancestral tomes, sometimes an Ancestor will voluntarily leave Heaven to give spiritual guidance directly.
Feats For sake of simplicity Feats are cut down to just brief descriptions rather than the entire Feats entry. Racial Feats are not repeated here, they are listed in or near their racial entries in the Race section.
Bonded Weapon Wielder You attune your soul to a particular Weapon. You may call this weapon to your hand as a Bonus Action as long as it is on the same Plane as you. This Weapon no longer needs to be Attuned if magical.
Hengeyokai Ancestry You either carry some Hengeyokai blood in your veins, or if you are already a Hengeyokai discover enough of your hidden ancestries to unlock a new Animal Form. You may shapechange into an animal ( th