Xambrians
Survivors of an ancient race, sworn to avenge their ancestors by hunting down the reincarnated necromancers of Quaran.
Personality: Xambrians are tormented souls, sworn to carry out an ancient vendetta against the enemies of their race. At any time, they can receive “the Call” – a psychic message from the spirits of their ancestors that informs them that one of their enemies has returned to life in the form of a reincarnator. From that moment on, the Xambrian will not rest until he has destroyed his target. For this reason, they tend to be very fatalistic and morose, never knowing when they are about to be sent off to face death once again. They also tend to be highly paranoid, never knowing who might be an agent of their ancient foes.
Physical Description: Xambrians are 5 ½ to 6 feet tall and weight 120-180 pounds. They have bone white skin, raven black hair, dark violet eyes, and hard features.
Relations: Xambrians distrust wizards of all sorts, whether or not they are reincarnators. They are very reclusive and tend to keep their own counsel. Most people regard the Xambrians with a mixture of dread and fear, as violence is never far from them.
Xambrian Lands: Xambrians have no homeland as it was destroyed centuries ago by the Quarans. The cursed mountain of skulls known as Omen is a holy place that they visit to commune with the spirits of their ancestors. Their mission and travels take them all over Talislanta.
Religion: None. Xambrians serve the spirits of their ancestors, but they don’t worship them (viewing them more as cruel taskmasters than anything else).
Language: Xambrians have their own secret language which they use when alone with each other. They tend to master a number of different languages to help in their mission.
Adventurers: When not on their mission of vengeance, Xambrians tend to hire themselves out as bounty hunters (specializing in rogue wizards) or mercenaries. Others seek a way to end the eternal cycle of rebirth and vengeance they are caught up in.
When a Xambrian receives "the Call" he is joined by one or more ancestral spirits until the hunt is complete. The number of spirits depends on how powerful the target Reincarnator is. Each spirit provides a combination of bonuses and penalties:
+1 bonus/spirit to CON (including increased hit points), plus no need to sleep, rest, eat or drink during the hunt
+1 bonus to perception checks, including the ability to detect magic, danger, demons, and other extra-dimensional creatures
+1 bonus to all saving throws per spirit
+1 hit/damage bonus/spirit to target reincarnator and its known servants
-1 penalty to Cha per spirit
-1 penalty/spirit on any activity not related to the hunt
Must make a Will check at -1/spirit (no bonus) to do anything not related to the hunt (including stoping to help fallen comrades)
Roleplaying Notes: your first memory is standing in front of Omen, the sacred mountain of skulls. You knew who you were and what you had to do, and you turned and walked off into the Wilderlands to do it. You do not question the work, but accept it as your duty to avenge the wrongs done to your ancestors, no matter how many lifetimes it might take.
There is little joy in your life. The hunt is all there is, though you find ways to keep youself busy while you wait for the Call. Only then do you feel truly alive with purpose.
Wizards are not to be trusted. Even the best of them, if there were such a thing, must be watched closely. You know all too well how easily such power can be corrupted.
And yet . . . there are those of you who question the eternal cycle of vengeance. Killing the reincarantors simply means that one day they will return again. There must be a way to send their black souls to the pit once and for all. But surely if there was a way, the ancestors would share it with you. Wouldn't they?
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