Libertad
Hero
The nation of Droaam has always been fascinating to me. Exploring Eberron talked about the concept of Wide Magic: magical services and spells are commonplace, but with greater focus on low-level capabilities and magitech-style items and industry. Artifacts and archmages are just as rare, if not more so, than in other settings. The chapter of Droaam applied a similar concept, where the Daughters of Sora Kell in their nation-building efforts are focusing on ways for their monstrous population to apply their natural skills to civic affairs. For example, harpy songs are used to gather together workers at the beginning of a shift, project their voices across long distances to serve as town criers, and even for psychological aid in providing various emotions in listeners.
While that book goes into detail on a few of Droaam’s more populous and iconic species, I started this project with the idea of how various other monsters can be of use beyond their roles as combat opposition in dungeon crawls.
Base Assumptions
I plan to focus on monsters from the official rules. I may incorporate ones from third party resources if they’re cool enough, but as those are lesser-known I want to focus on ones most gamers will be familiar with.
For demographics and power levels, I’m working with the low-powered assumption of the greater Eberron setting, where mid-level NPCs (6th to 10th) are regarded as exceptional people. Approximately 62% of Droaam’s population are made up of humanoids roughly on par with the player races in terms of power: gnolls, orcs, goblinoids, and shifters. The remaining 38% are a melting pot of various monsters, with the 3rd Edition Player’s Guide to Eberron calling out these other types being the most common: orcs, half-ogres, ogres, minotaurs, harpies, medusae, troll, and hill giants. There do exist monsters besides these, but in keeping with these precepts I’ll presume that monsters covered here aren’t going to vastly outnumber them.
Additionally, I will focus on monsters of Challenge Rating 0 to 6. The 3rd Edition campaign setting notes that particularly powerful and intelligent creatures are unlikely to cooperate with the Daughters of Sora Kell. There are exceptions, such as a fire giant warlord and illithid mayor, but in terms of generalities I will presume that monstrous races on par with or more powerful than these types aren’t going to sign up as citizens of Droaam. Higher-CR versions of base monsters implying some specialty or class, such as Duergar Warlord, will take a backseat to the “default” versions for purposes of this homebrew.
Lastly, I will only cover monsters smarter than animal intelligence, as such creatures are most likely going to be treated as either beasts of burden or pests. I also imagine that celestials, fey, and fiends may be too rare, localized to manifest zones, or abiding by narrow tasks and viewpoints that make it hard for them to be incorporated into daily society beyond the roles of summoned minions. The Campaign Setting also points out that most fiends fall under the “too powerful and intelligent” category covered above.
From the Orcish Farmer MtG Card
Commoner, Monstrous (Various Sources): More than a few modules (particularly Tales From the Yawning Portal) present noncombatant versions of weaker monsters such as goblins, kobolds, and even giant children. Their stats are identical to those of the Commoner’s, albeit with the innate abilities of their race such as Darkvision. This raises an interesting question in terms of world-building and Droaam’s citizenry; is a typical Orc on the streets of Graywall better represented as a Commoner with the Aggressive trait, or the CR ½ combat-capable version in the base Monster Manual?
Generally speaking, the Commoner stat block implies a laborer in a peaceful society. Droaam has long been a violent realm, where weaker individuals were often slaves or little better than slaves at the mercies of stronger monsters. While the new nation-state of Droaam is in the process of moving to a higher standard of living for its people, it’s still in that transition period where the average villager is more likely to be well-armed, whether by sword, fang, or innate powers.
Monstrous Commoners should reflect Droaamish citizens whose functions in society don’t require them to use violence or the threat of it to survive, and are sufficiently low-CR and humanoid enough that such stats dosn’t stretch suspension of disbelief. At least one player will inevitably ask why a hill giant has only 4 hit points!
As a broad rule of thumb, monsters that are CR 1/2 or less or are supported as a PC race in the rules can plausibly be Commoners. For some examples, the Gaa’ran orcs who live in pacifistic farming enclaves have deals with local chibs to supply crops to raiders, and the Daughters recognize the importance of agriculture in growing a nation.
Jermlaine (Mordenkainen’s Fiendish Folio, Vol. 1): Along with goblins and kobolds, jermlaine were the “runt” of Droaam’s races, forced to hide in the confined corners of the barrens their tormentors couldn’t reach. They live in a vast series of tunnels running through Khyber, using the networks to emerge onto the surface to raid for food in swarming numbers. Their blindsight and invisibility to darkvision gives them a massive edge in hiding from larger monsters, and for much of history Jermlaines were content to remain in the shadows. In some places they are considered to be little more than fairy tales.
Due to these abilities, the Daughters of Sora Kell saw promise in the jermlaines as scouts and spies, able to reach areas even the most wiry goblin thief couldn’t infiltrate without magic. The hag coven managed to earn the loyalty of some jermlaine clans by giving them magical secrets to better avoid and overcome the various dangers of Khyber, for the daelkyr and other aberrations commonly have alien senses that can overcome their otherwise unseen nature. A jermlaine’s ability to speak with rodents gives them an ear to the goings-on of many urban population centers, and together with lamia diviners they form another valuable component in the espionage branch of Teraza’s Eye.
Due to their capabilities of rodent speech, jermlaine are capable of domesticating cranium rats. Such creatures are smarter in larger numbers and make for reliable companions. However, jermlaine tend to keep their numbers low, for there are times when the animals get smarter than them and attempt to turn their masters into servants.
Lamia illustration from the Pathfinder Roleplaying Game
Lamia: In terms of physical power, lamia are easily eclipsed by other creatures such as ogres and minotaurs. Their strengths lie in their magical abilities, particularly enchantment. In prior eras, Lamia typically used their innate spells on easily-dominated creatures to serve them as guards and laborers, and frequently use Disguise Self to blend in among humanoid creatures such as gnolls given that their numbers aren’t large enough to have sizable communities of their own. Over time, their magically-induced devotion allowed multiple generations of lamia to build up loyal followers to the point they could walk openly in their personal domains. Many lamia in Droaam nowadays rule local communities as chibs (a general term of leadership, literally “boss” or “big person”) their positions built up from generational lineages like a kind of monstrous aristocracy. But their powers alone don’t guarantee safety, for their fellow lamia and stronger-willed monsters recognize the threats of their abilities. Lamia-ruled communities have a high rate of kin-slaying and coups from enchantment-compelled “favors” mixed in with mundane deceit and coercion.
Lamia are one of the few monsters capable of scrying as an innate spell, and without the need for expensive material components. Western Khorvaire has a long tradition of lamia seers, using their divinatory powers for their own purposes as well as for selling to the highest bidder. Teraza’s Eye has quite a few lamia in its ranks. Beyond their natural enchantment and illusion magic, they scry upon willing spies abroad and unwitting compromised targets to stay one step ahead of the other nations.
Another important function lamia serve is as impromptu judges for Droaam’s rather rough-and-tumble sense of law. For those crimes that aren’t small enough to be settled privately but not large enough to merit a capital offense, lamia are often called in to place a geas spell upon the offender, usually tasked with refraining from recommitting the offense or working to undo the damages they caused. This is a common alternative to imprisonment and more fatal solutions, and oftentimes the specifics and terms of a geas are modified based on what the lamia deems fitting.
A lamia’s other major advantage is the ability to create realistic illusions at will via the major image spell. As such illusions can include non-visual senses such as sound, smell, and temperature, it has a very broad application. Such illusions have been used for entertainment purposes, and more than a few covertly work for House Phiarlan across Khorvaire. It’s also useful for hunting and animal husbandry, creating sensations to induce calm in otherwise ornery and violent animals or distracting prey from those about to capture it. During the Last War such illusions were instrumental in controlling the battlefield, for creating illusory barriers still break line of sight against enemy archers and spellcasters, while conjuring decoy soldiers can make the enemy waste valuable time and resources in pursuing nonexistent targets.
Lamia have also found their place in the medical field. A lamia’s intoxicating touch evolved as a means to better enchant victims, but it also has a numbing effect that can make for a useful pain reliever. It’s not something commonly employed, both due to the existence of herbal remedies and a reluctance for people aware of the monster’s enthralling powers.
Most Lamia worship the Traveler, and have a fierce rivalry with doppelgangers given how their abilities overlap. Whereas lamia use illusions and enchantment, doppelgangers can naturally change their forms and read the minds of others. This hostility is borne just as much out of religious reasons as political, for lamia believe that the deity is testing them for who can prove their deceptive methods are superior. To the lamia, a doppelganger’s powers are limited: why focus on changing oneself when one can change the senses of others? Why focus on understanding what others think, when you can make their thoughts come around to your point of view instead? More than a few lamia made their way to Sharn, joining Daask to aid them in underworld feuds against the doppelganger-run Tyrants crime syndicate, viewing the intrigues and grandiosity of the City of Towers as the ultimate prize to claim for their god.
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