Written by Chris Perrin this is planned as a Playable Race in Erinbour
The Sirens of Erinbour
One of the things we wanted to do with Erinbour was step outside the established fantasy races. Sure, we wanted to include humans, elves, dwarves, halflings and so on, but we also wanted a new playable race for our game. So, while I was standing in a mall in Omaha, Nebraska, we came up with the idea for sirens.
(Of course, why the mall is important or what got the idea rolling is a secret that I probably won’t be sharing anytime soon…)
What is a siren?
Sirens are a water-loving race that primarily reside along the southeastern coast of Erinbour. Though the sirens of (Earth) myth are often given fish tales (or made merfolk outright), the sirens of Erinbour mostly arose from their oceanic origins around the time of the otherkin invasion and quickly gained sentience, language, and culture. They were largely neutral at first, though many were quick to fight for Mai.
What does a siren look like?
For the most part, sirens stand anywhere from about four-and-a-half feet to a little over five feet tall. Their skin has, for the most part, lost the scales it shared with their watery ancestors. However, they have not lost the bright colors of blue, gold, and red for which many water creatures are known.
Hair, on the other hand, is pretty rare amongst the sirens who have only had the ability to grow it since the curse. For the most part, many sirens continue to be bald while a few now have full heads of luxuriant hair, normally colored red, blue, or dark brown.
What can a siren do?
Physically, sirens tend to be strong and have an innate sense of magic. This magic manifests itself in the fabled siren’s song which is normally used for calming siren youngers and for retelling siren history. However, the siren’s song can also have more nefarious purposes and has been known to enrapture weaker willed humans, dwarves, etc. Also, if sirens are angry, they can send out a sonic blast capable of breaking glass, ear drums, and occasionally, bones. In other words, it’s not good to get too close to a siren, nor is it a good idea to make them angry.
Types of sirens
There are several groups of sirens, all of which share a common genetic lineage. The most common sirens are those seen walking the lands of Erinbour. They tend to need to drink higher amounts of water than a human or dwarf, but other than that, they could pass as brightly painted young humans.
There is also a group of sirens that have not grown hair, nor have the shed their scales. These humans are still bipedal and capable of traveling the whole of Erinbour, however, they must immerse themselves in water at least once a day to prevent their scales from drying and eventually flaking away.
Lastly, a few sirens never managed to develop legs. These sirens are almost indistinguishable from merfolk except that they are completely covered with scales and must stay in water to breath. These type of sirens are much less common today than during the time of the otherkin’s arrival and given their low birthrates, may disappear from the lands of Erinbour forever.
First I want to give credit to Wayne Hum fleet for the beginnings of this Order of Knights found within Erinbour. Just like the Knights of Luminescence the Knights Mechanics are an order devoted to the High Church however this is the order devoted to be the weapon of the church in battle.
This Order is devoted to the aspects of perfection of the Mother and Father of the trinity. So much so they train to be perfect in combat weapon use. The have gone above just training in that they have a tradition of replacing their bodies using clockwork and magic to be stronger and more efficient in combat.
This is the second of three orders of knights of the High Church. Again thanks to Wayne for his great mind.
This is a topic that means a lot to me. As I have conceptualize Erinbour I wanted to have enemies antagonists and wandering monsters for players to deal with. What I’ve never wanted was “oh they are evil ..just because”
In Erinbour the Erinbour nation is at war with Orcs/Ogres. The Orcs are seen and presented as evil because they will generally attack Human and Elves etc on site. Not because they are evil but the Orcs are at war. They have a different culture but they are only evil from a certain point of view. From their perspective they are the good guys because the war is about their independence as a nation.
Erinbour Places of Power will include some of this but Erinbour Dynasty will explore this war and fallout much more in depth. Nothing in this setting is evil just because. The closest things are the Other in but it’s less about evil as they are so alien to the world it’s easy to classify it as evil.
I wanted to share this to help show my vision of this setting and plans of development.
I was approached by Wolf Scone Studio about cross promoting and I took a look at their Kickstarter and Like what I saw myself so I donated and providing a link here. Amanda Lynn’s book looks interesting and I am all for helping an author get published so take a look
- by Wolf Scone Studio
Chthonian Guardians Book One
- by Amanda Lynn
Starting today and for the next 30 days our Erinbour Kickstarter is Live. Please check it out and pass it on to people you know who you think would like what we are doing here.
We are launching our Erinbour Kickstarter Monday August 4th at 9 am. In celebration we will host a Google Hangout Launch Party Monday night at 7 pm. We will have a live update and discussion about Erinbour ask for feedback and maybe have a free giveaway or 2 of our other products. If you want to join us please leave a comment so we can add you or drop us an email at firstname.lastname@example.org if you want to attend.
I wanted to share one of the Places of Power to showcase the kind of things that are hidden within the Wilds and lost to the Curse. This “Adventure” Found within the Erinbour: Places of Power campaign is deisgned to be a small campaign within itself. Each Place of Power will be designed to be fairly sandboxy within their own right to allow for players and GM to have a say in what goes on within Erinbour. So without much more I present…
The Shifting Tower
Background: The Shifting Tower is a magical building created by Lon the Long, a good-hearted mage of considerable power. Lon wanted to use the tower to travel to different dimensions, but things went horribly wrong.
As an accomplished mage, Lon developed spells that could bend space and exploit pocket dimensions, but his theories about other alternate dimensions were never proven conclusively. After years of study, he built the Shifting Tower and prepared to test it. In order to travel dimensionally, the Shifting Tower had to momentarily touch all dimensions.
Unfortunatly for Lon the Wild Magic elements of Erinbour caused his first shift to that of a Hellish Dimension. Lon’s tower appeared in the middle of the Ninth Layer of Hell in the fortress of a demon known as Baron Fleshrender. Furious, the demon and his minions laid siege to the tower, capturing the mage and torturing him for days. During this time, Baron Fleshrender was supposed to be in battle fighting for his master, the Dark Prince. When the prince found about the delay, he punished Baron Fleshrender and cursed Lon by turning him into a lich and binding him to the tower, forever shifting through the various planes.
The Shifting Tower: The actual structure itself is not particularly unique, although thanks to that visit to Hell, its exterior has been singed black. The tower is six stories, and each floor is ten feet high, fifty feet in diameter and contains trap doors to separate every floor. The doors are made of 1’ thick wood reinforced with steel bands. The ground floor door is made of bone and is enchanted with the strength of steel. It can also open, lock and unlock at Lon’s command and is Wizard Locked at his level when locked.
Meeting Lon the Lich: (Read this description once the PC’s enter Lon’s room. The tower is already traveling, and by the time Lon is done speaking the tower will be somewhere else.) In the center of the room is a strange contraption with interlocking square pieces slowly turning on its own. A skeletal figure sits at a table scribbling with interest on a piece of parchment. The skeletal figure finally looks up from his scroll. He seems surprised to see you. “Oh, hello. Visitors! How nice. My name is Lon. Lon the Long.” Lon puts out a skeletal hand in welcome. (If the PC’s shake hands, Lon’s paralyzing touch works on the first one. He’s forgotten that he does that. He’ll apologize profusely afterwards.) “Oh, my! Terribly sorry! That’s my fault, you see. I’m dead. Have been for quite awhile, but sometimes I forget. Ha! Everyone meet someone that forgot he was dead? No, I suppose not. Well, anyway, I suppose you’re wondering what this tower’s all about, eh? Me too actually! Oh, not that I don’t know what it is, but I am wondering where we are. Where are we exactly?” (Let the PC’s answer.) “Oh, dear. That’s not where I want to be at all. You see, I’m cursed. I wasn’t always dead. My tower is called the Shifting Tower and it can travel to different worlds.” Suddenly, the machine in the room surges to life. “Whoops. Well it does that. Nothing to be alarmed about, I assure you. Now where was I? Ah, yes! The tower. Originally, I built the tower some centuries ago to travel the various dimensions, but something went wrong. My first trip sent me directly to Hell! I was quite surprised, not being a very bad person in my lifetime, to be in Hell. The demon there, Baron Fleshrender, he was most upset when I appeared in the center of his palace. Tortured me horribly. Well, it turns out his master was even worse! Turned me into a lich and cursed my tower to wander the planes! Now, there is one catch and that’s where you come in. If I can find 8 Soul Gems for the Dark Prince, he’ll remove the curse! They’re full of demon souls or something. Makes sense, right, being Hell? If you fine people would help me, my curse will lift and I’d be sure to reward you quite handsomely. What say ye? Will you help?” (Even if the PC’s say no, it’s too late, the tower has shifted. Lon is not trying to trick the PC’s, but he is absentminded. As a reward, Lon can offer the PC’s almost anything. He knows that certain worlds are rich in mineral deposits and he has several extra magic items to reward the PC’s. He may even let the PC’s use the items during the quest if they have left their own items behind by mistake.)
There is much more to this story filled with quests, new adventures and enough to keep your gaming group moving for a while. Hope you enjoyed this preview as much as I do. This and many more places of power await your exploration in Erinbour. Remember the Kickstarter launches Monday AUgust 4th.
First I want to give huge kudos to Chris Perry who has been our amazing mapmaker in this journey. He has joined the team here at HJP for the Erinbour Project.
Bio: “Chris was born in upstate New York to a military family but moved a lot as a child to far off places including England, Turkey, and California. He met the love of his life and got married at eighteen. They have been happily married ever since and have two daughters. Chris recently retired from the US Air Force and lives and works in the Oklahoma City Area. He is a Graphic artist, Mapmaker, Storyteller, Board Game Designer, and Futurist in his spare time and has a YouTube channel as RPGMapMaker.”
Second a big thank you goes out to Aaron Wood who did an amazing job with the Erinbour Logo. I am very thankful to have found Aaron and am blown away by his skill.
I wanted to allow for fairly identifiable races in Erinbour but feel it was unnessecary tor einvent the wheel. Elves, Dwarves, and Orcs are pretty iconic in the fantasy genre so I wanted to keep them in. That doesnt mean I didnt want to give them a reason for being.
I made some decisions about origion stories for these three iconic races and came up with this. Before Orcs and Elves there were Ogres, born or created perfect, these beings were a step above humans. When the Otherkin came the ogres were targeted by a Magical disease created by the Otherkin to wipe out the Ogres. Some interesting things ahppened during the first Magical curse.
A large portion of the population died. Secondly a certian large percentage of the survivors of the inflicted were cursed and changed permenantly and a small number of Ogres were immune to the Magical curse. The immune Ogres adopted the name Elvin, or Blessed in teh ogre tounge. The survivors origionjally named cursed, or Orucus, took the bastardized Orcs to identify themselves. Later these orcs reclaimed Ogre to try and gain some internal respect, claiming only the true heirs would be affected by a curse targeted at them.
So thats how we came to have Elves and Orcs in the world of Erinbour. Once ancestory linked by the manipulation of the Otherkin. Dwarves on the other hand are a bit easier to explain.
Dwarves are not native to Erinbour. They were in fact brought with the Otherkin when they came to Erinbour as workers, warriors and slaves. The Otherkin had established a Caste sistem within the dwarves and from that we find the sub races of dwarves. Which brings me to my last point.
We are planning to have several variations on each race that is playable within Erinbour. It won’t be standard elf. dwarf human, etc. There will be types of these which will standout and interesting choices to build your character.