Airmid Asëaranion, Entwife of the Anomaly

The song of of creation had ended in darkness. Melkor, the Fallen One, had made war upon Arda and the Valar and had overthrown the lamps of heaven – and so the Sleep Of Yavanna had been cast upon the world, preserving what life remained in timeless slumber.

But remnants of the light grew once more, filled with the strangth of the Valar. Telperion and Laurelin reached heavenwards, filling the world with their radiance – and the Sleep Of Yavanna passed. And with that great awakening… the Elves and Ents came forth as well.

And the Elves built and wrought, creating in their turn. The Ents walked in the green fastnesses of the forests, standing as wardens of the trees and guardians of the forest deeps and their remaining creatures. And the Entwives… walked the blighted wilds, the devastated places of Arda, where the wounds of Melkor’s war remained unhealed. There they became the pioneers of nature tamed, of the fields and water-meadows, of grasses, herbs, vines, and the small creatures thereof. Each following their own affinity and nature to turn the barren Wastes of Melkor into burgeoning lands in a blessing to later ages.

For many long years the Entwives wandered. Mazaedia, who dressed the stones with Lichens, Bryophyta, who cloaked crevasse with mosses, Poaceae Gramineae, who filled the plains with grasses, Airmid Asëaranion, the mother of healing herbs, and so many more – returning from their ever-more distant paths to the fastnesses of the Ents only rarely.

And so it was that, when the Valar bent the central lands of Arda into a sphere, placing the undying lands and other realms of legends beyond the reach of men, the Entwives had roamed too far. They were trapped beyond the curve of the world, separated from their husbands by a fathomless rift.

For most, long-solitary and used to returning only rarely… that was of little moment. For near-immortals it would be long ages before the separation became a true concern. But some would seek their old companions, embarking upon the seas of clouds above the airs of earth, from which ships from the realms of myth might still touch down upon the waters of the mortal world. And so Airmid Asëaranion, the Mother Of Healing, known to the Noldor as Calla Amarantos (“Beauty Everlasting”) and to others by yet other names, set sail upon the winds of fate, above the airs of Middle Earth – for what was such a separation but a rift in need of healing?

There, above the veil of clouds and stars that had been wrapped around Arda, one could gaze down upon the true walls of the world – but where there should be a void beyond, the exile of Morgoth had torn a hole in the cosmos, creating a whirling stormwall, a gateway to a sea pouring through nigh-infinite spaces and a peril to those seeking to navigate the gap between Arda and Legend. So was an eternal beauty lost to Arda, drawn by the winds of fate to destiny beyond, known perhaps to Iluvater – but to none within the circles of the world unless the Valar hold that lore within their own councils.

“Together we will take the road, that leads into the West. And far away will find a land, where both our hearts may rest.” – Tolkien

The Entwife Racial Template (63 CP / +1 ECL).

Each Entwife has a personal specialty, such as the aforementioned grasses, lichens, mosses, or healing herbs, which is permanent once chosen.

  • Earth Mother: Equipage with Purchasing: Specialized and Corrupted for Reduced Cost / only to obtain (grow) small fruits, seeds, spores, and plants within the users unique specialty (4 CP) plus Major Privilege / Wealth, Specialized and Corrupted for Reduced Cost / only for the purposes of “paying for” small fruits, seeds, and plants through Purchasing (2 CP). While they can only grow a few (Con Mod +1, 1 Minimum) pounds of such materials per day, their rarity has no bearing on the process. An Entwife can produce a handful of seeds, a few cuttings of a rare plant, or similar items as needed – as long as the desired plant falls within their specialty.
  • The Communion Of Arda: Immunity/the usual inability to speak with Plants and Animals (Common, Minor, Minor, 4 CP). Entwives can “speak” with plants and animals – although they usually don’t have a lot to say.
  • Youth Of Ages: Immunity to Aging (Uncommon, Severe, Great, 6 CP). Entwives are essentially ageless. It will require at least tens or hundreds of thousands of years for them to grow old. This is, however, Specialized / they reproduce extremely slowly, young Entlings are rare, and take centuries to grow up.
  • Durability Of The Trees: +2d4 Bonus Hit Dice (16 CP) and Universal (also affects energy damage) Damage Reduction 3 / – (6 CP). The Entwives are not so massive as the Ents, but some portion of the toughness of the trees is theirs as well.
  • Form Of The Green: Shapeshift, with the Plant, Hybrid, Clear Speech, and Attribute Modifiers, Specialized and Corrupted / the user only has two forms; a semi-Humanoid Kampfult (provides Blindsight 30′, +5 Natural Armor, Move 10, 6 Tendrils (3x 1d3+Str Mod plus Grab), Str +6, Dex +2, Con +4, and Plant Traits – although the Immunities (Mind-Affecting stuff, Paralysis, Poison, Polymorph, Sleep, and Stunning) are reduced to +5 Resistances for playability, because Entwives have fairly normal minds, and because plants can be poisoned; while it’s normally slower, Ents and Entwives have active metabolisms and do sleep) and small tree (typically used to settle down for a winter nap) (13 CP).
  • This is shapeshift cheese. Of course, this is also a SciFi setting with powered battle armor and major weapons, so allowing some cheap physical boosts for the fantasy-type visitors is an easy way to make up some of the difference.
  • Wind In Branches: Innate Enchantment: All abilities caster level one, spell level one, unlimited-use use-activated, personal only (x.7) where applicable. Up to 5500 GP effective value for (6 CP).
    • Personal Haste, Does not add to attacks (x.7) = 1400 GP. This gets their ground move up to 40′.
    • Goodberry, usable 3/Day (x.8 = 1200 GP). While an Entwife may use herbs, brews, and other substitutes, the effect is pretty much identical.
    • Pass Without Trace (x.5, Personal Only = 1000 GP). The movements of Ents and Entwives does not disturb the land over which they pass.
    • Arda’s Lore (Requires a brief inspection, x.8 = 1600 GP). The user may Identify Plants, Animals, and Pure Water, gaining a +5 Circumstance Bonus on any skill checks where this is relevant.
      • The ageless magic of the Valar which breathed life into the plants of Arda runs strongly through the veins of the Ents and Entwives. While subtle, and easily disrupted for a few moments, it will always return.
  • Ageless Guardian: Racial Skill Bonus of +3 to Knowledge / Nature (Survival in the condensed skill list) (3 CP).
  • Long Childhoods: Entwives receive a bonus feat – often related to their field of interest (6 CP).
  • Racial Disadvantage: Accursed. Entwives who suffer damage from Fire or Cold must make a Fortitude Save at a DC of (10 + 1/2 Damage Suffered) or be Staggered for 1d4 rounds (-3 CP).

At a net cost of 63 CP, Entwives are a +1 ECL race. While the use of the Shapeshift Cheese is always a bit dubious, many of their other bonuses are quite limited, which seems like a fairly reasonable trade-off.

The Anomalous Rules:

The Anomaly manifests differently in each universe it exists in / passes through / exploits – but it is always a blatant impossibility, and always habitable.

Characters remain linked to their home realms. While this allows them to use powers and items from their worlds without excessive difficulty, the further they try to extend their dimensional link, and the greater the power demand of whatever they are attempting, the more difficult it becomes. Transforming yourself will work nicely. Transforming a small item that you are holding is slightly more difficult, and may require a minor fortitude save to avoid fatigue. At high levels you can become exhausted, injure yourself, or even overload your link and have to rest and wait for the connection to reestablish itself.

Anomaly encourages life; the effects of level zero and first level healing effects are doubled, while higher level healing effects have their effective levels reduced by one. Even creatures with extremely exotic metabolisms can survive when cut off from their home universes. Crops mature in only 75% of the usual time, natural healing proceeds at twice the usual rate, aging past adulthood proceeds at one-half the usual rate, and all saves against diseases and poisons are made with a +2 bonus.

Major Weapons and Effects – nuclear or antimatter bombs, planet-crackers, high level spells such as Unrelenting Glacial Advance, and similar items – do not function under Anomalies rules, and so can only be used if someone is using their own personal link to power them. That’s vaguely possibly, but attempting to channel power on the scale is often fatal – and even when it isn’t it is better known as “asking for it”. Similarly, Godfires passive effects apply, but it cannot be actively used.

All characters have the Low-Level Adventurer Template. The effects include:

  • A -3 penalty on unskilled skill checks.
  • Slow level advancement, by direct session-based character point awards rather than experience points. Succeeding in goals helps, but killing things and taking their stuff does not.
  • A +3 bonus on five skills which suit their backgrounds and training. Sadly, this cannot be applied to active psionic or magical skills. These are, however, considered to be natural skill ranks.
  • Extra hit points equal to [12 + (2 x Con Mod)].
  • Two minor special talents or “knacks” appropriate to their home universe – one Class-A (roughly equivalent to the effects of a first level spell or power) and one Class-B (roughly equivalent to the effects of a cantrip).

Characters will be using the Condensed Skill List, complete with the various skills special functions. These may, however, be adjusted for world or origin; Sci-fi characters rarely spellcast, but often have other special talents. Skill Checks are normally made on 3d6, and characters may “take 15″ instead of “20″. They are normally assumed to get a “5″ for passive checks, such as to notice something in passing.

The Laws of Arda:

Middle-Earth is the manifested Vision of Ilúvatar – a low-level world of subtle magic – and one that is subject to a great deal of predestination thanks to the Music of the Ainur. It is a world that is doomed to slow decay, where wonders are made but once – and the makers power passes into them – and so may not be made again. Thus the One Ring, the Two Trees, the Three Silmarils, the Chain to Bind Melkor… all created once, all a fearsome drain upon their creators, and all never to be duplicated within the circles of the world. It is a world where exercising the power that is given to you by your nature or which is freely available is safe enough – but where tapping into sources and powers beyond those is a dangerous and corrupting act.

  • Oaths: Arda is subject to something similar to Oathbinding – but the effects are more subtle, and more pervasive. Worse, while minor oaths are reasonably safe, great oaths – by their very nature – are sworn upon powers beyond your own. If that power freely approves of that oath, all is well. If not… they you are drawing on powers beyond your own, and both you and the oath will be corrupted.
  • Skills: Not surprisingly, Middle-Earth offers no technologically advanced skills or equipment – but it does offer free access to the three Action Skills of Erudite Focus, Narrative, and Sensitive, as well as to Arcana and Religion.
  • The Subtle Path: Shaping, Corrupted and Specialized for increased (level one and possibly weak level two) effects/can only produce the effects for which the user has the appropriate foci ready, can only support a limited number (seven and three) of minor charms and more notable talismans at one time, charms and talismans are modestly expensive and take some time to attune for use (6 CP). Residents of Arda can employ the natural magical properties of various materials and items, employing the simple, subtle, magics of Charms and Talismans – which most of them use to make themselves more comfortable. In general, however, they do not create or employ other magical items. Occasional powers do make Relics – things like the Silmarils or the Great Rings – but it is, as always, wiser not to meddle with powers beyond your own.

Airmid Asëaranion

Mother-Of-Healing, known to the Noldor and Vanyar as Calla Amarantos – “Beauty Everlasting” – who walked Arda in the youth of the world sowing medicinal (or toxic, depending on dosage) plants in a blessing to later ages.

Available Character Points: 48 (Level One Base) + 2 (Duties as an Entwife) +6 (Disadvantages: Dedicated Healer and Valuable) + 12 (Level One Bonus Feat + L1 Feat) = 68 CP.

Basic Attributes (Pathfinder 25 Point Buy): Str 14 (20), Dex 10 (12), Con 14 (18), Int 16, Wis 14, and Cha 10 (after ages of solitary wandering, Entwives are not exactly social beings).

Basic Abilities (30 CP):

  • Hit Dice: 12 (L1d12, 8 CP) +8 (2d4 Racial, no cost) +20 (12 + 2 x Con Mod Template) + 12 (3 x Con Mod) = 52 HP. Universal DR 3/-.
  • Skill Points: 4 (Purchased, 4 CP) + 15 (Int) + 10 (Fast Learner) = 29
  • BAB +0 (0 CP), +1 BAB Specialized in Natural Weapons (3 CP).
  • Saves:
    • Fortitude +2 (6 CP) +4 (Con) = +6
    • Reflex +0 (0 CP) +1 (Dex) = +1
    • Will +0 (0 CP) +2 (Wis) = +2
  • Proficiencies: Light Armor (3 CP).
  • Initiative: +1 (Dex)
  • Move: 40(10′ base + 30 Enhancement)
  • Armor Class: 10 (Base) + 1 (Dex) +4 (Armor) +5 (Natural) = 20

Usual Attacks: 3 x Tendrils at +6 (+1 BAB +5 Str) for 7 Damage (2 + Str Mod) and a Grab.

Skills: (29 SP)

  • Concentration +1 (SP) +4 (Con) = +5
    • May be used to briefly withstand dangerous forces given a few moments to prepare.
  • Craft +4 (SP) +3 (Int) = +7
    • Covers (3 + Int Mod) areas. In her case: Alchemy, Brewer/Vintner, Charmsmith, Shipwright, Stonemasonary, and Woodwright,
  • Engineering +4 (SP) +3 (Int) = +7
    • Covers doing extra damage to inanimate objects and some minor gadgets – for her a functional Anomaly Compass. Unusually for an Entwife, she has a knack.
  • Erudite Focus +1 (SP) +3 (Int) = +4
    • Covers being “Spock”. May temporarily sacrifice points to maintain concentration, get hints, boost knowledge checks or resist mental attribute damage or drain.
  • Heal +5 (2 SP*) +2 Wis +3 (Temp) = +10
    • Locally, allows a DC 15/25/35 check to produce the effects of a L2/:3/L4 healing spell up to (Wis Mod) times daily – although you cannot normally “take 20″ on the check without using Luck or some similar ability.
  • Linguistics +1 (1 SP) +3 (Int) = +4
    • Covers Forgery and Decipher Script, and speaking Adunaic (AKA Westron, essentially English), Quendian (Old Elvish), Khuzdul (Dwarvish), and Entish.
  • Persuasion +2 (SP) +0 (Cha) +3 (Fam) = +5
  • Religion +4 (SP) +3 (Int) +3 (Temp) = +10
    • Covers knowledge of the planes and the use of three L0 clerical spells per day.
  • Profession/Sailor +4 (SP) +2 (Wis) = +6
  • Sensitive +5 (2 SP*) +3 (Temp) : +2 (Wis) = +10
    • Covers picking up psychic impressions, vague warnings of danger, and prophetic dreams. May temporarily sacrifice points to pay Power costs, to resist mental influences, to imprint your own psychic traces, to boost will saves (after the fact), and to perform seances, dowsing, scrying via crystal balls, and similar.
  • Stealth +5 (2 SP*) +1 (Dex) +3 (Temp) = +9
    • Covers camouflage and smuggling and provides the equivalent of a Handy Haversack.
  • Survival +5 (2 SP*) +3 Int +3 Race +3 (Temp) = +14
    • Covers Knowledge/Nature, and Use Rope. Provides an Endure Elements effect.

Skill Notes:

  • *Half Cost due to Adept on Heal, Sensitive, Stealth, and Survival.
  • May Identify Plants, Animals, and Pure Water, gaining a +5 Circumstance Bonus on any skill checks where this is relevant
  • Knacks from the Low-Level Template: Class-A: Goldberg (make temporary repairs on devices), Class-B) Diagnostic (automatically diagnose injuries, diseases, and poisons, +4 where this is relevant).
    Special Abilities (44 CP):

Other Abilities:

Echoing the Song: The Entwives – as with every other race of Middle-Earth – are expressions of the Music of the Ainur, and it is their nature to resonate with its echoes in the fabric of the world. Of that song… a few notes and themes are theirs, and their eternal echoes infuse them and the world around them. Such is the magic of the Ents and Entwives.

  • Witchcraft III (18 CP). Provides Power 17 and seven basic powers with Will Save DC’s of 13 (17 after Finesse).
  • Basic Powers
    • Adamant Will: May spend 2 Power to resist Fear, Charm, Possession, and Hold effects, other forms of mind control, or to get an extra save against mindreading or “truth” effects. May spend 3 power to present a false result to detection spells or ignore pain.
    • Elfshot: Spend 1/2/3 power to inflict a quick / lingering / permanent minor curse, such as reducing an attribute by -2, causing some type of misfortune, penalizing a group of checks by -6, inducing sterility or a miscarriage, or otherwise hindering activity.
    • Healing: 1 Power for a full days worth of healing in an hour with a +5 versus disease or toxins or to throw off drugs and intoxicants with a flat duration, Heal 1/2/3d4 immediately for 1/2/3 Power,
    • Hyloka: Manipulate biophysical processes. Move physical attribute points around (up to 6 points for 1 Power per hour), slip into hibernation (1 power; lasts up to a week), help resist heat or cold (1 Power per hour, this grants fire or cold resistance 5), stop bleeding, delay poison (one hour per power), grow hair or make it fall out (1 power), and to inflict or ease ailments like arthritis (spend 1 power/week to inflict, 1 power/day to ease)
    • Hand Of Shadows: Minor telekinetic tricks at no cost, Str 20 costs 1 power/minute, doing an hours light work costs 1 power, minor animations (such as Entangle, Animate Rope, or Gentle Breeze) cost 2 power, 4 if excessive force or fine control is required.
    • Witchfire: Molecular telekinesis. Create and manipulate heat or cold (1d8/3d6 damage for 1/2 power, +1 if affecting a modest area, -1 if using a pre-existing source), create effects on the “prestidigitation” level (1 Power per turn), extract essences from herbs, and infuse drugs and toxins into objects. Sometimes used for creating mysterious sounds and voices.
    • Witchsight: Sharpen or expand the senses. In general one sense at a time, providing either a +6 bonus on relevant checks or some special capability (Darksight, Scent, etc). 2 Power per hour. May triple the effect by reducing the duration to a single round, allowing effects such as checking a meal for poison with the slightest taste.

Harmonies / Advanced Witchcraft Powers:

  • Familiar (Thrush, +3 Persuasion, +6 Power, speaks Westron (English), 6 CP)
  • True Prosperity, Specialized for Increased Effect (plants sprout and grow to maturity very very quickly, the area becomes a garden), Corrupted for Reduced Cost / only applies to her healing herbs (4 CP).
  • Rite of Chi with +4 Bonus Uses, Specialized and Corrupted / only to restore Power, requires at least half an hour of rest and meditation or sleep per use (restores 4d6 Power) (4 CP).
  • +1d6 Mana as +3d6 (13) Power. Net Power: 17 (Base Witch) +6 (Familiar) +13 (Purchased) = 36. Sadly, dropping below five points causes fatigue, and hitting zero causes exhaustion. (6 CP).
  • Finesse: Uses (Con Mod) in place of (Cha Mod) for the DC of saves against her Witchcraft (6 CP).
  • Pacts: Spirit (The Valar) and Duties (spreading healing herbs and lore far and wide) (-12 CP).

The Ancient Lore: Luck with +4 Bonus Uses, Specialized for Reduced Cost and Corrupted for Increased Effect (may “take 30), only for Skills only to “Take 30″ in advance (6 CP).

Long Practice: Poison Use. What with her centuries of practice in working with dangerous compounds, she never risks poisoning herself when working with toxins (6 CP).

Likely Charms and Talismans:

  • Charms: Condensed Water Tabs, Firebox, Endless String, Foothold Boots, Lens of Memory, Sovereign Ointment, and Weave Of Light.
  • Talismans: Sunstone, Shimmermail, and a Shifters Cloak (Falcon, 8 Charges)
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One Response

  1. […] Calla is an Entwife and healer from the Lord of the Rings setting on a quest to spread life and to find the missing Ents […]

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