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==Mischta and Nzunta== Now, most would have thought that the Irda were magical proto-ogres enough. But Dragonlance's authors didn't think so. In 2nd edition, they released the [[splatbook]] "Otherlands", which details various less regions beyond the "core lands" of Ansalon and the more famous "foreign lands" of Taladas. Divided into three chapters, the second chapter detailed the coral reef island chain of Selasia, home to two branches of the irda family tree; the Mischta and the Nzunta. The Mischta are a religious sub-culture of Irda, the only survivors when their High King, with incredible ironic timing, officially declared the renunciation of the gods at the same time as the Cataclysm struck, resulting in much of the mischta's former island home sinking into the sea - taking the High King with it. They cling deeply to their philosophy, which advocates seeking knowledge and tempering it with love and mercy, a pacifistic religion at heart that renounces violence except as an act of last resort and condemns evil. Mischta in AD&D have the following stats: ::Ability Score Minimum/Maximum: Strength 12/18, Dexterity 8/20, Constitution 12/16, Intelligence 5/20, Wisdom 10/18, Charisma 15/20 ::Ability Score Adjustments: -2 Constitution, +2 Dexterity, +2 Intelligence, +2 Charisma ::Class Level Limits: [[Fighter]] 10, [[Ranger]] 15, [[Paladin]] 10, [[Wizard]] (High Sorcery) 15, [[Cleric]] (Holy Order of Stars) 15, [[Thief] 10 ::Ogre Strength: Mischta deal 1d10 damage on a melee hit and add +2 to their damage rolls. ::Pacifist: Mischta suffer a -1 penalty to all attack rolls, and will never wear armor made from animal skin, bone, chitin or other body parts. ::Poison Vulnerability: -1 penalty to saves vs. poison. ::Shapeshifter: Mischta can transform into a human form at will. A mischta with 18+ Intelligence can, from the age of 100, spend 20 years to learn to become a Changer Adept, letting them shapechanger as per the 9th level wizard spell 3/day. The Nzunta, on the other hand, are the dark reflection of irda and mischta both. They are the remnants of the original corrupt irda culture, somehow spared the karmic transformation that laid their kindred low, and still believing that it is their right to conquer all other races. Fortunately, the nzunta still struggle with the corruption manifesting itself through their blood; only 1d2 baby nzunta per century will be born as purebloods; all of the others will be born as "fallen" - [[ogre]]s, [[ettin]]s, [[troll]]s and [[hag]]s. These imperfect babies are killed, to avoid polluting the bloodline further. They rely heavily on slaves, mostly the Orughi; a strain of [[half-ogre]] adapted for an amphibious life. Nzunta in AD&D have the following stats: ::Ability Score Minimum/Maximum: Strength 12/18, Dexterity 8/20, Constitution 12/16, Intelligence 5/20, Wisdom 10/18, Charisma 15/20 ::Ability Score Adjustments: -2 Constitution, +2 Dexterity, +2 Intelligence, +2 Charisma ::Class Level Limits: [[Fighter]] Unlimited, [[Wizard]] (Black Robes) Unlimited, [[Cleric]] (Holy Order of Stars) Unlimited, [[Thief]] 15 ::Ogre Strength: Nzunta deal 1d10 damage on a melee hit and add +2 to their damage rolls. ::Master Magi: Nzunta wizards and clerics gain +1 spell of the highest level they can use. ::Shapeshifter: Nzunta can transform into a human form at will. An nzunta with 16+ Intelligence can, from the age of 75, spend 15 years to learn to become a Changer Adept, letting them shapechanger as per the 9th level wizard spell 3/day. Those with 18+ Intelligence and at least 150 years old can spend 75 years learning to become Changer Savants, who can use their shapechange spell-like ability at-will. Both the mischta and the nzunta made a surprise reappearance in 3rd edition, through the [[Races of Ansalon]] splatbook. 3e nzunta use the same statblock as irda (see above), but are evil aligned. 3e mischta work by taking the irda statblock and tweaking it as follows: ::+2 Wisdom instead of +2 Intelligence ::No spell-like abilities ::Alternate Form replaces Change Shape; this functions as Change Shape, but the Mischta only has a single humanoid, monstrous humanoid or giant alter-ego that it can transform into. A Mischta can swap the species of this alternate form by spending a week engaging in mystical practices under the light of Solinari. ::Level Adjustment decreases to +1 ::Favored Class becomes [[Cleric]] or [[Mystic]], depending on if your Mischta was born pre- or post-Chaos War. "Otherlands" also introduces a species called the Bolandi; [[halfling]]-like mischievous humanoids with an innate knack for the art of the [[Illusionist]], a strain of ogre-kin warped into small forms and childlike minds by the karmic punishment that created the other ogre strains of Krynn. Unlike the irda, mischta and nzunta, there are no rules for playing bolandi.
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