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Spheres of Influence:

Primary: Dreams, Spirits, Wind


Secondary: Animals, Geography, Seasons
Primary Deity: Altjira
Secondary Deities: Great Spirits
Holy Symbol: Wing of Wumaji
Representative Animal: Animal Totem of specific tribe
Representative Weapons: Grappling Hook, Windstaff
In the beginning, there was only the wind and the earth and dreams. The dreams,
lacking form, rode upon the wind, containing creation within them, but making nothing. Altjira
looked out upon this barren land and saw that it must be something greater. He formed vessels
from the earth, and held them out to the wind. The dreams of the wind flowed into these forms,
creating the great heroes of the Wumaji. They each held a dream, and they are the beginnings
of their decedent's dreamlines. Such was the power of the dreams they contained, that their
presence and actions molded the land around them. Their joy raised the mountains, and their
sadness created the rivers and lakes. Their love created the lesser creatures, the animals and
the little people, and their hate created the monsters. Whenever one of the Wumaji dies, his
body returns to the earth, his soul returns to the winds, but his dreams, if he was powerful in the
dreaming, pass on to his descendents.
The universe exists, to the Wumaji, as a fine balance between the three great worlds of
existence: the Physical World, the Sacred World and the Human World. Each world exists in a
system of checks and balances that produce balance in the universe. Each world has certain
duties, and certain powers that come from these duties:
The responsibility of the physical world is to produce the elements and provide energy to
the other worlds. The mysterious energy that the physical world produces is still being
comprehended by the Wumaji, however, this understanding gives the Wumaji the ability
to cast wizard magic where most halflings cannot.
The role of the Sacred world is to create laws and officiate punishments. The Sacred
World exists outside of time, therefore the decisions of the spirit world may seem
confusing to people. The sacred world also provides the Wumaji with great powers of
healing and divination. The sacred world cannot create laws that the physical world is
unable to comply with.
The human world is given the power to interpret the sacred world's laws. The
interpretation of these laws are known as rules, and each tribe has similar but different
rules. The human world also can borrow from the physical and sacred worlds' powers,
but can never own them. The human world is responsible for preserving both the
physical and sacred world.
The human world preserves the physical world by maintaining geographical sites,
protecting animals, and keeping rivers and lakes pure.
The human world preserves the sacred world by keeping the events of the
Dreamtime alive by performing ceremonies such as dances, songs, and stories.
The power of the sacred world relies on the Wumajis' "Dreaming" state to stay relevant.
The Wumaji believe that if the their dreaming ends, the sacred world will disappear, and the
laws which govern the physical world will deteriorate. Without control or predictability the
physical world will too disappear. If the the physical world disappears, then the elements which
the human world needs to survive will be gone, and the human world will die. This event is
described in the rare Wumaji text, Kaputa or Night.
The three worlds were all created at around the same time. This time to the Wumaji is
known as "Altjeringa" or the Dreamtime. Many of the places created during this time are sacred
to the Wumaji, and it is the responsibility of all people to care for these places, and to maintain
balance within the complex web of life that sustains all creatures. "Altjera" is the present state of
Dreaming that the Wumaji exist in. Altjera is both the state of dreaming and the spirit that started
the Altjeringa. In other words, Altjera is a being and a state of being.
Each village of the Wumaji has its own dreamline, passed down from their ancestors.
They possess their own animal totem and stories, but they are all united by their history, sacred
laws and mutual dependence.
Pinkirr
The Pinkirr is a priest of the Wumaji who is charged with the important task of taking
care of the physical world. His duties extend to protecting the land, rivers, plants, animals,
mountains and holy sites of his specific zone. The terrain of the Wumaji is steep and
mountainous, and trekking through it often becomes impossible by foot, so the Wumaji have
developed technology to traverse their rugged terrain by air. The Pinkirr, or Feathers of the
Wumaji, are regarded as elite airmen. Each Pinkirr is assigned a specific area that they must
protect, usually less than 40 square miles, and they can often dozens dozens or even hundreds
of miles away from their villages. However, elite Pinkirr are sometimes assigned guardian duties
outside Wumaji territory, or are given the task to protect other areas by Altjera in a dream.
These areas are always under environmental distress, so the Pinkirr always knows that he will
be in a place where he is not welcomed.
Bonus Proficiency:
Weapon: Windstaff Glider, Hook Gauntlet
Tool: Windstaff Glider (Dexterity)
Skills: Acrobatics



Domain Spells

Level Spells
1 Feather Fall, Longstrider, Gust of Wind
3 Hold Person, Pass Without Trace
5 Fly, Thunderwave
7 Air Walk, Freedom of Movement
9 Hold Monster, Scrying

Feather of Altjera:
A Pinkirr casts the spell Gust of Wind as a cantrip. The Pinkirr also has a movement rate of 30.

Grace of the Wamaji: At 5th level, the Pinkirr gains a +5 bonus to the Acrobatics (Dex) skill.

Channel Divinity: Wrath of Altjera
At 2nd level, the Pinkirr can call upon the wind to deliver crushing gusts of wind.The power of
this gust is equal to the gust of wind spell times the Pinkirrs cleric level. Therefore a fifth level
Pinkirr using this ability can create a gust of wind that is fifty feet wide, 250 feet long, and
traveling at 150 miles per hour. The gust can affect the Pinkirr as little or as much as he wishes,
but such control does not apply to his allies if they are caught in the blow. Maximum wind speed
of this spell is 200mph, but the length and width will continue to grow as the pinkirr does.

Preserver:
At 20th level, The Pinkirr becomes attuned to his environment and becomes a link between the
human and physical world. In an area of 1 mile yards around him, the Pinkirr can sense any
mal-doing to the physical world including fighting, great marching, constructing, burning, mining,
etc. This ability does not allow the Pinkirr to sense all forms of possible trouble in a mile radius,
however.

Ngaji
The Ngaji is a master of the Dreaming. He has mastered his reality as being a dream
and can make the seemingly impossible become reality. The Ngaji follows a strict path of
progression known as The Track. The Track is the combination of responsibilities given to the
human world by the other two. He is responsible for learning the tales of the Dreamtime, for
leading ceremonies in his village, and he interprets the laws created by the Sacred World into
rules for the tribe.

Domain Spells/ Unconscious Sight
Level Spells Unconscious Sight Ability
1 Sleep, Cause Fear See in natural light or darkness, 20 ft. The spell light or darkness
interrupts sight.
3 Phantasmal Force, Darkness Range expands to 30 ft.
5 Dispel Magic, Major Image See in area around one creature in slumber, 30 ft. The Ngaji must
choose to see through either his dreaming or the creatures.
7 Confusion, Evards Black
Tentacles
Range expands to 50 ft.
9 Insect Plague, Feeblemind See through magical light or darkness without interruption.
11 None Range expands to 80 feet.
13 None Can see invisible creatures within visual range.
15 None Vision through sleeping creature expands to 50, and joins constant
vision.
17 None Range expands to 120 feet
19 None Can see through all illusions

Sight of the Unconscious:
Ngajis exist in a constant sleep-like state which allows them to use their powers. In this state,
the Ngaji can see using his unconscious through dreaming. The Ngaji can see physical objects
around him in a 20 yard radius much like normal. This power develops as the Ngaji becomes
more powerful with the dreaming. If the Ngajis eyes are forced open for any reason, he/she
does not gain the advantage of Unconscious Sight.

Hypnotist:
Starting at 5th level, the Ngaji cast the spell Sleep at maximum casting level without placing it in
a spell slot higher than 1st level.

Channel Divinity: Dream World
Beginning at 8th level, The Ngaji can enter the dreams of a sleeping creature. The complexity of
the dream world is proportionate the creatures intelligence. Thus the dream world of a Gold
Dragon is vastly more complicated than a lizard. The dream world contains constant attributes
for all creatures:
The dream world is chaotic. Certain highly intelligent creatures have learned to control
the chaos, however. An organized mind is rare, and is not even possible for characters
under 18 intelligence. Ngaji who specify can organize their mind without an 18
intelligence.
The dream world contains personal information on the creature. This will include their
loves, hates, fears, desires, bonds, and traumas.
Objects are altered by emotion. This means that normal objects may appear changed
and altered by the dreamers perspective. For example, a spider to an Elf may be
peaceful, while a Gnome (often killed by Driders) may be huge and fearsome.
Dreamworlds function as mini-planes. Thus, if an Ngaji dies in a dreamworld, he/she
dies outside of it too.
Inside a Dream World, the creature is only as powerful as he is normally, and they do
not have control over their dream creations unless they have specifically trained to do
so. Note: Ngajis have trained this.
The dream world has five levels, getting more populated by visions the deeper the Ngaji
enters the mind. Generally, the most recent events will be closer to the surface, while
long past information is kept deeper. Most creatures are not in control of their sleep, so
passing through the different level is fairly simple and does not require further use of
Channel Divinity.
The Ngaji must use Channel Divinity to leave a dreamworld. The Ngaji cannot kill the creature
from inside his dreams, but he/she can leave psychological impact. Certain supra-genius
psionic creatures have purposely established multiple layers to their unconscious. For each
layer an Ngaji wishes to enter, he/she must use Channel Divinity.

Dream Walker:
At 20th level, the Ngaji can access the collective unconscious. The collective unconscious (CU)
can be entered through either the Ngaji himself, or by reaching the back of anothers mind.
The CU is an infinite space which contains the minds of all living beings. Dreams/ideas infest
the CU and tend to wander into other peoples minds. The portals to others minds look like stain
glass windows. On the glass is an image that explains the true nature of the creature behind it.
For most creatures, the window is unfinished. Portals in the CU are placed in an area of
proportional relevance to each other's window, thus the unconscious of one twin would be very
close to the other, while someones second cousins uncles friends unconscious would further
away from them. Because of this organization, the portals are in constant motion. There is a
chance that the Ngaji will witness a portal being broken and all their unconscious thought
releases into the CU. This event occurs when someone dies, and their emotional experience
becomes shared to others. More on the CU later.

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