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inspire [2020/05/05 19:41] – external edit 127.0.0.1inspire [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +/* À compléter */
 +====== Inspiré ======
 +{{:inspire.jpg}}
 +{{:88219.jpg}}
 +{{:inspire2.jpg}}
  
 +^Race
 +name           = Inspiré
 +image          = 
 +caption        = The Inspiré, from [[Races of Eberron (book)|Races of Eberron]]
 +aliases        =The Chosen;<br/>
 +Empty Vessels (when not channeling their [[quorien| il-altas or "great spirits"]]) 
 +distinctions   
 +height         = 5'8" - 6'3"
 +weight         = 130-220 lbs.
 +lifespan       
 +^Domicileland       = [[Sarlona]]
 +language       = [[Commun]], [[quorien_langue|Quorien]], [[Riedran]]
 +
 +**The Inspiré** are a race of beautiful [[Humains]] from the continent of [[Sarlona]] that rule the [[Riedra|Unity of Riedra]].
 +
 +====== Histoire ======
 +The Inspiré first appeared during the events of [[Le Fractionnement]] to save the people of [[Sarlona]] from the terrors unleashed in the conflict, and were given the mantle of rulership by the various cultures that now make up the [[Riedra|Unity of Riedra]] in gratitude.
 +
 +They are said to be descended from some mixing of [[Humain]], [[Elfes|elvish]], and fiendish blood.
 +
 +====== Appearance & Personality ======
 +The Inspiré are Chosen vessels that have been possessed by a [[quorien]] spirit. Ruling over the ever expanding nation of [[Riedra]] in [[Sarlona]] the Inspiré have slowly began expanding into [[Khorvaire]], starting to make trips to its eastern shores.
 +
 +Chosen not currently inhabited by a [[quorien]] are known simply as "empty vessels."
 +
 +====== Capacités ======
 +The Inspiré are powerful [[Psion]]s and may embed [[fragments_de_dragon|Fragments de Siberys]] into their bodies to enhance their innate //psi-like abilities//.
 +
 +====== Society ======
 +The Inspiré make up the highest echelon of [[Riedra]]n society.
 +
 +The Chosen are the mortal apotheosis of the cycles of spiritual rebirth and growth known as the [[Chemin de l'Inspiration]]. Followers of this faith believe the Chosen the mortal vessels for the //[[quorien|il-altas]]//, or great spirits, and that the Inspiré will join their number on death.
 +
 +====== Lands ======
 +Through their powers and the faith of the [[Chemin de l'Inspiration]] the Inspiré rule the various cultures of [[Humains]], [[Changelins]], [[Férals]], [[Ogre]]s, and [[ogre mage|oni]] of [[Riedra]] and much of the continent of [[Sarlona]].
 +
 +====== Religion ======
 +The [[quorien]] of [[Dal Quor]] that puppet the Inspiré view the [[reve_obscur]] as their god, with themselves as its immortal angels.
 +
 +
 +
 +“Kill me a thousand times. It will not matter. I will always
 +return, and when the time is right I will have my vengeance.”
 +same bonus on weapon damage rolls against animals.
 +—Lady Kashanshara of the Rêve Obscur
 +Against Humains, a lath gains a +2 bonus on these
 +skill checks and on weapon damage rolls.
 +Humainity was born in Riedra, but Humain beings no
 +Animal Companion (Ex): This lath has a Longues-griffes
 +longer rule the land of their birth. The lords of Riedra
 +animal companion. Statistics are found on page 279
 +are slender and elegant, with delicate features that
 +of the EBERRON Campaign Setting. Bonus trick: attack.
 +Swift Tracker (Ex): Track at normal speed without –5
 +hint at elf blood. This beauty is a deceptive façade. The
 +penalty, or track at double speed with –10 penalty.
 +people of Riedra believe that their rulers are Inspiré by
 +Wild Empathy (Ex): A lath can improve the attitude
 +ancient wisdom. In truth, they are vessels of darkness
 +of an animal in the same way that a Diplomacy check
 +who have willingly surrendered their bodies to dark
 +can improve the attitude of a sentient being. The lath
 +spirits from the Outer Planes.
 +
 +THE Inspiré
 +
 +98
 +
 +
 +
 + CHAPTER 5
 +
 +
 +vessels; as the planes grow closer, their power continues
 +to grow.
 +Power Groups: Thirty-six fortress-metropoli are
 +in Riedra. Each fortress has an overlord, supported
 +by an efficient bureaucracy formed of lesser Inspiré
 +and empty vessels. As a whole, the country is ruled
 +by a council of Maîtres Démoniaques, who meet in Dal Quor each
 +night to discuss the affairs of the nation. This council is
 +responsible for maintaining the affairs of Riedra, but it
 +is the Rêve Obscur that determines the destiny of the
 +quori. The Dévoreur of Dreams stands above the council,
 +and any agent of the Rêve Obscur can command the
 +obedience of a member of the Riedran court.
 +The Rêve Obscur is most active in Khorvaire and
 +Xen’drik. Its agents are rarely seen in Sarlona, and the
 +Commun folk know nothing about L'Ombrey cabal.
 +After centuries of conditioning and exposure to the
 +hanbalani, the people adore their Inspiré Maîtres Démoniaques and
 +have complete faith in their enlightened masters.
 +The security of Riedra lies in the hands of the Thousand
 +Eyes. The Inspiré commanders of the Thousand Eyes
 +oversee military operations, including coastal defense
 +and the continued siege of Adar. They also maintain a vast
 +web of spies and assassins within Riedra. These agents
 +primarily watch for foreigners and kalashtar saboteurs. If
 +any Riedran should turn against the Inspiré or threaten
 +the stability of the nation, however, the Eyes will quickly
 +cut him down. The bulk of the Eyes are Humain rogues
 +and monks, while the commanders and elite agents are
 +Inspiré soulknives, telepaths, and psychic warriors.
 +Beliefs: The beliefs of the citizens of Riedra have
 +been carefully crafted to serve the needs of the Inspiré.
 +They believe that existence is a long cycle of physical
 +reincarnation en route to spiritual enlightenment.
 +Enlightenment comes from hard work and serenely
 +accepting your place in society. A Riedran doesn’t
 +expect to achieve anything in his current lifetime, but
 +if he works diligently and obeys the Inspiré, his soul
 +will be reborn in a higher state in his next life. Riedrans
 +don’t believe in the existence of other planes, gods, or
 +outsiders; they say that everything is a manifestation
 +of the Humain spirit.
 +Démon and gods alike are the remnants of twisted
 +souls who strayed from the true path and must now be
 +destroyed. Arcane magic and divine magic both draw
 +on the power of these twisted spirits, and by using
 +these forces a character puts his own soul at risk; as a
 +result, no loyal Riedran would consider becoming a
 +spellcaster. The Inspiré are believed to be the hosts
 +of the most enlightened spirits, allowing the greatest
 +souls of the past to guide the people in the present; their
 +psionic powers come from within and are the result
 +of their bond with the universe, unlike the unnatural
 +powers of a wizard or a cleric.
 +
 +OTHER RACES
 +
 +The Inspiré are a race created through generations
 +of controlled breeding and psionic manipulation. This
 +created a subspecies of Humainity ideally suited to channeling the essence of a quori spirit. Only a fraction of
 +these vessels ever bond with quori and become Inspiré;
 +the majority serve as administrators in the courts of
 +Riedra and captains in the armed forces, fulfilling tasks
 +too important to be trusted to Humain hands yet too
 +demeaning for one of the Inspiré to handle.
 +For more than a thousand years, the quori have focused
 +their energy on Sarlona. In the last millennium they have
 +forged the disparate kingdoms into a mighty empire,
 +transformed the populace into an army of devoted followers, and created a race of perfect hosts. Now the Inspiré
 +are turning their attention to Khorvaire. Inspiré ambassadors can be found in most of the courts of Khorvaire,
 +and some have taken up positions as advisers to noble
 +families or guilds. The more dangerous quori are those
 +who cannot be easily seen: the agents of the Dreaming
 +Dark, who have used the chaos of the La Dernière Guerre to gain
 +footholds throughout the Cinq Nations. Slowly, they
 +are building their power—and the adventurers may
 +be the only force that can oppose their plans.
 +Lands: Riedra is a vast territory, almost as large as
 +Khorvaire itself. The terrain is dominated by temperate plains and gentle hills, but forests, deserts, and
 +mountains are scattered across the realm.
 +Settlements: The communities of Riedra come in
 +two sizes: small and enormous. Most people live in
 +self-sufficient agricultural villages. Each network of
 +villages is supported by a massive fortress-metropolis,
 +which is home to the Inspiré who govern the region.
 +The overall aesthetic of Inspiré cities is odd to Humain
 +eyes; structures are built from crystal and glass alloyed
 +with iron or hardened through the power of thought, and
 +everything is curved and bent. These cities are beautiful,
 +but they are dizzying and strange to foreign eyes. At night
 +the buildings glow with an inner light, powered by the
 +thoughts and dreams of the inhabitants.
 +One of the many wonders of Riedra are the hanbalani
 +altas, or “sanctuaries for the soul.” These are monoliths
 +of stone and crystal, so large that they Nain the nearby
 +cities. The Inspiré devote a tremendous amount of
 +resources and manpower to the construction and maintenance of the hanbalani. The people of Riedra believe
 +that these monuments are tombs for the memories of
 +the departed—that the essence of the dead remains
 +within a hanbalan while preparing to move on to the
 +next life. In truth, the hanbalani are psionic anchors.
 +Powered by the dreams of Riedra, these monoliths are
 +slowly pulling Dal Quor into alignment with Eberron, repairing the damage done in the cataclysm that
 +destroyed Xen’drik. Already, the quori have gained the
 +power to possess creatures beyond their custom-bred
 +
 +99
 +
 +
 + CHAPTER 5
 +
 +OTHER RACES
 +
 +These beliefs extend to the vessel families as well as
 +the Commun peasantry; empty vessels eagerly await
 +the chance to serve as bearers of the wisdom of the
 +past, believing that it is the final step to enlightenment.
 +Through the course of the bonding a vessel will eventually learn the true nature of his quori partner, but most
 +vessels are soon corrupted by the power of the Inspiré
 +personality and no longer care about their old beliefs.
 +Riedrans consider all foreigners to be barbarians.
 +Foreigners live for the pleasures of the moment and
 +risk their eternal souls for temporary power. They are
 +superstitious fools who make up gods and Démon
 +to avoid facing their own fears. They are violent and
 +dangerous. As a result of these beliefs, Riedrans pity
 +foreigners and do their best to avoid them.
 +As for the Inspiré themselves, the quori believe
 +only in the quori and the supremacy of the Dreaming
 +Dark. The Dark is their god, and they see themselves as
 +angels: divine and immortal, superior to any creature
 +of mere flesh and blood. Humains are toys and cattle,
 +tools to be put to use and thrown away when they have
 +served their purposes.
 +Language: Riedran is the dominant tongue of the
 +land. All vessels learn Quor, which is considered to be the
 +language of the enlightened; most business in the Riedran
 +courts is conducted in Quor. Many vessels learn Commun
 +in order to conduct business in foreign courts.
 +Relations: Throughout the history of Galifar, Riedra
 +was an isolationist nation that had virtually no contact
 +
 +with the outside world. Over the last forty years this
 +changed dramatically. Today Inspiré ambassadors can
 +be found in cities across the globe. Beautiful, clever, and
 +generous with the wealth of their nation, the Inspiré
 +have found favor in the courts of Khorvaire. While
 +they maintain a strict policy of neutrality, the lords of
 +Riedra have strong ties to the young nation of Q’barra.
 +The Inspiré want access to the rich dragonshard
 +deposits of Q’barra; the Q’barrans primarily trade for
 +food and spices, but they have also accepted the aid
 +of Riedran troops, allowing the Inspiré to establish
 +two garrisons to help defend against the Homme-lézards and
 +Lhazaar raiders. So far the Riedran soldiers have been a
 +great help for the people of Q’barra, but the time could
 +come when this foothold will prove a threat to Q’barra
 +and Khorvaire itself.
 +
 +Inspiré CHARACTERS
 +Inspiré are not intended for use as player characters. Virtual immortality and biplanar existence
 +are both difficult abilities to balance within a party.
 +The kalashtar are a better match for PC adventurers;
 +newborn kalashtar (see page 59) are an option for
 +characters who want to have a close tie to the Inspiré
 +for purposes of backstory.
 +Adventuring Inspiré: The Inspiré have no
 +interest in personal wealth or power; their daily life
 +is merely a shadow of their true life on Dal Quor. An
 +Inspiré may assemble a team of dungeon delvers to
 +
 +pqqqqqqqqqqqqqqqqqqqqrs
 +ROLEPLAYING AN Inspiré
 +The Inspiré are cunning and subtle creatures. As true
 +immortals, their patience is even greater than that of the
 +elves; an Inspiré scheme may take years or even centuries to come to fruition. If the Inspiré have a racial flaw,
 +it is their arrogance. An Inspiré considers all mortal creatures to be animals, incapable of matching wits with an
 +immortal; this may cause the Inspiré to underestimate
 +the abilities of an adventuring party. The Inspiré are also
 +extremely vain. They can overcome this flaw in order to
 +accomplish a critical mission, but in general they expect
 +to have the best of everything: fine clothes, exotic foods,
 +and most of all beautiful hosts. An Inspiré will quickly
 +abandon a host who is crippled, disfigured, or beginning
 +to suffer the ravages of age.
 +When dealing with the Inspiré, it is important to bear
 +their biplanar nature in mind. The quori spirit within the
 +Inspiré returns to Dal Quor while its host is asleep or
 +unconscious. Because of the time differential between
 +the planes, this means that a quori spends 40 hours
 +in Dal Quor for every 20 hours it spends in the waking
 +world. Among other things, this gives the Inspiré an
 +unparalleled ability to communicate and scheme. An
 +Inspiré spy in Fort-de-la-Flamme and an infiltrator in Sharn can
 +
 +meet every night in Dal Quor and spend hours planning
 +their next moves.
 +Being virtually immortal, Inspiré make ideal recurring
 +villains. Death and imprisonment are only temporary setbacks for an agent of the Rêve Obscur; as soon as she
 +settles into a new vessel, she can return to battle the party
 +once more. The Inspiré should be the villains adventurers
 +love to hate, turning up when least expected. After all, can
 +a character ever be certain that the seemingly harmless
 +innkeeper isn’t possessed by his archenemy Torashana?
 +Here are some tips and ideas to use when playing one
 +of the Inspiré. These apply only if the true nature of the
 +character is known; otherwise, the quori acts in a manner
 +that fits its current disguise.
 +In a diplomatic situation, appear to be kind, generous,
 +and understanding. Always maintain your composure and
 +your manners. When your true nature is revealed, turn
 +cold, calculating, and cruel.
 +Look for any opportunity to sow discord between characters. Sense Motive and telepathy allow you to identify
 +touchy subjects—use these to your advantage.
 +Always remember that nothing that happens in this world
 +can truly harm you. Laugh off threats of torture or death.
 +The only thing that you fear is the Rêve Obscur itself.
 +
 +pqqqqqqqqqqqqqqqqqqqqrs
 +
 +100
 +
 +
 +
 + EL 8: This is a typical Inspiré observer and insurgent. She could be encountered as an ambassador, a
 +socialite, or an advisor to a wealthy family or guild.
 +Combat is not her specialty; she will try to study
 +the characters, learn their weaknesses, and use her
 +unnatural charisma and mental powers to trick others
 +into destroying the party.
 +
 +CHAPTER 5
 +
 +
 +OTHER RACES
 +
 +Inspiré Manipulator: Female Inspiré psion (telepath) 5/monk 2; CR 8; Medium Humainoid (Humain);
 +HD 5d4 plus 2d8+12; hp 37; Init +1; Spd 30 ft.;
 +AC 21, touch 15, flat-footed 20; Base Atk +3;
 +Grp +2; Atk +2 melee (1d6–1, unarmed
 +strike); Full Atk +2 melee (1d6–1, unarmed strike); SA psi-like abilities; SQ
 +dual spirits, evasion, flurry of blows;
 +AL LE; SV Fort +5, Ref +6, Will +12;
 +Str 8, Dex 12, Con 10, Int
 +19, Wis 18, Cha 21.
 +Skills and Feats: Autohypnosis +13, Bluff +20,
 +Concentration +13 (+17 to gain
 +psionic focus), Diplomacy +22,
 +Disguise +5 (+7 when imitating
 +a Humain), Gather Information +10,
 +Hide +6, Intimidate +16, Knowledge
 +(history) +5, Knowledge (nobility
 +and royalty) +9, Knowledge (the
 +planes) +16, Knowledge (Psioniques)
 ++16, Listen +9, Move Silently +13,
 +Psicraft +16, Sense Motive +18,
 +Spot +13; Deflect ArrowsB,
 +Greater Psionic EndowmentB,
 +Improved Unarmed StrikeB,
 +Narrow Mind, Psionic Body,
 +Inspiré ENCOUNTERS
 +Psionic Endowment, Psionic
 +The schemes of the Inspiré should
 +be difficult for a mortal mind to
 +MeditationB, Strength of Two,
 +unravel. Any single encounter is
 +Stunning FistB.
 +probably part of a larger scheme. If
 +*New feat described in this book.
 +the party finds and destroys a thieves’ A pair of Inspiré—a female soulknife
 +Psi-Like Abilities: 1/day—body adjustand a male psion
 +guild controlled by the Inspiré, it’s
 +ment, id insinuation (DC 17), mindlink,
 +psionic charm (DC 15), recall agony (DC
 +possible that’s exactly what the Inspiré
 +17); 3/day—body equilibrium, far hand, inertial armor,
 +wanted; a month later the party may discover that the
 +psionic scent. Manifester level 6th.
 +power vacuum created by the destruction of the guild
 +Telepath Powers Known (power points 42, maniallowed the Inspiré to establish a new and stronger
 +fester level 5th): 1st—conceal thoughts A , defensive
 +guild in place of the original. The goals of the Inspiré
 +should always be a mystery. The party may learn the
 +precognitionA , mind thrustA (DC 15), mindlinkA , psionic
 +truth in time, but it should never be easy.
 +charmA (DC 15); 2nd—brain lockA (DC 16), cloud mind
 +With the notable exception of soulknife assassins,
 +(DC 16), psionic suggestionA (DC 16), read thoughts (DC
 +the Inspiré prefer to avoid direct combat. The weapons
 +16); 3rd—hostile empathic transferA (DC 17), time hop
 +of the Inspiré are guile and psionic manipulation. An
 +(DC 17).
 +A: Power can be augmented.
 +Inspiré is far more likely to trick the local guards or
 +thieves’ guild into attacking the PCs than to face them
 +Possessions: brooch of shielding, ring of protection +1, cloak
 +in open combat.
 +of resistance, headband of intellect +2, psionic tattoo of body
 +
 +Illus. by S. Prescott
 +
 +obtain an artifact on behalf of the Rêve Obscur or
 +to carry out a short-term mission for the nightmare
 +realm. Such adventurers will usually pose as kalashtar
 +and employ Humain and demiHumain dupes to help
 +accomplish the mission.
 +Character Development: The Inspiré generally
 +avoid physical combat. Their feats and powers are
 +typically oriented around mental manipulation and
 +the acquisition of information. Inspiré who do focus
 +on the arts of war are generally monks or soulknives.
 +With the addition of the psionic
 +feats presented in the Expanded
 +Psioniques Handbook and this book,
 +these stealthy warriors can be
 +unpleasant surprises for any
 +party not familiar with their
 +hidden techniques.
 +Character
 +Names: Inspiré
 +names have much
 +in Commun with those
 +of the kalashtar, since
 +both are based on the Quor
 +tongue. Inspiré names are usually three to five syllables long,
 +with a combination of hard and
 +hissing consonants.
 +Male Names: Alharad, Duralan, Farashan, Jolorath, Laramesk,
 +Moshakel, Shoralath, Zorash.
 +Female Names: Adashara, Daralashtai,
 +Halatavi, Kashanshara, Morasha,
 +Olashtai, Sharaktavi, Torali.
 +
 +101
 +
 +
 + adjustment, psionic tattoo of concealing amorphia, psionic
 +tattoo of elfsight.
 +
 +CHAPTER 5
 +
 +OTHER RACES
 +
 +Inspiré ADVENTURES
 +Foreigners are not welcome in Riedra, so it is more likely
 +that the Inspiré will come to the party than that the
 +adventurers will journey to the land of the Inspiré.
 +Because of the quori power of possession, almost any
 +adventure can turn out to have a tie to the Inspiré. An
 +evil wizard, a mercenary leader, a suspicious prince—
 +anyone could be a servant or host of the quori.
 +• A priest of the Flamme d'Argent hates Férals. He has
 +given his body to a quori spirit so that the quori
 +can use its powers to stir up a crusade against the
 +local Féral population. Can the party put an end
 +to the racial violence? Why do the Inspiré want to
 +eliminate Férals?
 +• A kalashtar monk hires the adventurers to join her
 +on an expedition into Xen’drik. She is trying to find
 +an artifact from the first war with the Quorienen before
 +it can fall into the hands of the Rêve Obscur or
 +the Order of the Griffe Émeraude. In reality, she is an
 +Inspiré agent of the Dark. Will the adventurers
 +recognize the truth before it’s too late?
 +• A kalashtar elder asks an adventurer to penetrate the
 +depths of Riedra and destroy one of the hanbalani.
 +Can the party penetrate the borders of this mysterious land and evade the Thousand Eyes long enough
 +to accomplish their mission? Can they find a way to
 +escape with their lives?
 +
 +HOMUNCULI
 +A homunculus i s a construct servant created fo r certain
 +tasks. Artificers and wizards are responsible for most of
 +the homunculi in existence.
 +Each kind of homunculus has a body constructed from
 +different kinds of materials, including clay, iron, and
 +bits of hair and feathers. The process that creates a homunculus
 +sees those materials mixed with the creator's
 +blood and animated through an extended magical ritual.
 +Constructed Nature. A homunculus doesn't require
 +air, food, drink, or sleep.
 +EXPEDITIOUS MES SENGER
 +An expeditious messenger is a speedy flier, designed to
 +quickly carry messages for its creator. Their speedy and
 +efficient attitude makes expeditious messengers quite
 +chatty, and they natter on as fast as they move.
 +These messengers come in a variety of forms,
 +often looking like mechanical birds or sprites.
 +I RON D EFENDER
 +A n iron defender fights fo r its creator. They come in
 +many shapes and are often crafted in the form of animals.
 +More creative artificers craft iron defenders in the
 +shape of hybrid animals or other fantastical creatures.
 +
 +VAR I A N T: Q U O R I VE S S E L
 +T h e I n spired are vessels for q uori spi rits, allowing the
 +q uori to manifest a portion of their power while the vessel
 +is possessed. An I nspired can gain benefits depending on
 +the type of quori possessing it. The quori also gai n s access
 +to the l nspired's knowledge and featu res.
 +H A S H ALAQ
 +Suggestion (3/Day). The I nspired can cast the suggestion
 +spell (spell save DC 1 3) , req u i ring no material
 +components.
 +KALARAQ
 +All Around Vision. The I nspired can't be su rprised.
 +Arcane Eye (3/Day). The I nspired can cast the arcane eye
 +spell, requ i ring no material components.
 +Ts u co R A
 +Fear (1/Day). The I n spired can cast the fear spell (spe l l
 +save D C 1 3) , req uiring n o material components.
 +{{:seigneur_inspire.jpg}}
 +{{tag>["Races"]}}
 +{{tag>["Humanoïdes"]}}
 +{{tag>["psionique"]}}
 +
 +{{tag>["Sarlona"]}}
 +{{tag>["serviteurs du Rêve obscur"]}}
 +{{tag>[riedra]}}
 +{{tag>["humains"]}}