Chimes of Discordia – Rise of the Mongrelfolk – Birth of a Race
Hello loyal Nerdarchist and readers. Nerdarchist Ted here and today I want to do something a little bit different. Last week I brought you an article talking about how to use the Mongrelfolk in Dungeons and Dragons 5th edition. So today I want to talk about how they came to be in our home brew: Chimes of Discordia.
Far to the south of our lovely town of Griphongaff lies a swamp. A place teeming with life of all sort. Though everything living there needs to be hearty as it is a rough place to live. Many dangerous creatures call this place home.
This swamp has been around for a long time and centuries ago a storm came through and it moved across the nearby country taking life of all kind up into the magic of the chaos storm. The individuals were literally broken up into the fabric of their being.
As the Chaos storm raged it grew bigger bringing in more and more life. Nothing was safe from this terrible act of nature. After it found the swamp something here drew its attention and it stayed anchored to it. No longer moving it began to lose cohesion and began to break up.
The pool that had been a mixture of all of these essences swirled and changed the beings it had taken up. As the storm began to break up so did this pool of life. Though the life had changed it was very much alive. The beings that came out of the storm unharmed were the first of the mongrel folk.
The Mongrelfolk at first hideous mockeries of a vague life they could remember did not know how to move forward with this obvious new form. Individually they were lost. Though they did not look the same, there were others that came out of the storm.
By bonding together and working together they could make a new life they could become something
stronger as a whole. Men and woman alike saw a life together and sired children. So much genetics stewed in that chaos storm that it has touched each in a way unknown to any but the gods as to what could happen. Hideous and beautiful things, fear inducing and awe inspiring things were birthed in the few generations from their racial beginning.
Though the outside world would never accept them for their difference they grew as a people and made that horrible swamp theirs. Their formidable natural weaponry that some possessed in line with the resilience of all the folk made survival in this harsh land easier.
At least once in a generation the storm comes again. It brings new life to their world. While it is never viewed as a deity the chaos storms are viewed as a good omen as it caused the birth of their race and brings new life to the Folk.
The storm has touched them all and chaos flows in their very essences. New abilities are bound to show up and those who have entered the storm have been know either then or sometime later be blessed with additional mongrel traits.
New Feat for Dungeons and Dragons 5th edition
Racial requirement: You must be a Mongrelfolk
The chaos element is strong in you and has caused further mutations in your unsteady form. You may select two more options from either the racial trait list or from this list. They may be a combination of the two. Either a feature grows on your body or your body adapts to the new ability.
- Grow wings flight speed 20′
- Natural weapon attack increases to d6
- Natural weapon has reach of 10′ this is usually either a tail or tentacle attack
- You can hold your breath for an hour
- You gain an extra use of your breath weapon before you finish a short rest
Dungeons and Dragons 5th edition
So there you have it a racial birth for Dungeons and Dragons. Though there still is interbreeding mixed in it has a slightly more ‘chaotic’ spin to allow for animalistic abilities and an expansion of said abilities.
It is some more development of The Chimes of Discordia. Please let me know what you think and whether you would use this in your own Dungeons and Dragons game.
By now I hope you know how it goes. “Until Next Time, Stay Nerdy!”