The Tchamut (ch-AH-mutt)

I was told, by them-who-knows...  
In the deepest part of the Glaine Cuan there exists, to this day, an impact crater. No. no, not the Impact crater, just an impact crater. Yes, yes, very mature, lads. Yes, yes, we all love impact craters. No I do not have this impact crater's address...no, Watkins, I do not know if this impact crater has a sister. Yes, yes, they're all impressive, so just pipe down and listen up Krœnburg or I'll have your earlobes tied together. Now, then.
  Far inside @Taisha's famed Glaine Cuan, there is in fact a crater made by a fast falling object or objects. It is told by the Singers that this is the exact spot where six powerful dragons, huddled together after a devastating battle, fell to Tellus. It is a long tale, and a sad one at that, so we will discuss it further at another time. Suffice it to say that according to the Singers' oral traditions, this is the time that the Glaine Cuan was formed. Stop sniggering back there, Collins! Yes, yes, I said 'oral'. Good gods, lads. Take a deep breath and collect yourselves.
  The forces let loose by the impact1 were profound enough to vaporize organic matter for many hundreds of miles, and to liquify the sand and rock debris in a much closer radius. The The Bardic College Campus's Telli- and Para- geology departments are simply rife with research papers done on the subject, and it is accepted science that the Landzide Mountains are indeed of such a configuration that it could feasibly have been formed by some unimaginably colossal force pushing against the tectonic plates in a single, traumatic event; as opposed to the slow grinding of time which usually does the job. Wolf Volcano lies among the tallest of the range's peaks, it's famed cone slowly leaking poisonous gases and sinister looking smoke. This crater, however, is reported to be of a completely unique configuration. Almost perfectly hemispherical, it is of a size and depth that could contain the entire city of Craysilt. The smooth glass of the walls curve away and down at a gentle angle, from the perspective of a person standing there, and is generously provided with a plethora of tunneling cave systems exploding away from the theoretical center of the spheroid that would fill the depression. The Telligeology Department has concluded that this is the result of a steam explosion caused by a mass of silica being liquified with nowhere to go, and then coming into contact with an equal mass of water.
  It is much like the mirror-image of a theoretical billiards ball with a bunch of pins sticking out of exactly half of it.
  It is within these cave systems that an odd group of desert dwellers have lived for and unknown amount of time. They say it was just a few hundred years after the crater was actually formed that they moved in. A monastic order following a strict set of tenets and principles, it is they who are called upon in the very rare instance that there is an otherwise unresolvable dispute among the Singers. Other than that, they ride with the clans as protection and are much the reason that scum and villainy have not simply plundered more tribes. Opposed to the clans' usual motley array of vibrant, some would say 'gaudy', color and displays of both feathery lace and and actual feathers, the Tchamut wear all blue. Periwinkle blue, to be precise; garments created with undyed Aralind Silk. It is also reported that these are priests, although they wield blades and ride horses. Their horses are wondrous, smart beasts! They train, night and day, with nary a saddle or bridle, bit nor barding. Rumors also say that they can shoot their horse-bone bows bows from horseback at a full gallop. Accurately, even. Their curved blades are unique, folded steel...artwork forged using a secretive manner in the volcanic depths of their deep desert home.
  Lastly, for today, is their martial prowess in close combat. There are two things to note; the first being that they fight with a weapon in each hand. A weapon that reports and rumors tell us seem like extensions of their own arms. The second is that they can fight in close combat in unison with their horses! From what I understand our source was witness to a Tchamut display while traveling along the Paven Way, embedded doing anthropological research with a Singer clan in northern Taisha. They were attacked by ogres! Several of the brutes, she said, who fell in a matter of moments! It was such a traumatic event that she was only able to recall all of it later, after a good cry, some laudanum and a cherry tart. Your assignment is to read chapters forty three through fifty four inclusively, and summarize their society using salient points and the provided prompts.

Structure

The chain of command follows a strict seniority policy.

Culture

A martial culture of abstinence and strict adherence to principle, they are still each their own unique person with their own personalities.

Public Agenda

To protect and serve the Singers's tribes as they wander all the corners of the world.

Assets

The Tchamut have equine companions of great stature and girth, which seem to be far more intelligent than any 'normal' horse. Their training and care is, in a word, stunning.

History

The Singers never used protection of any kind, and are sworn pacifists. Therefore, after the Travelers awoke and Vekhetmiradonalax-Myra began travelling with the Tortina Clan. They were waylaid, and Myra could not allow harm to come to them. She very quietly vaporized the attackers with a thought, and immediately set out to form the monastic order to protect the clans as violence rose in the world.

Territories

Anywhere a clan of Singers travels or gathers. There is one Tchamut per clan.
  There are nine active Tchamut at any one time, with up to twenty more in reserve, along with their families and the peripheral industry necessary to survive in the deep desert.

Military

There is no official military. They are shamanistic monks, they are no army.

Religion

Each of them worships in their own manner. It is said they 'worship' Myra. This is untrue.   They are trained by her.

Agriculture & Industry

They have hydroponic systems and weave shade cloth out of spider silk when necessary. Their sword making technology is a closely guarded secret that involved Vekhetmiradonalax-Myra herself.

Trade & Transport

Their only trade-in-stock is the protection of the Singers as they travel.

Education

Tchamut training does not necessarily start young. Many are not called to service until later in life. So their education is the standard advanced reading and mathematics taught by the Singers to all of their children.

Infrastructure

The obsidian cave systems within which they live have been beautified and reinforced over the aeons. Magnificent arches and causeways offer glimpses into the genius that was at work behind the architecture of the place. The cave systems are eminently defensible, and cleverly vented for air circulation.  

Statblock

PHB

Paladin, Tchamut

Armed with two katana and a ghsotly steed, these arbiters and police for the Singers train their entire lives for the chance to serve one of the tribes. Hailing from Sgàineadh, the sword wielding priests incorporate meditation and prayer into their fighting routines and training.
hit dice: 1d10 per paladin level
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per paladin level after 1st
armor proficiencies: All armor, shields
weapon proficiencies: Simple weapons, martial weapons
tools: None
saving throws: Charisma, Dexterity
skills: Choose two from Athletics, Insight, Intimidation, Medicine, Persuasion, and Religion
starting equipment:

  • (a) two katana (b) longsword and shield

  • (a) five javelin or (b) a crossbow and ten bolts

  • (a) a priest's pack or (b) an explorer's pack

  • Ring mail and a holy symbol


spellcasting:
By 2nd level, you have learned to draw on magic through meditation and prayer to Myra in order to cast spells as a cleric does.

Preparing and Casting Spells

The Paladin table shows how many spell slots you have to cast your paladin spells. To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level paladin, you have four 1st-level and two 2nd-level spell slots. With a Charisma of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells, since their power derives from the strength of your convictions. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your paladin spells.

class features:
As a paladin, you gain the following class features:

Divine Sense

The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Blessed Warrior. You learn two cantrips of your choice from the cleric spell list. They count as paladin spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.

  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense. While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Divine Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8 . The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8 .

Divine Health

By 3rd level, the divine magic flowing through you makes you immune to disease.

Oath of Vekhetmiradonalax

Tenets of the Singers

The tenets of Myra's Oath have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.

Make a Joyful Noise. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.

Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.

Preserve the Song. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.

Be the Light You Wish to See in the World. Be a beacon of hope for all who live in despair. Let the light of your joy and courage shine forth in all your songs deeds.

Tchamut Spells

You gain oath spells at the paladin levels listed.
Paladin Level Spells
3rd Ensnaring Strike, Speak with Animals
5th Moonbeam, Misty Step
9th Plant Growth, Protection from Energy
13th Ice Storm, Stoneskin
17th Commune with Nature, Tree Stride

Channel Divinity

Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.

When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

  • Nature's Wrath. You can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.

  • Turn the Faithless. You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

    If the creature's true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned.

Harness Divine Power (Optional)

Also at 3rd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Martial Versatility (Optional)

Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to paladins. This replacement represents a shift of focus in your martial practice.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Warding

Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Divine Smite

By 11th level, you are so suffused with righteous might that all your melee weapon strikes carry divine power with them. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

Cleansing Touch

Beginning at 14th level, you can use your action to end one spell on yourself or on one willing creature that you touch.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.

Undying Sentinel

Starting at 15th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest.

Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.

Elder Champion

At 20th level, you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

  • At the start of each of your turns, you regain 10 hit points.

  • Whenever you cast a paladin spell that has a casting time of 1 action, you can cast it using a bonus action instead.

  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your paladin spells and Channel Divinity options.

Once you use this feature, you can't use it again until you finish a long rest.
subclass options:
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Seirbhis Agus Dìon (Protect and Serve)

Maps

  • Rhegev: Sgàinead
    A city arranged around a crater; a hole punched into the glass of Glaine Cuan from underneath by a massive bubble of hydrogen gas that was released when the Sea of Glass was created. It is a small town by all measures, with between 1,800 and 2,300 residents at any given time. It is where the Blade Priests, known as Tchamut, train and live when not travelling with a tribe of Singers.
Type
Religious, Monastic Order
Capital
Alternative Names
Bladepriest, veiled one
Demonym
Tchamut
Government System
Gerontocracy
Power Structure
Autonomous area
Economic System
Traditional
Currency
Precious metal coins in varying denominations based upon the Stilton Ounce measuring system.
Major Exports
Their only export is protection for the Singers.
Major Imports
They purchase much of what they need directly from the Singers, who often just give them to the order in exchange for friendship and protection.
Legislative Body
They all get together and ponder their issues every three years.
Judicial Body
The eldest seven of the monks.
Parent Organization
Location
Official Languages
Related Traditions
Related Professions
Controlled Territories
Neighboring Nations
Manufactured Items
Notable Members
Related Species
Related Ethnicities
Related Myths

Articles under The Tchamut



Cover image: The Dance of the White Lotus by Rob LeBeau

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