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==Ancestry==
==Ancestry==
Rare ancestries are typically unlocked through month long events that require the [[associates]] to complete multiple missions.
Rare ancestries are typically unlocked through month long events that require the [[associates]] to complete multiple missions.
===Automaton===
===Automaton===
Automatons were the first unlocked rare ancestry that were unlocked on the 24th of April, 2023, by the team of the Journey to Arrepo missions. In Kelek, Automatons are highly advanced robots surviving from before the most recent cataclysm, or were newly manufactured and transported to [[Onadbyr]] through a one way teleportation portal. All automatons in Kelek were created by Arrepo Manufacturing, a now defunct companion that is fully automated by automatons, and is situated on the edge of the Chron volcano. The physical location of the manufacturing plant is no longer accessible. Your automaton could have recently awoken, drawn to Onadbyr by the [[LOC|Lord of Carnage]] coming online, or you could have been restored by a kind and loving tinkerer, or a madman who wanted you to kill. Either way, your aesthetics are chrome, high technology, and inhuman features. You are powered by a core at your center, which is the equivalent of your soul giving you free will. Your core is itself powered by a shard of divinity, a tiny portion of a god's physical being. You can choose to be powered by a specific god's power, or just divine energy in general. You might not know the exact origin of your shard of divinity. You are not beholden to the god, or their tenets, that powers your core.
Automatons were the first unlocked rare ancestry that were unlocked on the 24th of April, 2023, by the team of the Journey to Arrepo missions. In Kelek, Automatons are highly advanced robots surviving from before the most recent cataclysm, or were newly manufactured and transported to [[Onadbyr]] through a one way teleportation portal. All automatons in Kelek were created by Arrepo Manufacturing, a now defunct companion that is fully automated by automatons, and is situated on the edge of the Chron volcano. The physical location of the manufacturing plant is no longer accessible. Your automaton could have recently awoken, drawn to Onadbyr by the [[LOC|Lord of Carnage]] coming online, or you could have been restored by a kind and loving tinkerer, or a madman who wanted you to kill. Either way, your aesthetics are chrome, high technology, and inhuman features. You are powered by a core at your center, which is the equivalent of your soul giving you free will. Your core is itself powered by a shard of divinity, a tiny portion of a god's physical being. You can choose to be powered by a specific god's power, or just divine energy in general. You might not know the exact origin of your shard of divinity. You are not beholden to the god, or their tenets, that powers your core.
===Fleshwarp===
Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, technology, or unnatural energies. The unlock arc is currently in progress.
Questions to consider are:
* How was your character transformed?
* When was your character transformed?
* What effects did the transformation have on your character's body?
* How has your character's transformation impacted their life?
* How does your character feel about their transformation?
====Mutated & Surgewise Fleshwarps====
''Unlocked on the 26th of September, 2025.''
Mutated and surgewise fleshwarps have been transformed by strong, unpredictable magic. In Kelek, these fleshwarps are most common in [[The Glass Desert]], where uncontrolled magic is abundant. Whether born a fleshwarp or transformed by an event later in life, it's likely that mana wells, eldritch storms, or miasmas played a part the fleshwarp's new form. Fleshwarps from the Glass Desert are likely to speak Osiriani, and are familiar with the harsh conditions of the desert. They may have been nomadic, or settled in the relative safety of a cavern near a mana well. They may have lived among other fleshwarps, possibly even seeking out further transformation, or they may be a part of a community primarily composed of non-fleshwarps (for now). Either way, the effects of the magic of the desert would be familiar to those around them. Mutated and surgewise fleshwarps likely have a strong connection to magic, whether or not they appreciate the changes it wrought.
===Sprite===
===Sprite===
''Available as of the 25th of August, 2023.''
''Available as of the 25th of August, 2023.''
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* What call drove you to act and for what purpose? These tasks are typically esoteric and difficult to achieve, such as collecting 10,000 colors of flowers or reciting specific poems in specific places in the world.
* What call drove you to act and for what purpose? These tasks are typically esoteric and difficult to achieve, such as collecting 10,000 colors of flowers or reciting specific poems in specific places in the world.
* What is your relationship to the Eldest whose call you answered?
* What is your relationship to the Eldest whose call you answered?
===Poppet===
''Available as of 21st of December, 2024.''
An extremely rare creature to come across, Poppets have been recently appearing in number in the city of Onadbyr. Following multiple expeditions in which various [[Associates]] assisted Poppets in their seemingly random requests, the Poppet known as Kiara the Stuffed Animal Red Panda has begun directing other Poppets without a place to go to move to the city of Onadbyr. While their stature is small and their personalities can often feel childish, there exists a hidden depth to what drives a Poppet. Each carries with them their own unique spark leading them to settle into fairly mundane life in the city. However... some feel called to a higher purpose and instead seek out becoming Associates in their own right.
A Poppet is a manifestation a singular core emotion that has been poured into an inanimate stuffed animal, doll or similar mundane object. They are typically made unintentionally by children who latch onto a particular doll and attach a feeling or deep emotion to them. Once animated, this core emotion becomes the basis by which the Poppet lives and breaths, their existence for being. Poppets are naturally tied to their creator, often referred to as their 'Person'. For this reason, if a Poppet still has their Person with them, they are unlikely to become an adventurer. As seen by the few Poppets that Associates have met, these core emotions can vary from feelings wanderlust, to maternal love and even to passion for knowledge. While this can sometimes makes Poppets appear simpleminded, the depth of their passion is unmatched by any other Ancestry.
When creating a Poppet you should detail the following in your ticket:
*What is your Poppet's Core Emotion? This Core Emotion does not necessarily have to be positive, but even a Poppet made from a negative emotion would still be innately attached to their Person, championing their Person's feelings as theirs.
*What has happened to your person? If they haven't died, then why is your Poppet leaving their side? Even in cases where their Person is sick, a Poppet is more likely to stay by their side to the end than leave them alone.
*With some rare exceptions, Poppets wear their hearts on their sleeves. How does your Poppet represent their Core Emotion in either their appearance or their actions? 
==Heritages==
==Heritages==
===Beastkin===
===Beastkin===
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* What kind of beastkin are you? The Father could make someone a werecreature of anything animal-like, but this does not change your size beyond the norm.
* What kind of beastkin are you? The Father could make someone a werecreature of anything animal-like, but this does not change your size beyond the norm.
=== Reflection ===
''Unlocked on the 15th of September, 2024''
==== Morph-Risen Lineage ====
Not too far from Onadbyr, [[Beg to Differ |a weird cave, seemingly organic on the inside, began spewing out crabs]]. People soon discovered that, if you truly desired it, it would allow yourself to be changed to what you wish to be. (Within certain limits, anyway.)
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with the [https://2e.aonprd.com/Feats.aspx?ID=3794 morph-risen lineage], you need to consider these questions:
* What drove you to seek out a creepy cave with the hopes of changing what you are? Gender dysphoria? A true desire to overcome a limitation of your body? Or perhaps something else entirely?
* The transformation the cave grants is good, outright certain to make you feel better about yourself as it reads your desires as it changes you, but it is not perfect. What is some issue with your new body you are not quite happy about (even though it was still absolutely worth it)?
* While your new form seems to only be based on your own will, in truth it at least somewhat resembles an existing being somewhere in the world. Even though you may never meet them, consider who they are and how you would respond if you found them.
==== Other or No Lineage ====
Powerful adventurers [[Defy Gnome Ann | managed to tear themselves out of nothingness]] in which [[The Fine Omen | they had been thrust before]]. In the process the barriers between existence and non-existence have been weakened, and others who lacked the strength to hold on to themselves on their own managed to spill out as well.<br />
These remains of people who once existed return to a world that has forgotten them, replaced them, with memories of a life that never has been.
As a [https://2e.aonprd.com/Ancestries.aspx?ID=51 reflection] with any other lineage than the one above, or no lineage at all, you need to consider these questions:
* You once lived your life, until suddenly you weren't anymore. What event were you involved in at the time, and what event related to Gnome Ann replaced it?
* Similarly, who took your place? Remember that those beings created in the vicinity of Gnome Ann tend to be less serious or at least less threatening than the original that you are. How do you feel about them, do you hate them for replacing you?
* Are there any people around you were close to before your existence was erased? Has your replacement taken your spot with them? Do you wish to rebuild your relationships?
* If you take a lineage feat, also explain how it fits into your story.
== Backgrounds ==
Rare backgrounds can be obtained for a single character using [[Karma]] and require [[Firekeeper]] approval.


==Archetypes==
==Archetypes==
Currently no rare archetypes have been unlocked. Several Uncommon archetypes are locked as well, please consult the [[Available Dedications]] page for more details.
Currently no rare archetypes have been unlocked. Players can use [[Karma]] to obtain the option for a Rare Archetype for their character, or to unlock the Archetype for the entire server.
 
'''Note:''' Several Uncommon archetypes are also locked, please consult the [[Available Dedications]] page for more details.


==Class Feats==
==Class Feats==
Currently no rare class feats have been unlocked.
Rare class feats require [[Firekeeper]] approval.
 
==Spells==
==Spells==
Currently no rare spells have been unlocked.
Rare spells require [[Firekeeper]] approval.
==Rituals==
 
Currently no rare rituals have been unlocked.
==Exemplar==
 
===Exemplar Class===
Exemplars have been unlocked as a class available to associates as of 9/1/25. Exemplars in Kelek are not empowered by shards of Gorum specifically, but of any divinity, dead or alive. These shards possess a fraction of the willpower of a divinity, but even that is a lot for an adventurer to handle. An Exemplar is bound by their deity's edicts and anathema, but unlike clerics or champions, do not necessarily need to undergo a journey of atonement for breaking anathema, but simply need to re-align themselves with the will of the enshrined divinity. This is due to not being personally granted power through piety, but through circumstance, not unlike oracles. Exemplars who go against their enshrined divinity will find themselves lacking in their granted abilities from the Exemplar class, but can restore their connection to their shard by performing an appropriate task, as determined by the Firekeeper team.
 
When creating an Exemplar, please consider:
* How did you come across your divine shard? These pieces of divinity have scattered across Kelek many times in the past, it may have been found long-hidden in an old dungeon, it may be a new arrival with the latest apocalyptic happenings, or it may have arrived with the Godsrain and the death of Gorum.
* What is your relationship with the enshrined divinity? While you are not personally blessed with power, as a cleric or a champion would, you wield your power only as long as the enshrined divinity wills it. Consider how this might affect your character's personality - do you have an adversarial 'relationship', only maintained for the power it grants? Are you otherwise pious, and already work within the bounds of your divinity? Or do you otherwise do just enough to appease the function but are otherwise ambivalent towards the divinity?
 
When playing an Exemplar, please consider:
* Continually breaking your deity's anathema or going against their will will eventually result in your shard of divinity rejecting you in some manner, possibly resulting in character retirement, a full retrain, or even death. You may find yourself cursed by the divinity, the shard may violently leave your body, or, in the most extreme cases, you may be outright killed. The rate at which this happens depends on the severity of the actions and frequency of occurrence.
* As an exemplar, you will be unconsciously guided towards following your edicts and avoiding your anathema, though you can, through your sheer willpower, go against these whims at your own risk. How this will look will depend on your enshrined divinity.
 
Examples of re-alignment practices:
* An exemplar of a primarily magic-focused divinity may find themselves at odds with the martial nature of the class. If a divinity would determine you are too focused on mundane matters, you may be required to learn new spells, spend time pursuing magical paths, or performing other magical rituals.
* An exemplar of a divinity devoted to death may find themselves at odds against the undead. Most edicts and anathema permit you to defend yourself, but some may prohibit even this. In penance, you may have to perform some necromatic rites, raising undead, or even working to push your own body towards undeath.
* An exemplar of a divinity devoted to life may find themselves on the same side as undead. You may not necessarily be compelled to smite down an allied undead, but continually treating undead as your allies when there are other options may result in having to ritually purify your body of the stink of undeath, or to throw yourself even more into the crusade against the undead.
* If you have found yourself the bearer of a curse as a result of continually going against the will of your shard, you will have to undergo a journey of atonement, via the Atone ritual.
 
===Exemplar Archetype===
Remains locked as a general choice, but may become an option based on in-game events.

Latest revision as of 07:21, 8 October 2025

By default Kelek does not allow rare options, but through in-game events and brave acts of heroics, they can be unlocked for the entire server.

Ancestry

Rare ancestries are typically unlocked through month long events that require the associates to complete multiple missions.

Automaton

Automatons were the first unlocked rare ancestry that were unlocked on the 24th of April, 2023, by the team of the Journey to Arrepo missions. In Kelek, Automatons are highly advanced robots surviving from before the most recent cataclysm, or were newly manufactured and transported to Onadbyr through a one way teleportation portal. All automatons in Kelek were created by Arrepo Manufacturing, a now defunct companion that is fully automated by automatons, and is situated on the edge of the Chron volcano. The physical location of the manufacturing plant is no longer accessible. Your automaton could have recently awoken, drawn to Onadbyr by the Lord of Carnage coming online, or you could have been restored by a kind and loving tinkerer, or a madman who wanted you to kill. Either way, your aesthetics are chrome, high technology, and inhuman features. You are powered by a core at your center, which is the equivalent of your soul giving you free will. Your core is itself powered by a shard of divinity, a tiny portion of a god's physical being. You can choose to be powered by a specific god's power, or just divine energy in general. You might not know the exact origin of your shard of divinity. You are not beholden to the god, or their tenets, that powers your core.

Fleshwarp

Fleshwarps are people whose forms were created or radically transformed by magic, alchemy, technology, or unnatural energies. The unlock arc is currently in progress.

Questions to consider are:

  • How was your character transformed?
  • When was your character transformed?
  • What effects did the transformation have on your character's body?
  • How has your character's transformation impacted their life?
  • How does your character feel about their transformation?

Mutated & Surgewise Fleshwarps

Unlocked on the 26th of September, 2025.

Mutated and surgewise fleshwarps have been transformed by strong, unpredictable magic. In Kelek, these fleshwarps are most common in The Glass Desert, where uncontrolled magic is abundant. Whether born a fleshwarp or transformed by an event later in life, it's likely that mana wells, eldritch storms, or miasmas played a part the fleshwarp's new form. Fleshwarps from the Glass Desert are likely to speak Osiriani, and are familiar with the harsh conditions of the desert. They may have been nomadic, or settled in the relative safety of a cavern near a mana well. They may have lived among other fleshwarps, possibly even seeking out further transformation, or they may be a part of a community primarily composed of non-fleshwarps (for now). Either way, the effects of the magic of the desert would be familiar to those around them. Mutated and surgewise fleshwarps likely have a strong connection to magic, whether or not they appreciate the changes it wrought.

Sprite

Available as of the 25th of August, 2023.

A disturbance near Velborough opened a temporary gateway from the First World from which a host of fey including sprites and linnorms emerged before collapsing again, trapping those on the other side in the world of Kelek. The opening of the gateway also allowed the voices of the Eldest through; heard for the first time on the material plane in generations. The calls echoed around Kelek heard by all fey and fey descendants shouting orders, begging requests, whispering secrets or simply singing their song until the portal closed and their voices were silenced again. Spurred to action by the calls of the Eldest, a number of sprites around Kelek have set out to interact with the mortal world more closely.

When creating a sprite you should detail out the following:

  • Were you already on the material plane or did you emerge through the portal near Onadbyr? If you were already here, what were you doing? If not, why did you decide to travel to the material plane?
  • What call drove you to act and for what purpose? These tasks are typically esoteric and difficult to achieve, such as collecting 10,000 colors of flowers or reciting specific poems in specific places in the world.
  • What is your relationship to the Eldest whose call you answered?

Poppet

Available as of 21st of December, 2024.

An extremely rare creature to come across, Poppets have been recently appearing in number in the city of Onadbyr. Following multiple expeditions in which various Associates assisted Poppets in their seemingly random requests, the Poppet known as Kiara the Stuffed Animal Red Panda has begun directing other Poppets without a place to go to move to the city of Onadbyr. While their stature is small and their personalities can often feel childish, there exists a hidden depth to what drives a Poppet. Each carries with them their own unique spark leading them to settle into fairly mundane life in the city. However... some feel called to a higher purpose and instead seek out becoming Associates in their own right.

A Poppet is a manifestation a singular core emotion that has been poured into an inanimate stuffed animal, doll or similar mundane object. They are typically made unintentionally by children who latch onto a particular doll and attach a feeling or deep emotion to them. Once animated, this core emotion becomes the basis by which the Poppet lives and breaths, their existence for being. Poppets are naturally tied to their creator, often referred to as their 'Person'. For this reason, if a Poppet still has their Person with them, they are unlikely to become an adventurer. As seen by the few Poppets that Associates have met, these core emotions can vary from feelings wanderlust, to maternal love and even to passion for knowledge. While this can sometimes makes Poppets appear simpleminded, the depth of their passion is unmatched by any other Ancestry.

When creating a Poppet you should detail the following in your ticket:

  • What is your Poppet's Core Emotion? This Core Emotion does not necessarily have to be positive, but even a Poppet made from a negative emotion would still be innately attached to their Person, championing their Person's feelings as theirs.
  • What has happened to your person? If they haven't died, then why is your Poppet leaving their side? Even in cases where their Person is sick, a Poppet is more likely to stay by their side to the end than leave them alone.
  • With some rare exceptions, Poppets wear their hearts on their sleeves. How does your Poppet represent their Core Emotion in either their appearance or their actions?

Heritages

Beastkin

Unlocked on the 19th of January, 2024

After the fall of The Father of Werecreatures, leadership of the werecreature camp was taken over by his daughter, Maera. Under her leadership the camp is no longer isolationist, though they are still somewhat nomadic. This has allowed Beastkin like her to venture out into the world and live their own lives again, free of the forces that always drew them back to the camp; Back to The Father's immense presence. Though the call is gone, its presence still lingers, always reminding you where your true home is.

As a beastkin, you need to consider these questions:

  • What is your relation to the werecreature camp? Were you born there? Did the call draw you there, or have you just arrived?
  • How did you come to become a beastkin? Were you born one within the camp, or maybe even outside it? Did a werecreature's bite affect you differently than others?
  • What kind of beastkin are you? The Father could make someone a werecreature of anything animal-like, but this does not change your size beyond the norm.


Reflection

Unlocked on the 15th of September, 2024

Morph-Risen Lineage

Not too far from Onadbyr, a weird cave, seemingly organic on the inside, began spewing out crabs. People soon discovered that, if you truly desired it, it would allow yourself to be changed to what you wish to be. (Within certain limits, anyway.)

As a reflection with the morph-risen lineage, you need to consider these questions:

  • What drove you to seek out a creepy cave with the hopes of changing what you are? Gender dysphoria? A true desire to overcome a limitation of your body? Or perhaps something else entirely?
  • The transformation the cave grants is good, outright certain to make you feel better about yourself as it reads your desires as it changes you, but it is not perfect. What is some issue with your new body you are not quite happy about (even though it was still absolutely worth it)?
  • While your new form seems to only be based on your own will, in truth it at least somewhat resembles an existing being somewhere in the world. Even though you may never meet them, consider who they are and how you would respond if you found them.

Other or No Lineage

Powerful adventurers managed to tear themselves out of nothingness in which they had been thrust before. In the process the barriers between existence and non-existence have been weakened, and others who lacked the strength to hold on to themselves on their own managed to spill out as well.
These remains of people who once existed return to a world that has forgotten them, replaced them, with memories of a life that never has been.

As a reflection with any other lineage than the one above, or no lineage at all, you need to consider these questions:

  • You once lived your life, until suddenly you weren't anymore. What event were you involved in at the time, and what event related to Gnome Ann replaced it?
  • Similarly, who took your place? Remember that those beings created in the vicinity of Gnome Ann tend to be less serious or at least less threatening than the original that you are. How do you feel about them, do you hate them for replacing you?
  • Are there any people around you were close to before your existence was erased? Has your replacement taken your spot with them? Do you wish to rebuild your relationships?
  • If you take a lineage feat, also explain how it fits into your story.

Backgrounds

Rare backgrounds can be obtained for a single character using Karma and require Firekeeper approval.

Archetypes

Currently no rare archetypes have been unlocked. Players can use Karma to obtain the option for a Rare Archetype for their character, or to unlock the Archetype for the entire server.

Note: Several Uncommon archetypes are also locked, please consult the Available Dedications page for more details.

Class Feats

Rare class feats require Firekeeper approval.

Spells

Rare spells require Firekeeper approval.

Exemplar

Exemplar Class

Exemplars have been unlocked as a class available to associates as of 9/1/25. Exemplars in Kelek are not empowered by shards of Gorum specifically, but of any divinity, dead or alive. These shards possess a fraction of the willpower of a divinity, but even that is a lot for an adventurer to handle. An Exemplar is bound by their deity's edicts and anathema, but unlike clerics or champions, do not necessarily need to undergo a journey of atonement for breaking anathema, but simply need to re-align themselves with the will of the enshrined divinity. This is due to not being personally granted power through piety, but through circumstance, not unlike oracles. Exemplars who go against their enshrined divinity will find themselves lacking in their granted abilities from the Exemplar class, but can restore their connection to their shard by performing an appropriate task, as determined by the Firekeeper team.

When creating an Exemplar, please consider:

  • How did you come across your divine shard? These pieces of divinity have scattered across Kelek many times in the past, it may have been found long-hidden in an old dungeon, it may be a new arrival with the latest apocalyptic happenings, or it may have arrived with the Godsrain and the death of Gorum.
  • What is your relationship with the enshrined divinity? While you are not personally blessed with power, as a cleric or a champion would, you wield your power only as long as the enshrined divinity wills it. Consider how this might affect your character's personality - do you have an adversarial 'relationship', only maintained for the power it grants? Are you otherwise pious, and already work within the bounds of your divinity? Or do you otherwise do just enough to appease the function but are otherwise ambivalent towards the divinity?

When playing an Exemplar, please consider:

  • Continually breaking your deity's anathema or going against their will will eventually result in your shard of divinity rejecting you in some manner, possibly resulting in character retirement, a full retrain, or even death. You may find yourself cursed by the divinity, the shard may violently leave your body, or, in the most extreme cases, you may be outright killed. The rate at which this happens depends on the severity of the actions and frequency of occurrence.
  • As an exemplar, you will be unconsciously guided towards following your edicts and avoiding your anathema, though you can, through your sheer willpower, go against these whims at your own risk. How this will look will depend on your enshrined divinity.

Examples of re-alignment practices:

  • An exemplar of a primarily magic-focused divinity may find themselves at odds with the martial nature of the class. If a divinity would determine you are too focused on mundane matters, you may be required to learn new spells, spend time pursuing magical paths, or performing other magical rituals.
  • An exemplar of a divinity devoted to death may find themselves at odds against the undead. Most edicts and anathema permit you to defend yourself, but some may prohibit even this. In penance, you may have to perform some necromatic rites, raising undead, or even working to push your own body towards undeath.
  • An exemplar of a divinity devoted to life may find themselves on the same side as undead. You may not necessarily be compelled to smite down an allied undead, but continually treating undead as your allies when there are other options may result in having to ritually purify your body of the stink of undeath, or to throw yourself even more into the crusade against the undead.
  • If you have found yourself the bearer of a curse as a result of continually going against the will of your shard, you will have to undergo a journey of atonement, via the Atone ritual.

Exemplar Archetype

Remains locked as a general choice, but may become an option based on in-game events.