Welcome to TiddlyWiki created by Jeremy Ruston, Copyright © 2007 UnaMesa Association
Several months after hundreds of portals to the outer plane of Abyss had opened throughout Rahhia
and the demon hordes consumed all life in their wake, their armies ceased advancing and transformed
the entire region to a lifeless wasteland of rock, glass, and magma. The only remaining bastion of life
and order was Durkral, a Stonehammer dwarf fortress which endured continuous attacks by the endless
demon numbers, and which still stands and guards the very border of the Wasteland.
The second part of the plan of the invading hordes was to use the shadow plane to quickly travel to
southwest Narral and take over Aranis, so as to have two "beachheads" from which to attack the
rest of the continent. At that time, a small new cult arose in Aranis, led by a paladin of a local order,
who was visited in his sleep by a powerful entity by the name of Reorx, who ordered him to establish
a larger knightly order which will protect the colonies better than the existing government. The cult
quickly gained followers all over the peninsula, and soon almost every small town had a Shield of Reorx guildhall,
from which the knights launched their campaigns against rampant natives and other threats.
Just when the first small wave of demons appeared in western Mindanao, the Shield of Reorx hired a party of
adventurers coming from Kalari Bay to investigate strange occurrences in border colonies. The party, led by Zelgas,
a githyanki warrior, discovered that strange murders and attacks by otherwise peaceful natives were caused and
provoked by the demon scouting party. They quickly alerted the Shield of Reorx and mounted a well-timed defense
against the first large combined force of demons and natives who sided with them. The battle took place at a recently
built fortress near the eastern border of Aranis. The outcome was questionable at first, but after Zelgas and his comrades
discovered a multitude of mana stones in the caves beneath the fortress, they were able to redirect the arcane energy to
wizards protecting the walls, who then wiped out most of the invaders with ease.
Soon after the battle, a sudden discovery that Reorx is not a divine being, but a powerful black dragon, shattered the newly
restored peace in the colonies as Shield of Reorx split into two factions - most of the knights remained loyal to Reorx and
renamed themselves Dark Templars, following the dragon's orders without question. A small fraction of the former order, a part
of which were Zelgas and his adventurers, rallied the colonists and established a resistance movement against the Templars.
The Dark Templars were the exact opposite of Shield of Reorx - they pillaged, raped, burned, and murdered mercilessly,
often leaving small villages in ruins and laying siege to opposed cities.
In the ensuing chaos, another faction surfaced and further threatened the colonies. It was a small enclave of mind flayers, who would
remain well hidden if not for Zelgas. The illithids could not allow word of their presence spread, so they lured the adventurers into their
underground laboratory. The plan proved faulty, as almost all of the illithids were killed and their master plan to turn colonists into mindless
slaves using a liquid drug revealed and averted. The surviving monsters fled Aranis and were impossible to track down.
Meanwhile, the Templars could not be stopped and soon were holding most of the colonies under their control. They, however, did not
take into account that the demon invasion was not completely stopped, and that the next wave of abyssal creatures was on its way to
attack. The newly built Templar infrastructure took the full brunt of the blow and the organization soon fell apart into dozens of small
local cells, fighting against demons and the resistance movement at the same time. Reorx (full name Reorxanathiramanthos) abandoned
his knights, heading off somewhere else to complete his plans.
The demons were slowly advancing, greatly assisted by the chaos of recent events, and had to be stopped before they devastated
Aranis as they had Rahhia. Zelgas enlisted the help of local wizards, and together they sent the adventurers to a small demiplane where
the demon Lord who directed the invasion resided. Zelgas led his party directly to the demon Lord Hierax' headquarters and faced him
and his personal guards there. The details of the battle are not precisely known, as every minstrel has his own version, but it is definite
that Zelgas was killed while dealing the mortal blow to Hierax as well. His comrades returned to Narral and took lives as common
inkeepers and blacksmiths, aiding the resistance in the colonies when able.
Today, the Dark Templars have almost completely vanished, as most of them realized that Reorx was not returning, and that they were
fighting a pointless war. Some, however, have gone mad as they waited for their "god" to come back, and still believe that his orders
should be followed. They refuse to believe that Reorx no longer lives, and often end up interred in prisons and dungeons, crazily mumbling
about the dragon. Others fight endless guerilla battles against unsuspecting merchants, travellers and patrols, hiding in the wilderness or
in old Shield of Reorx fortresses, still waiting.
''READ FIRST'' - ''[[Creating New Characters]]''
Available races (Material Plane):
[[Human]]
[[Half-elf]]
[[Half-orc]]
[[Elf]] (high, wood, wild, grey)
[[Hill Dwarf]]
[[Rock Gnome]]
[[Halfling]]
[[Goblin]]
[[Raptoran]]
[[Goliath]]
[[Elan]]
[[Dromite]]
The three new races are:
[[Darkpan]], a race of xenophobic forest denizens, who claim their ancestry to a died-out race of old. They are adapted to survive in every situation, and have an innate sense of subterfuge.
[[Kazari]] the cat people, a mysterious race that inhabits the islands of the White Sea. They have powerful personalities, and an alien mindset, difficult to understand.
[[Minotaurs]], strange people from across the ocean. Their innate logical abilities make them perfect sailors and explorers. A minotaur has a powerful body and an iron will.
"Some stories tell of people who built cities that touched the sky and ships that travelled under the surface of water, who wielded powerful magic granted by the dragons, who visited places beyond the sun and the moons. No one except children believes these stories any more. No one also knows where do these stories come from. But, now, I am standing in front of what might be evidence that these people once existed. These marble towers seem untouched by weather and time, as if warded by some unknown magic. But they are ancient, I can feel it, almost as if there is a scent of something mysteriously captivating in the air." - Sir Niklas Dymirovsky, artifact hunter
The civilizations of Narral are young, some are only just appearing, and some have only recently settled. There are fresh arrivals to the continent, and the mysterious people of the nearby Shyarrim islands. Tensions are high, diplomacy is difficult, and ambitions are strong. New kingdoms want more territory and old kingdoms want to settle old disputes. The peasants and the workers mostly just do not care, but the influential and wealthy use all means available to amass more power and wealth. This is where the adventuring party comes in. Adventurers are mercenaries employed by these people to help nations in this race. Whether by fighting shoulder to shoulder with peasant recruits during wars, exploring forgotten ruins to find powerful artifacts, or spying on the court of another monarch, they are used to promote the goals of the employers and the nations they represent. They are a relatively new concept, but have been readily accepted everywhere, since good parties often help the common people, and selfish ones work for money and ask no questions.
The known history of Narral begins when the humans and dwarves arrived to the continent from Aldan (or so the stories say) and encountered the High Elves of the River Kingdoms. The encounter erupted into violence, resulting in several bloody wars, most of which were won by humans. Dwarves retreated to the mountain ranges, and the elves were almost completely pushed out of central and northern Narral, with only several small settlements surviving, and a large number of elves being assimilated into human culture, leading to the large number of half-elves in human communities today. The raptorans, who were probably a much older race than human, often allied with the elves, and were wiped out. Only a small raptoran community in the Cloudcrowns remains.
Orcs, halflings, and goliaths were the "savage" races, living in the hills and in the inhospitable frozen plains of the North. They were rarely in the humans' way, so little contact was made throughout history. Some halflings and goliaths have been accepted into human and dwarven communities. After the wars, the humans remained mostly tribal, even though there was in effect a temporary alliance between the tribes during the war. When humans managed to reach The Zog, they were welcomed by gnomes, who were at the time far more advanced than most of the other races. Gnome technology spread into human societies, and further into others. Soon, first larger and more organized communities were formed, and the kingdoms of Arkhan and Rahhia were the first such communities. At that time, the goblins arrived to Narral from the west, across Kanin Sea. They quickly and peacefully populated places where no one else wanted to live, spreading incredibly fast across the continent.
Humans soon learn to master arcane magic from ancient artifacts found in Miara Highlands. The knowledge of magic spread uncontrollably, and reached all kinds of people. Necromantic cults arose all throughout the kingdoms. The largest of these, the Wolf Cult, led by a necromancer called Gabriel the Crying, became a terrible threat to all life on Narral when Gabriel discovered how to control undead creatures. Other, smaller cults joined Gabriel and forced Narral into another war. This conflict was so terrifying and had such a great impact on Narral's population that the year when Gabriel was finally stopped by a young mage called Kinketsu and learning arcane magic became off-limits to most became the 0th year of a new calendar, the Worldchart. Three arcane magic academies were formed in three cities, Nov Saray, Illorien, and Vall Mathali. Now only those who take a vow that they will not misuse magic are allowed to be taught its secrets.
Several years before the Wolf Cult, the planar fabric of Abyss became unstable, and portals into the Material plane opened, hundreds of demons pouring directly into the cities and the wilderness of Narral. The demons met fierce resistance, but they were simply greater in numbers, and the combined forces of other races were sure to lose the fight sooner or later. A young priest from Riverwood feared for the future of Narral, and took upon a pilgrimage to the lairs of the great dragons in eastern Mortegia Range. When he reached the dragons, he prayed to them to join the fight on their side, to push the demons back to Abyss and close the planar rips. The dragons agreed, and helped to fight the demons, but even then were the hordes of the Abyss too numerous. The oldest and the most powerful of the dragons, Vilenemazzartyrmanorix (or in short, Vilene), took several other dragons who followed him to sacrifice themselves to close the rips and destroy the demons. Vilene and the others flew directly into the portals and then discharged their innate arcane power, completely destroying themselves, but also healing the planar rips and making enough damage to wipe out thousands of demons. The magical blasts could be felt all across the continent, and the arcane energy of the blasts settled into the land, objects, and even people, creating magical locales, artifacts, and sorcerers, who wield arcane magic innately. This sacrifice ended the demonic invasion, but also changed the world.
Some several hundred years after, minotaurs landed in Darklands, running from their destroyed home far in the east. Their arrival, however, passed mostly unnoticed, except by the savage human tribes of Holm. While the rest of the world was still growing accustomed to the changes that the last great war brought, another group of refugees also came to Narral, landing in Kalari Bay. These were the Aldanians, exiled from their home, and hinting that humans might have came to Narral from the same place a few thousands of years ago. The Aldanians settled northern Kalari Bay, and told Narralans of Aldan, their homeland. Soon, merchants were sent across Kanin Sea to visit this mysterious new land, and came back loaded with exotic goods. Trade with Aldan became normal, but the exchange of population never did.
In the 1000s, Narral was once again attacked by the Abyss. This invasion, however, seemed less random than the first, since demons only attacked the Old Kingdoms in the east, and were led by demon princes. This invasion was stopped without any powerful intervention, through the sheer stubbornness of the dwarven Stonehammer Clan, and the human kingdom of Arkhan. Rahhia, one of the first human kingdoms, however, was razed completely, and its former territory was turned into a desolate alien wasteland, with only occasional ruins hinting that there was a great kingdom there once. The hordes were stopped once again, but at a great cost. The minotaurs, however, were encountered by the Arkhanites during this period, and proved their valour by helping defend against the demons.
The last great event that took place in Narral was the war against Reorxanathiramanthos, a powerful black dragon who conquered Elvendale and tried to destroy all life in Narral in an attempt to prove his superiority over Narral's deities. Reorx first impersonated a powerful entity on the side of good, and created his own paladin order, the Shield of Reorx, that followed his will without question. When he finally revealed himself to be a black dragon, most of the paladins were so brainwashed that they stayed on the creature's side, and renamed themselves the Dark Templars. Reorx and his Dark Templars destroyed Kalaran colonies in Aranis and attacked the Yaelar elves of Elvendale, earning the dragon the title The Scourge of Elvendale. He then travelled to Aérden, where he tried to find the magical artifacts that could be used to destroy the races of Narral one by one. One of these artifacts was Illruthiel, an incredibly powerful runeblade created during the First Invasion. The dragon was defeated by a group of mercenaries who found the sword before the dragon, and travelled to his lair in Frostfell to slay him. One of these mercenaries was Illusen Kohaku, now known as Illusen Anthariel, Empress of the Northern Empire. Illruthiel was lost when the slaying of Reorx resulted in an enormous explosion of arcane energy, destroying the mountain within which was his lair.
The most recent developments include expeditions to Shyarrim islands and the beginning of diplomatic relations between the minotaurs and Arkhan. The Northern Empire is a new concept to Narral, and is struggling against the problems of a newly-formed nation, including the meddling House Loky. The River Kingdoms are in disarray because of the different religions of Auelander and Dagor humans, and there are talks of a god walking the earth there, converting people to a new faith. Kalaran humans are attempting to colonize Aranis, but have met the resistance of Yaelar elves and native humans. There are also new mysterious arrivals to Narral, the Rakish, who are competing with the Kalarans in colonizing the South. And in Mathali and Egyold, there are talks of newly found ruins, that might prove that there was another civilization here before humans, elves and dwarves. Who knows what future brings to Narral.
[[The Technologist]]
[[The Monk redone]]
[[The Bard redone]]
[[Changes to other base classes]]
Religion in Narral is not strictly tied to the existence or the question of the existence of divine beings,
but rather to devotion to a certain idea, cause, philosophy or an aspect of everyday life.There are very
few larger, organized religions, and every village has another form of worship. Most of Narral is polytheistic,
and religious intolerance is almost unheard of. A common man might have a simple shrine to something
or someone in his house, but will not deny the existence of other creeds or question the motives of other
churches. Some larger religious institutions, however, operate on another level, scheming to attract or steal
worshippers, and sabotaging competing churches. This happens in large cities, where it is important to any
organization to have the support of as larger part of the population as possible, because it means political
and most usually also economic power. One of the most religiously contested areas are Dagor and some
of its neighbouring regions, where people accept religion as an important part of their identity.
Narralan creeds and philosophies are not conventional in that they imply the existence of a divine entity
who represents the object worshipped. There are no deity-specific celestial realms in the sense of a heaven
or hell where the souls of the dead are sent to live with other deceased worshippers of the same faith. There
are certain afterlife stories and myths largely accepted throughout Narral, but most of them include a universal
place of afterlife for all people. What actually happens to the souls of the deceased is that they are drawn from
their bodies within 10 minutes of the death of the person, and are then directed towards Limbo and absorbed into
its chaotic primal essence of creation, adding to the already infinite size of the plane and its ever-changing
environment. A soul drawn from Limbo through means of resurrection, golem creation, or other such act, is again
drawn out of the essence of chaos and reshaped to fit its new (or old) host. It is possible to trap souls, either by
means of an infernal contract or powerful spells. In this case, souls are used as currency by some creatures
(such as devils), and can only be freed through means of various rituals or the use of artefacts or powerful magic.
Divine spellcasters are not actually granted the ability to cast spells by their patron deities. This ability comes
simply from within these people themselves, and is fuelled by their devotion to their beliefs. A cleric or a druid
therefore must remain loyal to its chosen object of worship, or he will lose his spellcasting ability, unless he
atones or becomes devoted to another creed. This is a well-known fact, often exploited by churches in war
with another church, who then use various methods to persuade opposing clerics to question the
righteousness of their faith.
"I swear it, it's still standing. It is a horrible sight, after hours of walking through an
endless wasteland of scorched earth and destroyed vegetation, this enormous obsidian
fortress appeared on the horizon, its battlements guarded by hundreds of demons and
vile looking siege machinery. As we approached, the air felt even hotter than
elsewhere in the Waste, we felt the eyes of the creatures on the battlements upon us,
waiting patiently for us to come within range. Then, Barmir suddenly stopped and raised
his hand, pointing towards the fortress. He was pointing at the main gate. It was of
Stonehammer craftsmanship. It was a Spellgate. It was Castle Spellrock. It's still standing."
- Oberyn Stonehammer, Stonewall commando
''Castle Spellrock''
''Reorx's Lair''
''Nine Swords Dojo''
''Indira Plateau''
''Utiel River''
''Temple to Aerishna''
''Manathor Pass''
''Shk'ashk''
''The Steamforge''
''The Broken Obelisk''
''Neruga Volcano''
Skills:
''READ FIRST'' - [[New skill system]]
[[New Craft subskills]]
[[New use for Heal skill]]
Feats:
''READ FIRST'' - [[Old Feats]]
[[Feat Table]]
[[Feat Descriptions]]
[[Combat Maneuver]]
[[Called Shot]]
[[Wounded and Near-death]]
[[''The Second Invasion'' - 1094.]]
[["The End of Days" - 1105.]]
[[The Agent]]
[[Exorcist]]
[[Guerilla]]
[[Imperial Inquisitor]]
[[Wolf Cultist]]
''Mundane Items''
[[Weapons and Armor]]
[[Equipment and Transport]]
''[[Technological Items]]''
''Magical Items''
[[Weapons]]
[[Armor]]
[[Miscellaneous]]
[[The Frozen North]]
[[River Kingdoms]]
[[The Untamed South]]
[[Old Kingdoms]]
Located in central Vall Mathali, within Hayat Gardens, is Al Jalahma, a renowned academy of magical arts. Apart from being a spectacular sight from the outside, the academy houses scores of students, dozens of professors, most of which are skilled mages, and also all the city’s judges. The building consists of massive lecture halls, courtrooms, laboratories, alchemy workshops, and various rooms specialized for the summoning of dangerous monsters, experimentation with elemental magic, creation of magical weapons and armor, and even small shops that sell magical trinkets. The city’s Merchant, Citizen and High Court operate within the academy building.
The head of the academy and also the head judge is Ajafar bin Takhay, a powerful half-genie. His magical skill matches that of Kinketsu in the far north. He rarely ventures out of his office and personal quarters, and only a few students of the academy have actually seen him. He operates the Al Jalahma through his trusted associates, who say that Master Ajafar is too busy doing research on magical spells and planar gates. Little is actually known of Master Ajafar’s personal background. He is of extraplanar origin, half-genie, half-githyanki. His genie blood allows him to control more powerful spells than most mortals. It is rumored that he is trying to find a way back to his home plane, where he will find his forebears, but there is no evidence that this is true.
The Al Jalahma and its wizards run the judicial system of the city, and also intervene when troubles occur in the streets, which cannot be curbed by the city’s paladin’s guild. Such occasions are quite rare though, and they usually involve the escape of a summoned demon, or destruction caused by a mad rogue wizard.
Al Jalahma is feared by most other organizations in Vall Mathali, not only because of their magical power, but also because of their political influence. Some wizards of Al Jalahma are personal consultants of the merchant princes, and most of them have connections throughout the city’s guilds. The only criminal organization bold enough to provoke direct hostilities with Al Jalahma so far is the Khawalid Collective, which, by the estimations of the city’s paladin’s guilds, controls about 40% of Vall Mathali’s illegal activities. Al Jalahma is actively trying to subdue the Collective, usually through subtle means, but sometimes through direct conflict.
Aldanian, Aldanians
''Region(s):'' [[Kalari Bay]]
''Language(s):'' Suu
The great majority of Aldanians in Narral live in Kalari Bay .They come from the land of Aldan, far to the west, across the Kanin Sea. They were exiled from their homeland for following and living a philosophy that did not appeal to their former fellow countrymen.
The industrious Aldanians quickly adapted to their new home and made their place in Narral. Their House Shigawa is a part of the Northern Empire, they have a fairly powerful merchant fleet, and are north and central Narral's main gold supplier. Their martial and wizardry skills differ a lot from those of their neighbors, so their province is the destination of many adventurers and mercenaries seeking to learn these skills.
''Cultural bonuses:''
- Weapon Familiarity: Aldanians may treat Aldanese weapons as martial weapons, rather than exotic weapons.
- +2 cultural bonus to Persuasion checks
- Caste Culture: An Aldanian gains a +2 cultural bonus to his leadership score
- Favored Class: Monk
''Climate:'' Warm forest
''Culture:'' [[An’galibi]], [[Yaelar]], [[isiMbabadi]], [[Sadran]]
The An’Gali rainforest, actually too far from the equator, but nevertheless created by unusual climate, is the only jungle on Narral mainland. The Cloudcrowns to the north and Thod Karad range to the east contain all precipitations within the region; three warm currents meet on Aranis’ coast, and the Everflow beneath runs strangely hot. Twin rivers Miqde and Minay run side by side through the jungle. They are so close to each other that they are often presented as a single river on large scale maps. Many magic geysers can be found within the jungle, and most are venerated by the An’galibi as sacred places.
The jungle tribes are extremely numerous, but often in contact with only few other tribes, since the dense forest and dangerous wildlife complicate long distance travel. Most tribes speak their own languages and the languages of neighbouring tribes as well. The An’galibi live in small villages, relying on hunting and foraging. There is simply not enough space for communities to spread, no land to use for farming, nor any for animal husbandry. However, the tribes do sometimes build small shrines next to magic geysers or other places they consider sacred. The northern border of the region is settled by some Dagor men. Some Dagor kingdoms stage further settlement attempts from these communities, but the jungle defends itself well against such probing. The western slopes of Thod Karad are inhabited by the Yaelar and isiMbabadi. They rarely enter the forest, and know very little of An’galibi tribes. Their communities are very small, since most Yaelar prefer less wet climates, and the goblins feel more comfortable when next to or within a large city. The southern outskirts of the jungle are guarded by Sadran border forts. The An’galibi sometimes attack Sadran villages too close to the jungle, considering them a threat to their jungle.
An’gali is impassable. Any attempts to find a way through it have infamously failed, because of weather, disease, native attacks and attacks of wild creatures or the exploring parties becoming lost. The only potential means of transport are the Twin Rivers, but they have to be reached first.
An’galibi, An’galibi
''Region(s):'' [[An’gali Jungle]], [[Aranis]], [[Cloudcrowns]], [[Kanin Sea]]
''Language(s):'' Dozens of different languages which vary from tribe to tribe
''Special:'' Humans only
Most of the An’galibi people live secluded from the rest of the world, in small tribal communities scattered across the An’gali jungle. The rest is enslaved by the northerners, working for the Kalaran in Aranis or other colonists nearby. The An’galibi are trying to fight off the invaders, but without much success, since the invaders use more advanced technology. The jungle is slowly disappearing, and this is changing the lives of the An’galibi in many ways.
The An’galibi are quite traditional. Their religion is a part of their everyday life, and they fail to understand the northerners need to divide the clergy from the common people. They practice war, but their warfare contains numerous elements of their tradition. They try not to kill their enemies, but rather capture them and assimilate them into their society. The multitude of languages might seem to be a problem, but most neighbouring tribes find a means of understanding each other, usually by learning each other’s languages. Even though the tribes are different in their traditions and beliefs, most An’galibi share the common trait of being fearless and adaptable to a certain degree.
''Cultural bonuses:''
- +2 cultural bonus to Survival checks
- +1 cultural bonus to attack rolls with spears, shortspears, and longspears
- Hunter: The An’galibi gain the Track feat as a bonus feat, and may track even creatures that have an ability that allows them to travel without leaving tracks (albeit with +15 the the DC).
- Favored Class: Ranger
''Climate:'' Warm plains, warm forest
''Culture:'' [[An’galibi]], [[Kalaran]], [[Otelar]], [[isiMbabadi]]
Aranis (literally “Golden Land”) is the name of a peninsula in the northwestern part of southern Narral. It is a land of low hills and lush green valleys. It is also often shrouded in dense fog, and rains are almost constant. The south of the peninsula is covered with dense subtropical forests.
Aranis was originally uninhabited, since it was unapproachable because of its rainforests. A few An’galibi tribes lived on the outskirts of the forests, but the peninsula itself was not settled. The pale men from the north reached the coast by ships in 1041, built several ports and started clearing the rainforests. The pale men were Kalaran traders and gold diggers, and were enticed by native myths of the peninsula being laden with precious metals. This was during the period of the civil war in the north, when gold was scarce. The Kalarans considered (and still do) the people of An’gali uncivilized, since they built no towns, did not understand currency, and worshipped animals, plants, and natural phenomena as divine entities. The Kalarans were also armed with advanced weaponry, and therefore enslaved the tribes of An’gali, and now use them as slaves in both Aranis and Kalari Bay (not as much on the mainland as on the islands). “The Southern Colonies”, as people of House Saithar call Aranis, are now dotted with mines, workshops, slave camps, and keeps and forts which keep goblins and other native humanoids at bay. The Kalarans have also brought Otelar elves to work for them, promising good pay and legal equality. They got neither. The remaining jungles are inhabited by technologically advanced, but socially undeveloped goblin tribes. They worship the Intrepid Machine Spirit, which empowers their clerics with the ability to build working gadgets with very few working parts. These goblins are the greatest counter-balance to the colonization, since they consider the Kalarans to be as backward as Kalarans do the An’galibi.
Aranis has many trade ports, most of them Kalaran, while some Auelander and Dagor colonies can also be found. The waters surrounding the peninsula are well traveled, but any route through the islands in Dagor Gulf is often under attack by pirates, both elven and human. A stretch of land has been cleared to connect the peninsula to the westernmost part of the Cloudcrowns. This route, though, is longer and more dangerous than those going over sea.
Arkhanite, Arkhanites
''Region(s):'' [[Arkhany Åbala]], [[Miara Highlands]], [[Shyarrim Archipelago]]
Language(s): Arkhansky
Arkhan is one of Narral’s most powerful countries, and its influence spreads far across the continent. Arkhanites are mercilessly mercantilist and militant, and quite patriotic as well. Their leaders assure that the farthest reaches of their large kingdom feel the touch of patriotic propaganda, so their armies have a steady supply of volunteers. The executive section of Arkhansk government is highly decentralized to maximize control over the kingdom’s vast economy, but is also strictly controlled to be protected from corruption.
A common Arkhanite is hard working, does not question authority, is dedicated to his chosen religion, and is always concerned for his motherland. Arkhansk patriotism is, however, accompanied by prejudices about other people and cultures. Arkhanites accept Tridentian people, but are somewhat reserved towards others, and rarely welcome them warmly.
''Cultural bonuses:''
- Weapon Proficiency: Arkhanites are proficient with the saber and the musket rifle, as most of them served in Arkhansk army.
- Undying Loyalty: Thanks to the constant anti-spy propaganda, Arkhanites have a +2 cultural bonus to Insight checks, and an additional +2 when opposing a Persuasion check.
- Animal Handling is a class skill for all Arkhanites
- Favored Class: Fighter
''Climate:'' Temperate plains, temperate hills, cold mountain
''Culture:'' [[Arkhansk]], [[Tridentian]]
Arkhany Åbala (literally “the coast of Arkhan”), or simply Arkhan, is the region in the southwest of eastern Narral, bordered by Thalarr Sea, Trident Channel and Ember Sands. It is a fairly low plain, with the exception of some hills next to the Tridentian Archipelago. Many rivers, which spring in The Zog, flow through the region, allowing for agriculture to flourish, and many settlements to be built. The region’s east is somewhat barren, since it borders Ember Sands.
Arkhan is also the name of the kingdom which claims the region as its territory. Arkhanites were united three hundred years ago, and today their kingdom is one of the most influential nations in Narral. Arkhan is also the leading nation in the technological progress, since they employ gnome geniuses from The Zog. Arkhan maintains an alliance with the Tridentian people, who often come to the mainland seeking employment opportunities. Arkhan’s latest enterprise is the settlement of Shyarrim isles, which they conduct slowly and cautiously, trying to avoid conflict with both the natives and other potential colonists. The minotaurs of the Darklands are currently the only potential threat to Arkhan’s safety. Some Arkhan villages and outposts bordering the Darklands have been recently raided, and most of the population wiped out, but minotaur diplomats refuse to comment on the attacks, even though the survivors tell of minotaur warriors slaughtering everyone in their way.
Arkhan maintains trade with Vall Mathali, Darklands, Miara Highlands, The Zog, and The Northern Empire. They have a merchant fleet almost equaling that of House Saithar. The only obstacles to Arkhan’s further economic development are Viharrom Mountains, and, partially, the Rahhian Wastelands. Viharrom range detains Arkhan from trading with the Auelander kingdoms, and the Wastelands limit the amount of trade going through Manacor Pass.
Auelander, Auelanders
''Region(s):'' [[Dagor]], [[Kaloz]], [[Mortegia Range]], [[Riverwood]]
''Language(s):'' Sprek
Most of Central Narral is inhabited by Auelanders, living in many smaller kingdoms and countries. Auelanders may declare themselves as citizens of these smaller countries, but the culture differs very little across these borders, and the variations of the language can be understood in all but the most remote villages. Auelanders are used to a rural life in a feudalist structure, since there are few large cities in Central Narral.
The Auelanders are hardy peasants, used to a rough living. Even Auelander nobility isn’t left to luxury and court intrigue, as they often ride to war against their neighbours, or maintain the frontier of their domain safe from other threats, such as warlike goblin and orc tribes. Most Auelander countries are simply too small and unsafe for the rich to drift a long way from the poor. As a result, Auelanders are humble and earnest, but more than glad to enjoy victories and peaceful times. Religion plays an important role in everyday life, since the people often turn to it in times of need.
''Cultural bonuses:''
- +2 cultural bonus to Survival checks
- Unyielding People: Auelanders gain the Diehard feat as a bonus feat at 1st level. As long as an Auelander’s hit points are below zero, he gains a +1 bonus to all attack rolls, saves, and skill and ability checks per two hit points below zero (rounded up).
- Weapon Familiarity: Auelanders treat Zweihanders as martial weapons, rather than exotic weapons.
- Favored Class: Paladin
Autzoggot, Autzoggot
''Region(s):'' [[Riverwood]]
''Language(s):'' Autanikki
''Special:'' Gnomes only
Even though there is a great number of gnomes in all of Narral, most of them come from Zog, and are only travelling the world before returning back to their homeland. The only gnome culture different from that in the Zog is Autzoggot (literally «Not of Zog»). The Autzoggot live in Riverwood, and do not travel as often as the Onzoggot gnomes. Autzoggot people are mostly gnomes, with very few exceptions.
The Autzoggot are very urban and scientifically inclined. They are mostly out of touch with nature and their ancient homeland. Autzoggot dislike living outside of larger towns and far from great crowds. They can be easily told from Onzoggot gnomes because they never carry or wear any markings of their clan, nor they use their clan name. Most of them, actually, forget their family name, and neglect their ancestry, which is viewed unfavorably by the Onzoggot.
Cultural bonuses:
- +2 cultural bonus to all Craft checks
- Well Off: Autzoggot receive quadruple starting gold for 1st level characters, or add 15% to the sum available when creating a character of higher than 1st level
- Educated: Autzoggot may choose any two Knowledge skills to have as class skills. They also receive a +1 cultural bonus to checks with these skills.
- Favored Class: Technologist
Ayavar, Ayavari
''Region(s):'' [[Egyold]], [[Mathali]], [[Miara Highlands]], [[Mortegia Range]]
''Language(s):'' Deyivina
The Ayavari (often called Wanderers) once lived united in Miara Highlands, where their nation, Viyagar, thrived. At one point in history, they were invaded by what today are Arkhanites, and were pushed further north until they were blocked by the mountains of Mortegia. The Ayavari then dispersed into small groups, and ran to all corners of Narral, seeking a new home. They are the nomads of Narral, constantly travelling, rarely settling in one place for long. Most Ayavari are orcs and half-orcs, but members of other races are readily accepted into the culture if they grew up with the Ayavari or married into an Ayavar family.
The Ayavari travel from town to town, from village to village, forming long caravans. When they reach a town, they sell their produce or scavenged goods to buy supplies and repair their equipment, or they set up shows such as circuces and theatres to attract people and profit. The Ayavari are led by the eldest and the wisest, most of whom try to maintain good relations with non-Ayavar. However, some Ayavar communities resort to illegal means of acquiring supplies, and often conspire against the non-Ayavar or even other Ayavari. It is therefore hard to recognize an honest Ayavar caravan when it arrives into town.
''Cultural bonuses:''
- +2 cultural bonus to Persuasion checks
- Flexible Fighter: The Ayavari are proficient with improvised weapons, no matter what size or shape. They may also feint in combat as a move action (free if they take Improved Feint)
- Knowledge (local) is a class skill for all Ayavari
- Favored Class: Rogue
''Climate:'' Cold forest, cold plains
''Cultures:'' [[Reiklander]], [[Gor]], [[Nalentin]], [[Feyelar]]
Aérden region (literally “Home of the Crescent Moon”) is the second smallest northern region. It is located to the northeast of Narral, between Frostfell and eastern Mortegia. Its cold is not as harsh as that of its neighbouring regions, since it is covered by mountains in the north, and a warm current passes near its coast.
Aérden is home to many peoples. The most numerous are, of course, Reiklanders of House Aérden. House Aérden is member of the Empire, but is separated from it by Maajarvi and House Loky. The Aérden have a tradition of archery and hunting. Their Moonwardens are among the most efficient longbowmen and rangers of the Empire. Aside from Reiklanders, Aérden is inhabited by several Gor tribes, a pair of dwarven colonies, and a darkpan colony – a rather uncommon sight in these lands. The darkpan have settled a small forest north of Aérden capitol Caldas.
Aérden is quite remote. It is cut off of the Empire, it takes long to reach it by sea, and the only other way to reach it by land is through Manacor Pass, which leads into Rahhian Wastelands, a region scourged by demons.
''Class Skills:'' Acrobatics (Dex), Animal Handling (Cha), Climb (Str), Craft (Int), Perception (Wis), Persuasion (Cha), Survival (Wis), and Swim (Str).
''Class Skills:'' Acrobatics (Dex), Appraise (Int), Climb (Str), Concentration (Con), Craft (Int), Espionage (Int), Insight (Wis), Knowledge (all skills, taken individually)(Int), Linguistics (Int), Perform (Cha), Persuasion (Cha), Profession (Wis), Spellcraft (Int), Stealth (Dex), and Swim (Str).
''Climate:'' Cold mountain, cold forest
''Culture:'' [[Nalentin]], [[Gor]]
The Bathusra Wilds are located to the far northwest of the continent. Bathusra is a large peninsula separated from the mainland by the Draggarin (literally “stout bastion of the lurking people”) mountain range. Apart from two large taiga forests, Bathusra is mainly barren earth, ice, and icebergs.
The mountainous part of Bathusra is inhabited by several primitive Gor tribes. Inside the mountain, the mighty Ironwheel Clan make their home. Ironwheel dwarves are among the sturdiest clans, and also incredibly skilled in building and architecture. The services of Ironwheel engineers are sought throughout Imperial lands, and Ironwheel architecture is easily recognized for its massive, impenetrable walls and pillars and decorations that are actually more functional than decorative.
Bathusra Wilds are isolated from the rest of the world. Ironwheel Clan trades with the Empire (and further), but their stronghold is located next to the souther border of region. No one shows true interest in settling Bathusran lands, and the only available resources are already being exploited by the dwarves.
Physical Description: Blacktalon is a long scimitar, slightly less curved for its type. The blade is made of dark steel, a rare metal mined in Vaghry Hills, and the hilt is pure black in colour. A black onyx is set into the hilt at its base, but overall, the sword shows no magical properties.
Statistics: The Blacktalon is a +3 dark steel scimitar. It is a powerful weapon, but its magical properties must be activated through special means. The scimitar must be carried for one week, and used as a focus in prayers to the dark gods. After one week, the wielder must engage a good outsider in a duel, using only Blacktalon, spells, and innate abilities to defeat it. Having slain the outsider, the wielder now has an array of magical abilities when using the scimitar.
1.The scimitar may be used to perform a whirlwind attack, as if the wielder had the feat, once per day.
2.The dark steel blade may be transformed into pure energy once per day, granting the Brilliant Energy special ability to the sword. This transformation lasts for 3 rounds.
3.Whenever a critical hit is dealt with the Blacktalon, its wielder gains temporary hit points equal to half the damage dealt by the critical hit. These temporary hit points last for 1 hour.
4.When in its normal form, the blade of the Blacktalon may be used to deflect magical rays. Whenever a ray is fired at the wielder, he makes a Reflex save (DC: The caster’s attack roll). If it is successful, the ray bounces off the blade in a random direction, missing everyone as it slowly dissipates. This ability may not be used if the wielder is flat-footed or otherwise unable to react to danger.
History: Crafted by Vilene mage smiths, and imbued with spell energy by Zax himself, the Blacktalon has long been a weapon of legends, wielded by and passed only to those of the blackest hearts.
''CALLED SHOT''
In normal battle, your character usually fights to the best of her capabilities, trying to strike the opponent as often as possible. These strikes mostly target the opponent’s torso, since it is the easiest part of the body to aim at and hit. Other body parts are almost always in motion (limbs), or the opponent avoids attacks aimed for it much more careful than others (head), so it is much harder to hit them using your normal attacks. However, sometimes quickly disabling the opponent is crucial, especially if your character is not trained in using special attacks such as disarm, trip, etc. This is possible by aiming at a specific part of the opponent’s body, and trying to disable him with a single attack.
You can try to perform a called shot with any melee or ranged weapon (from a maximum of 30 feet) as a full-round action, since you have to concentrate on extreme precision. You cannot perform a called shot if unarmed. You also cannot perform a called shot against a creature immune to critical hits. First you provoke an attack of opportunity from the opponent. If this attack deals any damage, the called shot fails. If it doesn’t, follow the steps below:
1. Announce what part of your opponent’s body you are trying to hit.
2. Make a single attack roll at your highest attack bonus with a -4 penalty. Then apply the following changes to your attack roll or to the opponent’s armor class:
[img[http://i42.tinypic.com/2d8jmz4.jpg]]
3. If you managed to lay a blow, deal damage normally. If you rolled a critical hit, don’t multiply damage, add +5 to the DC of the called shot effect instead. If your critical was a confirmed natural 20, your called shot has an improved effect. Refer to the table below.
4. If the called shot dealt any damage, your opponent is entitled to a Fortitude save (DC: 5 + damage dealt). If the save succeeds, you deal additional 1d6 damage to the opponent. If it fails, your opponent suffers from one of the ill effects below. Effect durations overlap.
[img[http://i40.tinypic.com/303blh0.jpg]]
//*// Instead of the normal Fortitude save
//**// -10 to types of movement relying on the body part struck
[[Barbarian]]
[[Bard]]
[[Cleric]]
[[Druid]]
[[Fighter]]
[[Paladin]]
[[Ranger]]
[[Rogue]]
[[Sorcerer]]
[[Wizard]]
''Strong Poison'' – Craft (chemical compounds) 3 ranks
Materials: Any poisonous plant, cleaning chemicals
Assembling Time: 10 minutes
This poison acts immediately upon being released into the victim’s bloodstream, whether by
wound or ingestion. The poisoned creature takes 1 damage per round for 10 rounds and must
succeed at a Fortitude save (DC: 10 + Int modifier + chemistry rank) or take 2d4 points of
Constitution damage. The poison has no secondary effect.
Upgrade: By adding a good quantity of snake venom to the poison, the damage taken each
round increases to 3, and a secondary effect of paralysis is added, which lasts for one minute
(the victim only suffers from the secondary effect if it fails another Fortitude save).
''Charges'' - Craft (chemical compounds) 5 ranks
Materials: Electrolyte solution, metal plate x2
Assembling Time: 1 hour
A technologist can create his own charges for charging electrical items. Assembling the
charges for one hour is enough to create 10 charges.
''Animal Scent'' - Craft (chemical compounds) 7 ranks
Materials: Bromide, Morning Star perfume
Assembling Time: 30 minutes
The technologist may use this mixture to evade wild animals, by anointing himself with it.
The effect lasts for 6 hours. Any animal within 100 feet of the person wearing the scent must
succeed at a Will save (DC: 10 + Int modifier + chemistry rank) or act as if Frightened.
An animal that succeeds at the save is immune to that application of the scent.
''Corrosive Acid'' - Craft (chemical compounds) 9 ranks
Materials: Carbolic acid, sulphur pills
Assembling Time: 1 hour
Although making this acid takes long, its effectiveness makes up for it. One vial of corrosive
acid may be used 5 times. When applied to any material, it does 5d6 acid damage to it
immediately and 1d6 acid damage per round for the next 4 rounds. Do not apply hardness for this damage.
''Hallucinite'' - Craft (chemical compounds) 11 ranks
Materials: Mushrooms, cleaning chemicals
Assembling Time: 2 hours
The imbiber of this strong hallucinite is rendered helpless if he fails a Fortitude save
(DC: 10 + Int modifier + chemistry rank). The effect lasts for 5 rounds or until the victim
is interacted physically with (slapping, shaking, pushing, or attacking the victim does the trick).
Upgrade: A technologist can add some wyvern venom to the powder. This doubles the duration of the effect.
''Paralyzer'' - Craft (chemical compounds) 13 ranks
Materials: Potassium chloride, Strong Poison
Assembling Time: 3 hours
Consuming the paralyzer mixed with any liquid renders the imbiber paralyzed for 5 rounds
if he fails a Fortitude save (DC: 10 + Int modifier + chemistry rank).
''Anaesthisizer'' - Craft (chemical compounds) 15 ranks
Materials: Hallucinite, bromide
Assembling time: 4 hours
The anaesthisizer pill can be dissolved in a liquid or hidden in a meal. It renders the
consumer unconscious for one hour if the consumer fails a Fortitude save
(DC: 10 + Int modifier + chemistry rank).
''Class Skills'': Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Arcana)(Int), Knowledge (History)(Int), Knowledge (Religion)(Int), Knowledge (Planes)(Int), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).
''Climate:'' Cold mountains, temperate hills
''Culture:'' [[An’galibi]], [[Onzoggot]], [[Sajuukan]], [[Crownfolk]], [[isiMbabadi]]
The second largest mountain range in Narral, Cloudcrowns divide central Narral from its south. Narral’s highest peak, Byr, is located in the western half of the range. Cloudcrowns stop all precipitation coming from Thalarr Sea, which is why Mathali Desert exists. Dagor Gulf isles, Tridenti Archipelago, and some mountains and hills in southwestern Arkhan also belong to the Cloudcrown range. The Cloudcrowns are home to the most notorious place in Narral – the original lair of black dragon Reorxanathiramanthos, or Reorx.
The Cloudcrowns are more easily accessible than Mortegia, and allow more habitable space. An’galibi tribes reside to the far west, in the hills and slopes near Aranis. Most of these tribes are still independent, but trade exotic goods to House Saithar in exchange for advanced combat equipment. The range is also home to the Raptoran Crownfolk, the only raptoran people remaining in Narral. These winged creatures live high in the mountains, making homes in otherwise inaccessible caves and plateaus. The Crownfolk are rarely involved in local disputes, since their lands are not in anybody’s way. Some goblin and gnome tribes also inhabit the lower hills. Most of them mine iron, copper and coal. The eastern part of the range is populated by the warlike Sajuukan centaur clans. Other races mostly abhor even traveling nearby, since the chance to get robbed or killed by the clans is rather high.
Dagor is well connected to An’gali and Aranis via many passes in western Cloudcrowns. Trade is regular and relatively safe. The most probable threats are occasional gnoll or ogre raiders. On the other side, there is almost no path from Egyold to the Mathali Desert. Some smaller, unknown roads or passes probably do exist, but they are either difficult to find or heavily defended by the centaurs.
A new concept in Narral Campaign Setting is Combat Maneuver. Combat Maneuver is a mechanic created to simplify the use of special attack actions, such as Bull Rush or Grapple. Narral CS character sheets do not have the Grapple Modifier entry, instead, they have Combat Maneuver Offense and Combat Maneuver Defense. Using a combat maneuver replaces a normal single attack, always provokes an Attack of Opportunity, and can only be used in melee. Special attack action not covered by the Combat Maneuver mechanic behave as described in the PHB. To make a combat maneuver, follow these steps:
1. Declare the maneuver and the special attack you are using, and choose your target, which must be within your melee range. You may use any of the following:
- Bull Rush
- Disarm
- Grapple
- Sunder
- Trip
2. Provoke an attack of opportunity from the target. If the attack hits, the combat maneuver attempt ends, unless you have the Improved Combat Maneuver feat.
3. You and the target make an opposed Combat Maneuver d20roll. The attacker adds the Combat Maneuver Offense modifier, and the target adds the Combat Maneuver Defense modifier.
Combat Maneuver Offense: Base Attack Bonus + Strength Modifier
Combat Maneuver Defense: Base Attack Bonus + Dexterity Modifier
4a. If you win the opposed roll, resolve the maneuver as follows:
- Bull Rush - Push the target back 5 feet + another 5 feet for every 5 points by which you beat its roll. You end up in the target's starting square. If the target is pushed into an obstacle by this, it takes 1d6 damage for every 5 feet travelled.
- Disarm - The target drops its weapon or shield (whichever you choose) in a random square just next to it (roll 1d8 to determine direction). If you beat the target's roll for 10 or more points, you may choose the direction, and the weapon drops 5 feet further from the target.
- Grapple - You grapple the target. You are both now considered grappled. You may now, as a standard action, attack the target with a light weapon or use a small item, or you may try to pin it with another opposed Combat Maneuver roll. You may also, as a move action, attempt an opposed Combat Maneuver to move everyone grappled half your speed, escape the grapple, or draw a light weapon.
- Sunder - You deal your normal weapon damage to the target's armor, shield, weapon, or any item held.
- Trip - Your target falls prone.
4b. If you failed the opposed roll, you waste the attack, and nothing happens. If you roll a natural 1 on your opposed roll, however, you suffer one of the following:
- Bull Rush - You fall prone in your space.
- Disarm - You drop the weapon you used as if you were disarmed. If you used a natural weapon, you take damage equal to the hardness of the item you tried to disarm (no damage reduction of any kind applies).
- Grapple - You fall prone in your space.
- Sunder - The weapon you used to sunder takes damage equal to the attacked item's hardness. If you used a natural weapon, you take the damage. In both cases, no damage reduction or hardness of any kind applies.
- Trip - You fall prone in your space.
When creating a new character for the Narral Campaign Setting, you choose not only a race and a character class, but also the culture that the character belongs to. The character races from the Player's Handbook and the Expanded Psionics Handbook have been stripped of some of their racial traits and new traits have been developed, which the character gets by choosing a culture. Some races, such as the darkpan or the elan, are restricted to only one or two cultures, but most races can choose any culture.
Every character race entry advises which culture to choose for a race, but, if there are no restrictions, any culture may be chosen. The DM decides whether NPCs will use racial and cultural traits described here, or if they will use standard PHB and EPH traits.
Raptoran, Raptorans
''Region(s):'' [[Cloudcrowns]]
''Languages(s):'' Auran
''Special:'' Raptoran only
Raptorans are an ancient race native to Narral, who lived here before the arrival of humans and elves. Written history does not hold any evidence for the existence of a larger Raptoran nation, or any expansions and losses of territory. Raptorans have only oral history, which is considered less reliable by historians, and is therefore not entirely taken into account when compiling historical records. Raptorans live in relative peace with their neighbors, they maintain trade and minimal diplomatic relations, and remain somewhat isolated. However, they are not really xenophobic by nature or culture.
Raptorans do distrust foreign technology, however, and this not only includes the newest achievements such as steam power or rifling, but also things like paper, printing press, most manners of weapons and other combat equipment, et cetera. They do use the technology when they have no choice or are obligated by their profession, but in general they prefer their own tools and weapons, crafted specially for their anatomy. Raptorans are otherwise tolerant towards other peoples, as long as others are tolerant towards them.
''Cultural bonuses:''
- None; Raptorans use only the traits described on the page 68 of Races of the Wild
- Favored Class: Cleric
''Climate:'' Temperate plains
''Cultures:'' [[Dagoran]], [[Auelander]]
The Dagor region is a great plain, bordered by two great rivers and the Dagor Gulf, making it perfect for settlement and agriculture. The southern border of the region is the western part of Cloudcrowns, another massive mountain range.
The people of the plain are divided into eleven small monarchies. However, culture is an important factor here, so Dagoran kingdoms stick more closely with other Dagoran kingdoms, and the same is with Auelanders. Religion also plays an important role. Auelander kingdoms of Maranburg, Borden, Kantaberg, Algermark and Ischtermark are united under a cult of Vorsari, a god of knighthood. Dagoran countries of Olna, Arádlág, Szépegy, Parva Ányitra, Las and Dagorvár follow the teachings of a prophet who lived several hundred years ago – Szent Benedek. Religious differences abound, and tensions often erupt into violent raids and skirmishes, all in the name of faith.
Dagor connects central Narral with its north (via Ilyan) and south, and therefore has high density of merchant traffic. Many annual markets take place within the region, and local kingdoms enjoy the coin supplied by trade and transport taxes.
Dagorite, Dagorites
''Region(s):'' [[Dagor]], [[Elvendale]]
''Language(s):'' Beszedes
The Dagoran people are skilled craftsmen, furious warriors and religious zealots, blended into what is a highly volatile culture. Dagorites consider Auelanders intruders in Central Narral, and would be much happier without them across their borders, so that diplomatic relations between countries of those two ethnicities often end in an exchange of threats, or are simply avoided altogether. The different religious views are definitely a spark that could have led to the hate, but many other factors should be considered as well.
Dagorites are very practical and straightforward, yet have a highly elaborate system of social etiquette, and those who do not acquit to it are heavily ostracized. Their language uses complex inflection whose solely use is to define social relations within the utterance's actors. They are also involved with their relatively young religion, and are specially sensitive about it. They consider other religions and practices outdated and will try to convey their beliefs to anyone willing to listen.
Cultural bonuses:
- Compulsory Apprenticeship: Choose a Craft and a Profesion skill. The Dagorite gains a +4 cultural bonus to these skills
- Zealotry: When fighting an opponent who claims to follow the teachings of any god or philosophy other than The Martyr, a Dagorite gains a +2 bonus to all damage rolls, and a +1 bonus to all Will saves. They do not gain this bonus against enemies that do not believe in anything, or merely follow a philosophy rather than a religion. They also do not gain the bonus if they do not know what the chosen religion of their enemy is, or if their enemy is not capable of believing in anything (e.g. plants, mindless creatures, animals, objects).
- +2 cultural bonus to Insight checks
- Favored Class: Cleric
The darkpan are a xenophobic race that lives deep within dark forests. They are all that is left of a once glorious race now only known as the Ancients.
''Personality'': The darkpan can be called xenophobic without exaggeration. They simply do not trust other races. Their xenophobic nature is probably caused by the massacre of their ancestor race. They don’t talk much, and can keep secrets forever, but there are not many people who would share secrets with a darkpan anyways. However, there is more to them than just paranoia. The darkpan are highly creative and vest a lot of time into arcane research. Their libraries are vast, and their mage guilds hold numerous arcane secrets of unknown power.
''Physical Description'': The darkpan are almost the same height as humans. Males’ height ranges from 5 to a little over 6 feet, and they weigh from 110 to 230 pounds. Darkpan males are usually taller and heavier than the females. Darkpan have dark skin, long ears, like the elves, and they all have white hair. However, not one darkpan had been seen yet that doesn’t dye his or her hair, most often with purple, green or dark blue dyes. The colour of their hair denotes their loyalty to a darkpan tribe or family. They have black, green or brown eyes.
''Relations'': Darkpan show no trust towards members of other races, but have no difficulty being accepted to other communities. The darkpan often work as guards, or loyal assassins and thieves in guilds. Darkpan keep to themselves, but observe their environment carefully, often making precise assumptions of others’ motives. This ability is valued by their masters who often trust the darkpan to foresee a trap, an ambush, or a bad deal.
''Alignment'': Darkpan tend to be as evil as much as good, and as lawful as much as chaotic. Their general nature, however, is somewhat chaotic, since they are almost forced towards individuality by their untrusting nature.
''Darkpan Lands'': Darkpan live south of the Kashawaras, in the dark Feya forest, bordered to the east by the unified city-states of Vall Mathali.
''Religion'': The darkpan worship their deity, Kaldahutru, an Ancient who ascended into divinity.
''Language'': Darkpan speak their own language, called Darkspeak by the other races, and Moshmaya by the darkpan. The language uses the Sylvan script, but is very rarely taught to members of other races.
''Names'': Darkpan names mostly lack meaning in their language, since they have been traditionally passed down from the age of Ancients, who spoke a slightly different language.
''Male Names'': Shiawase, Gendyal, Arrukhan, Kumoru, Vagathu.
''Female Names'': Andra, Shenda, Kysha, Naia, Ellena.
''Family Names'': Normarda, Kirmarda, Sellynhaya, Khinhaya.
''Adventurers'': Darkpan outside their lands seldom find safety at one place, so they keep travelling, searching for a community in which they will be wholly accepted. Therefore, some of them feel the safest when adventuring with two or three other people, who they learn to trust with time.
DARKPAN RACIAL TRAITS
- Medium: As Medium creatures, darkpan have no special bonuses or penalties due to their size.
- Darkpan base land speed is 30 feet.
- +2 racial bonus to Stealth which doubles when the darkpan is in a forest terrain, and a +2 racial bonus to Insight checks.
- +2 Dexterity: The darkpan are quick and agile.
- Danger Sense (Ex): A darkpan has an innate ability to sense peril. They have a +2 racial bonus to saves made against the effects of traps, and have a +2 racial bonus to all Initiative checks. Also, once per day per four character levels, as a standard action, a darkpan may activate an effect similar to a detect snares and pits spell, except it detects all types of traps within range. The effect lasts 1 minute, and the caster level equals the darkpan’s character level.
- Low-Light Vision: A darkpan can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Automatic Language: Common, Darkspeak. Bonus Languages: Any (other than secret languages, such as Druidic).
- Preferred cultures: [[Feyelar]] only. Darkpan cannot choose any other culture than Feyelar.
One of the defining aspect of the feyelar society is their creed, and the social hierarchy determined by what part an individual plays in worshipping the feyelar pantheon. The darkpan do not share any deities with other cultures – they worship Ancients (whom they claim were their ancestor race) who ascended to divinity millenia ago, and the lower echelons of the pantheon are made up of several legendary darkpan who were posthumously declared saints or divinities.
The head of the pantheon is Kaldahutru, the Ancient credited with establishing the first kingdom in what today is Feya. He is revered by all darkpan, his name is considered too sacred to be mentioned outside of the context of a sermon or a prayer, every darkpan home has at least a small shrine dedicated to Kaldahutru, and he is the divine power deemed to be responsible for every military victory of the darkpan forces. High priests of Kaldahutru act as highest instances of power in any settlement, and the Patriarch or the Matriarch of his church is the head of the darkpan. A priest's advancement is determined by the work he does for the church and the number pilgrimages he undertook - a council appointed by the Head of the Church votes on whether an acolyte should be given priest status, a priest the high priest status, and which of the high priests will be next year's replacement for the Head of the Church in case he or she dies or is prevented from carrying out their duty.
Other deities' priests work as clerks, librarians, healers, scribes, advisors, and often serve in the military. They are sometimes sent out of Feya to explore foreign lands and cultures and, more importantly, make maps of foreign territories and spy on their troops. Such envoys are usually sent alone, and are chosen from the most disciplined of priests, so they do not present a threat to Feya's security if caught and interrogated.
The most important part of a priest's life are pilgrimages to ancient holy sites. Feya and territories outside of it, but which once were covered by the forest, are dotted with shrines, temples, catacombs, ziggurats and crypts, all of which are of some historical and religious significance. A priest must stay at the site for a certain amount of time spent meditating and exploring it. Upon his return, his visit to the location is registered and taken into account when voting for his advancement to high priest.
- Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as //charm person// or //dominate person//.
- Small: 1 size bonus to Armor Class, +1 size bonus on attack rolls, +4 size bonus on Stealth checks, +4 penalty on grapple checks, lifting and carrying limits 3/4 those of medium characters
- Dromite base land speed is 20 feet.
- -2 Strength, +2 Charisma
- Chitin: A dromite's skin is hardened, almost like an exoskeleton, and grants the character a +1 natural armor bonus to AC and of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses which type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
- Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Scent: Its Antennae give Dromite the Scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source's location.
- Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.
- Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus to visual Perception checks.
- Level Adjustment: +0 if chosen culture is Tridentian, or +1 if chosen culture is Arkhansk
- Preferred cultures: [[Arkhansk]] and [[Tridentian]] only. A dromite may not choose any other cultures than Arkhansk and Tridentian.
''Class Skills'': Animal Handling (Cha), Concentration (Con), Craft (Int), Heal (Wis), Knowledge (Nature)(Int), Perception (Wis), Persuasion (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
''Climate:'' Temperate hills, cold mountains
''Cultures:'' [[Highlander]], [[Ayavar]]
Egyold is an isolated region in the southeastern corner of central Narral. It is a land of unwelcoming hills and mountains, almost constantly washed by rains coming from Thalarr Sea. Many rivers spring on the eastern slopes of Viharrom Mountains, but they flow through rocky canyons, and only offer fertile land a few kilometers along the coast of Payani Bay.
Tribal goliaths and halflings, and Ayavar orcs populate Egyold highlands. The tribes are usually at peace, since survival is already a challenge without being forced to battle. However, tribes are very territorial, and will not tolerate others invading their hunting grounds. There are some permanent settlements, usually near rivers and lakes, with stone cottages and small patches of farmland, but most population lives a nomadic lifestyle. The wilderness is extremely dangerous. There are many predatory animals and poisonous reptiles and insects, but the main problem are numerous caves which house far worse horrors.
Even though Egyold seems too isolate and inhospitable to be of any advantage to other countries, its canyons and cliffs are rich with diamonds. However, expeditions are rare and rarely return back home.
- Aberration: Elans are not subject to spells or effects that affect humanoids only, such as //charm person// or //dominate person//. Unlike most aberrations, elans do not have darkvision.
- Medium: As Medium creatures, elans have no special bonuses or penalties due to their size.
- Elan base land speed is 20 feet.
- Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +1 racial bonus on saving throws until the beginning of her next action.
- Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate damage, she can reduce the damage she is about to take by 2 points for every 1 power point she spends.
- Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
- Level Adjustment: +0 if chosen culture is Tridentian, or +1 if chosen culture is Arkhansk
- Preferred cultures: [[Arkhansk]] and [[Tridentian]] only. An elan may not choose any culture other than Arkhansk or Tridentian.
''Electric Light'' – Craft (electrical components) 3 ranks
Materials: Filament, mwk hooded lantern
Assembling Time: 1 hour
The electric light is a technological version of the continuous light spell. It must
be powered by one charge every week, and shines its light in a 40 feet radius centered on it.
''Charged Ring'' – Craft (electrical components) 5 ranks
Materials: Copper ring, small capacitor
Assembling Time: 30 minutes
The charged ring sends electrical impulses through the body, increasing speed
and reflexes. It grants +1 to Dexterity score and +5 to land speed.
Upgrade: A thin silver wire can be installed into the capacitor, increasing conductivity.
Such an upgraded ring doubles its bonuses (+2 to Dex, +10 to land speed).
''Flow Specktrometer'' – Craft (electrical components) 7 ranks
Materials: Compass, electrical parts
Assembling Time: 6 hours
This complicated device replaces your party rogue when it comes to finding traps.
It requires one charge every minute to work, but it clearly shows the location of all
magical and mechanical traps within 10 feet.
Upgrade: The sensitivity of the specktrometer can be increased by adding a silver coil to it.
After upgrading, it detects traps within 15 feet.
''Shocking Staff'' – Craft (electrical components) 9 ranks
Materials: Mwk quarterstaff, large capacitor
Assembling Time: 6 hours
The wielder of this weapon is a considerable force in melee. This staff sends electric shockwaves
through opponents hit in melee. On every successful hit, it does an additional 2d6 electrical damage.
After every 10 hits, it requires recharging. Otherwise it has the statistics of a masterwork quarterstaff.
''Belt of Magnetic Inversion'' – Craft (electrical components) 11 ranks
Materials: Leather belt, electrical coil
Assembling Time: 6 hours
When powered by one charge a day, this contraption produces a magnetic field around its wearer.
This magnetic field deflects arrows, bullets and other ranged weapons, granting the wearer a +6 magnetic
bonus to AC against ranged attacks (including touch attacks).
''Healing Jacket'' – Craft (electrical components) 13 ranks
Materials: Mwk leather armor, electrical harness
Assembling Time: 12 hours
This jacket works on the same principle as the charged ring, but the frequency of electrical
impulses is so set that it speeds up bodily metabolism. The jacket grants fast healing 5.
Otherwise it has the statistics of a masterwork leather armor.
''Tesla Rod'' – Craft (electrical components) 15 ranks
Materials: Tesla coil, Shocking Staff
Assembling Time: 1 week
The tesla rod is a powerful exotic ranged weapon. It can be fired 5 times before it needs recharging,
and to hit with it a ranged touch attack is required. The rod actually creates a lightning bolt,
which deals 6d6 +Int modifier electricity damage on a successful hit and then is redirected to the nearest
creature within 20 feet, using the same attack roll. The second hit deals 3d6 + Int modifier electricity damage.
Special: The tesla rod’s damage doesn’t depend on its size. Its maximum range is 20 feet, critical hit 20/x2 and weighs 10 pounds.
High Elf
- Medium: As Medium creatures, high elves have no special bonuses or penalties due to their size.
- High elf base land speed is 30 feet
- +2 Dexterity, -2 Constitution.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Perception checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Cultures preferred: [[Auelander]], [[Quelar]]
Wood Elf (MM 104)
- Medium: As Medium creatures, wood elves have no special bonuses or penalties due to their size.
- Wood elf base land speed is 30 feet
- +2 Strength, +2 Dexterity, -2 Constitution, 2 Intelligence
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Perception checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Cultures preferred: [[Kalaran]], [[Otelar]]
Wild Elf (MM 104)
- Medium: As Medium creatures, wild elves have no special bonuses or penalties due to their size.
- Wild elf base land speed is 30 feet
- +2 Dexterity, -2 Intelligence
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Perception checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Cultures preferred: [[Rakish]], [[Yaelar]]
Grey Elf (MM 104)
- Medium: As Medium creatures, grey elves have no special bonuses or penalties due to their size.
- Grey elf base land speed is 30 feet
- -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Perception checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Cultures preferred: [[Quelar]]
''Climate:'' Temperate plains, warm plains, temperate hills, cold mountains
''Culture:'' [[Yaelar]], [[Dagor]], [[Vallan]], [[isiMbabadi]], [[Sajuukan]]
A lush plain stretches between Thod Karad range and Feya. Its name is Elvendale, or in old elven Koehaless (literally “the earthen sea of the elves”). River Vonothi springs at the foot of Cloudcrowns and snakes its way between the mountains of Thod Karad all the way to Lake Vonefel, near No-Shu. The land is very fertile, basic resources such as wood and stone used to build are abundant and very few native species are dangerous to humanoids. Summers in the plain are warm, and the winters are quite mild. Altogether, it’s an expansionist’s dream.
Elvendale was only scarcely populated until year 1101. Yaelar tribes settled the southernmost border of the region, rarely going further north than Lake Vonefel. The banks of Vonothi and the slopes of Thod Karad were homes of various goblin tribes. The central plain was almost empty except for a small trading post used by goblins and Vallans. In year 1101, a Dagor expedition reached Astari, an ancient elven shrine built on a plateau overlooking Vonothi. The humans built a base here, found adamantium within the mountain, and started sending it back home. They pushed some local goblin tribes further south, and expanded to the northern border of the central plain. Now, there are numerous Dagor outposts between Astari and Mathali, built to secure a new trade route and many newly built mines, farms, ranches, and quarries. Dagor settlers are still locked in war with the isiMbabadi, and Yaelar, who have sided with the goblins when they found out that humans were desecrating the valley. The northeast of the region is where some Sajuukan clans reside, but they show no signs of hostility towards the humans. The darkpan of Feya are neutral. They are probably weighing the sides in the struggle, and will ultimately join with the probable victors.
The goblins maintain a trade route from Thod Karad through Feya to Vall Mathali. Their traders are an especially attractive target to Dagor men, since they carry hefty amounts of exotic goods and precious metals. Dagor settlers have tried to establish a route from Dagor through Astari to Vall Mathali, but An’gali is a difficult obstacle, and constant goblin attacks in the ancient elven valley are a considerable threat, especially now that they have allied with the Yaelar. Elvendale is otherwise isolated, since both Que-Shu and No-Shu are populated by the aggressive wild elves, and Thod Karad blocks it from Tai Sadra and An’gali.
Emshdarr, Emshdarr
''Region(s):'' [[Shyarrim Archipelago]]
''Language(s):'' Infernal
''Special:'' Kazari only (and the only choice for any kazari)
The mysterious Emshdarr inhabit the islands southeast of Narral, and haven't yet established permanent contact with the peoples of Narral. They are currently showing no hostile intentions towards the Arkhansk and Rakish settlers, but might be doing so soon, since it appears that they consider their duty to defend the jungles of Shyarrim. The settlers might actually be invading the actual territory of an Emshdarr empire.
The Emshdarr seem well organized, and appear to have developed exceptional troop mobility skills. Some Arkhanite settlers speak of Emshdarr teleporting through planar gates opened and closed on the spot, but these stories are not confirmed. They do appear to be moving towards the settlements, since sightings of their scouts and patrols occur more often every week.
[[Kazari]]
''Cultural bonuses:''
- None; The kazari use the racial traits described in 1 - Character Races
- Favored Class: Sorcerer
[img[http://i43.tinypic.com/1z2jc4n.jpg]]
''SPECIAL SUBSTANCES AND ITEMS''
''Blackpowder:'' This substance is used to operate most firearms. Blackpowder burns (1 ounce consumes itself in 1 round and illuminates like a sunrod) or even explodes in the right conditions. When used to propel a bullet, an ounce is required per one shot. Blackpowder is sold in small kegs (15-pound capacity, 20 pounds total weight, 250 gp each) and in water-resistant powder horns (2-pound capacity and total weight, 35 gp for a full powder horn). If blackpowder gets wet, it cannot be used to fire a bullet.
''Fuel:'' Fuel is a special liquid required to operate some technological inventions. It is sold in metal containers (2-litres capacity, 6 pounds total weight, 200 gp each). Fuel also burns when set ablaze. A litre of fuel consumes itself in 1 round, does not illuminate, but those in path of the flame are dealt 1d6 fire damage and risk catching on fire.
''HP bullets:'' These small, oblong, lead projectiles are fired from pistols and rifles. They are sold in bags of 10 pieces for 3 gp. A bag of bullets weighs 2 pounds. Other types of bullets can be assembled by trained technologists.
''Charges:'' Charges are small lead containers filled with chemicals, used to power electrical items. They are sold in packs of 10 for 20 gp. Trained technologists may be able to assemble charges themselves. A pack of charges weighs 5 lb.
''Technological items:'' Use the DMG for determining prices of indvidual technological items.
''Sen flask:'' This glass vial contains a dose of the Essence of Sen. It can be thrown as a grenade-like weapon, dealing 2d6 fire damage to the target and 1d6 area damage. The Essence is extremely volatile, and when it comes into contact with air, explodes instantly.
''TOOLS AND SKILL KITS''
''Assembly kit:'' This tool kit contains herbology and chemistry containers, various tools, a short manual and other useful items needed to assemble technological items. Without an assembly kit, a technologist cannot use his assemble ability. Assembly kits are very rare and expensive.
''Vehicle manual:'' Although it might be unwieldy to read a manual while operating a vehicle, this manual nevertheless grants its user a +2 bonus on checks made for controlling a vehicle.
''TRANSPORT''
Technology offers several new ways of transportation across Loenor.
''Railroad:'' Networks of railroads connect larger cities, making travel safer and faster. Usually, the train travels at a speed of 20 to 30 miles per hour. Railroad travel is not very expensive, but most commoners do not have enough money to afford such fast and comfortable travel.
Although the train’s speed makes this type of travel mostly safe, bandits nevertheless prey on trains, eager to steal the expensive goods usually transported aboard.
''Steamboat:'' Steamboats are used for river travel. They are slower than lighter, wooden sailing ships, but don’t depend on wind to propel them. A steamboat travels at a speed of 15 miles per hour.
Loenor is a world filled with scattered geysers of arcane energy, planar gates, and souls not allowed to travel to the Otherworld and stuck in the Material plane. All these factors are responsible for the great number of extraplanar creatures wandering the world and various supernatural occurrences – both of which are not comfortable to live with. Therefore, some warrios have specialized in banishing demons, devils, ghosts and other such creatures back where they belong. They are called exorcists.
Exorcists are skilled in banishing extraplanar creatures, dealing with the undead, and investigating otherworldly events. They are usually silent and straightforward characters. Exorcists are accepted in most civilized cultures, where the common people fear the supernatural. Among savage humanoids there are few to no exorcists at all.
Clerics and paladins usually become exorcists, but sometimes druids or even rangers take on the class, seeking to improve their ability to fight those who defy the laws of nature. NPC exorcists gladly cooperate with good PCs, especially if the PCs are hunting demons, devils or the undead.
''Hit Die:'' d8
''Requirements:''
To qualify to become an exorcist, a character must fulfill all the following criteria.
''Alignment:'' Any good
''Skills:'' Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks
''Feats:'' Investigator
''Spells:'' Ability to cast 3rd-level divine spells
''Special:'' Must have had a negative experience involving demons, devils, or incorporeal undead and/or sworn to protect people from such creatures
''Class Skills:''
The exorcist’s class skills (and the key ability for each skill) are Concentration (Con), Heal (Wis), Insight (Wis), Knowledge (history)(Int), Knowledge (religion)(Int), Knowledge (the planes)(Int), Linguistics (Int), Perception (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
''Skill Points at Each Level:'' 2 + Int modifier.
''Class Features''
All of the following are class features of the exorcist prestige class.
[img[http://i39.tinypic.com/dyxg6d.jpg]]
''Weapon and Armor Proficiency:'' Exorcists are proficient with all simple weapons, light and medium armor, and with shields (except tower shields).
''Spells per Day:'' On every exorcist level except 5th, the character gains new spells per day as if he had also gained a level in whatever divine spellcasting class in which he could cast 3rd level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one diving spellcasting class before he became an exorcist, he must decide to which class he adds each level of exorcist for the purpose of determining spells per day.
''Exorcism:'' Exorcist levels stack with levels of clerics or paladin for determining the power of their turn undead ability. Also, the exorcist gains the ability to turn evil outsiders as well as undead. An exorcist does not have to use separate turning attempts for undead and evil outsiders, all his turning attempts affect both types of creatures at the same time. If the exorcist had both cleric and paladin levels before becoming an exorcist, he must decide to which class he adds each level of exorcist for purpose of determining the power of his turning attempts.
''Eternal Enemy:'' An exorcist has a +1 sacred bonus to all rolls made against undead and evil outsiders (for example, attack rolls, damage rolls, saves against those creatures’ abilities, checks made to overcome spell resistance, etc). They also apply this bonus when determining their level for turning attempts. At 3rd level this bonus rises to +2, and at 5th to +3.
''Divine Assistance:'' The patron god of the exorcist protects him from evil. Once per day, the exorcist may ask for divine assistance, improving his sacred bonus given to him by the eternal enemy ability by a number equal to his exorcist level. Therefore, if a 4th level exorcist would call for divine help, he would gain a +5 sacred bonus to all rolls made against undead and evil outsiders. This improvement lasts for a number of rounds equal to the exorcist’s Charisma modifier (minimum 1).
''Aura of Holiness:'' At 4th level, the exorcist starts to emanate a sacred aura that protects him and his allies from undead and evil outsiders. The exorcist and all allies within 10 feet of the exorcist gain a +2 sacred bonus to all saves made against the abilities of undead creatures and evil outsiders.
''Banish:'' At 5th level, the exorcist gains the power to undo the magic that animates the undead and to send evil outsiders back to their home planes, and keep them from returning. Once per day, an exorcist may perform a banishment as a full-round action. He mutters holy words and stares directly into the eyes of the creature to be banished, and then uses the power granted to him by his patron god to either instantly destroy an undead creature or banish an evil outsider back to its home plane. The creature is allowed a Will save to resist the effect (DC 10 + exorcist’s class level + exorcist’s Wis modifier). An undead creature destroyed in this fashion cannot be resurrected or animated. A banished evil outsider cannot travel back to this plane for one year. All attempts to transport him where he was banished from simply fail.
''Molotov Cocktail'' – Craft (explosives) 3 ranks
Materials: Rags, ¼ fuel container, empty bottle
Assembling Time: 5 minutes
This extraordinary flammable liquid is made quickly and easily. It warms any technologist’s heart
to see the cocktail’s work. The cocktail is a thrown weapon, does 2d8 fire damage on hit, and
1d6 splash fire damage. The damaged targets can catch on fire if they fail a Reflex save (DC: 15).
It is a thrown weapon.
''Flash Grenade'' – Craft (explosives) 5 ranks
Materials: Magnesium, wine
Assembling Time: 2 hours
A flash grenade is a thrown weapon. It does not do damage, but blinds all creatures within 60 feet
of the square it’s thrown at for 3 rounds if they fail a Reflex save (DC 10 + Int mod + explosives rank).
''Smoke Grenade'' – Craft (explosives) 7 ranks
Materials: Fertilizer, sugar
Assembling Time: 3 hours
Although many laymen are able to assemble simple smoke grenades, this one is a true work of art.
The smoke grenade is a thrown weapon, and when it explodes, it produces smoke in a 25 feet cube.
Treat the smoke as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 3 rounds.
''Stun Grenade'' – Craft (explosives) 9 ranks
Materials: Stearic acid, saltpeter
Assembling Time: 4 hours
The stun grenade is great for those technologists who want to incapacitate their opponents without having to
actually wound them. The stun grenade explodes with a terrible shockwave which enervates the victim’s body,
rendering anyone standing within 5 feet of the space it exploded in stunned, if they fail a Fortitude save
(DC 10 + Int mod + explosives rank). The stun grenade is, of course, a thrown weapon.
''Explosive Grenade'' – Craft (explosives) 11 ranks
Materials: Blackpowder, metal can
Assembling Time: 5 hours
Used as a thrown weapon, the explosive grenade is a fantastic contraption indeed. When it explodes,
it does 3d10 fire and 2d6 piercing damage to anything standing in the square it exploded in, and 2d10 fire
and 1d6 piercing damage to anything located in a 10-foot radius. A successful Reflex save
(DC 10 + Int mod + explosives rank) halves the damage.
''Fire Obstruction'' – Craft (explosives) 13 ranks
Materials: Kerosene, liquid soap
Assembling Time: 6 hours
This explosive device creates a long wall of fire, stopping all enemies, unless they have wings.
The fire obstruction must be thrown to a chosen square. When it is, it releases a line of flames
40 feet long, which does 10d6 fire damage to everything within. A successful save means that
only half of the damage is taken (DC 10 + Int mod + explosives rank). The flames burn for 10 rounds and
do 6d6 fire damage to anyone who tries to pass through. Anyone who takes damage automatically catches on fire.
''Dynamite'' – Craft (explosives), 15 ranks
Materials: Nitroglycerine, saltpeter
Assembling Time: 7 hours
There is nothing better than this. The dynamite can be thrown or placed on a specific location,
but either way, the technologist using it must light the fuse and choose the number of rounds before the dynamite
explodes, from 1 to 10. Lighting the fuse and throwing the dynamite is a standard action.
The dynamite explodes on the beginning of the turn following the last round of the countdown.
It does 5d10 fire and bludgeoning damage within a 30-foot radius and drops all damaged creatures prone.
A successful Reflex save (DC 10 + Int mod + explosives rank) cuts the damage in half.
Do not count hardness for objects that are damaged by the dynamite.
''Adrenaline Rush
[General]''
You may exert yourself to the extreme when needed, but doing so risks your health seriously.
Prerequisites: Con 13+
Benefit: Once per day per your Constitution modifier, you may exert yourself to gain an extra move action after your other actions this round. If you do, you take non-lethal damage equal to one third your total hit points.
''Bash
[General, Fighter]''
With a powerful hit, you can temporarily disable your opponents.
Prerequisite: Power Attack
Benefit: Whenever you confirm a critical hit, instead of multiplying damage, you may stun your opponent. The victim is stunned for a number of rounds equal to the weapon's critical multiplier –1 (maximum 2).
Special: A fighter may select this feat as one of his fighter bonus feats.
''Customized Equipment
[General]''
You design your equipment in such a way that others have a hard way using it.
Prerequisite: Techsmith
Benefit: You can use weapons and armour that you are not proficient with, but that you built using the Techsmith feat, without the normal non-proficiency penalty. Others who use the same equipment are considered non-proficient with it, even if they have the appropriate feat. If you already are proficient with an item you are making, then you may choose before it’s finished whether the second effect will apply or not.
Normal: You receive a -4 non-proficiency penalty to attack rolls with weapons you are not proficient, and the check penalty of an armor you are not proficient with applies to several of your statistics.
''Divine Sneak Attack
[Divine]''
By channeling divine energy, your sneak attack becomes a potent weapon even against the undead.
Prerequisite: Turn undead ability, sneak attack ability
Benefit: You may expend one use of your turn undead ability as a part of an attack against an undead creature. If the attack hits, it could deal sneak attack damage if the remaining sneak attack conditions are satisfied.
''Firearm Proficiency
[General]''
You understand how to use all types of firearms in combat.
Benefit: You make attack rolls with firearms normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Technologists are automatically proficient with all firearms. They need not select this feat.
''Improved Called Shot
[General, Fighter]''
You are an expert at hitting enemies exactly where you want to.
Prerequisite: Combat Expertise, base attack bonus +8
Benefit: You don’t provoke attacks of opportunity when performing a called shot. You make called shots as attack actions, but no more than once per round. You use the attack bonus of the attack you’re using for the called shot, not your highest attack bonus.
Normal: Without this feat, performing a called shot is a full-round action that provokes attacks of opportunity, and is made at your highest attack bonus.
Special: A fighter may select this feat as one of his fighter bonus feats.
''Improved Combat Maneuver
[General, Fighter]''
You are adept at using complex attacks and moves to disadvantage your opponent in close combat.
Prerequisite: Combat Expertise
Benefit: You gain a +2 bonus to your Combat Maneuver Offense and Defense modifiers. Also, if you are hit by an attack of opportunity provoked by you using a combat maneuver, this does not end your special attack.
Normal: If you get hit by an attack of opportunity provoked by your combat maneuver, your attempt ends.
Special: A fighter may select this feat as one of his fighter bonus feat.
''Power Shot
[General, Fighter]''
You can make exceptionally powerful ranged attacks.
Prerequisite: Dex 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: A fighter may select this feat as one of his fighter bonus feats.
''Rapid Reload
[General, Fighter]''
You can use this feat with firearms as well as crossbows. Instead of a type of crossbow choose either light, one-handed, or two-handed firearms. You can reload a firearm of that type more quickly than normal.
Prerequisite: Weapon Proficiency (firearm type chosen)
Benefit: The time required for you to reload your chosen type of firearms is reduced to a free action (for a light or one-handed firearm) or a move action (for a two-handed firearm). Reloading a firearm still provokes an attack of opportunity.
If you have selected this feat for light or one-handed firearms, you may fire these weapons as many times in a full-attack action as you could attack if you were using a bow.
''Schooled Doctor
[General]''
You have been schooled for a healer and a doctor.
Prerequisite: 1st level only.
Benefit: You get a +3 bonus on all Heal and Craft (chemical compounds) checks.
''Schooled Mechanic
[General]''
You have been schooled for a mechanic.
Prerequisite: 1st level.
Benefit: You get a +3 bonus on all Mechanics and Craft (precision instruments) checks.
''Technological Aptitude
[General]''
You are inclined towards a specific field of science.
Prerequisite: Techsmith
Benefit: Choose a technological discipline. To craft items from that discipline, skill rank prerequisite is lowered by 1. However, the skill rank prerequisite to craft items associated with other disciplines raises by 1.
Normal:
''Techsmith
[General]''
You possess the basic skills needed to assemble, craft or brew various scientific or technological items.
Prerequisite: Int 13, at least 1 rank in any Craft skill
Benefit: You can craft technological items. To craft an item, you must have acess to its required materials, and enough ranks in the relevant Craft skill. Crafting an item also takes time, and money equal to half its gp value. To craft some items, you must also have acess to relevant tools.
Normal: Characters who do not have this feat can not make such items.
''Take Cover
[General, Fighter]''
You can react to ranged attacks by immediately hiding behind the closest cover.
Benefit: Whenever you would be hit by a ranged attack, and there is a square adjacent to you where you would profit from cover against that attack, make a Reflex save against DC: ranged attack’s attack roll. If you succeed, the attack misses and you move into the square with cover. You may try to take cover only once per round, and only when you are not denied your Dex bonus to AC.
Special: A fighter may select this feat as one of his fighter bonus feats.
[img[http://i44.tinypic.com/1zgrd4o.jpg]]
Any type of weapon may have the Feedback special quality. A weapon of this kind does additional
damage to psionic users and burns their power points. A Minor Feedback item burns 1d4 power
points and deals an additional 1 magical damage for every power point burned. A Moderate Feedback
item burns 2d4 power points and also an additional 1d8 power points on a confirmed critical hit.
A Major Feedback weapon burns 3d4 power points and an additional 2d8 power points on a confirmed
critical hit. A creature immune to critical hits does not suffer the additional damage. The Feedback
quality functions only once per round.
Moderate/Moderate/Strong necromancy; CL 6th/9th/12th; Craft Magic Arms and Armor, mindburn; Price +2/+3/+4 bonus.
''Climate:'' Warm forest
''Culture:'' [[Feyelar]]
The large forest north of No-Shu, probably a part of it once, is called Feya (literally “rain shelter”). Que-Shu, No-Shu and Feya are the only remaining great forests in Narral. Feya is a rainforest, like all woods south of Cloudcrowns. Its southeastern part is mostly mangrove trees.
Except for the darkpan, there are no other races or cultures living within the forest. The Feyelar are an ancient people, who have preserved traditions thousands of years old only thanks to their extreme caution in dealing with other races, and an innate isolationist nature. They have never allowed outsiders into the forest; will attack intruders on sight and without warning, and the few guests that they actually do accept are kept away from other darkpan. They do trade with their neighbors though, and allow goblins to enter Feya, as long as they keep away from darkpan communities. There are no maps of Feya owned by anyone outside of it, and only the darkpan know exactly where their settlements lie. Far Laren, their capital, is an exception, since its treetop pavilions and palisades are visible to anyone flying above the forest.
Feya is closed to outsiders. Only goblin traders and ambassadors allowed by the darkpan are allowed to enter. Therefore, the only trade route is the one that the goblins maintain with Vall Mathali, which the darkpan use to trade their own goods.
Feyelar, Feyelar
''Region(s):'' [[Feya]], [[Aérden]]
''Language(s):'' Moshmaya
Special: Darkpan only (and the only choice for any darkpan)
[[Darkpan]]
''Cultural bonuses:''
- None; The darkpan use the racial traits described in 1 – Character Races
- Favored Class: Rogue
This huge tome provides all known information on demons and other chaotic evil outsiders. By using a standard action, its user can find a certain species within its pages, learning all its strenghts and weaknesses.
If read (which takes one week, 5 hours a day), the book instead confers a +10 bonus to all Knowledge checks made to determine demonic lore, and a +1 bonus to attack and damage rolls against tanar'ri to its bearer.
''Weapon and Armor Proficiency'': In addition to their normal proficiencies, fighters are also proficient with firearms.
''Class Skills'': Acrobatics (Dex), Animal Handling (Cha), Climb (Str), Craft (Int), Heal (Wis), Persuasion (Cha), and Swim (Str).
The figher gains the following ability at 2nd level:
''Patch Up (Ex):'' A second or higher level fighter must learn to tend to wounds, both his own and those of his allies. As a full-round action, he may make a Heal check against DC 5 + last damage dealt to the character he is trying to patch up. If he succeeds, he heals 1d4 + Wisdom modifier hit points. If he fails, cannot attempt to Patch Up that character (including himself) for 1 hour. If trying to Patch Up someone else, the fighter must be standing next to the character he is trying to Patch Up. Hit points healed by this ability increase to 2d4 + Wisdom modifier at 7th level, 3d4 + Wisdom modifier at 11th level, and 4d4 + Wisdom modifier at 15th level.
''Climate:'' Cold plains
''Cultures:'' -
Frostfell is simply the most inhospitable place in Narral. The land is barren and completely covered by ice and snow. The only living creatures here are those adapted to the impossibly low temperatures and lack of food.
Frostfell is a peninsula connected to Maajarvi, on the northeastern corner of the continent.
- Small: +1 size bonus to Armor Class, +1 size bonus on attack rolls, +4 size bonus on Stealth checks, +4 penalty on grapple checks, lifting and carrying limits 3/4 those of medium characters
- Goblin base land speed is 30 feet
- +2 Dex, -2 Con
- +2 racial bonus on Acrobatics and Perception checks
- Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
- +2 racial bonus on saving throws against poison
- Preferred cultures: [[isiMbabadi]], [[Yaelar]]
Goliath description and racial traits can be found on pages 53-84 of Races of the Stone
- Preferred cultures: [[Auelander]], [[Highlander]], [[Onzoggot]]
Gor, Gor
''Region(s):'' [[Aérden]], [[Bathusra Wilds]], [[Kalari Bay]], [[Maajarvi]]
''Language(s):'' Raer
''Special:'' Orcs and half-orcs only
Snow orc tribes inhabit the lands north of Mortegia, usually in the wilderness, trying to avoid the “civilization” brought there by the Reiklanders. Some orcs live in human villages and cities, but only if they were forced to do so, either by especially harsh winters or by Reiklander conquest. Most tribes, however, are joined in a military alliance with the noble houses of the North, to ensure that their territory will be treated equal to the territory of the houses. The Gor culture will not accept members of other races, and non-orcs will always be treated as non-orcs, even if they seem to be assimilated into the tribe.
Some tribes are more aggressive than the others, some are more inclined towards embracing technology brought by goblins and humans, but they are all alike in that they practice shamanism, their society is pronouncedly patriarchal, and they consider dwarves as their hated enemies. The Gor also have developed a special code that their warriors must adhere to. The most known part of this code is that the Gor may not retreat from battle, even when greatly outnumbered. This if often viewed by other cultures as clearly suicidal and fanatical, but the Gor code also directs a warrior to avoid battle whenever possible, because not every battle can be won solely by determination. Therefore, the obligation to fight to death is a great responsibility that forces a warrior to explore every other method of action first, and punishes the reckless.
''Cultural bonuses:''
- +2 cultural bonus to Knowledge (nature) and Animal Handling
- The Gor Code (Tadra Gor): A Gor may not act rashly and recklessly when facing the possibility of starting a battle. If the Gor attacks first, or is provoked into doing so, he must not retreat from the battle until he is dead, unconscious or helpless. Those who retreat must accept the mark of shame (determined by his tribe), and it will be forbidden to other Gor to ever speak or provide any help to the marked again. The mark of shame is rarely forgotten or erased. Because all Gor are taught to adhere to this code, they receive a +2 dodge bonus to armor class against opponents who attack them first. A disgraced Gor receives a -15 penalty to all Persuasion checks made when dealing with other Gor, and don't receive the bonus to armor class.
- Weapon Familiarity: Gor treat orc double axes as martial weapons, rather than exotic weapons
- Favored Class: Ranger
When large armies are forced to move through difficult terrain, defense becomes more difficult. Small teams of warriors who fight in the hit and run fashion can deal immense damage to much larger forces, if their attacks are coordinated. Such warfare is favoured by elves, halflings, and goblins.
Guerillas are especially efficient in a full-scale war led on home terrain, when the enemy can be easily surprised.
Not every soldier in a guerrilla squad is a guerrilla by prestige class. Most often only the leader takes the prestige class, and others are fighters, rangers, and rogues or simply warriors. Of course, members of other classes can be quite helpful to guerrilla squads, but fighters, rangers and rogues show most promise to become leaders of their own squads in the future. However, a character must have knowledge of assembling firearms and explosives to take the class.
''Hit Die:'' d6
''Requirements:''
To qualify to become a guerrilla, a character must fulfill all the following criteria.
''Base Attack Bonus:'' +4
''Skills:'' Craft (explosives) 1 rank, Craft (firearms) 1 rank, Stealth 4 ranks, Survival 2 ranks
''Feats:'' Self-Sufficient, Techsmith
''Class Skills:''
The guerrilla’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Espionage (Int), Heal (Wis), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str). See Chapter 4 of the Player’s Handbook for skill descriptions.
''Skill Points at Each Level:'' 4 + Int modifier.
''Class Features''
All of the following are class features of the guerrilla prestige class.
''Weapon and Armor Proficiency:'' Guerrillas are proficient with all simple and martial weapons, and with light armour and shields (except tower shields).
''Technological Disciplines:'' A guerilla continues to perfect his craft skills. Every even level he gains a rank in either Craft (explosives) or Craft (firearms), but only if he has not maxed his ranks in that skill already.
[img[http://i39.tinypic.com/jgno5t.jpg]]
''Sneak Attack:'' A guerrilla’s efficiency relies on surprise attacks. This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th and 10th). If an agent gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
''Firearms Focus:'' A guerrilla gains a +1 bonus to attack rolls when using firearms.
''Track:'' The guerrilla gains Track as a bonus feat.
''Outdoor Survival:'' Self-taught masters of surviving alongside nature’s worst, guerrillas have a +4 bonus to Stealth and Survival checks when using these skills on a natural terrain.
''Explosives focus:'' A guerrilla gains a +1 bonus to attack rolls when throwing explosives.
''Camouflage:'' A guerrilla of 5th level or higher can use the Stealth skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
''Firearms Specialization:'' A guerrilla gains a +2 bonus to damage rolls when dealing damage with firearms.
''Explosives Specialization:'' A guerrilla gains a +2 bonus to damage rolls when determining explosives’ damage.
[img[http://i40.tinypic.com/27zbyfb.jpg]]
''Hand Crafted Flintlock'' – Craft (firearms) 3 ranks
Materials: Broken flintlock, small tube
Assembling Time: 1 hour
When in need of protection, every technologist can quickly assemble a defense weapon
out of mere scraps. This flintlock is the best choice when there’s nothing else around.
Special: It takes one move action to reload the flintlock pistol after each shot fired.
The flintlock is a light weapon.
''Fine Revolver'' – Craft (firearms) 5 ranks
Materials: Broken revolver, revolver chamber
Assembling Time: 2 hours
The revolver chamber, an innovation in the gun smithy discipline, allows multiple shots
without reloading your weapon. Amazing!
Special: You may fire up to 6 rounds from a revolver before having to reload it as a move action.
The revolver is a light weapon.
''Repeater Rifle'' – Craft (firearms) 7 ranks
Materials: Rifle, revolver chamber
Assembling Time: 6 hours
Same as the revolver, this rifle fires multiple shots within seconds, albeit with a higher firepower.
Special: You may fire up to 6 rounds from a repeater rifle before having to reload it as a full-round action.
The repeater rifle is a two-handed weapon but can be fired with one hand with a -2 penalty to the attack roll.
''Hushed Revolver'' – Craft (firearms) 9 ranks
Materials: Fine revolver, engine muffler
Assembling Time: 10 minutes
This stealthy weapon gives the firepower of a revolver and the silence of a deadly blade.
Special: Any listen check made to detect weapon fire from a hushed revolver suffers a –10 penalty.
The muffler can be removed from the weapon, making it a fine revolver again, in 10 minutes.
The hushed revolver is a light weapon.
Upgrade: A technologist can make simple adjustments on the muffler, allowing the bullets fired to be
as fast and accurate as those fired from a normal revolver. The adjustments are made using oil and the
assembling kit. This doubles the hushed revolver’s threat range.
''Looking-Glass Rifle'' – Craft (firearms) 11 ranks
Materials: Marksman rifle, looking glass
Assembling Time: 10 minutes
This amazing piece of technology gives the technologist unparalleled range and precision.
Special: The looking-glass rifle is a two-handed weapon.
''Hand Cannon'' – Craft (firearms) 13 ranks
Materials: Harbin rifle, mwk flintlock pistol
Assembling Time: 6 hours
The hand cannon has a slow rate of fire, but from a close range, you can’t get any more firepower than this.
Special: You can fire the hand cannon only once every round. It is reloaded as a full-round action.
The hand cannon is a two-handed weapon, but can be fired with one hand with a -2 penalty to the attack roll.
''Elephant Gun'' – Craft (firearms) 15 ranks
Materials: Marksman rifle, large pipe
Assembling Time: 12 hours
A projectile fired from this firearm could pierce an elephant’s hide, hence the name. It has a fairly long range and,
what’s most important, is easy to handle.
Special: A creature hit by the elephant gun must succeed at a Balance check (DC 10 + damage done) or fall prone.
The elephant gun requires special ammunition, purchasable in some shops, but it could also be assembled by any
technologist who knows how to make bullets, using the same materials, but creating elephant gun projectiles instead.
One shot can be fired from the gun before having to reload it. The elephant gun is a two-handed weapon.
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Half-elf base land speed is 30 feet
- +2 Charisma
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish colour and detail under these conditions.
- +1 racial bonus on Perception checks.
- Mixed Blood: For all effects related to race, a half-elf is considered both an elf and a human.
- Cultures preferred: [[Auelander]], [[Holmani]], [[Kalaran]], [[Otelar]], [[Quelar]], [[Rakish]], [[Reiklander]], [[Yaelar]]
- Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
- Half-orc base land speed is 30 feet
- +2 Strength, -2 Intelligence.
- Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
- Orc Blood: For all effects related to race, a half-orc is considered both orc and human.
- Scent: A half-orc may track by the sense of smell.
- +2 racial bonus to saving throws against fear.
- Cultures preferred: [[Ayavar]], [[Gor]], [[Kalaran]], [[Reiklander]]
- Small: +1 size bonus to Armor Class, +1 size bonus on attack rolls, +4 size bonus on Stealth checks, +4 penalty on grapple checks, lifting and carrying limits 3/4 those of medium characters
- Halfling base land speed is 20 feet
- +2 Dexterity, -2 Strength.
- +2 racial bonus on Acrobatics, Climb, Perception, and Stealth checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
- Preferred cultures: [[Auelander]], [[Highlander]], [[Onzoggot]]
All herbology items require 1 pound of each material.
''Healing Salve'' – Craft (medicine) 3 ranks
Materials: Ginka root, kadura stem
Assembling Time: 10 minutes
This mixture of various plants’ healing properties restores bodily health and helps stop bleeding.
A healing salve can be applied as a standard action, healing 1d6 + 5 hit points and stopping
bleeding from any wound.
''Fatigue Restorer'' – Craft (medicine) 5 ranks
Materials: Coca leaves, tobacco leaves
Assembling Time: 10 minutes
Eating this paste rejuvenates your body and spirit, and restores your strength. The fatigue restorer
is consumed as a standard action; it removes exhausted and fatigued conditions and heals any Strength,
Dexterity or Constitution ability damage or drain by 1d4 + 2 points.
''Poison Cure'' – Craft (medicine) 7 ranks
Materials: Serpent venom, kadura stem
Assembling Time: 15 minutes
You can drink a vial of poison cure as a standard action. It removes any poison from your body.
Upgrade: You can use a healing salve and dissolve it in the poison cure. Such a mixture also heals 1d6
ability damage dealt by the cured poison(s).
''Fatigue Limiter'' – Craft (medicine) 9 ranks
Materials: Fatigue limiter, witchbane
Assembling Time: 20 minutes
A fatigue limiter is consumed as a standard action. The imbiber cannot become exhausted or fatigued, and
his Strength cannot go below his current score. These effects last for 1 hour.
''Accelerate Healing'' – Craft (medicine) 11 ranks
Materials: Healing Salve, coca leaves
Assembling Time: 20 minutes
This salve grants the character the fast healing 5 ability for 4 hours. It is applied as a standard action.
Upgrade: The technologist may add some magical cure potions to the salve. This increases the fast healing
by one for a cure light wounds potion, by two for a cure moderate wounds, and by three for a cure serious wounds
potion. Only one potion may be added to accelerate healing. Any excess potions make the salve dangerous for health,
and it deals 1d2 Constitution damage.
''Wonder Drug'' – Craft (medicine) 13 ranks
Materials: Accelerate Healing, poppy flowers
Assembling Time: 30 minutes
A wonder drug removes poison, restores any ability damage and cures 60 hit points to the imbiber. It must be mixed
with another non-alcoholic liquid, such as water, to be consumed (as a standard action). If it is consumed by itself, it
renders the consumer unconscious for 6 hours, in addition to its normal effects.
''Cure All'' – Craft (medicine) 15 ranks
Materials: Wonder Drug, marshlurker snake oil
Assembling Time: 40 minutes
This small cube, when eaten, makes you feel like you were born again. It removes poison, restores any ability damage
and drain, cures any non-magical diseases in 1d4 minutes, cures 130 hit points, removes the exhausted and fatigued
conditions and increases the consumer’s speed by 10 for 30 minutes.
Higlander, Highlanders
''Region(s):'' [[Egyold]], [[Kaloz]], [[Miara Highlands]]
''Language(s):'' Giant
The name Highlander applies to both the goliaths and the halflings who live in Narral's hills and mountains. The symbiotic relationship between these two races appears rather strange, and must be explained with Highlander traditions and some peculiarities of Narral's mountainous wildlife to be clear. What is sure is that the relationship functions perfectly, and has been the way these two races overcome the difficulties of living in such inhospitable lands for centuries.
Highlanders don't speak much, don't chat, don't gossip. They are hard to anger or provoke, they act only when it is necessary to act. The only other people they will open their minds to are other halflings and goliaths, and even then only in private. Highlander tribes keep historic records in huge books made of vellum, and rarely convey stories orally. Every tribe has its own Timebook, which it protects with great care, and updates constantly. Neighboring countries consider them little more than savages, but villagers living close to Highlander tribal grounds often trade with the Highlanders and respect their ways. The Ayavari are particularly fond of Highlanders, who always provide shelter and supplies to the Wanderers.
Cultural bonuses:
- +1 cultural bonus on attack rolls with thrown weapons and slings
- Survival is always a class skill for Highlanders; they also receive a +2 cultural bonus to Survival checks
- Unfettered Stride: Bogs, rubble, undergrowth, ice sheets, and natural stone floors don't impede the movement of a Highlander, meaning they can move at normal speed through such terrain, and can charge, run, and tumble across it.
- Favored Class: Druid
- Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
- Hill dwarf base land speed is 20 feet
- +2 Constitution, -2 Charisma.
- Large Frame: Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison and against spells and spell-like effects.
- Preferred cultures: [[Kalaran]], [[Naldarethenin]], [[Nalentin]], [[Onzoggot]], [[Vallan]]
Holmite, Holmites
''Region(s):'' [[The Eastern Wasteland]], [[The Holmani Peninsula]]
''Language(s):'' Kherd (several variations)
The Holmites are the unbridled people of the northern part of The Holmani Peninsula, a land left alone by others for many centuries. The “barbarian”, as others call them, tribes of the Holmites inhabit the land's river valleys and the coast. Contrary to popular belief, Holmites do live in organized societies, they build villages and towns and do not constantly move from place to place. However, their societies are somewhat more loose than those of the western world, so they are viewed as uncivilized barbarians. Not only humans live there, but some elves and orcs as well, and all are considered to be part of the Holmani culture.
The Holmites are content with their lives as farmers and hunters, always maintaining an intimate connection to the natural world. They build houses and infrastructure, but their buildings are rarely completely enclosed within four walls. They prefer to construct only roofs to protect them from rain and hail, and wall off only those portions of buildings that must not be exposed to the elements, such as storage spaces for food or clothes, treasuries and other places to keep valuables, and rooms used for storing garbage that cannot be returned into nature. They eat, sleep, and work in the “open”, protected only by a roof over their heads.
''Cultural bonuses:''
- +2 cultural bonus to Knowledge (nature) and Survival
- Weapon Proficiency: Holmites receive the Martial Weapon Proficiency feat for the handaxe, the battleaxe and the greataxe
- Second Skin: Holmites have no problem wearing animal heavy animal hides and similar clothing. They suffer no movement penalty when wearing medium armor, and treat medium armor as light for the purpose of abilities and feats that cannot be used when carrying armor heavier than light.
- Favored Class: Barbarian
Geography: Northwest, bordering Bathusra Wilds
Culture: Aldanian (~Japanese)
Main City: Kyuden Shigawa
Head of the House: Iraki Shigawa, Daimyo
Two and a half centuries ago, the samurai caste of Aldan was divided by a new philosophy. Sense Kyamiro Shigawa and his supporters spread the teaching of the Nine Swords, a revolutionary combat style based on the use of weapons not originally from Aldan. This philosophy clashed with Aldanian tradition, and practicing this combat style soon became illegal. Kyamiro and his loyalists were exiled and were ordered to leave Aldan. Accompanied by a few hundred ashigaru, they sailed east and landed several miles south of Bathusra Wilds. There they established a new nation, named after sensei Kyamiro.
The Shigawa built a stronghold and an impenetrable keep in the mountains, housing the Dojo of the Nine Swords. Within the Dojo, Shigawa monks and warriors guard the Nine Swords themselves – magic weapons used by sensei Kyamiro.
The accompanying ashigaru founded several villages within the newly formed Shigawa territory. The bordering northerners allied with the Shigawa, establishing trade routes.
The Shigawa mine gold and diamonds from the mines surrounding their Dojo, and have built a large fishing fleet. There is very little fertile soil in their Wildlands province, but it is utilized to its maximum using advanced farming techniques.
The Shigawa quickly adapted to the cold climate, which is reflected in their shugenjas’ use of powerful cold elemental magics. The Rimari Shugenjas go through extremely rigorous training, which includes spending months of solitude without gear or supplies in the frozen wasteland, and days spent meditating and praying.
During the civil war between the noble houses, the Shigawa sided with House Damathar, since they respect their quite similar stern outlook. The Shigawa became a noble house only fifty years ago, when the other Houses accepted their noble bloodline.
Daimyo Iraki Shigawa is Kyamiro’s direct descendant, a serious and able leader. Iraki accepted House Shigawa’s incorporating into the Empire for several reasons. The most important are steady trade routes, defensive pacts with the other houses, and the freedom to spread their teachings throughout the Empire.
Aldan tolerates House Shigawa, but does not support it. Daimyo Iraki established a shaky diplomatic relationship with Aldan, but many decades might pass before Aldan actually decides to acknowledge the Shigawa as a real nation.
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- +2 any one ability score
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Cultures preferred: [[Aldanese]], [[An'galibi]], [[Arkhansk]], [[Auelander]], [[Dagoran]], [[Holmani]], [[Kalaran]], [[Rakish]], [[Reiklander]], [[Sadran]], [[Vallan]]
The Illruthiel is a major part of the mythology of northern nations. The blade is a powerful artifact, crafted thousands of years ago within the fires of a long-forgotten dwarven forge. Stories and legends concerning Illruthiel are mostly preserved, and new versions occasionally spring up. Where the blade is, or what it does, is unknown to most people. Only the most powerful diviners and high priests might have a vague idea of its powers. The sword is said to appear unexpectedly, usually to help a hero in their quest, and then somehow become lost once more.
The most recent event including Illruthiel was killing Reorxanathiramanthos the black dragon. Reorx was a power-mad creature, bent on destruction of the gods for unknown reasons. One of the key elements of his mission was finding Illruthiel. At the same time, the runeblade’s aura was sensed by Planar Senate’s mages, and a team was sent to recover the artifact. However, Illruthiel found its way into the hands of Kamui of the Kormagor clan, a snow orc who fought alongside Illusen the Exiled Empress against House Loky. The snow orc managed to evade the Senate’s agents and eventually tracked down Reorx. Reorx was finally killed by the same blade he so coveted. After that, the story says that Kamui hid Illruthiel somewhere in Frostfell, as he was afraid that the power within the blade would eventually make him mad. So once again, the sword is lost.
There are many other legends concerning Illruthiel, but the most known is the story of its creation. Illruthiel was supposedly crafted by dwarven master smiths, in an underground complex called Runeforge, or Steamforge in some stories. The Runeforge needed a powerful source of fire and another such source of water for cooling the blade. So, it was built next to the riverbed of an unknown river (its name in stories usually varies, but the original name is either lost or suspected to be too archaic to recognize today), and the river supplied the forge with cooling water. Then, the dwarves tamed a powerful phoenix (usually named Firestorm, Seether, Sunfire, but some gnome versions of the story mention the name Syrykamlay or Siareekamlay) and lured it into the forge. There the phoenix was trapped by powerful magic, and his fiery essence was used to fuel the immense fires of Runeforge. Then, forty dwarven smiths worked night and day for seven years to forge the blade from unknown but powerful arcane metal. The story doesn’t clearly mention why the blade was created, but usually some great evil is involved.
The known properties of Illruthiel include communicating with its wielder, emanating strong magical light, and cutting through metal.
''Climate:'' Temperate forest
''Cultures:'' [[Quelar]]
Ilyan (literally “Misty Path”) is a valley situated between river Therene and Damathar Pass. Three large forests stand here, separated by small stretches of grassland and an occasional lake. Many small rivers wind their way through the forests, and because of all this water, the forests and the grasslands are often covered in fog, which gives the region its name.
Ilyan is populated by Quelar elves, who settled the largest forest, Cornalvann, at the time Que-Shu and No-Shu were being settled. Ilyan elven families were the vanguard of the elven migration, making this the northernmost autonomous Quelar community. Ilyan elves take great pride in their role as guardians of magical geysers in the region. Ilyan is abundant with raw magic, which is highly volatile and dangerous. Elves build special facilities and fortresses to keep the geysers safe.
Damathar Pass opens into Ilyan. Thankfully, the region is hospitable and the elves are friendly, so trade routes are very safe here. Elven settlements and fortresses are well defended, so neighboring countries rarely even think of attacking Ilyan, even though possession of mana geysers would bring great power.
In the North, psionics are outlawed, since they are associated with the illithid and other such aberrant creatures. To fight the psionic threat, squads of specialized warriors are trained, who develop a resistance to psionic attacks and possess the ability to quickly disable and destroy psionic users.
Inquisitors have the ability to disable or resist the psionic abilities of their enemies, and quickly bring them to justice. Inquisitors are most often multiclass fighter/wizards or fighter/sorcerers, although other class or combinations may meet the prerequisites to become inquisitors.
NPC inquisitors are always on a mission, whether in their homelands or abroad. They are serious, determined, and deadly, and will never accept to cooperate with psionic users.
''Hit Die:'' d8
''Requirements:''
To qualify to become an imperial inquisitor, a character must fulfill all the following criteria.
''Alignment:'' Any lawful
''Base Attack Bonus:'' +5
''Feats:'' Iron Will
''Spells:'' Ability to cast 2nd level arcane spells.
''Special:'' Must have been recruited by the Northern Empire and specially trained to become an inquisitor.
''Class Skills:''
The imperial inquisitor’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Insight (Wis), Knowledge (arcana)(Int), Knowledge (psionics)(Int), Persuasion (Cha), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
''Skill Points at Each Level:'' 2 + Int modifier.
''Class Features''
All of the following are class features of the imperial inquisitor prestige class.
''Weapon and Armor Proficiency:'' Imperial inquisitors are proficient with all simple and martial weapons, all types of armor and shields (except tower shields). They are also proficient with shurikens.
''Spells per Day / Spells Known:'' At 1st, 3rd and 5th imperial inquisitor level, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 2nd level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, and so on). If a character had more than one arcane spellcasting class in which he could cast 2nd level spells before he became an imperial inquisitor, he must decide to which class he adds each level of imperial inquisitor for the purpose of determining spells per day.
[img[http://i41.tinypic.com/331kils.jpg]]
''Feedback:'' Every time an inquisitor successfully deals damage to a creature that has a power point reserve, he destroys 3 of its power points. The psionic energy combusts, dealing an equal amount of fire damage to the creature. If the creature has less than 3 power points in its reserve, remaining points are destroyed and the creature takes damage equal to the number of points destroyed. At 3rd level the amount of damage increases to 6, and at 5th to 9.
''Resist Psionics:'' The imperial inquisitor develops a magical aura that allows him to resist psionics. He gains psionic resistance equal to 9 + his character level.
''Arrest:'' An imperial inquisitor of at least 2nd level gains the power to immobilize a psionic creature that has depleted its power point reserve. Once per day as a standard action he may try to paralyze a psionic creature within 30 feet that has no power points. The target must succeed at a Will save (DC 10 + imperial inquisitor’s class level + imperial inquisitor’s Cha modifier) or be held paralyzed and immobile for a number of rounds equal to 3 + imperial inquisitor’s Cha modifier.
''Reflect Psionics:'' At 4th level, every time a psionic creature manifests a power that targets the imperial inquisitor and does not overcome the inquisitor’s psionic resistance, the manifested power affects the creature that manifested it instead. The creature may use its own psionic resistance and gets a save against the power, if the power allows it.
''Superior Will:'' At 5th level, an imperial inquisitor whose psionic resistance protected him from a power may immediately choose if the power will be reflected at the manifesting creature or if the creature will lose a number of power points equal to the number it used to manifest that power, and take the equal amount of damage.
This small stone cube, when thrown to the ground, produces a small stone cottage – which is in all respect similar to a hut created by leomund’s secure shelter. The hut is permanent.
Strong conjuration; CL 7th; Craft Wondrous Item, leomund’s secure shelter; price 1400 gp
Kalaran, Kalarans
''Region(s):'' [[Aranis]], [[Kalari Bay]], [[Kanin Sea]]
''Language(s):'' Gaels
The mercantile people of Kalari Bay are among Narral's most aggressive expansionist peoples. Once pirates and merchants in the Kanin Sea, they have evolved into a powerful naval force, they are part of the Northern Empire, and their galleons and caravels loaded with settlers and soldiers reach places others cannot even dream of. The Kalarans, having established a firm place in Narral's power struggles, are now colonising Aranis, the Shyarrims, and the Kanin Sea. Their ports dot the great ocean's islands, and their trade is happening on an almost global scale. New explorers and sailors are sent every day into the unknown and the uncharted, seeking for more opportunities to make money and fame.
Kalarans are ruthless merchants, adventurous explorers, and crafty combatants. They are ideally suited for an explorer's life. They rarely tie themselves to places, and rather surround themselves with good friends. Kalaran's are marginally religious, but sometimes more devotedly worship gods and protectors of oceans and sailors. Most of their homeland is laid out on dozens of small islands which makes living on ships quite common, as well as traveling from island to island either to do business or simply for pleasure. Kalarans are not generally greedy, but are often viewed as such, since the stereotypical Kalaran is a merchant verging on pirate, elegant but quick tempered, well spoken, but only as a decoy.
''Cultural bonuses:''
- +2 cultural bonus to Appraise and Swim checks
- A Hard Bargain: Kalarans enjoy in single-minded devotion to a certain task. They receive a +4 cultural bonus to Will saves against mind-affecting effects, and a +1 cultural bonus to all other Will saves
- Weapon Proficiency: Kalarans receive the Martial Weapon Proficiency feat for the cutlass.
- Favored Class: Rogue
''Climate:'' Cold/temperate plains, cold/temperate forest, cold/temperate hills
''Cultures:'' [[Aldanese]], [[Kalaran]], [[Reiklander]], [[Gor]]
Kalari Bay is located to the northwest of Narral, between Mortegia and Draggarin ranges. It is a cold place, but more hospitable than Bathusra Wilds. Several rivers offer lots of arable land, and winters are not as harsh closer to the coast, where most towns are located.
Kalari Bay is populated by the Aldanese House Shigawa, refugees from their homeland; House Saithar, a culture of seafarers and merchants, and House Damathar, stern mountain people. All three houses are members of the Northern Empire. Several Gor tribes also reside here, but are allied with the houses.
Kalari Bay is rich with minerals,gems, and darkwood. Darkwood is the region's most important export, since it doesn't thrive anywhere else in the world. House Shigawa's Nine Swords Dojo is quite renowned, and many warriors attempt to find the legendary school. Few actually succeed.
''Climate:'' Temperate hills, temperate forest, temperate plains
''Cultures:'' [[Auelander]], [[Highlander]]
Kaloz is a hilly region between Mortegia and Viharrom mountains. River Therene springs where Mortegia and Viharrom meet. Coniferous forests cover most of the lower hills, while higher ground is barren rock.
There are several small Auelander countries in Kaloz lowlands, which mostly trade with Ilyan elves and House Damathar, and rarely fight large-scale wars. Higher hills and mountains are inhabited by halfling and goliath tribes. The Highlanders consider these hills their sacred clangrounds, and often fend off Auelander settlers and frontiersmen. It is not an open conflict, but tensions are high. Most noble families of the north originate from Kaloz lowlands, which were hastily abandoned during the second Abyssal Invasion. The ground still shows some scars from devastation, and a random place of persistent evil presence sometimes corrupts people.
Kaloz is quite isolated. To the east, there is nothing but hills and the rocky cliffs of Thalarr coast. Mortegia and Viharrom flank the region from north and south, leaving only the west open for trade. However, Kaloz highlands are seen as quite valuable by Auelander and Dagor peoples, since they contain gold in still undetermined quantities, and are abundant with iron.
''Climate:'' Warm aquatic, warm forest
''Cultures:'' [[Otelar]], [[An’galibi]], [[Kalaran]]
Kanin Sea (literally “Tumultuous Sea”), actually an ocean, is the stretch of water between Narral and Aldan. It is not easy to traverse due to frequent storms. There is a great number of single islands and archipelagos between the two continents, most of which are populated. The climate, however, is oftentimes unbearable, with never ending rain and high temperatures.
The numerous islands are populated mostly by humans and elves. Those closer to Narral house Otelar elven communities, and An’galibi colonies. Dagor Gulf islands are also settled by the An’galibi, except for the easternmost one, which is part of Dagorvár. An’galibi colonies are actually controlled by House Saithar (as well as Aranis and An’gali themselves), and the dark skinned men are only workers in Saithar employ. Otelar elves stray quite far from elven tradition, and worship deities and powers not found in other cultures. They build simple villages and live off fishing and hunting. Their ‘voodoo’ magic, while not inherently evil, can be quite horrifying and alien to outsiders.
In spite of many storms and other dangers of Kanin Sea, two trade routes have been established between Aldan and Narral, and both follow smaller islands and safe ports across the sea. One route runs from the Aldanese city of Shinji-tokai to Damri in Kalari Bay, and the other from Kyuden Kitsune to Riverwood, and further to Vall Mathali.
The numerous islands of the White Sea are inhabited by many exotic races, mostly primitive. The exception is the race of cat people - the Kazari, the dominant race of the archipelago.
''Personality'': Kazari are an alien race, with a rather weird outlook. Kazari can be impulsive and quick to anger, but even during their emotional outbursts, they retain a radiant aura of serenity and tranquillity. The other races have trouble understanding this duality of mind, and the Kazari are usually feared in other civilized communities.
''Physical Description'': The Kazari look like a crossing between a human and a cat. They have humanoid bodies and appendages (aside from claws), and a catlike head, with short and wide pointed ears, and feline eyes. Their whole body is covered with thick short hair that can be of almost any color and pattern otherwise seen on cats. Their eyes are a shade of yellow, ranging from the brightest shade to almost brown. Kazari have small claws instead of fingernails on both their hands and feet. Also, a long catlike tail sprouts out of their rear ends. Females are somewhat shorter and lighter than male kazari.
''Relations'': While the kazari are not a xenophobic race, and rarely avoid contact with others, most of them remain secluded on their jungle-covered islands, as they feel a deep connection to their homeland. However, kazari traders, merchants, explorers, missionaries, and envoys often travel to foreign lands, spreading the kazari culture and introducing the exotic into the everyday life of the continentals. Kazari have a hard time understanding dwarven and human societies and their laws and outlooks. They get along fine with elves, gnomes and halflings, who show much less amazement at the cat people's duality of mind.
''Alignment'': Kazari’s unpredictable nature makes them tend toward chaos, but it is not the rule, since some kazari train to control their minds. Kazari are morally usually neutral, seeing good and evil merely as different means to an end.
''Kazari Lands'': The kazari inhabit the cluster of islands south of the center of the continent. Although these islands are quite far away from the equator, warm sea currents ensure a subtropical climate, making these lands perfect for the kazari and other such creatures. The kazari islands are easily reached by sea, but the dense rainforests make them difficult to explore from within.
''Religion'': Kazari do not understand religion the way others do. They see faith as a tool for accumulating power, since belief creates new deities. Religion plays an inferior part in their daily lives, but sometimes small cults appear when the kazari are drawn into a war or suffer from a greater danger.
''Language'': The kazari speak Infernal, which might be a trait showing their connection to the rakshasa. However, the kazari do not tend towards evil as rakshasa do, so there are no additional arguments for the theory.
''Names'': Kazari have only one name, short but hard to pronounce.
''Kazari Male Names'': Kihsht, Drax, Bdren, Meshk, Shakh, Dherk.
''Kazari Female Names'': Rashka, Ghexra, Shkiri, Ergakhy, Makhi, Thaktha.
''Adventurers'': Kazari adventurers are not a rare breed. Most kazari like adventuring for the company, not for the excitement. They try to find out as much as they can about other races’ behaviour and compare it to their own, and then improving themselves, to control their turbulent thoughts. The kazari who do not care for their emotional instability adventure to show the real power of their outbursts in battle.
KAZARI RACIAL TRAITS
- +2 Charisma: Kazari's specific personalities radiate a calming aura on others.
- Medium: As Medium creatures, kazari have no special bonuses or penalties due to their size.
- Kazari base land speed is 30 feet.
- Darkvision: Kazari can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and kazari can function just fine with no light at all.
- +2 racial bonus on Persuasion checks.
- Duality of Mind (Su): Once per day per five character levels, as an immediate action, the kazari may activate an effect similar to mind blank spell, but can target only itself. The effect lasts one round per character level. Caster level equals the kazari’s character level.
- Momentary Insight (Su): Once per day as an immediate action, a kazari may utilise an effect similar to the see invisibility spell, except it lasts for one round. Caster level equals the kazari’s character level.
- Automatic Languages: Common, Infernal. Bonus Languages: Abyssal, Elven, Giant, Gnome, Goblin, Undercommon, Tauran.
- Favored Class: Sorcerer. A multiclass kazari’s sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing.
- Preferred cultures: [[Emshdarr]] only. Kazari cannot choose any other culture than Emshdarr,
[[Vall Mathali]]
[[House Shigawa]]
[[Al Jalahma]]
[[Paladin Guilds of Vall Mathali]]
[[The Planar Senate]]
[[Illruthiel Runeblade]]
[[The Wolf Cult]]
[[The Underdark]]
[[Mana Crystal]]
[[Darkpan Religion]]
''Climate:'' Cold plains, cold forest
''Cultures:'' [[Reiklander]]
River Lori springs in Mortegia range and mouths into Northernflow. It is the only reason why anyone lives in the cold valley surrounding it. Lori Valley borders Kalari Bay to the west and Maajarvi to the east. There are taigas in the western part of the region, but the rest is barren land and ice.
Lori Valley is the territory of House Anthariel, the current leading house of the Northern Empire. The capitol city Illorien (literally “Town on Lori”) is the largest city north of Mortegia. Since the valley is almost perfectly flat and devoid of vegetation, Illorien can be seen over a large distance. House Anthariel's Illusen I is responsible for the unification of the noble houses of the north, and is the current empress. Illorien is also home to Kinketsu's Lakkar Academy of Wizardry.
River Lori and the hills from which it springs offer a steady supply of gold. This is the most important factor of this region's prosperity, and House Anthariel's economic and political power.
''Climate:'' Cold plains, cold marshes
''Cultures:'' [[Reiklander]], [[Gor]]
The Maajarvi (literally “Land of Lakes”) is the region in the eastern half of the lands north of Mortegia. It is separated from Lori Valley by River Joki. Maajarvi is dotted by many lakes and swamps, and an occasional taiga forest.
This region is the home of House Loky, of Reiklander descent, but speaking a distinct language. House Loky is a noble house, but wasn’t accepted into the Empire when it was in the making. This enraged the Loky nobility, and they seek every possible opportunity to get back at House Anthariel and other noble houses. Some larger Gor tribes, such as Kormagor and Cervigor, claim Maajarvi as their sacred land. These tribes are in war with House Loky, and some, but not all, are allied with House Aérden.
Maajarvi is important to the Empire because it is the only way to connect House Aérden with the remainder of the Empire. However, the Loky forbid any foreign travel through their region, so most trade goods are considered counterfeit if their origin can be traced to the Empire. Aérden has unsuccessfully tried to resolve this issue diplomatically.
''Welcome :D''
[[Setting Introduction]]
[[What's New?]]
''For Players''
[[1 - Character Races]]
[[2 - Character Classes]]
[[3 - Skills and Feats]]
[[4 - Combat and New Combat Options]]
[[5 - Prestige Classes]]
[[6 - Adventuring Equipment]]
[[7 - Regions and Cultures]]
''Narral''
[[1 - Short History and Recent Developments]]
[[2 - Religion]]
[[3 - Locations]]
[[4 - Characters]]
[[5 - Epic Campaigns]]
''Other''
[[Knowledge (Local)]]
These crimson crystalline formations formed by an unknown mineral contain a powerful liquid, sometimes called “mana”, which can be used to replenish the magical energy stored within magical items. These crystals are found either deep underground or in areas with high volcanic activity. There are only several known mana crystal sites in Narral. The usage of mana crystals is not widespread due to the complex method of proper usage. The crystals emanate a strong magical aura which can recharge a wand, staff or a similar item, but this is usually almost nothing compared to the amount recharged by the liquid within the crystals.
To properly use the liquid, or “mana”, it must not be brought into contact with air. If it does, it will lose its crimson glow and its magical potency within one or two seconds, and will be useless. The liquid is very viscous, and its smell resembles the smell of pineapple. The liquid’s potency can be preserved by breaking the crystal within an airless container, or an area of vacuum created by the null atmosphere spell. When the mana is ready to be used, the magic item is simply submerged into it. This also drains the mana’s power, but replenishes the charges within the item.
The largest single mana crystals are about the size of a high elf. Crystal formations, however, may be enormous, covering entire subterranean caves. The crystal’s glow can be easily seen within 200 feet of the crystal. The closer a person is to the crystal, the brighter it appears to shine, but this is actually only an illusion. Breaking the crystal is quite easy. They have hardness 1 and 5 hp per inch of thickness (the largest crystals are at most two inches thick).
A vilene magesmith has devised a spell useful for containing “mana”.
This pair of slightly green tinted leather boots feels light when worn. Once per day, they may be used to confer a +40 bonus to a single Acrobatics check while jumping.
Faint transmutation; CL 9th; Craft Wondrous Item, jump; price 6600 gp
''Climate:'' Warm plains
''Culture:'' [[Vallan]], [[Naldarethenin]], [[Sajuukan]], [[Ayavar]], [[Rakish]], [[Yaelar]]
Bordered by the Cloudcrowns, Thod Karad, Feya and the Trident Channel, the grand Mathali Desert lies almost at the center of Narral. The vast wasteland seemingly contains nothing but sand, rock and ruins. However, there are places where the heat is not as hard to bear, and where city building is possible. No rivers run through or near Mathali, only oases can occasionally be found. Also, the fish-rich waters of Trident Channel make the settlement of the coast a less difficult endeavour.
The largest settlements in the desert are Vall Mathali (literally “Gem of Mathali”) and the villages of the centaurs. Vall Mathali is the center of Vallan and Naldarethenin cultures, a huge city on the coast of Mathali. It is also the center of trade for the whole continent, in spite of its relative isolation. The Vallan people hold important positions in Vall Mathali, including 10 of totally 12 councilor seats in the city’s Merchant Council, its ruling authority. Naldarethenin dwarves can be found in large numbers in Vall Mathali, but most of them are actually nomads, traveling from oasis to oasis, maintaining trade and supply routes. Vall Mathali is also home to plenty other cultures, since many travelers enchanted by its size and beauty and prospect of wealth stay in the city. North of Vall Mathali, the dominant peoples are Sajuukan centaurs and Ayavar orcs. The Sajuuk horde claims the northwestern desert and nearby slopes of Cloudcrowns as their territory, and launch raids from there. The tribes of the horde are numerous but discordant, which is the only obstacle keeping them from razing Vall Mathali and continuing south towards Feya. The centaurs usually attack dwarven caravans and villages, and sometimes ally with the Ayavar.
Vall Mathali, despite being surrounded by desert, isn’t actually that hard to reach. Various darkpan and dwarven guides offer their services to many elven and Rakish merchants, as well as the traders coming from further west, where Kalaran colonies lie. However, the main advantage of the city is being the center of trade for Arkhan, Miara, Zog, Darklands, Trident Channel, and Shyarrim Archipelago. All of these places import various “exotic goods” to western Narral, and Vall Mathali is located on the shortest trade route possible, since the north is either impassable or blocked, and the Thalarr Sea is surrounded by impenetrable mountains.
''Spike Trap'' – Craft (precision instruments) 3 ranks
Materials: Large spring, metal spike
Assembling Time: 1 hour
The spike trap is the cheap and deadly. It must be camouflaged, but when it’s activated, it does
3d6 damage to its victim if it hits (Att +10). The DC to find and disable it is 10 + ½ assembler
level + assembler’s Int modifier.
Upgrade: It might be effective to coat the trap with poison. This is not a real upgrade option,
but rather a suggestion.
''Trap Springer'' – Craft (precision instruments) 5 ranks
Materials: Metal casing, small spring
Assembling Time: 1 hour
With this miraculous device, a technologist can simply spring a found trap without any harm to himself.
The trap springer is used as a disabling device, adding +4 to the Mechanics check to disarm traps,
both magical and mechanical.
Upgrade: A technologist may add clock parts and an electrical harness to the trap springer, making it
more effective against both types of traps. The bonus raises to +6.
''Auto Skeleton Key'' – Craft (precision instruments) 7 ranks
Materials: Small spring, lockpicks
Assembling Time: 1 hour
The auto skeleton key is an obligatory piece of equipment for any thief who holds to his reputation.
This assembling of masterwork lock picks opens almost every door, by granting a +4 bonus to Mechanics
checks made with it when picking a lock.
Upgrade: By installing electrical components into the auto skeleton key, the bonus is raised to +6.
''Eye Gear'' – Craft (precision instruments) 9 ranks
Materials: Eye glasses, pocket watch parts
Assembling Time: 2 hours
Never need a scope or a magnifier anymore! With the eye gear, your perception is extraordinarily increased.
The eye gear grants a +6 bonus to all visual Perception checks, and low-light vision.
''Bear Trap'' – Craft (precision instruments) 11 ranks
Materials: Metal clamp, large spring
Assembling Time: 2 hours
Need to catch a bear? An elephant? An orc bandit? This is the right trap for you. The bear trap does
8d6 piercing damage (Att +15) and clamps the victim. The victim may move at half-speed, but takes
2d6 piercing damage for each 5 feet of movement. A creature can escape the trap with a successful
Strength check (DC: 27) or an Acrobatics check (DC: 22). The DC to find or disable the trap is
10 + ½ assembler level + assembler’s Int modifier.
''Clockwork Decoy'' – Craft (precision instruments) 13 ranks
Materials: Clock parts, small spring
Assembling Time: 3 hours
If you don’t know how to avert that guard’s attention, maybe this little contraption could be of use. It’s as
large as a potion vial, but produces more sounds than a horde of orcs. The DC to hear the clockwork decoy
is -15. You can also set the duration before the decoy starts making noises, from 1 to 10 rounds. The decoy
starts working on the end of the last round.
''Mechanized Arachnid'' – Craft (precision instruments) 15 ranks
Materials: Small steam engine, large gears
Assembling Time: Three weeks
This is no more or less than a construct with the following statistics.
Small Construct
Hit Dice: 13d10 + 10 (140 hp)
Initiative: +6
Speed: 50 feet, climb 30 feet
Armor Class: 30 (+6 dex, +13 natural, +1 size)
Base Attack / Grapple: +9 / +10
Attack: Bite + 16 ( 1d4 + 1 plus Poison plus 2d6 electricity)
Full Attack: Bite + 16 / +11 ( 1d4 + 1 plus Poison plus 2d6 electricity)
Space / Reach: 5 ft. / 5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft., construct traits, damage reduction 5 / -
Saves: Fort +4, Ref +10, Will +6
Abilities: Str 12, Dex 23, Con -, Int -, Wis 14, Cha 6
Skills: Perception +18
Feats: Weapon Finesse
Poison: The arachnid delivers injury type poison with each bite. The poison’s DC is 10 + arachnid’s assembler’s
level + arachnid assembler’s Int modifier. The poison’s primary damage is 2d4 Str, and secondary 3d4 Str.
''Climate:'' Temperate hills, cold hills
''Culture:'' [[Arkhansk]], [[Ayavar]], [[Highlander]], [[Nalentin]], [[Onzoggot]]
Miara Highlands is the name of a small region north of Arkhany Åbala, between The Zog and Thalarr Sea. Miara is a halfling word meaning “home”, so the region is sometimes also called Homelands. Miara hills are surrounded by several small rivers and streams, and some small forests hide Highlander villages, providing for a picturesque landscape.
Highlander goliaths and halflings make the majority of the region’s population. Their communities can be found hidden within forests and in secluded river valleys. They trade with Arkhan, but are mistrustful of ayavar orcs and any outsiders. The Nalentin and the Onzoggot have only a few outposts along the northern border of the region. Arkhan’s Fort Obgrad and the surrounding farms are located quite close to the southern border. However, the region is important to humans, gnomes, and dwarves alike, since the main road linking Mortegia, The Zog and Arkhan passes through it. The road is well traveled, but also scarcely guarded.
The main trade route mentioned above is called Miara Highway. Almost all trade between the neighboring regions goes along this route, however, the Highlanders do not allow others to build upon their ancient homeland, and try to hinder any attempt to do so. Therefore, most caravans and travelers must rely on protection they can afford from their own coin pouches. Bandit and ayavar orc attacks are common, their efficacy depending on how heavily defended their targets are.
The minotaur’s have come to Narral some 350 years ago, landing on Cape Black. They previously lived on an archipelago far to the northeast, both on the surface and underground. However, their homeland was ravaged by a terrible winter, which destroyed most arable land and most creatures more susceptible to the cold it brought. The minotaurs who lived on the surface had to leave the islands, so they built a small transport fleet and headed out into the unknown. After several years of travel, they reached Narral.
''Personality'': The minotaurs are a solemn race. Even before the Gauahadaer (The Blizzard), their homeland was an unwelcome place, but minotaurs learned to take what they can from the land and ask for nothing more. They are modest, serious, and silent. They tend to speak with fewer words and do not tolerate people who speak much yet say nothing. They understand that violence is sometimes the only solution to a problem, but are generally not aggressive. Minotaurs make good counselors, sages, and wise men, but their physical strength also makes them powerful warriors. They are also exceptionally good shipwrights and sailors, which they owe to the centuries of sailing tradition back in their homelands.
''Physical Description'': Minotaurs are humanoid creatures resembling bipedal bulls. Their body is covered in fur, whose color ranges from yellow to dark brown, and sometimes black. Dark red fur is rare among minotaurs, and is considered a mark of wisdom. Females are somewhat shorter and have smaller horns, or no horns at all. Minotaurs of both genders like to wear jewellery, mostly gems that are in contrast with their fur color.
''Relations'': Other races and peoples have noticed the minotaurs, but rarely come into contact with them. Minotaur lands are quite far away from most civilized lands. They are allied with some barbarian tribes to the north of their settlements, and cooperate with the sahuagin to the southwest. Arkhan sees minotaurs as a threat to their expansion plans, and might consider attacking them in the near future. House Aérden and the Stonehammer clan trade with the minotaurs for obsidian and jewellery.
''Alignment'': The minotaurs are not naturally morally biased towards evil or good. However, their innate wisdom usually pushes them toward law.
''Minotaur Lands'': The Minotaurs originate from a distant, uncharted archipelago called Eam Kadhirai in their language. In Narral, they have settled the Darklands. The Darklands are mostly swamps and marshes, with several small forests. The coast of Darklands is mostly grassland and swamp, allowing several larger towns and dozens of smaller villages to be built. Therefore, most Minotaur settlements are built along the coast.
''Religion'': The Minotaurs are polytheistic. Their creator god is Baerhiamin, a cow-like lawfule neutral deity, whose domains are Law, Endurance, Meditation, and Strenght. Other important deities incorporate the Minotaurs’ love for sailing and shipbuilding.
''Language'': The Minotaurs language has more vowels than consonants, and several sounds which are hard to pronounce for other races. Most minotaurs don’t speak Common, but those who deal with outsiders have adopted it quickly.
''Names'': Minotaur names consist of many vowels. Their first name actually consists of two words, one being the name itself, and the other saying what is the minotaur’s profession. If the minotaur has no skill in a craft (very rare), then he will be called “Yeha”, which means “son of”, followed by the profession of his father. The third part of their name is their family’s name, whose etimology may be more or less obvious (e.g. “Gauath” family name translates as “wright”, but “Ahuádar” cannot be translated into common).
''Minotaur Male Names'': Uah, Yoméier, Thaw, Aγaya, Odó
''Minotaur Female Names'': Wa, Yea, Doγo, Darawa
''Minotaur Professions'': Égauath (shipwright), Éti (sailor), Étiya (ship captain), Alwome (Warrior)
''Minotaur Family Names'': Dá, Meie, Hwá (Castle), Huγur (baker)
''Adventurers'': Minotaurs adventure because they want to explore Narral or defend their settlements from barbarians and other, more vicious, denizens of Darklands.They will work as a part of a team with pleasure, and this also makes them less introvert towards others in the team. Minotaurs are excited by challenges of both brain and brawl, but are careful enough not to let their enthusiasm overcome their wisdom.
MINOTAUR RACIAL TRAITS
- +2 Strength, -2 Dexterity, +2 Wisdom, -2 Charisma. The minotaurs have powerful muscles and keen instinct, but their bodies are somewhat bulky.
- Medium: As Medium creatures, minotaurs have no special bonuses or penalties due to their size.
- Minotaur base land speed is 30 feet.
- Low-light vision: A minotaur can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Powerful build: The physical stature of minotaurs lets them function in many ways as if they were one size category larger. Whenever a minotaur is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the minotaur is treated as one size larger if doing so is advantageous to him. A minotaur is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A minotaur can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
- Natural logic: Minotaurs possess innate logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost and enables them to track enemies.
- Horns: The minotaurs horns are a natural weapon, allowing a gore attack. The attack deals 1d6 plus 1,5 Str modifier bludgeoning damage
- Automatic languages: Common, Tauran. Bonus Languages: Gnoll, Aquan, Giant, Gnome, Dwarven, Undercommon.
- Favored Class: Cleric. A multiclass minotaur’s cleric class does not count when determining whether he takes an experience point penalty for multiclassing.
- Preferred cultures: [[Tauridic]] only. Minotaurs cannot choose any other culture than Tauridic.
[[Fiendish Codex, volume I]]
[[Instant Hut]]
[[Sen Weapons, Ammunition and Crystals]]
[[Mantis Boots]]
''Climate:'' Cold mountain
''Culture:'' [[Nalentin]], [[Onzoggot]], [[Auelander]], [[Reiklander]], [[Ayavar]], [[isiMbabadi]]
Mortegia is the largest mountain range in Narral. It runs from Narral’s northwest to its far east, from coast to coast. However, it is not home to the highest mountain peak on the continent. Mortegia stands as one of Narral’s largest transportation problems. It is passable in only two places – Damathar pass which connects Kalari Bay and Ilyan, and Manacor Pass between Aérden and The Rahhian Wastelands. The latter is too dangerous to traverse.
Mortegia is settled by many various cultures. Clan dwarves and gnomes, humans, nomadic orcs and goblinoids all make home along its slopes. The western half is mostly inhabited by Aue- and Reiklanders, Onzoggot gnomes, and goblinoids. The western half is also known by the name Kirayegy (literally “The King’s Mountain”). The center and the eastern half were named Abhra Devata (literally “The Cloud Gods”) by Ayavar orcs. It is inhabited by the Ayavar, gnomes of The Zog. Nalentin dwarves of the Stonehammer Clan make their home in Durkraal (literally “Mithral Keep”) near Manacor Pass.
Mortegia’s higher parts are impassable. The mountains are riddled with river canyons, craggy terrain and impossible slopes. The habitable locations are few, and are mostly already taken. Mortegia mountains are not very old, and therefore don’t contain many minerals and ores. However, they are ideal for viticulture and livestock farming.
Naldarethenin, Naldarethenin
''Region(s):'' [[Mathali]]
''Language(s):'' Bofida
The Naldarethenin are “surface dwarves”, who live in the inhospitable sands of the Mathali desert. They appear not to have the same ancestors as the Nalentin, but Bofida is in some ways quite similar to Thorren and Torval. Apart from that, Naldarethenin culture is much different from Nalentin. The Naldarethenin live in the desert, in small mobile communities. They live underneath wide, easily packed tents, travel fast and light, and know the desert to its last grain of sand. The Naldarethenin are the most ferocious enemies of the wild Sajuukan hordes, and the trusted allies of Vallan villages and towns.
The Naldarethenin are as proud as their northern cousins, but they view life much more seriously. Surviving in the desert is the greatest challenge in Narral, and the Naldarethenin are the only ones capable of doing it. While the Vallans build most of their settlements along the coast, the Naldarethenin dwarves travel far and wide across the desert, in search of new pastures and oases. They dislike people who joke and laugh too much, and those who do not want to learn to take care of themselves, such as nobles and other wealthy people.
''Cultural bonuses:''
- Burning Earth: A Naldarethenin dwarf receives Endurance as a bonus feat. He also receives a +4 cultural bonus to saves against effects produced by bright light (such as //flare// or the ability of a Technologist with Optics)
- Weapon Familiarity: The Naldarethenin may treat dwarven urgroshes as martial weapons, rather than exotic weapons.
- Honor in Words: A Naldarethenin dwarf does not make promises just for the sake of good will. A Naldarethenin attempting to finish a task which he promised someone to do receives a +1 cultural bonus to all rolls directly related to the promised action (the action should be something specific, such as killing an enemy, or making a sword; Making a promise to rid the world of all evil does not count as an action)
- Favored Class: Ranger
Nalentin, Nalentin
''Region(s):'' [[Aérden]], [[Bathusra Wilds]], [[Miara Highlands]], [[Mortegia Range]], [[The Eastern Wasteland]], [[The Zog]]
''Language(s):'' Torval (Mortegia and north of Mortegia), Thorren (south of Mortegia)
The Nalentin are Narral's proud guardians of the world beneath the world, as they call it. They live in magnificent underground strongolhds. These strongholds are masterworks of defensive architecture, and are virtually impenetrable. The Nalentin feel safe beneath the earth, but will sometimes leave their homes to live in human or gnome communities, where they learn new things and then pass the knowledge back to their people. The Nalentin consider themselves masters of architecture and armor making, and they are especially proud of the Stonehammer clan, which managed to repel endless hordes of demons during the Second Invasion, defending Aérden and The Zog from certain doom.
The Nalentin are proud and stern, but friendly towards their chosen allies, and ready to take another's burden at any time. There is a phrase that goes “I'd shave my beard for...”, indicating that the person is ready to completely sacrifice herself for a cause or another person. The phrase, of course, refers to the common Nalentin character trait. The Nalentin worship and live by Moradin and his laws.
''Cultural bonuses:''
- Stonecunning. The Nalentin receive a +2 cultural bonus on Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A Nalentin may use the Perception skill to find stonework traps as a rogue can. They also receive a +2 cultural bonus on Appraise and Craft checks related to stone.
- Weapon Familiarity: The Nalentin may treat dwarven waraxes as martial weapons, rather than exotic weapons.
- Tunnel Fighter: A Nalentin gains a +1 cultural bonus to Armor Class and attack rolls whenever he fights in a tight space (5 feet by 5 feet, walls on both sides, low ceiling; e.g. doorways)
- Favored Class: Fighter
Through the use of Craft skill, a technologist can assemble, repair, and upgrade various items, technological and mundane. New options for Craft skill are also available: electrical components, firearms, chemical compounds, explosives, medicine, and precision instruments.
The Narral campaign setting features a slightly changed skill system than the one described in the 3.5 PHB. The number of skills has been reduced by grouping two or more skills under only one skill. Also, Use Rope no longer exists, and instead, a simple Dexterity check is made when determining whether a character uses a rope well (koji kurac).
So now, if a character would want to listen through the door he just unlocked, he would roll Perception. He would enter the dark room, and the DM would roll Perception for him to see if he spots the ninja lurking near the ceiling. The ninja waits as the character rummages through a pile of trash under a broken table, rolling a Perception check to see if he found anything.
The table below shows the exact changes made to the skill system.
[img[http://i41.tinypic.com/mbjp7n.jpg]]
You may use heal to patch up your and others' light wounds.
''Time:'' Full-round action
''Retry:'' Special
''Provokes AoO:'' Yes
''Use untrained:'' No
''Special:'' Requires a Healing Kit
Roll a Heal check against DC: 10 + last amount of damage dealt to the person
you are trying to patch up. If you succeed, you heal that amount of damage.
You may use this skill only once per target per day, and may not retry if you
fail the check. Others who have the Heal skill may try to do it, however.
Some feats from the Player's Handbook are no longer useful, since some mechanics have been modified. If any of these feats are a prerequisite for a prestige class or another feat, you don't need the feat any more. The exception are the marked Improved feats, instead of which a new feat called Improved Combat Maneuver counts as a prerequisite. Obsolete feats are listed below:
Acrobatic
Agile
Alertness
Animal Affinity
Deceitful
Deft Hands
Diligent
Improved Bull Rush
Improved Disarm
Improved Grapple
Improved Sunder
Improved Trip
Investigator
Magical Aptitude
Negotiator
Nimble Fingers
Persuasive
Stealthy
Regions:
[[Arkhany Åbala]]
[[Miara Highlands]]
[[The Eastern Wasteland]]
[[The Holmani Peninsula]]
[[The Zog]]
[[Trident Channel]]
Cultures:
[[Arkhansk]]
[[Ayavar]]
[[Highlander]]
[[Holmani]]
[[Nalentin]]
[[Onzoggot]]
[[Tauridic]]
[[Tridentian]]
Onzoggot, Onzoggot
''Region(s):'' [[Cloudcrowns]], [[Miara Highlands]], [[Mortegia Range]], [[The Zog]]
''Language(s):'' Otanikki
Even though the name Onzoggot means “Those of the Zog”, it applies to all gnomes who live according to the old traditions, use their clan names, and wear various insignia and other details marking their clan. The Onzoggot are common in Cloudcrowns and Mortegia, where both rock and svirfneblin gnomes can be found, often living side by side. Onzoggot gnomes prefer the safety of their underground homes to the open valleys and lush forests. They eternally mine for gems and precious metals, digging deeper and deeper into the ground, fighting off monsters no one else has ever heard about, and hoarding enormous quantities of wealth in their cities. Rock gnomes, svirfneblin, dwarves, and even humans are part of this culutre.
Onzoggot are industrious people. They must remain in motion, doing something or making something, or they will become upset soon. They socialize best with other gnomes and dwarves, since most other people find them irritatingly hyperactive, and do not understand their sense of humor, which is usually very cruel but comes with a lesson. The Onzoggot always carry their tools with them, ready to get to work whenever necessary.
''Cultural bonuses:''
- Fight in the Dark: The Onzoggot understand how the vision of an underground creature works, and they use this knowledge to their advantage. An Onzoggot gains a +1 attack roll against creatures with darkvision, whenever there is a light source nearby.
- Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons
- +2 cultural bonus to Mechanic checks
- Favored Class: Technologist
Otelar, Otelars
''Region(s):'' [[Aranis]], [[Kanin Sea]]
''Language(s):'' Sumythaera
The Otelar are the descendants of a stray expedition of the original Elar, who found their new home in the rainforests of Aranis and nearby islands. The Otelar have dismissed their former polytheistic religion and turned to shamanism and animism. They have also turned their creativity from architecture to other arts and crafts, such as jewelry making, sculpture, and bowmaking. The Otelar have been hidden from the rest of the world for quite some time, until they were stumbled upon by Kalaran colonists. Now they are often used as workers or even slaves by the Kalarans; this outcome was probably the result of their pacifist nature.
The Otelar are very spiritual and both worship and fear supernatural powers. Their shamans and sorcerers are respected or even revered, but even such individuals retain their modesty, and use their magic to actually help the community as well. Due to their experience with the Kalarans, the Otelar are very suspicious of all non-elves (and often of all non-Otelar elves), and have a hard time trusting such people. They are calm and calculated when faced with trouble, and will usually try to devise a non-violent solution to the problem.
''Cultural bonuses:''
- Guardian Spirit: Otelars may reroll one d20 roll per day
- +2 cultural bonus to Acrobatics checks
- Soothing Song: The Otelars learn a specific tune that affects the nervous system, pacifying the creature. This ability, which can be used 1/day per Charisma modifier, functions exactly as the bard's Fascinate ability, but instead of ranks in perform, the Otelar may use half his character level as a modifier.
- Favored Class: Druid
''HP Bullets'' - Craft (explosives) 3 ranks
Materials: Charcoal, saltpeter
Assembling Time: 20 minutes
HP (hollow point) bullets are standard bullets used in firearms. As their name indicates, the tip of
the bullet is hollow, allowing the bullet to slow down rapidly when hitting any material, burying the
bullet inside. Therefore, these bullets are useful against unarmored or lightly armoured targets, but
do considerable less to no damage when fired at a heavy armoured foe. In game terms, HP bullets
do +2 damage to targets with up to light armour, or with a natural armour bonus of up to +6. They
do –3 damage to targets with medium or heavy armour or with a natural armour bonus higher than +6.
''FMJ Bullets'' – Craft (explosives) 3 ranks
Materials: Charcoal, saltpeter
Assembling Time: 20 minutes
FMJ (full metal jacket) bullets are entirely made of lead, although with a hollowed tip, so the bullet has
a straight trajectory. These bullets are equally effective against armoured and unarmored foes.
''AP Bullets'' – Craft (explosives) 3 ranks
Materials: Charcoal, saltpeter
Assembling Time: 20 minutes
AP (armour piercing) bullets are thinner and lighter than other bullets, with a sharp pointed tip. They pierce
easily through most materials, and retain their speed after impact. Therefore, they are effective against
armoured foes and less effective against unarmored ones. AP bullets do +2 damage to targets with armour
heavier than light, or with a natural armour bonus higher than +6. They do –3 damage to opponents wearing
light or no armour, or with a natural armour bonus of +6 or less.
''Phosphorous Bullets'' – Craft (explosives) 7 ranks
Materials: Phosphorus, any bullets
Assembling Time: 30 minutes
This extraordinary ammunition ignites upon impact, dealing 1d6 fire damage in addition to their normal damage.
They are otherwise treated as the bullets they’ve been assembled with.
''Flow Disruptor Shield'' - Craft (armorsmithing) 5 ranks, Craft (electrical components) 11 ranks
Materials: Mwk heavy steel shield, electrical harness
Assembling Time: 4 hours
A flow disruptor shield uses the principles of electricity to disable magic. When held, this shield grants SR 9 + ½
creator’s level + Int Mod.
''Compound Bow'' – Craft (precision instruments) 7 ranks
Materials: Mwk composite longbow, pulleys
Assembling Time: 6 hours
A compound bow is much like a composite bow, but it has greater power. An arrow fired from a compound bow
flies faster and smoother, and its piercing capabilities are greater. The compound bow has the same strength
bonus as the longbow it’s been assembled with. It does 1d8 damage (1d6 if small), threatens a critical on 19-20/x3,
has the range increment of 130 ft., weighs 6 lbs, and does piercing damage.
''Charged Sword'' – Craft (weaponsmithing) 7 ranks, Craft (electrical components) 11 ranks
Materials: Balanced sword, large capacitor
Assembling Time: 6 hours
Unleash the power of storms with each swing of this deadly weapon – the charged sword conducts electricity and
deals electricity damage to any opponent it hits. A charged sword has the same statistics as the balanced sword,
except it weighs 3 lbs and adds 2d4 electricity damage to every hit. In addition, the charged sword must be
recharged after every twenty hits, even if they didn’t deal any effective electricity damage.
''Explosive Decoy'' – Craft (precision instruments) 13 ranks, Craft 15 ranks
Materials: Clockwork Decoy, Explosive Grenade
Assembling Time: 12 hours
What’s better than a diversion? A lethal diversion. The explosive decoy acts like a normal clockwork decoy, except
for its ability to blow away any unwanted opponent who approaches it. After the explosive decoy starts producing sounds,
the tremorsense device inside it starts working. When it senses a creature touching the ground within a 10-foot radius, it
sets off the grenade. The explosion does 3d10 fire and 4d6 piercing damage to everything within a 10 feet radius.
''Electro Armor'' – Craft (armorsmithing) 9 ranks, Craft (electrical components) 13 ranks
Materials: Mwk full plate, electrical harness
Assembling Time: One week
Although assembling electro armor takes long, it surely does pay off. This piece of technological art does not only look
good, but gives unmatched protection against electrical attacks, even using the current to heal its wearer. It grants a +7
armor bonus, maximum dexterity bonus applied is +1, armor check penalty is -5, arcane spell failure chance is 30%,
and it weighs 45 lbs.
Special: The electro armor provides its wearer with resistance to electricity 15. In addition, whenever electricity damage
would be resisted by this property, the wearer gains temporary hit points equal to the damage resisted (max 20). These
temporary hit points last one hour.
''Magnum Revolver'' – Craft (firearms) 11 ranks
Materials: Fine revolver, Pure Ore 15lb.
Assembling Time: One week
The best handgun around. The magnum gives incredible power held in only one hand. It also uses special ammo that
pierces through most materials without difficulty. It does 1d8 damage (1d6 if small), threatens a critical on 20/x3, has the
range increment of 40 ft., weighs 4 lbs, and does piercing damage.
Special: Magnum revolver uses special bullets, that can be assembled as normal bullets, but have a +2 damage bonus to all
their damage rolls. A magnum revolver can be fired six times before needing to be reloaded by a move action. It is a light weapon.
''Retractable Shield'' – Craft (armorsmithing) 5 ranks, Craft (precision instruments) 5 ranks
Materials: Mwk light or heavy steel shield, large spring
Assembling Time: 12 hours
For all those adventurers carrying bulky equipment, without space for additional protection, the retractable shield is the
solution. By combining a steel shield and springs, an item is assembled, that at first look still is a simple steel shield.
However, after pressing a small button on the inside of the shield, it quickly retracts to the size of a buckler, and uses
its statistics. When the button is pressed again, the shield jumps back to its original size, ready to be used. Changing
the shield’s size is a move action. A retractable shield always weighs as the shield that was used to assemble it.
''Medical Arachnid'' – Craft (precision instruments) 15 ranks, Craft (medicine) 13 ranks
Materials: Mechanized arachnid, wonder drug
Assembling Time: Two weeks
A medical arachnid is in all means same as a simple mechanized arachnid, except it is able to heal its assembler and
his companions. Therefore, it has one additional special quality.
Inject Cure (Ex): If ordered so, a medical arachnid can use its “mandibles” to inject healing liquid into someone. Injecting is
performed as a melee touch attack, and cures 3d8 + arachnid’s assembler’s level points of damage.
''Mechanical Dagger'' – Craft (precision instruments) 5 ranks
Materials: Masterwork dagger, clockwork parts
Assembling Time: 6 hours
This fine dagger uses mechanical parts to widen the wound. The blade retracts automatically immediately after the hit.
It has the same statistics as a normal dagger, but does quadruple instead of double damage on a critical hit.
''Class Skills:'' Animal Handling (Cha), Concentration (Con), Craft (Int), Heal (Wis), Insight (Wis), Knowledge (Nobility and Royalty)(Int), Knowledge (Religion)(Int), Persuasion (Cha), and Profession (Wis).
Vall Mathali’s streets are patrolled and kept safe by several guilds and organizations. Apart from the mercenary armies of the merchant princes, then Fida, the independent guild of the city’s guards, Al Jalahma, and several others, there are the four paladin guilds that are most involved in the city’s safekeeping. These guilds are large and powerful enough to be independent of the Council and the Merchant Combine, but don’t oppose the directives and requests of these two.
The Karam guild covers the eastern and the northeastern parts of the city. Their headquarters are north of the Clearwater Oasis, just next to the Great Bazaar in the center of the city. Paladins of the Karam guild wear black desert clothes over their armor, and have no insignia. They are however easy to spot since they prefer to patrol with their swords drawn, following the credo of the guild “Always ready to serve”. The Karam guild is currently led by Geda Magyiz, a knight from Dagor. Geda maintains good relations with the other guilds, and cooperates with all legal guilds and businesses within their territory, which has won the guild great appreciation from the citizens.
Dal Ameyra guild territory is northern, western, and central Vall Mathali. The people within these districts are mostly nobles, merchants, ambassadors and other diplomats, and generally higher standing citizens. Of course, wealthier man will readily pay for the protection of their life and their wealth. Dal Ameyra uses its massive funding to equip its patrols with high quality weapons and equipment, and its paladins are on a much higher payroll than those of the other guilds. Dal Ameyra paladins wear black light robes with three silver stripes across the chest and the left shoulder. They favor tower shields and one handed blades. The head of the guild is Sayid ibn Sayid, formerly a merchant, and a Merchant Prince as well. His background makes him favored among traders and merchants, but the Council does not completely trust him, since they fear that he might try to take the leadership of the Council by force.
Watawa guild protects southern Vall Mathali, the slums and the tenement districts. These streets are among the most dangerous in the city, with muggings, robberies, and burglaries going on constantly. This leaves the guild with more work than others, even if their main problem isn’t organized crime. There are thief guilds and other criminal organizations in southern Vall Mathali, but their influence isn’t as prominent here as elsewhere. Watawa patrols wear white robes with a black sun on each shoulder, and fight with light weapons and light shields. The guild leader, Ktabe, is having a hard time keeping his streets safe, due to understaffing, low funding, and the continuous increase in street crime.
Vall Mathali’s waterfront districts are guarded by the Maqai guild. Organized crime flourishes in the city’s waterfront, and from here spreads to the remaining parts of the town. Most criminal organizations have their base here, and fight a constant battle against the Merchant Combine and the Merchant Prince Council, whose main interest is the taxation of trade in the city’s port. Any illegal activities in the port cost the merchants enormous amounts of money, and therefore they employ private guards and trade inspectors, as well as pay the Maqai guild as much as they can, to keep the criminals away from their income. Even within the Maqai guild there are corrupted paladins and officials, which facilitate organized crime. Maqai paladins wear white and purple robes, but their choice of weapons is arbitrary. Jenai Sahayat, a woman paladin, leads the guild. Her main concern is wedging out corruption from the guild, because only then will the guild be efficient in its campaign against crime.
Quelar, Quelar
''Region(s):'' [[Ilyan]]
''Language(s):'' Simnalaera
The Quelar are the northernmost offshoot of Elar, and the least numerous of all elves. Most of their settlements north of the Cloudcrowns have remained tiny hamlets and isolated outposts. The only real Quelar land is Ilyan. The Quelar are viewed as haughty and aloof by others, but this is accidental – the Quelar speak the most preserved form of ancient elven, whose prosody sounds commanding and arrogant to humans and dwarves. The Quelar have mastered building their houses underwater, within lakes and rivers. Their towns are a spectacular sight, often with buildings built in trees, on the land, and beneath water surface.
The Quelar might seem distant or distracted, but elven senses actually process information faster than those of other races, which helps an elf do or think about two different things at the same time. The Quelar get along fine with their human neighbors, but prefer not to spend too much time in the company of non-elves. They believe that art, debate, and swordplay are the finest means of expression, and so they constantly seek to improve themselves in those areas.
Cultural bonuses:
- +2 cultural bonus to Persuasion checks
-Weapon Proficiency: The Quelar receive the Martial Weapon Proficiency feats for the longsword and the rapier.
- Mark of the Elar: A Quelar fighting with a sword against an opponent wielding a sword as well, gains a +4 dodge bonus to AC after every attempted attack against that opponent. This bonus lasts until the Quelar's next round.
- Favored Class: Fighter
Raki, Rakis
''Region(s):'' [[Mathali]], [[Shyarrim Archipelago]], [[Yae Codra]]
''Language(s):'' Khanda
The dark skinned Rakis have arrived from a land south of Narral, called Urupwani (literally “diamond coast”) in their language. They have settled the southernmost parts of Narral and the Shyarrim, probably to colonize. They trade with Vallans and the Arkhanites, and are in war with Yaelar elf tribes, from which they constantly seize more land. They are also trying to incite a war with the Emshdarr kazari in the Shyarrim Archipelago by pirating kazari cargo ships.
The Rakis are not accustomed to Narral's people and their ways, nor do they want to be, so they try to make others conform to their culture. They are conquerors, a warlike and cunning people. Their warriors are quickly advancing through the forests of Yae Codra, even when faced with fierce resistance of the Yaelar. Some Rakis have immigrated to Mathali, where they open shops or recruit mercenaries for their war. The word of Rakish troops invading the elven forests has spread far, but not many countries seem to be threatened by it. Some Vallan Merchant Princes advise caution and reinforcing the borders of Mathali, but they are ignored.
''Cultural bonuses:''
- Savanna Runner: Sprinting contests are an important part of Rakish culture, since they value mobility in combat. Rakis receive Dash as a bonus feat.
- Weapon Focus: Rakis receive the Weapon Focus feat (even if they do not meet the prerequisites) for the shortspear, longspear, spear, and javelin
- Favored Class: Scout
''Weapon and Armor Proficiency'': In addition to their normal proficiencies, rangers are also proficient with firearms.
''Class Skills:'' Acrobatics (Dex), Animal Handling (Cha), Climb (Str), Craft (Int), Heal (Wis), Knowledge (Dungeoneering)(Int), Knowledge (Geography)(Int), Knowledge (Nature)(Int), Perception (Wis), Profession (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
The ranger does not gain the Animal Companion nor does he gain any spellcasting abilities, and instead gains the following abilities at 4th level:
''Distracting Attack (Ex):'' Whenever you hit an enemy with a weapon attack (whether melee or ranged), that enemy is considered flanked by you for the purpose of adjudicating your allies' attacks. For example, if your rogue ally attacked that enemy, not only would she gain a +2 bonus on her melee attack, but she could also add her sneak attack damage to a successful melee attack.
This flanked condition lasts until either the enemy is attacked by one of your allies or until the start of your next turn, whichever comes first. This ability has no effect on creatures that cannot be flanked.
''Fast Movement (Ex):'' A ranger’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the ranger’s speed because of any load carried or armor worn.
He also gains the following ability at 9th level:
''Aspect of Nature'' (Su): Once per day per point of Wisdom modifier, a 9th or higher level ranger may, as a standard action, add a +4 divine bonus to one of his physical ability scores. This bonus lasts 3 + Wis modifier round. At 16th level this bonus increases to +6.
Raptoran description and racial traits can be found on pages 65-90 of Races of the Wild
- Preferred cultures: [[Crownfolk]] only. Raptorans cannot choose any other culture than Crownfolk.
Ravingsylthe has a black hilt and a silver blade, and there are five runes engraved in its blade, which means that many enchantments have been laid upon it. The dagger’s special abilities are as following:
1.+1 keen returning wounding dagger
2.Does double damage to undead
3.The dagger causes critical hits and sneak attack to undead
4.The dagger constantly detects good and evil, emanating a soft silvery light when faced towards a good creature, and a vile red glow when facing an evil creature.
5.The wielder may cast light at will, caster level 1.
History:
The Ravingsylthe is an ancient weapon created for a hero of old to use against undead. The precise details and the age of the dagger remain unknown. An archaeologist team in the Cloudcrown Mountains discovered it in the year 1087., and it was stored in the docks of a small town near Aranis, and forgotten.
Reiklander, Reiklanders
''Region(s):'' [[Aérden]], [[Kalari Bay]], [[Lori Valley]], [[Maajarvi]]
''Language(s):'' Nord Sprek, Tilli (Maajarvi only)
Reiklander culture covers most of the lands north of Mortegiea range. The Reiklanders have spread all the way from Kalari Bay, across Lori Valley and the Frozen Wastes to Aérden. Their culture is similar in many aspects to Auelander culture (since Reiklanders originally were Auelanders), but the people were made even tougher thanks to the winters in the North, and to decades of never ending wars and confrontations between the noble houses.
Reiklanders are hardy, unyielding, but the feudal structure in the North is somewhat more loose, so social etiquette is not as rigid as in Auelander culture. People are somewhat more cheerful, especially when facing no immediate hardships. They like to relax and enjoy less difficult times, but still work hard to ensure such times. They are, however, quite difficult to persuade that an outsider (even when the outsider is a man from a neighboring village) has good intentions. They are very careful around strangers, since they have all lived through years and years of restating which noble house was their real enemy.
''Cultural bonuses:''
- +2 cultural bonus to Insight checks
- Unyielding People: Reiklanders gain the Diehard feat as a bonus feat at 1st level. As long as a Reiklander's hit points are below zero, he gains a +1 bonus to all attack rolls, saves, and skill and ability checks per two hit points below zero (rounded up).
- Reiklanders gain the Endurance feat as a bonus feat
- Favored Class: Fighter
Regions:
[[Dagor]]
[[Egyold]]
[[Ilyan]]
[[Kaloz]]
[[Riverwood]]
Cultures:
[[Auelander]]
[[Autzoggot]]
[[Ayavar]]
[[Dagoran]]
[[Highlander]]
[[Quelar]]
''Climate:'' Temperate plains, temperate forest
''Cultures:'' [[Auelander]], [[Autzoggot]]
Riverwood is a river valley in western Narral, just south of the westernmost part of Mortegia. It is a prosperous region inhabited mostly by humans.
The Auelanders of Riverwood are dispersed into smaller kingdoms, earldoms, dukedoms and such. These are mostly agricultural countries, and some focus on overseas trade and shipbuilding. Trade is frequent along River Therene, which runs through most countries. The autonomous city of Riverwood is located at the mouth of Therene, where it controls most of west Narral’s trade. The region is also home to some nomadic gnome tribes. One tribe, the Grizzlehoods, has permanently settled in Riverwood, where they offer their alchemists’ and technologists’ services.
Riverwood’s interior is of no strategic or economic importance to the neighbouring regions. However, Riverwood City plays a critical role in connecting Kalari Bay, especially House Saithar and House Shigawa, with the rest of the world by sea and river.
- Small: +1 size bonus to Armor Class, +1 size bonus on attack rolls, +4 size bonus on Stealth checks, +4 penalty on grapple checks, lifting and carrying limits 3/4 those of medium characters
- Rock gnome base land speed is 20 feet
- +2 Constitution, -2 Strength.
- Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Perception checks.
- +2 racial bonus on saving throws against spells and spell-like effects.
- Preferred cultures: [[Autzoggot]], [[Onzoggot]]
''Weapon and Armor Proficiency'': In addition to their normal proficiencies, rogues are also proficient with firearms.
''Class Skills:'' Acrobatics (Dex), Appraise (Int), Climb (Str), Craft (Int), Espionage (Int), Insight (Wis), Knowledge (Arcana)(Int), Knowledge (Local)(Int), Linguistics (Int), Mechanics (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Swim (Str).
Sadran, Sadran
''Region(s):'' [[An'gali Jungle]], [[Tai Sadra]]
''Language(s):'' Indu
The enygmatic Sadran are the inhabitants of Tai Sadra, a lush green valley in the southwest of Narral. Tai Sadra might be considered Narral's wealthiest region, due to the abundance of gold that can be found there, but the Sadran do not view gold as wealth, but use it merely for decoration. Their temples, fortresses and houses are all decorated with golden items. This attracts invaders, especially Kalarans and Rakis, but the Sadran have never lost a battle to them. Their madly dedicated warriors fight to death without mercy. Some Kalaran survivors speak of such ferocity that can only be found in rabid animals, and some even compare Sadran warriors to demons from the Abyss.
The truth is that the Sadran are not as fanatically dedicated to warfare as they are to their religion. They often sacrifice captured enemies to their gods, or sometimes even their own people, when times are especially dire. The men and women to be sacrificed gladly accept their destiny, believing that they will die for the well-being of their people. They view all nonbelievers as unworthy of life, and as an eternal threat to Tai Sadra. That is why they fight so ferociously.
''Cultural bonuses:''
- Zealotry: Whenever fighting an enemy who claims to believe in a deity belonging to any other pantheon other than Sadran, the Sadran gains a +2 bonus to damage rolls and a +1 bonus to Will saves. They do not gain this bonus against enemies that do not believe in anything, or merely follow a philosophy rather than a religion. They also do not gain the bonus if they do not know what the chosen religion of their enemy is, or if their enemy is not capable of believing in anything (e.g. plants, mindless creatures, animals, objects).
- The Sadran receive Diehard as a bonus feat, even if they do not meet the requirements
- The Sadran receive a +2 cultural bonus to Insight checks
- Favored Class: Paladin
Sen is concentrated arcana, the essence of magic, mined (and drilled) from the depths of the world. It is sometimes found flowing in rivers in the Everflow. It is a dense, viscous liquid, and is highly volatile and flammable. It also radiates warmth and is dangerous to the touch (touching Sen directly deals 1d6 magical damage). People exposed to Sen and its radiation for longer periods of time have shown signs of change – they often develop otherworldly features or even acquire magical powers – however, this process also seems to impair the person's cognitive capacities, resulting in that some victims could not speak and understand simple sentences, and were reduced to animal-level intelligence.
Sen is sometimes employed as a weapon. This is more often amongst gnomes, dwarves, and various other non-human humanoids, since humans price Sen to a very high cost in gold (or sometimes even platinum). Sen is enclosed into small grenades or projectiles, which explode upon impact and deal a lot of damage. A Sen explosion also bolsters spells that get cast after it.
''Sen Grenade'' – Grenade-like weapon, deals 3d8 magical damage on direct impact and 1d8 splash damage in a 10 ft. radius. For a round after it explodes, all arcane spells that are cast within the radius of the explosion are empowered. Damage from the explosion can be halved on a successful Reflex save (DC 15).
''Sen Bomb'' – Grenade-like weapon, deals 6d8 magical damage on direct impact and 1d8 splash damage in a 15 ft. radius. For a round after it explodes, all arcane spells that are cast within the radius of the explosion are first maximized, then empowered. Damage from the explosion can be halved on a successful Reflex save (DC 20).
''Sen Bolt'' – A Sen bolt can be fired from a crossbow. It deals an additional 1d8 magical damage to its target and 1 splash damage in a 5 ft. radius. For a round after it hits, all arcane spells whose target is the target of the bolt are empowered.
''Amplification Crystal'' – A crystallized form of Sen (mana crystal) can be treated and used alongside various magical items to improve their performance. The amplification crystal can be attached to any wand, staff or other magical item that has a finite overall number of charges. The crystal itself has 10 charges, and may be used as a swift action to either apply a metamagic feat to the spell being cast from the item (costs a number of charges equal to the spell level increase of the metamagic feat) or recharge the item (1 crystal charge = 2 item charges). The crystal itself cannot ever be recharged in any way. It may be detached from an item and attached to another (each a standard action), but it does not regain charges in this way. Larger, more potent crystals with more charges could be crafted as well.
''Chaff Crystal'' – This small Sen crystal cannot be used to improve spells, but is specifically attuned to draw arcane magic towards it. Upon being activated as a move action, it redirects the next single target arcane spell cast within 60 feet towards itself. The spell is absorbed by the crystal, failing to produce its effect, but the crystal then saturates with arcane energy and explodes. It deals 1d6 magical damage per level of the spell absorbed to all targets within 15 feet (Reflex for half DC 15). The explosion destroys the crystal.
“A difficult task now lies before me. It has been requested of me by the council first to accumulate as much knowledge on the known world as possible, from every single volume that collects dust in our library. Thereupon, I am to combine all this knowledge into one work, one that would delineate our world in most minute details.
But, I fear that carrying such a mission into effect would be by all means impossible. To actually be able to execute it, a man would have to travel to each most hidden corner of the world, and spend years and years of writing down everything he sees, hears, and otherwise experiences. It would take ten lifetimes of an elf to perform that, if not even more.
Because, otherwise, how long would it take to record in detail everything about the stern and serious people of the North, about the never-ending snow, the perils of travelling in the North, about the tranquil summer nights and the extremes of blizzards which winter bears?
How many days and nights of ceaseless work would it take to say everything about the feudal kingdoms of central Narrral, about the ancient homelands of the gnomes, about the murderous mad kings of Rahhia, about the demon war that once laid waste upon these lands, about the grand shipyards or Riverwood and the marvels of the railroad, that technological monster, which spreads like a spider’s web?
And then, even more work would require the depicting of the glorious Elvendale, the shining forests of the First Elves, the jungles of the troll tribes to the south, and the merchant city-states to the north
This time, I must disappoint the fair men and women of the council, and refuse to take myself upon this assignment.”
Sybil Aerden, imperial researcher and scribe
CREATION MYTHS
There are several widespread creation myths, legends telling how the world came to existence, and trying to explain where life came from. Apart from these, there are of course many other such stories, but they are either specific for a certain group of people or are just slightly different versions of the ones here.
The Three Brothers
This myth is told in the midland kingdoms, among humans, halflings, and elves. It is also quite popular in Riverwood and north of Mortegia range.
There were once three brothers who were suns. Their names were Avor, Narral, and Night. Whatever they did, they did together. All of them shone very brightly. One day, Night became ill. Narral dropped to his knees by his brother’s bed and held his hand, hoping he will recover. But Avor decided to travel and find a cure for this illness. He sought and sought, but couldn’t find a cure for Night’s illness. Every once in a while, he’d return to see if his brother felt any better.
Because of the sickness, Night lost his shine, and only small flecks of light remained. The air around him was cold and unnatural. And Narral, in his vigilance, relinquished his shine as well, and turned to stone, to forever stand guard before his brother. Avor saw this, and sprinkled tiny rays of light on Narral as a blessing. From these rays came plants and animals and humans and elves, and all other life that now exists.
Now, Narral stands still before his brother Night, who is silent and cold and barely alive, and every once in a while Avor returns to bathe them in sunlight and to check on them, still searching for a cure when he’s gone.
The People
This legend is popular in Vall Mathali and neighbouring human societies. Unlike The Three Brothers, this myth is also of great religious importance to various cults and small religions south of the Cloudcrowns.
In the beginning there was Life. And Life gave birth to Thought. And Thought was grateful but didn’t know how to explain it to Life. So Thought made Word. And Thought thanked Life and they talked. They saw that there was not much to talk about, so they joined and made Time so something would happen.
Things started to happen as Time spread throughout the universe, and Life and Thought spoke, using Word. But Time also started changing Life and Thought and Word, and they saw that there will come a day when they will vanish.
So Life and Thought and Word made people, who all were different. They put people there where Time took over, so they have somewhere to be and something to talk about, and then they infused their essence into people and ceased to exist as they existed until then.
Now Life and Thought and Word are within every person. People make new people, and so the three live forever, and they urge people to advance, to improve, to learn.
TIME
Humans of Arkhan, the Northern Empire and Riverwood use a calendar which was created by Kinketsu a few hundred years ago, sometimes called Worldchart. Another calendar, put together by the ancient wizards of the Kazhma – Dhanka order, is used in Vall Mathali.
''Climate:'' Warm plains, warm hills, warm forest, warm aquatic
''Culture:'' [[Emshdarr]], [[Rakish]], [[Tridentian]], [[Arkhansk]]
The large island southeast of Narral and the multitude of smaller islands near it are called Shyarrim by the natives. Most islands are still unexplored, but the westernmost is known to have a tropical climate, and there is an active volcano near its center. Volcanic activity makes the ground highly fertile, but also makes settling risky.
The Shyarrim are still not explored completely by the peoples of Narral, but they have a population of natives. These natives are the kazari, a race of tiger-like humanoids, who seem to have a sprawling empire in the eastern part of the archipelago. Little is known of the kazari, since only superficial contact has been realized. Arkhansk men have started exploring the westernmost island, and have set up a base camp called Nov Mergrad (literally “new city at sea”), from which they launch their expeditions. The expeditions have been going on for several years, but the island is quite large and its jungles hard to penetrate. Sporadic smaller eruptions of Plamenbreg (as Arkhanites call it) makes exploration that harder to accomplish. Some expeditions have reported contact with Rakish patrols and ships to the southwest of the island. Arkhansk explorers are often accompanied by élans and dromites from the Tridentian Archipelago.
Nov Mergrad sends small amounts of coffee and sugar back to Arkhan. However, no official trade is established, since the Arkhanites are cautious and are settling the island slowly, probably to avoid the interest of pirates and other colonists. The Arkhanites are also trying to establish an outpost on a tiny island close to Shkashk, the supposed capitol of Emshdarr Empire.
a homebrew 3.5 DnD setting
''Pure Ore'' – Craft (armorsmithing) or Craft (weaponsmithing) 3 ranks
Materials: Iron ore 10lb, steel 10lb
Assembling Time: 6 hours
An amalgam of iron and steel, this perfect metal is lighter and harder than others. It is often used in the
smithy discipline. The technologist creates 15 pounds of pure ore per assembling. It is worth 15 gp per 10 pounds.
''Balanced Sword'' – Craft (weaponsmithing) 5 ranks
Materials: Pure Ore 15lb, any non-masterwork sword
Assembling Time: One week
This actually makes an already existing sword easier to handle. The sword becomes masterwork, its weight
is halved, and its threat range is doubled (this doesn’t stack with any other ability, feat or spell which increases
the threat range).
''Feather-weight Axe'' – Craft (weaponsmithing) 7 ranks
Materials: Any non-masterwork axe, pure ore 30lb
Assembling Time: One week
This actually makes an already existing axe easier to handle. The axe becomes masterwork, its weight is halved,
and its threat range doubled (this doesn’t stack with any other ability, feat or spell which increases the threat range).
''Dwarven Gauntlets'' – Craft (armorsmithing) 9 ranks
Materials: Sheet metal, leather gloves
Assembling Time: One week
These gauntlets are made so tough that you deflect blows with your hands. The gauntlets give you a +1 bonus to AC.
''Helmet Of Vision'' – Craft (armorsmithing) 11 ranks
Materials: Any helmet, leather straps
Assembling Time: 2 hours
You can see while wearing this helmet as good as when you’re wearing none. Therefore, you can dodge blows which
you normally couldn’t see coming. While wearing this helmet, the maximum dexterity bonus of your armor increases by 1,
but only if your armour normally includes a helmet.
''Feather-weight Chainmail'' – Craft (armorsmithing) 13 ranks
Materials: Leather armor, spool of heavy wire
Assembling Time: 12 hours
This improvised chainmail is much lighter than the ordinary one, but provides equal protection. The feather-weight chainmail
is light armor. It gives a +5 armor bonus, maximum dexterity bonus applied is +4, armor check penalty is -3, arcane spell
failure chance is 20%, and it weighs 25 lbs.
''Elite Platemail'' – Craft (armorsmithing) 15 ranks
Materials: Feather-weight Chainmail, pure ore 80lb
Assembling Time: Two weeks
The elite platemail has no equal. A warrior wearing one of these is faster, better protected than a man wearing full plate,
and more agile than a man wearing breastplate! The elite platemail is medium armor. It gives a +7 armor bonus, maximum
dexterity bonus applied is +3, armor check penalty is -4, arcane spell failure chance is 25%, and it weighs 30 lbs.
''Class Skills:'' Concentration (Con), Craft (Int), Knowledge (Arcana)(Int), Persuasion (Cha), Profession (Wis), and Spellcraft (Int).
The Sorcerer gains the following ability at 1st level:
''Sense Magic (Su):'' The sorcerer may spend a full-round action to make a Concentration check against DC 20. If he succeeds, he sees the outlines of all magical auras within 20 feet, even if the object emanating the aura is invisible. The outlines disappear at the beginning of the sorcerer's next round.
''Climate:'' Warm plains, warm forest
''Culture:'' [[Sadran]], [[Yaelar]]
The lush plains and jungles of Tai Sadra (literally “Land of Eyes”) lie south of An’Gali, blocked to the east by Thod Karad. The region is small, but densely populated, since its climate is perfect for growing rice and various fruits, and its grasslands offer plenty of grazing land for livestock. Many small rivers spring in Thod Karad and pass through the region. The north and the south of Tai Sadra are covered in rainforests.
The Sadran are an enigmatic people, more religious and traditional than most northern cultures. Their empire is small yet advanced and rich. Kini-doi (literally “Sapphire Rock”), their capitol, is a beautiful city built from gold and ivory. Their priests and aristocrats wear gilded clothes; even their peasants have their homes decorated by golden ornaments and statuettes. Their wealth is renown throughout the rest of Narral, but their land is remote and their soldiers fanatic, and they have successfully fought off several Kalaran attempts at colonization. Their sworn enemies, however, are Yaelar elves and especially Rakish men, who constantly try to raid Sadran lands for slaves and plunder.
Tai Sadra is almost completely isolated, aside from Que-Shu and some mountain passes connecting it to Elvendale. It has no trade routes whatsoever, and all its wealth comes from its own mines and mints.
Minotaur, Minotaurs
''Region(s):'' [[The Holmani Peninsula]]
''Language(s):'' Tauric
[[Minotaurs]]
''Cultural bonuses:''
- None; The Minotaurs use only the racial traits described in 1 – Character Races
The breakthrough of technology has led to the appearance of a large number of various contraptions and other miscellanea. These items vary in their uses, sizes, complexity, and the materials used to make them. Most such items can be divided into nine different categories. This distribution is based on the main principles of making and using these items. These categories are: chemistry, electric, explosives, firearms, herbology, mechanical, smithy, therapeutics and unsorted.
To create these items, the character must have the Techsmith feat, and must have sufficient ranks in a relevant Craft skill. The relevant Craft skill for each item is given in each item’s entry. Items belonging to the same scientific category usually share the same relevant Craft skill. There are some items which have ranks in two different Craft skills as their prerequisite. To create these items, a character must have sufficient ranks in both skills. For the effects of some feats and abilities, treat this item as belonging to any of the two scientific categories their prerequisite skills are associated with.
Creating an item expends time, materials (exact requirements are stated in each item’s entry), and gold pieces equal to one half the item’s market value.
Some damaged items can be repaired. To repair an item, the character must succeed at a Craft skill check, DC 10 + highest rank prerequisite skill, and expend half as much time and money needed to create the item.
Other items can be upgraded. Upgrading requires a Craft check, DC 20 + highest rank prerequisite skill, and the character must expend half as much time needed to create the item. Upgrading also usually required additional materials.
Specific items are described in the links below:
[[Chemistry]]
[[Electric]]
[[Explosives]]
[[Gun Smithy]]
[[Herbology]]
[[Mechanical]]
[[Smithy]]
[[Therapeutics]]
[[Other]]
Trained by a powerful and secretive organization called the Planar Senate, the agents are mighty pawns of the Higher Powers. The Planar Senate recruits new agents very rarely, since only exceptional individuals qualify for the job. Once offered a work contract, the agent rarely sees another member of the Senate, but keeps in constant touch with the organization through written and magical correspondence. Agents are trusted the most difficult tasks, and orders from the above must be executed in any way possible, since the Senate’s primary mission is to oversee the vulnerable balance of the forces in the multiverse. When not on duty, agents take up other adventures to accumulate experience and knowledge that might be needed for their next mission.
Rogues and monks become agents, since both classes are subtle and secretive in their ways, and also qualified for this prestige class. Bards also sometimes become agents, but they might attract too much attention and blow their cover easily. Other classes rarely take on the Agent class.
NPC agents are usually on a mission, and may seek assistance from adventuring parties they encounter.
''Hit Die:'' d6.
''Requirements''
To qualify to become an agent, a character must fulfill all the following criteria.
''Alignment:'' Any lawful.
''Skills:'' Espionage 5 ranks, Insight 11 ranks, Persuasion 11 ranks
''Feats:'' Negotiator
''Special:'' The character must be contacted by the Planar Senate and offered a job contract. After successfully completing the mission, the character may take on the prestige class.
''Class Skills''
The Agent’s class skills (and the key ability for each skill) are Espionage (Int), Insight (Wis), Linguistics (Int), Perception (Wis), Perform (Cha), Persuasion (Cha), and Stealth (Dex). See Chapter 4 of the Player’s Handbook for skill descriptions.
''Skill Points at Each Level:'' 4 + Int modifier.
''Class Features''
All of the following are class features of the Agent prestige class.
[img[http://i40.tinypic.com/29zook3.jpg]]
''Weapon and Armor Proficiency:'' An Agent is proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Agents are proficient with light armor, but not with shields.
''Agent’s Intuition:'' Before making any d20 roll, the agent may choose to add a bonus to the roll equal to his class level. At 1st level he may do so once per day, and one additional time per day at each odd-numbered agent level.
''Cheat Death:'' Agents usually slip out of most dangerous situations without a scratch. Whenever enough damage is dealt to the agent to bring his hit points to 0 or below, the agent may attempt a Reflex save (DC: damage dealt) to take only half damage.
''Sneak Attack:'' This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th and 10th). If an agent gets a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.
''Silence (Sp):'' Once per day, the agent may as a standard action cast the silence spell as a spell-like ability. Caster level equals the agent’s class level.
''Death Ward (Sp):'' At 8th level, the agent is permanently protected by a death ward spell. If it is suppressed or dispelled, the agent may activate again as a free action on the beginning of his next turn.
''Shadowmeld (Ex):'' At 10th level, the agent gains an extraordinary ability to shadowmeld. Whenever standing within a shadow at least 10 feet wide, he may become invisible as a free action, as the improved invisibility spell. The agent stays invisible as long as he remains within the shadow, and he may remain invisible for 10 rounds per day (these rounds do not have to be consecutive).
No great deed goes unsung, storytellers and minstrels are the ones who make sure of it. Also, no great
deed goes unwitnessed, and this is the job of bards. Narral's bards are courageous adventurers and
swashbucklers whose mission is to experience as much of the world as they can, and to inspire their
companions and themselves to perform actions that will be sung about for many centuries to come.
Bards seek excitement and peril, and especially relish escaping lethal danger and being part of epic quests.
This is why they tend to constantly remind other party members that they should be and act like heroes
(whether good or evil), and often drag the entire party into a particularly dangerous situation only to see if
something worth remembering will come out of it. Bards are usually very charismatic, extrovert and
communicative people, skilled in conversation and social events. They also tend to pick up all sort of random
knowledge from all kinds of people, myths, stories, and legends, and some of this knowledge occasionally
proves valuable at a later time.
''Adventures:'' Bards head for any adventure available, as dangerous and exciting as possible. They are not
really picky. However, and this is important, they are not stupid - they will try to investigate the circumstances
of a possible adventure and prepare for any foreseen danger - they will just do it impatiently.
''Characteristics:'' Bards are excellent supporting characters, being able to improve their companions' abilities in
many occasions and in many different ways. They can also be fairly decent melee fighters if they choose to be.
The class is structured so that the bard must be active in most situations if he wants his support abilities to work.
The bard can also use magic, which he draws from within himself and his companions. This magic is mostly
buff spells.
''Religion:'' Bards pick up knowledge of many different religions and this often makes it hard for them to completely
devote themselves to one particular creed while ignoring the teachings of others. They will, however, pay occasional
homage to deities of luck, courage, and daring, especially while trying to survive a perilous situation.
''Background:'' Becoming a bard requires no education, whether formal or informal. A bard has to be charismatic
and brave, and as such is often an already in some way noted person in his community. Young soon-to-be bards
might show some sign of magical abilities when under the influence of powerful emotions, and they often dedicate
themselves to an art form of some sort, which they later try to perfect during their adventuring career.
''Other Classes:'' As a supporting class, the bard mechanically mixes well with any combination of other classes.
In character, bards dislike passive, narrow-minded people, such as monks, paladins and clerics, but they do not
refuse to cooperate with anyone, and generally take a liking to everyone after a certain time, learning to respect
their quirks in order to demonstrate the importance of teamwork to others.
''Game Rule Information''
Bards have the following game statistics.
''Abilities:'' Charisma is of the greatest importance to bards, as most of their abilities rely on it in some way.
Physical abilities are important to bards who opt to be valuable melee fighters.
''Alignment:'' Bards have no alignment restrictions.
''Hit Die:'' d8
''Class Skills''
The bard’s class skills (and the key ability for each skill) are Acrobatics (Dex), Appraise (Int), Climb (Str),
Concentration (Con), Craft (Int), Heal (Wis), Insight (Wis), Knowledge (all skills, taken individually)(Int), Linguistics (Int),
Perform (Cha), Perception (Wis), Persuasion (Cha), Profession (Wis), and Swim (Str).
Skill points at 1st level (6 + Int modifier) x 4.
[img[http://i36.tinypic.com/2m5191l.jpg]]
''Class Features''
All of the following are class features of the bard.
''Weapon and Armor Proficiency:'' A bard is proficient with all simple weapons, plus the longsword, rapier, sap,
short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields).
''Spells:'' A bard's magical ability is not learned manipulation of raw arcane energy as with wizards, nor hereditary
as with sorcerers - the bard's magic is shaped into being by the force of emotion coming from within the bard himself.
Most of bard's spells are beneficial to the target, and some, which draw on anger, fear, or hatred, are used to hinder
and damage the bard's opponents. A bard can cast a limited number of spells per day, different for each spell level.
A bard does not prepare spells as wizards and clerics do, but rather choose known spells from a broader list. These
spells can then be cast anytime, as long as the bard has enough spells slots of appropriate level available. The ability
associated with a bard's spellcasting ability is Charisma, and it is used to calculate DCs for hostile spells as well as
bonus spells per day. Bardic magic is neither arcane nor divine - it is dubbed song magic or chant magic, as it mostly
takes form of short verses either recited, chanted or shouted out, and usually made up on the spot as the caster is
carried away by emotions. It can still be detected via detect magic, items enchanted by it can be analyzed by arcane
and divine versions of identify and similar spells, and it is subject to spell resistance, but it cannot be counterspelled
by any magic but song magic. ALL song magic spells have a verbal component (and a verbal component only), and
cannot be modified by the Silent Spell metamagic feat or any other effect that ignores the verbal component while casting.
''Warcry (Ex):'' A bard is always ready to take on anything that comes his way, but his comrades might not be. A mighty
warcry, however, can snap warriors back to focus and determination if need be. A bard may use his warcries a number of
times per day equal to 3 + Charisma modifier. At first level only one cry is available, but later the bard learns to use other
warcries, and must choose which effect to apply when he shouts. Shouting a warcry is a free action, but each warcry may
be used only once per encounter. A warcry affects all living, hearing allies and enemies within 60 feet of the bard and the
bard himself as well. Enemies must fail at a Will save (DC 10 + 1/2 bard's class level + his Charisma modifier) in order to
be affected, except by Warcry I.
Warcry I - The bard grants a morale bonus to Will saves equal to his Charisma modifier for 3
rounds, and an equal penalty to his enemies' Will saves for the same amount of
time. All allies currently affected by a fear effect may attempt a reroll to break
the effect (adding up the Will save bonus to this attempt as well).
Warcry II - The bard motivates his allies to move and react faster, sharpening their senses for a
short while, and inspiring them to exert themselves beyond their normal
capabilities. Allies gain a morale bonus to Reflex saves equal to the bard's
Charisma modifier and a +10 morale bonus to land speed. Enemies who fail their
Will saves suffer a -10 penalty to their land speed. This effect lasts for 3 rounds.
Warcry III - The bard's call awakens bloodlust in his allies, making them hit harder. Allies gain
gain a morale bonus to all damage rolls (both weapon and spell) equal to the
bard's Charisma modifier, and a +6 morale bonus to critical hit confirmation
rolls. Enemies who fail their Will saves suffer a -6 penalty to their critical hit
confirmation rolls. This effect lasts for 3 rounds.
Warcry IV - The bard inspires courage and ferocity in his allies, which comes especially in
handy when fighting very dangerous opponents such as dragons, demons and
devils. All affected become immune to fear and mind-affecting effects, and gain
bonuses and penalties as if under the influence of barbarian rage. Enemies who
fail their Will save are shaken. These effects last for 3 rounds.
Warcry V - At 16th level, a bard gains no new warcries, but may combine the effects of two
warcries into one use of the ability. Such a combined warcry lasts for 5 rounds,
and cannot be used more than once per encounter, but its component warcries
do not count against their use per encounter.
Warcry VI - At 20th level, the bard learns a frightening call that greatly demoralizes any living
enemy. All living enemies within 60 feet of the bard must succeed at a Will save
or be paralyzed for 3 rounds, and suffer a penalty to all d20 rolls equal to the
bard's Charisma modifier until the end of the encounter.
''Inspire Heroism (Ex):'' Whenever a bard rolls a natural 20 on any d20 roll, all of his companions within 60 feet gain a
bonus to similar rolls (attacks, skill checks, ability checks, saves) equal to half his bard level (minimum 1) until the
beginning of the bard's next turn. The bard's luck usually manifests so greatly that it inspires his allies to try and act
more heroically.
''Bardic Knowledge (Ex):'' A bard adds half his character level (minimum 1) to all Knowledge skills, and is considered
trained in all of them (so he can beat DCs higher than 10). Also, if a bard has 5 or more ranks in a Perform skill, he
may add a +2 synergy bonus (per Perform skill) to his Persuasion skill.
''Cantrips (Sp):'' A bard's magic manifests both as an ability to cast powerful spells and an ability to perform minor
invocations at will. A bard may use summon instrument, detect magic, and seeker's chant as spell-like abilities
unlimited times per day.
''Daring Swashbuckler (Ex):'' At 2nd level, a bard learns to use his wits in battle. He taunts and provokes the opponents
into attacking or opening their defenses. As a free action once per round, he may choose an intelligent opponent with
whom he shares the knowledge of at least one language (the bard must know which language is in question). While
fighting that opponent he may add his Charisma modifier into either his attack rolls or AC against that opponent (the
choice may be made at the beginning of the bard's every round), and also gains an equal bonus to his Persuasion skill
when feinting in combat against that opponent.. At 9th level, the bard may apply this bonus against two opponents, and
at 18th level, he may apply it against three opponents. He may choose whether the bonus will apply to attack rolls or
AC for each opponent individually. The feinting bonus applies to all.
''Improved Feint:'' The bard is somewhat limited in his combat abilities when compared to his direct combat-oriented
companions. Therefore, he learns how to fight as less painfully as possible. He gains Improved Feint as a bonus feat
at 2nd level.
''Famous/Infamous (Ex):'' A 3rd level bard and his party are already well known in their region. Depending on his alignment
and actions (adjudicated by the DM), the bard becomes either famous or infamous. A famous bard receives a bonus equal
to one third his class level to his Persuasion checks against good aligned NPCs, and the same bonus to Insight checks
against evil aligned NPCs. An infamous bard gains bonuses conversely. A bard also adds this bonus to his Leadership
score once he gains the feat.
''Legendary Courage (Ex):'' At fifth level, a bard gathers enough courage to occasionally go against all odds. Once per
day (and more often at higher levels), he may grant himself a +20 luck bonus on a single d20 roll (after rolling the die but
before knowing the result). If he succeeds at this roll, it counts as if he rolled a natural 20 for the purposes of the Inspire
Heroism ability.
''Leadership:'' The bard gains Leadership as a bonus feat at 6th level. As he participates in more and more adventures,
people who were so far only hearing about him now want to be a part of his 'retinue'.
''Lend a Hand (Ex):'' A bard standing next to an ally performing any kind of task may motivate him. Whenever an ally
rolls a d20 roll while standing next to the bard, he gains a small morale bonus to the roll. The bard must be conscious
and able to speak.
''Fearless (Ex):'' At 9th level, the bard becomes immune to fear effects, and gains a permanent +4 bonus to saves against
mind-affecting effects.
The bard uses the same spells known table as a core 3.5 bard. The following are the spells available:
1st - Disquietude, Joyful Noise, Remove Fear, Healing Rest, Comprehend Languages, Detect Secret Doors, Empathy,
Master's Touch, Scholar's Touch, Charm Person, Lesser Confusion, Distract, Focusing Chant, Herald's Call, Hypnotism,
Ray of Hope, Shock and Awe, Tasha's Hideous Laughter, Friendly Face, Serene Visage, Cause Fear, Animate Rope,
Balagarn's Iron Horn, Expeditious Retreat, Swift Expeditious Retreat, Feather Fall, Undersong
2nd - Detect Thought, Insidious Insight, Locate Object, Tactical Precision, Tongues, Animal Trance, Calm Emotions,
Daze Monster, Elation, Enthrall, Heroism, Insidious Rhythm, Nightmare Lullaby, Mindless Rage, Proud Arrogance, Rage,
Suggestion, Wave of Grief, Heartfire, Shatter, Sound Burst, Blade Weave, Delusions of Grandeur, Phantom Threat, Silence,
Blindness/Deafness, Scare, Cat's Grace, Eagle's Splendor, Fox's Cunning, Bear's Endurance, Bull's Strength, Owl's Wisdom,
Iron Silence, Lively Step, Sonic Weapon, Whispering Wind
3rd - Dispel Magic, Remove Curse, Wounding Whispers, Refreshment, Analyze Portal, See Invisibility, Speechlink,
Speak With Animals, Charm Monster, Confusion, Crushing Despair, Deep Slumber, Dirge of Discord, Good Hope, Lesser Geas,
Harmonic Chorus, Haunting tune, Love's Lament, Dissonant Chord, Hymn of Praise, Infernal Threnody, Fear, Reveille, Allegro,
Glibness, Haste, Slow, Bestow Curse
4th - Break Enchantment, Freedom Of Movement, Repel Vermin, Legend Lore, Locate Creature, Speak With Plants, Unluck,
Celebration, Mass Charm Person, Dominate Person, Insidious Suggestion, Inspired Aim, Resonating Bolt, Shout, Stone Shatter,
Zone of Silence
5th - Greater Dispel Magic, Revenance, Greater Heroism, Scyllan Scream, Song of Discord, Mass Suggestion, Wail of Doom,
Improvisation, Unfettered Heroism,
6th - Empyreal Ecstasy, Hindsight, Mass Charm Monster, Mass Dominate Person, Mass Lesser Geas, Geas/Quest,
Otto's Irresistible Dance, Symphonic Nightmare, Cacophonic Shield, Dirge, Greater Shout, Sympathetic Vibration, Eyebite,
Greater Bestow Curse, Mass Cat's Grace, Mass Eagle's Splendor, Mass Fox's Cunning, Mass Bear's Endurance,
Mass Bull's Strength, Mass Owl's Wisdom
''Climate:'' Warm plains, extraplanar
''Culture:'' [[Nalentin]], [[Holmani]]
Previously only a small rocky desert at the foot of Ostybreg (literally “eastern mountain”), Ember Sands, together with the Rahhian Wasteland, now covers a large area of Eastern Narral. As the kingdom of Rahhia was destroyed during the Second Invasion, its soil turned into barren rock, molten lava, and salt crystals. The rivers and lakes boiled down, forests and animals disappeared or died. Since there were no more waters coming in from the north, Ember Sands spread rapidly, and is now located between the southern tip of The Zog and Ostybreg. The Rahhian Wasteland is the desert’s direct extension, albeit with a somewhat different terrain. Ember Sands is actually a mistranslation of “Plamstena postoš” – the name in Freespeak (Common) should be Ember Rock.
The northwest of the Rahhian Wasteland is patrolled by the Stonehammer Clan, who managed to stop the demonic hordes at Manacor Pass. They now acknowledge the safekeeping of the Pass as their sacred duty, and keep fighting demons and other beasts that try to escape the confines of the Wasteland. The western slopes of Ostybreg are inhabited by Holmani men, but they make no contact with Arkhanites or the Nalentin. And while Ember Sands is only a rocky desert, the Rahhian Wasteland actually contains the ruins of its namesake kingdom. Cities, villages, castles, forts, mines and farms lie reduced to rubble, but still hide numerous forgotten treasures. Occasionally, dwarven patrols raid such places, and bring artifacts of the lost kingdom back home.
A single trade route passes through the Rahhian Wasteland, heavily guarded by the Stonehammer Clan and Stradzog. The safety of the route is very important, since there is no other way to connect the Northern Empire and Eastern Narral by land. The route is also used by Vall Mathali.
Regions:
[[Aérden]]
[[Bathusra Wilds]]
[[Frostfell]]
[[Kalari Bay]]
[[Lori Valley]]
[[Maajarvi]]
[[Mortegia Range]]
Cultures:
[[Aldanese]]
[[Auelander]]
[[Ayavar]]
[[Feyelar]]
[[Gor]]
[[isiMbabadi]]
[[Kalaran]]
[[Nalentin]]
[[Onzoggot]]
[[Reiklander]]
''Climate:'' Temperate plains, temperate forest
''Culture:'' [[Holmani]], [[Tauridic]]
The easternmost part of Narral is the Holmani Peninsula. The southern part is a flat valley and the coast of Sea of Harmony, with a temperate climate, since warm currents flow too far away from it. The valley is lined with dozens of rivers. The northern part is a secluded highland, located between Ostybreg, Silent Peaks, and Rahhia Bay. The highlands are often called “Holm”, and the coast “The Darklands”.
The Holm is populated by Holmani humans, a multitude of savage tribes living among the forests and hills of Holm. Holmani communities are very loose, lacking any kind of hierarchy. The tribes are not technologically very primitive, but they do not know steel, coinage, electricity, steam power, or arcane magic. Holmani tribes ignore the minotaurs to the south, and have lost all contact with the rest of the continent when Rahhia was obliterated. The minotaurs of the Tauridic culture inhabit the southern part of the peninsula. They are not native to Narral, claiming that they originate from an archipelago to the far east. During the last 350 years, they have settled most of the Darklands, and now trade and maintain diplomatic relations with Arkhan, Aérden, and Vall Mathali. However, a radical group of minotaur racists has recently begun to stir hostilities against Arkhanites. Darklands government is trying to silence the renegades, but the group is growing day by day.
Holm is isolated, both culturally and economically, from the rest of the continent. However, the Darklands are trading with their neighbors, mostly by sea. The border of Arkhan and Darklands is heavily fortified on both sides, but some land trade is allowed nevertheless. There are many sites of ancient ruins found in both Holm and The Darklands, of unknown origin. It is assumed that they are the ruins of older human kingdoms, from which only the tribes of Holm are now left.
Narral is a land of many creeds. Therefore, it is no wonder that there are hundreds of monasteries scattered across the land, offering safety, counsel, and provisions to those who respect the beliefs followed and celebrated within their walls. Most often, these sanctuaries are led by humble, pious men who will preach their philosophy to the ignorant. But sometimes, beliefs and philosophies arise which suggest a more rugged approach to life or to the preaching of the faith. The most devout followers seek to perfect themselves through self-deprivation of not only luxury, but certain basic elements of life, in order to reach a state where worldly dangers and temptations can not endanger the body nor the mind. To be safe against all dangers, such monks must also learn to defend themselves if attacked or provoked into attacking, since not surviving a physical attack is not a step closer to perfection.
These monks learn all manner of skills. They view these skills as possessed by everyone, but unusable if not unlocked through introspection and training first. Their skills are mostly based on forcing the body to unimaginable limits. They also learn to manage without material possessions. There are quite a few monasteries and corresponding philosophies in Narral that teach martial arts and that the only way to perfection or complete devotion is through self-deprivation. The monk class is a generalized template that can be applied to any of these philosophies, through the choice of ability styles and renaming the abilities to match the martial arts they belong to.
''Adventures:'' Monks engage in adventuring to expand knowledge, learn invaluable life lessons, teach others how to be humble, and surpass their current limitations. Monks often need nothing more to be enticed into an adventure.
''Characteristics:'' The monk can be either a supporting or the main melee combatant, depending on the choice of abilities. They are also well suited for most “high-risk” situations, such as jumping over lava pools, chasing someone across the rooftops, or simply surviving naked in the arctic cold.
''Alignment:'' The alignment of a monk depends mostly on the philosophy they follow. A modest monk in simple brown robes preaching that Love is the primal force of existence is as possible as an aggressive and bloodthirsty martial artist clad in elaborate red and gold robes of Chaos.
''Religion:'' Usually only religions which teach some kind of martial arts and preach self-deprivation have monks such as these described by this class. Other creeds may still have monastic orders, and monks, but those monks might not actually have class levels of monk.
''Background:'' Monks are most often of two possible origins. The first is an orphan or a child sent early to a monastery to become a pious man. The other is a converted non-believer who is so fascinated with his newly acquired view of the world that he wishes to immerse himself completely into it.
''Races:'' Humans and orcs are most zealous of all races, and most monastic orders are formed by believers of these two races, but any other race with an adequate creed is likely to produce monks.
''Other Classes:'' Zealous paladins and clerics agree pretty well with monks, often because of similar training, but especially if they are the followers of the same faith. Fighters are also favourites of the monks, since they also seek perfection in what they do, and their devotion to combat, weapons, war or killing matches the monk’s devotion to his faith. Those who indulge in earthly vices, such as unnecessary luxury, the lust for power or sexual gratification, most often rogues, barbarians and wizards, are not viewed kindly by monks.
''Game Rule Information''
Monks have the following game statistics.
Abilities: Strength and Wisdom are the most important for a monk, since they determine his overall combat ability and hardiness. Dexterity and Constitution may be important for monks who want to emphasize their dodging skills and their staying power.
Alignment: A monk’s alignment must be within at least one step of the alignment of the deity or philosophy he follows. If it changes further than one step, a monk may not use his Primary Style and Secondary Style abilities.
Hit Die: d10
''Class Skills''
The monk’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Insight (Wis), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Perception (Wis), Persuasion (Cha), Profession (Wis), Stealth (Dex), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x 4
[img[http://i42.tinypic.com/b51d0z.jpg]]
''Class Features''
All of the following are class features of the monk.
''Weapon and Armor Proficiency:'' Monks are proficient with butterfly sword, club, crossbow (any), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling. Monks are not proficient with any armor or shields. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement, flurry of blows, and acrobatics abilities.
''AC Bonus (Ex):'' When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
''Flurry of Blows (Ex):'' When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows. In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so. When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
''Unarmed Combat (Ex):'' At 1st level, a monk gains the Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes. A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
''Styles:'' Each monk learns a different fighting style, depending on the monastery in which he trained. This is reflected in the choice a 1st level monk makes which will determine the remainder of the abilities gained as he levels up. Once a style has been chosen, the monk cannot change it. At 7th level, a monk chooses a secondary style. Abilities from the primary style are gained as shown on the table below, while abilities from the secondary style are gained at a slower rate, with the secondary style always two abilities behind the primary style. Therefore, a 7th level monk has the 1st, 4th and 7th level ability of his primary style, and only the 1st level ability of his secondary style.
''Evasion (Ex):'' At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
''Acrobatics (Ex):'' At 2nd level, the monk starts applying a competence bonus equal to his monk class level to Acrobatics and Climb skills.
''Endurance:'' At 3rd level, the monk gains Endurance as a bonus feat.
''Slow Fall (Ex):'' At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
''Sustenance (Su):'' At 5th level, a monk’s body is well adjusted to function at its maximum with minimum requirements. The monk needs not to eat more than once a week, and sleeps only 4 hours (or trances 2) to gain the benefits of 8 hours of sleep (or 4 hours of trance).
''Improved Evasion (Ex):'' At 9th level, a monk’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
''Greater Sustenance (Su):'' A 17th level monk has, through meditation and self-deprivation, reached the brink of the spiritual world, making his body a mere vessel to hold the spirit for the rest of the journey. A 17th level monk needs not to eat or drink, and even his need for oxygen is reduced. He can hold his breath four times the normal amount of time, and gains a +6 bonus to all saves against attacks that affect the respiratory system. He also cannot become exhausted.
''Perfect Self (Ex):'' At 20th level, a monk becomes a physical embodiment of the faith or philosophy he follows. His type changes to native outsider, with subtypes equal to his alignment. His body does not age, nor does it require any nourishment. He also gains damage reduction 10/alignment opposite to his.
[img[http://i40.tinypic.com/4ik70l.jpg]]
Ability Descriptions:
''Heavy Offensive''
- Stunning Fist – The monk gains the Stunning Fist feat as a bonus feat.
- Splashing Hands – The monk uses continous strikes to force the opponent to stay close to him. Whenever an attack of opportunity made by the monk on an enemy trying to leave his threatened area succeeds, the enemy's round ends and he remains in the starting square.
- Iron Palm – The monk trains to strike hard substances without injuring himself. The monk adds triples his Strength modifier to damage when making unarmed attacks against an object.
- Freezing the Lifeblood – The monk gains the Freezing the Lifeblood feat (Complete Warrior) as a bonus feat.
- Long Fist – The monk learns how to force his opponent to retreat while managing a constant offense. With every attack of a flurry of blows that deals damage, the monk may choose to move both his enemy and himself one square in the direction the enemy's back was facing.
- Flying Kick – The monk has learned how to use the flying kick, a devastating charging attack. When performing a charge, the monk may choose to make an Acrobatics check against the enemy's Combat Maneuver Defense. If he succeeds, the attack deals +1d6 damage per 10 feet covered by the jump. If the check fails, the monk's charge ends in front of the opponent.
- Five Fists – The monk learns a powerful combat style that emphasizes very powerful blows and very close combat. When attacking with a flurry of blows, successful attacks do +2 damage per successful attack in a row before that attack.
''Heavy Defensive''
- Eyes in the Back of Your Head – The monk gains the Eyes in the Back of Your Head feat (Complete Warrior) as a bonus feat.
- Gentle Way – The monk has learned the techniques of the Gentle Way, which emphasizes keeping the opponent disabled for combat for as long as possible. A successful grapple check while already grappling an opponent renders that opponent prone and pinned by the monk. However, the monk remains ungrappled. The opponent remains prone and pinned as long as the monk succeeds in a grapple check every round.
- Iron Wire – The Iron Wire stance allows the monk to remain fairly mobile while preserving stability. The monk adds his Dexterity modifier to his Combat Maneuver Defense.
- Heron Stance – The monk learns to stop his opponent's attack by counterattacking. The monk gains an attack of opportunity against any opponent charging at him and entering his threat range. If the attack succeeds, the opponent stops in that square and his charge fails.
- Leeching Palm – By hitting various pressure points at the opponent's body, the monk renders him weak. With a successful melee attack, the monk deals strength damage instead of normal damage (roll only the base die of his weapon, without modifiers and additional dice). This attack may affect an opponent only once, and can be used a number of times per day equal to the monk's Wisdom modifier.
- Cat Stance – The monk learns a fighting stance in which he holds position before an incoming melee attack to the very last moment, when he suddenly dodges to force the opponent to drop prone thanks to his own momentum. Once per enemy per combat, when the enemy misses the monk with a melee attack, the monk may attempt a trip attack.
- Iron Body – The Iron Body technique, combined with years of exertion and abuse of the monk's body, braces muscles and sinews in such a way that physical attacks merely glance off the body. By forgoing his Dexterity modifier to AC (and therefore his AC bonus, Wisdom bonus and dodge bonuses as well) for one round, the monk gains Damage Reduction (Wisdom modifier + Dexterity modifier + AC bonus/-).
''Technical Offensive''
- Combat Reflexes – The monk gains the Combat Reflexes feat as a bonus feat.
- Drunken Fist – The monk learns to fight the way a drunken man staggers. When crouching or prone, he doesn't receive an AC penalty and receive a competence bonus to Bluff checks made while feinting equal to half his class level.
- Scissor Kick – The monk learns an attack which snaps the opponent between the monk's legs, forcing him to lose balance. The monk may use his Jump check instead of his CMB when performing trip attempts.
- Snake Boxing – The monk fights like a snake, striking from unexpected angles. He is considered to be flanking his opponent as long as the opponent is within another ally's threat range.
- Cobra Punch – The monk uses an elaborate feint, rising his leg as if preparing to make a kick, but jerking the leg back instead and making a sudden punch made more powerful by the jerking motion. As a full round action, he may make a Balance check against his opponent's CMD. If he succeeds, he makes a normal melee attack with a damage bonus equal to the difference between his Balance check and the opponent's CMD.
- Dancing Rooster – The monk learns a fighting style that more resembles a dance. The motion is so confusing that he may make feints as a free action. If he succeeds in a faint, he may immediately make a melee attack instead of rendering the opponent flat-footed.
- Five Elements – Once per round, the monk may do one of the following: reduce the attack bonus of one attack to add that number to damage of that attack; reduce AC until next round to add that number to his attack rolls for that round. Reduce the attack bonus of all attacks in a round to add the same number to his AC until next round.
''Technical Defensive''
- Deflect Arrows – The monk gains the Deflect Arrows feat as a bonus feat.
- Side Body – The monk uses a simple stance to reduce chances of getting hit. Whenever he uses only a single attack in a round, and doesn't move, he gains +4 to his AC.
- Defensive Roll – The monk can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when he would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the monk can attempt to roll with the damage. To use this ability, the monk must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage from the blow; if it fails, he takes full damage. He must be aware of the attack and able to react to it in order to execute his defensive roll—if he is denied his Dexterity bonus to AC, he can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the monk’s evasion ability does not apply to the defensive roll.
- Eagle Claw – The monk’s fingers become powerful weapons with this technique. His hands now have their critical multiplier increased by one.
- Quivering Palm – The monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack once a week, and he must announce his intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to his monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + ½ the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
- Forced Yield – The monk uses a technique which forces armored opponents to the ground. He gains a +4 bonus to trip attempts against opponents with medium or heavy armour, and such opponents can't stand up from prone as long as the monk is within 5 feet of them.
- Five Elements – Once per round, the monk may do one of the following: reduce the attack bonus of one attack to add that number to damage of that attack; reduce AC until next round to add that number to his attack rolls for that round. Reduce the attack bonus of all attacks in a round to add the same number to his AC until next round.
''Mixed''
- Improvised Weapons – The monk learns to fight with anything available. He has no penalty to attack rolls for attacking with improvised weapons.
- Rat Boxing – The monk uses a fighting style which mimics the fast movements of the rat, close to the ground. As long as he is crouching, he gains a +4 bonus to AC instead of a penalty.
- Axe Kick – Like scissor kick, this move forces the opponent to the ground, but the monk uses only one leg to perform it. He may make Balance checks instead of CMB rolls when attempting a trip attack.
- Leopard Pounce – If the monk uses only a single attack against an opponent, he gains a free move needed to exit that opponent's threatened area. He does not provoke attacks of opportunity from that opponent during this movement. He may use this ability only once per enemy per combat.
- Praying Mantis Hook – The monk lures the opponent into attacking while preparing a devastating attack. Whenever an attack of opportunity against the monk misses, the monk gains an immediate attack of opportunity against that opponent, which automatically scores a critical hit if it connects.
- Sticking Hands – By keeping constant physical contact with his enemy, the monk analyses the opponent's motion and uses the knowledge to dodge oncoming attacks. Whenever the monk hits an opponent with an unarmed attack, he may choose to roll only the unmodified die for damage in order to gain a +1 dodge bonus to AC against that opponent for one round.
- Dragon Stance – Dragon Stance emphasizes fluid movement. After every successful melee attack, the monk may make a 5-foot step.
''Non-combat''
- Harmonious Spirit – Instead of dealing damage with his attacks, the monk merely uses them to deflect and prevent his opponent's attacks. Every successful melee hit by the monk gives him a +1 dodge bonus against the hit opponent.
- Blindsense – The monk trains all of his senses equally, gaining the ability to discern his surrounding without sight. He gains Blindsense 30 ft.
- Purity of Body – The monk's body becomes immune to poisons and diseases, except those of magical origin.
- Qigong Master – The monk's meditative abilities imbue him with inner power. He adds his Wisdom modifier to his saves.
- Blindsight – The monk's senses improve further. He gains Blindsight 30 ft. which replaces the Blindsense ability.
- Diamond Soul – The monk's inner strength enables him to shrug off magical effects. He gains Spell Resistance 11 + character level.
- Purity of Mind – The monk's mind has been brought near transcendence through meditation. He cannot be found or scryed upon by divinations and he becomes immune to mind-affecting attacks.
The Senate is an ancient and very powerful organization, with agents and bases in all known and probably some unknown planes. In spite of that, most people have never heard of it, or when they do hear of it, they take it as a mere fairy tale. The thing is, the Senate deals in things most mortals have no power over. Its agents are deployed all across the multiverse, blending in with the population in order to perform various tasks of extreme importance, while trying to remain hidden even from the Powers.
It is not known where the Senate’s headquarters are, but it is rumored that they might be somewhere within the Astral plane. The Senate allegedly has twelve seats, each seated by a powerful entity of the Multiverse. There are even rumors of Lady of Pain being one of the senators, but they might be nothing more than rumors.
The Senate employs powerful individuals, highly skilled and able to perform the tasks assigned to them. Usual missions include finding and retrieving powerful artifacts, stopping problematic wars that might have large repercussions, dealing with creatures of power, whose power might harm the fine balance of the Multiverse, diplomatic visits to deities who might have unusual aspirations, and so on. The Senate makes sure that no great catastrophe befalls the planes, and it does its job quite well.
“It’s rather simple, actually. All you have to do is remove this pin…”
First the invention of blackpowder, then the steam engine, and finally, the discovery of electricity brought a whole new world before the eyes of people. Engineers keep constructing new contraptions every day – larger cities are lit by electric lights, steam engines power various factories and vehicles, new alloys are used to better weapons and armor, and battles are fought with firearms and mechanical gadgets. Technology is advancing at an immense rate – its practicality is being recognised by many. The vast unexplored reaches of Narral and the dangers the continent hides are easier to confront with the use of rifles, telescopes, compasses and mechanized armor.
''Adventures:'' Technologists adventure to learn and to experiment. They are very curious by nature, and they try to implement every idea they come up with. However, a technologist may also adventure to explore new lands, hunt for treasure, or further their causes. Technologists are often enticed by possibilites of exploration and the need for innovative thinking.
''Characteristics:'' A technologist may act as a supporting character in any situation, depending in which fields he specializes. Some fields may allow the technologist to become better or melee or ranged combat, and some enhance his abilities of “controlling” any non-combat situation, such as breaking into a building, negotiating, evading traps, demolition etc.
''Alignment'': Technologists have no inclination towards good or evil, nor law or chaos.
''Religion:'' Since science is a logical interpretation of how things work, and a way to reverse engineer various processes which have been thought until recently to be only performed by supernatural beings and gods, technologists tend to neglect the importance of religion. Those who don’t mostly aren’t very zealous.
''Background:'' A technologist may be anyone who was drawn to science and decided to delve into it further. An apprentice of a magesmith or a blacksmith might have become a technologist, as well as a common peasant or a curious townsperson might have. However, it is highly unlikely that a person who had no contact with science will suddenly decide to explore the workings of nature in such a way.
''Races:'' Technologists are most common among humans and goblins. Human technology is still not as advanced as those of goblins and some subterranean species (such as dwarves and dark elves), but it quickly spread throughout Arkhan and neighbouring countries, and is attracting attention. Goblin technology is of questionable reliability, but it is well adapted for almost any imaginable need. Goblins excel at medicine and mechanics. Dwarves use science for their own goals, so most of dwarven technology is centered on metal casting, explosives and heavy machinery. The dark elves seem to be quite advanced as well – it is rumoured that they have found a way to make technology and magic work in harmony, which cleared a way to magnificent breakthroughs.
''Other Classes:'' Technologists work well with all classes, thanks to their good supporting abilities.
''Game Rule Information''
Technologists have the following game statistics.
Abilities: Intelligence is the most important for technologists since it allows them to assemble more complicated items and use their other class abilities more efficiently. Several technologist skills are also based on Intelligence. Strength and Dexterity can also be useful to Technologists that use their contraptions in combat.
Alignment: Any.
Hit Die: d6
''Class Skills''
The technologist’s class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Heal (Wis), Knowledge (arcana)(Int), Knowledge (architecture and engineering)(Int), Knowledge (geography)(Int), Knowledge (nature)(Int), Linguistics (Int), Mechanic (Int), Operate Vehicle (Int), Perception (Wis), and Profession (Wis). See Chapter 4 of Player’s Handbook for skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
[img[http://i44.tinypic.com/v829vq.jpg]]
''Class Features''
All of the following are class features of the technologist.
''Weapon and Armor Proficiency:'' Technologists are proficient with all simple weapons and firearms, and with light armor.
''Techsmith:'' The technologist gains Techsmith as a bonus feat. A technologist knows how to create and use various contraptions and other items of scientific nature. To create such an item, a technologist must have enough ranks in various craft skills, and must have certain components prepared.
''Physics:'' The basis of any technologist’s craft is the knowledge of physical laws. By studying a certain area of physics, the technologist learns to do some things better. At each level at which Physics is gained, choose one of the abilities from the list below.
- Matter: The technologist knows how and where to hit an object. He gains a +2 bonus to attack rolls against objects and constructs, and only half of their hardness is applied to the technologist’s damage.
- Motion: The technologist understands the subtler factors which affect motion. When charging, he doesn’t suffer the normal -2 penalty to AC. Also, he gains a +2 bonus to attack rolls when attacking with attacks of opportunity.
- Space: The technologist has a near perfect perception of space. He gains the Point Blank Shot feat. If he already has that feat, it’s range is doubled (60 instead of 30 feet).
- Time: The technologist is especially aware of the passage of time, resulting in perfectly coordinated actions. He gains a +2 bonus to Initiative rolls, and a +2 bonus to attack rolls while flanking an opponent.
- Energy: The technologist has mastered the laws of energy conservation. He gains the Endurance feat. If he already has that feat, its bonuses are doubled.
- Force: The technologist is able to apply force in such a way to maximize the effect. He gains a +2 bonus to bull rush and trip checks.
- Mass: The technologist can use his opponent’s mass to his advantage. He gains a +4 dodge bonus to AC against melee attacks of creatures at least two size categories larger.
- Charge: The technologist establishes knowledge of electromagickal fields. He gains a +2 bonus to saves against area spells.
''Trapfinding:'' Technologists can use the Perception skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Technologists can use the Mechanic skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A technologist who beats a trap’s DC by 10 or more with a Mechanic check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
''Advanced Physics:'' By studying the science of nature further, the technologist learns more tricks. Choose one of the following.
- Kinematics: The technologist understands the fine workings of movement. He gains a +4 bonus to Mechanic, Craft (precision instruments) and Operate Vehicle checks.
- Optics: The technologist knows how to manipulate light and vision. He gains a +8 bonus to saves against illusions. In addition, if he has a reflective surface (such as a small mirror or the glass of a pocket watch) and a nearby source of light, he can blind creatures. By spending a standard action, he reflects light into the eyes of one creature. If the creature fails a Reflex save (DC 10 + ½ Technologist level + Int modifier), it is blinded for 1d2 rounds.
- Electromagnetism and magick: The study of magic reveals certain weaknesses. The technologist installs small magnets and coils into his clothing and equipment which protect him against magic. He gains SR 9 + character level.
- Ballistics: The technologist determines the behaviour of various projectiles under certain conditions. The range increment of all ranged weapons he uses increases by 1/4th. He also gains +1 to attack and damage rolls with all ranged and thrown weapons (including grenade-like weapons) that he is proficient with.
- Chaos Theory: The technologist understands that no matter how determined a system is, an outside factor could always induce an unexpected turn of events. He follows this theory as his life philosophy, resulting in a certain state of mind. The technologist gains a +4 bonus to Initiative rolls and is never flat-footed.
''Install Improvements:'' A technologist of third level and higher may improve items the same way a spellcaster creates magical versions of weapons and armor. To create improved armor or weapons, a character needs the appropriate tools and a workspace. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled or the weapon or the pieces of the weapon to be assembled. - Armor and weapons to be made into improved armor and weapons must be masterwork, and the masterwork cost is added to the base price to determine final market value. Improving armor or weapons has a special prerequisite: The creator’s technologist level must be at least three times the improvement bonus of the weapon. If an item has both an improvement bonus and a special ability the higher of the two level requirements must be met.
''Scientific Method:'' At tenth level, the technologist gains the ability to discern the properties of magical items. Once per day, a technologist may reproduce the effect of the identify spell after examining an item for at least 1 minute.
''Prosthetic Limb Adaptation:'' A 10th level technologist does not suffer any negative side-effects of prosthetic limbs.
''Prosthetic Organ Adaptation:'' A 20th level technologist does not suffer any negative side-effects of prosthetic organs.
Known as Underdark in the northern lands, and the Everflow in most lands south of Mortegia range, the world below a world is mostly unknown to the surface denizens. The Underdark is a subterranean world made up of smaller and larger caves, caverns, tunnels, underground rivers, volcanoes, lakes and seas, and forests. The Underdark mostly stretches as far as Narral, the main landmass.
The Underdark is inhabited by various creatures, most of them wild and dangerous animals, vermin and some aberrations of nature more bizarre than can be encountered on the surface. Most of it is settled by dark elves (which are NOT called drow), grey dwarves, svirfneblin, kuo-toas, derro, and grimlocks. Other intelligent races are rare and most of them aren’t native to Narral’s Underdark. The illithid, however, are native. Their enclaves are well hidden, almost impossible to find. They work silently – their presence usually isn’t even suspected, as the Underdark hides many other dangers as well.
Most surface dwellers aren’t aware of Underdark’s existence. Most people think that most cave openings on the surface end somewhere not so deep underground. They believe that most of the caves aren’t inhabited by anything else than small animals and sometimes orcs or other savage species. They are not actually far from truth. Underdark entrances are extremely rare and hard to find. There might be only several on the whole continent. Therefore, knowledge of the Underdark and its denizens is minimal. Only a few scholars have written enough to be compiled into a tome, and most of it is based on stories retold dozens of times or ancient scripts.
It is known, however, that most of the races that inhabit the Underdark do not warmly welcome surface dwellers. Some stories tell of men exploring subterranean caves and surviving many natural dangers only to be ambushed by dark elves and sacrificed to some dark god. Little is known of the dark elves. Most encounters with them end in bloodshed, and no one ever saw a dark elven settlement and lived to tell the story. Grey dwarves and derro are dangerous as well. Derro are a race of crazed half-dwarves with delusions of self-grandeur. They fiercely hate all others except dwarves, and will usually attack on sight, or escape only to set up an ambush. Grey dwarves are less aggressive, but as sadistic as the dark elves. They live in massive halls which share their masterwork quality with their hill dwarven counterparts. The grey dwarves are militant, but ready to negotiate to strike a deal which could benefit them. The svirfneblin, although not trusting of the surface races, are peaceful. They have already established permanent contact with rock gnomes in western Mortegia range and the Zog. Kuo-toas and grimlock mostly keep to themselves. They settle the deepest reaches of the Underdark, not yet explored and charted by others.
Regions:
[[An'gali Jungle]]
[[Aranis]] or Southern Colonies
[[Cloudcrowns]]
[[Elvendale]]
[[Feya]]
[[Kanin Sea]]
[[Mathali]]
[[Shyarrim Archipelago]]
[[Tai Sadra]]
[[Yae Codra]]
Cultures:
[[An'galibi]]
[[Arkhansk]]
[[Ayavar]]
[[Crownfolk]]
[[Dagoran]]
[[Emshdarr]]
[[Feyelar]]
[[isiMbabadi]]
[[Kalaran]]
[[Naldarethenin]]
[[Onzoggot]]
[[Otelar]]
[[Rakish]]
[[Sadran]]
[[Tridentian]]
[[Vallan]]
[[Yaelar]]
Almost a millennium ago, a horrible force threatened to undo all life in the known world. A massive army of undead, led by a powerful necromancer called Gabriel the Sorrowful appeared almost overnight, and started its dreadful campaign of death and destruction.
The undead came out of the forests north of what today is Riverwood, and left only ruins and mutilated bodies in their wake. The ancient kingdoms of Zakhar and Gyardamna were destroyed completely by the undead army. It is said that mighty Kinketsu, who was then no more than half a century old, rose against the necromancer and defeated him in single combat, returning to the afterlife the souls of all the wretched ones he animated to undeath. Many legends remain from that time, many scary campfire stories. Kinketsu refuses to speak of that time, and except for the entry in the Ironwheel clan’s Worldbook, there are no records of that time, almost as if civilization itself tries to erase it from memory.
However, the war didn’t end when Gabriel was killed. His soul was locked in an eternal prison between the material world and the afterlife, and the undead animated by his brethren still walked the earth. A cult was formed, revering Gabriel’s person and deed, which operated in secrecy, slowly promoting the perverse tradition of ‘true’ necromancy.
The Wolf Cult exists even today. Some ten years ago, Gabriel’s soul was released from its prison after a morbid ritual performed by hundreds of his followers, who committed mass suicide to release enough energy to revive Gabriel. The necromancer rematerialized in the form of a powerful lich, and once again tried to raise an army of undead. He was stopped quite quickly and efficiently, though, as he was killed by the Empress Illusen, in that time Illusen Kohaku (Kohaku = one without name). His soul finally reached the afterlife, and the duty of burying and securing the remains of his ancient body was entrusted to an unknown dwarven clan. The tomb is rumored to be located somewhere in Damathar province, but it must be very well hidden, since not even aerial survey mission failed to pinpoint its location.
The Wolf Cult surely remains active, but it hides in shadows once again, waiting for a new chance.
''Climate:'' Cold hills, cold mountains
''Culture:'' [[Onzoggot]], [[Nalentin]]
The Zog is the name of the mountains north of Arkhany Åbala. The Zog is not a part of Mortegia Range by genesis. The Zog is covered by coniferous forests which reach its highest peaks. The mountains are much older than Mortegia, which makes them somewhat flatter, and also rich with ore. Zoggot caves are directly linked to the tunnels of Everflow in many places, making them warm and damp. The origin of the name “Zog” has been lost or forgotten.
The main population of The Zog are its Onzoggot (literally “of The Zog”) gnomes. Most of The Zog’s subterranean territory is controlled by Stradzog (literally “Zoggot republic”), a gnomish technocracy. Stradzog owns most of the region’s resources, and controls surface travel. The Zog is also populated by a dwarven minority, who get along fine with the gnomes. There is, however, a rogue dwarven organization (Breda’s Devotees or Bredites), which claims that The Zog should be dwarven, and that the clans of central Mortegia should control The Zog and its mines. The Bredites fight a guerilla war against Stradzog.
The Zog trades its ore to all of its neighbors – Arkhan, Mortegia, Maajarvi, Aérden, and the Darklands. Stradzog and their Stonehammer clan allies keep the route through Manacor Pass as safe as possible as they keep pushing demons from the wastelands to the east. At The Zog’s surface, several human hamlets can be found, as well as an occasional trading post.
When consuming the same therapeutics item more than once in one day, the imbiber risks a severe shock to his metabolism. Every consumation of the item after the first imposes a cumulative 15% chance that the imbiber will take 1d3 Con damage.
''Elixir of Persuasion'' – Craft (medicine) 3 ranks
Materials: Mercury, migraine cure
Assembling Time: 10 minutes
This elixir makes the imbiber more convincing. He gains a +4 alchemical bonus to Persuasion checks for 1 minute.
''Elixir of Physical Prowess'' – Craft (medicine) 5 ranks
Materials: Blood pills, spirit of camphor
Assembling Time: 15 minutes
This elixir strengthens the body, granting the imbiber a +2 alchemical bonus to Strength and Constitution for 1 minute.
''Liquid of Awareness'' – Craft (medicine) 7 ranks
Materials: Migraine cure, glyceride
Assembling Time: 20 minutes
This liquid intensifies the imbiber's senses, granting a +6 alchemical bonus to Perception for 1 minute.
''Tonic of Increased Reflexes'' – Craft (medicine) 9 ranks
Materials: Tincture of arnica, rheumatism cure
Assembling Time: 25 minutes
This tonic heightens the user's reflexes and hand-to-eye coordination, granting a +4 alchemical bonus to Dexterity,
and a +4 bonus to Reflex saves for 1 minute.
''Mind Marvel'' – Craft (medicine) 11 ranks
Materials: Nerve pills, Potion of Persuasion
Assembling Time: 30 minutes
This mixture amplifies mental processes, granting a +4 alchemical bonus to Intelligence and Wisdom for 1 minute.
''Energizer'' – Craft (medicine) 13 ranks
Materials: Quinine, Elixir of Physical Prowess
Assembling Time: 35 minutes
The energizer soups up your bodily processes and induces a powerful adrenaline rush. It grants a +4 alchemical
bonus to Strength, Dexterity, and Constitution for 1 minute, but leaves the user fatigued for another minute after
the effects subside.
''Revitalizer'' – Craft (medicine) 15 ranks
Materials: Mind Marvel, Energizer
Assembling Time: 40 minutes
The revitalizer greatly hastens and intensifies all bodily functions. Consuming a revitalizer cures 100 hit points, restores
all ability damage and drain, restores exhaustion and fatigue, and grants Fast Healing 5 for 1 minute.
''Climate:'' Warm aquatic
''Culture:'' [[Tridentian]]
Between Narral and the Shyarrim Archipelago is the Trident Channel and the accompanying Tridentian Archipelago. It is also sometimes referred to as the Trident Sea. The warm currents that pass through the Channel and go around south Narral are the ones responsible for the warm climate of these lands. The currents, however, don’t run close enough to Arkhan and Åbala to warm up the ground there. Tridentian islands are partially covered by sparse vegetation and some fertile soil, but are mostly barren rock.
Known only to seamen acquainted with these waters, the seabed is actually inhabited by merfolk, a race of humanoids who live underwater. The merfolk call themselves Perm Amprim. Their communities are rarely visited by landwalkers, but there are some fantastic stories of entire cities built within submerged caves, and magical spells that can be bestowed by the merfolk, which allow landwalkers to breathe water. The merfolk very rarely make contact with other races, and are usually only seen when rescuing the crew of a sinking ship. It is known, however, that they are in war with the sahuagin who also reside within these waters. Tridentian islands, actually a submerged stretch of the Cloudcrowns, are populated by élans and dromites, two different races which share the same culture. Both élans and dromites are gifted with heightened psionic awareness, and therefore they appear strange and sometimes even monstrous to members of other races. They do cooperate well with Arkhanites, and have joined them in a military alliance.
Trident Channel sees more ship traffic than any other sea surrounding Narral. Trade between Vall Mathali and Arkhan is flourishing, and all trade from Aérden and the Darklands also goes through the Channel. Merchant ships don’t have to look out for pirates. Sahuagin, on the other hand, attack ships, but not that often, since they are too busy dealing with the merfolk.
Tridentian, Tridentians
''Region(s):'' [[Arkhany Åbala]], [[Shyarrim Archipelago]], [[Trident Channel]]
''Language(s):'' Arkhansky
The elan and the dromites that live in the Trident islands are under moderate influence of Arkhansk culture. They are close allies of Arkhan, and are widely accepted there, but their psionic abilities are viewed as strange or threatening in other countries, especially in the Northern Empire. Tridentians are mostly craftsmen and fishermen, and they use their psionic talent to help them in both fields. Tridentians also found psionic training schools in their homeland and abroad, to help direct those who have the talent, but are ostracized by their community for it.
Tridentians are kind and amiable, even towards strangers. Arkhansk propaganda did not reach their homeland, and probably will not. Their land is mostly safe from all kinds of enemies, be it invading countries or unnatural monsters. The only threat they must deal with is the occasional flood or hurricane. The two races get along well, but as in the case of Highlander halflings and goliaths, do not mix more than it is necessary.
''Cultural bonuses:''
- None; Elan and dromites use only the racial traits described in Expanded Psionics Handbook.
- Favored Class: Psion or Psychic Warrior
Geography: The coast of Mathali desert
Population: ~56, 800
- Vallan 71%
- Naldarethenin 8%
- Sajuukan 1%
- Other 20%
Power Centers: The Merchant Prince Council, Al Jalahma Arcane Academy, The Merchant Combine, The Khawalid Collective
Vall Mathali is Narral’s largest city, and the center of the continent’s trade. Vall Mathali’s native population is Vallan hHayatn, but its streets are crowded with travelers, traders, and immigrants from almost every corner of Narral. One is as likely to see an Auelander priest as a Holmani barbarian here. People come to Vall Mathali to trade, or to settle, and enjoy the riches and sensuality of life in the city.
Vall Mathali is controlled by four powerful organizations, but many more also vie for power. The Merchant Prince Council is made up of twelve men and women who have gained enormous amounts of worldly wealth through trade, and other means. A councilor is retired and a new one chosen by the others every two years. The Council controls all taxes and tariffs in the city, finances most of its paladin guilds, invests money into city expansion and maintenance, and represents the city in foreign relations. The merchant princes are very aggressive in their efforts to remain in the Council, allying with and backstabbing their rivals.
Al Jalahma Arcane Academy is one of three Narral’s schools of magic. Apart from teaching young men and women the secrets of magic, it employs powerful mages, who assist the Merchant Prince Council, attempt to preserve order within the city, and act as the city’s judges and arbiters. The Merchant Court, the Citizen Court and the High Court are all located inside the Academy’s main building, and are run by the Academy’s wisest people.
The Merchant Combine is a guild which gathers all the city’s merchants in one place. Most of the Merchant Prince Council’s resolutions must first be approved by a majority in the Combine to be realized. The Combine also regulates all of Vall Mathali’s major exports and imports, laborers’ wages, and caravans. It also employs people in charge of city planning.
The Khawalid Collective is an elusive criminal organization, involved in most of city’s business. Any serious landlord or business owner will be contacted by the Collective, who ensure that it is paid its cut in exchange for protection and cooperation. The Khawalid Collective runs most of the city’s illegal businesses and smuggling operations and its members are often employed by other organizations as means of fixing a particularly irritating problem. The Khawalid Collective is rivaled by many other smaller guilds, but it also cooperates with some of them.
Apart from these, there are the city’s four paladin guilds, the adventurer’s guild, various merchants attempting to amass enough wealth to enter the Council, or at least the Merchant Combine, political factions of other countries, religious zealots, and even extraplanar guests, often with agendas of their own.
Vallan, Vallans
''Region(s):'' [[Elvendale]], [[Mathali]]
[[Language(s):]] Vallan, Bofida
TREBAM DOPISAT
''Cultural bonuses:''
- +2 cultural bonus to Appraise checks
- Weapon Proficiency: Vallans receive the Martial Weapon Proficiency feat for the scimitar and the falchion
- Children of the Desert: The Vallan receive the Heat Endurance feat (Sandstorm p50), but gain +4 to saves instead of +2
- Favored Class: Rogue
[[Ravingsylthe (dagger)]]
[[Blacktalon (scimitar)]]
''Special Qualities''
[[Feedback]]
[img[http://i42.tinypic.com/351haa0.jpg]]
''Flintlock Pistol:'' A flintlock is a simple, flintlock operated firearm. It has been invented in the Northern Empire, but soon found use all across the continent among guards, bandits, and others. A flintlock pistol holds one bullet, and must be reloaded after each shot. However, it’s easy to conceal – you get a +2 bonus on Sleight of Hand checks made to conceal a flintlock pistol on your body.
''Rifle, Musket:'' A flintlock operated rifle, or a musket, is being introduced into military, since it’s easy to use. A musket holds one bullet, and must be reloaded after each shot.
''Rifle, Marksman:'' A marksman’s rifle or a hunting rifle is used for hunting, hence its name. It is quite accurate, but doesn’t do a lot of damage. It holds one shot.
''Rifle, Aranis:'' Invented by the technologists of Aranis, this powerful short-range firearm holds one shot, but delivers greater damage.
''Cutlass:'' The cutlass is a short, heavy, slightly curved blade favoured by many sailors. One can both stab and slash with a cutlass. Its heavy basket hilt gives the wielder a +2 circumstance bonus on any checks to resist being disarmed.
''Katar, long bladed:'' Katar, or wrist blade, is a weapon originating from the distant lands of Aldan. It is commonly used among assassins, rogues, and other who favour stealth over raw strength. The katar is a light weapon. You cannot be disarmed while wielding a long bladed katar, and can use the hand freely (although the blade might get in the way of some actions).
''Ripper:'' This version of short sword has a serrated blade, which amplifies the damage the weapon does on a critical hit. It is a common off-hand weapon in Vall Mathali.
''Saber:'' The saber is a long, heavy sword specialized for the long cuts used in mounted combat. Arkhan cavalry favours this weapon. You gain a +1 circumstance bonus on your attack rolls when you use a saber while mounted.
[img[http://i42.tinypic.com/acfvcy.jpg]]
''Diamondum:'' This armor is made from a material mined in dwarven communities of the North. Diamondum is very hard, impossible to break, but is difficult to manoeuvre in a diamondum armor.
Only originally metal armor can be made from diamondum, and most often it is breastplate or full plate. A diamondum suit of armor has hardness 25, 200 hit points overall, and is immune to fire (it does not bestow this benefit upon the wearer).
Diamondum armour weighs 50% more than a suit of armor made from iron, costs 500 GP more, decreases the maximum Dexterity bonus by 1, increases the armor check penalty by 2, and arcane spell failure chancy by 15%.
''Before creating a character, check out the crucial changes to the rules.''
[[Creating New Characters]]
[[The Monk redone]]
[[The Bard redone]]
[[Changes to other base classes]]
[[New skill system]]
[[Combat Maneuver]]
[[Called Shot]]
[[Wounded and Near-death]]
''Class Skills:'' Concentration (Con), Craft (Int), Knowledge (all skills, taken individually)(Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int).
The wizard gains the following ability at 1st level:
''Read Aura (Su):'' A wizard may spend a full-round action to inspect an object he is holding or standing next to. He makes a Knowledge (Arcana) check against DC 30 - 2/level of strength of the magical aura the object might have. If he succeeds, he receives the information about the object as if it was subject to a //detect magic// spell for 3 rounds. If the check fails, or if the object is not magical, there are no results.
A thousand years ago, led by the feared necromancer Gabriel, an army of the undead almost conquered the continent, but was halted by the intervention of the great mage Kinketsu. Kinketsu fought Gabriel and banished his soul to Otherworld, to eternal damnation.
A thousand years after that, a group of necromancers found the resting place of Gabriel's physical body, and infused him with their own tainted life energy, sacrificing their own lives to raise Gabriel once again, but as an undead lich. The new Gabriel worked for years in secrecy, gathering new forces of necromancers and other evils, raising great numbers of undead, and finally unleashing a new plague upon the world. However, this time Gabriel was quickly stopped by a party of adventurers led by Illusen Kohaku, now the empress of the Northern Empire.
While Gabriel doesn't walk upon Loenor as an evil lich anymore, a few of his minions survived or escaped from justice, and patiently wait for a new chance to strike. The most powerful of them are so deeply connected to undeath that they start to show some of its aspects.
Wolf cultists are powerful spell-wielding warriors, experts in dealing with the undead and infiltrating civilized societies.
NPC wolf cultists are usually leaders of cult rings, or powerful villains leading troops of undead warriors.
''Hit Die:'' d8
''Requirements:''
To qualify to become a wolf cultist, a character must fulfill all the following criteria.
''Alignment:'' Any evil.
''Skills:'' Knowledge (religion) 8 ranks, Persuasion 4 ranks
''Spells:'' Ability to cast 2nd level arcane or divine spells.
''Special:'' Must be accepted into the Cult of the Wolf by a senior member.
''Class Skills:''
The wolf cultist’s class skills (and the key ability for each skill) are Concentration (Con), Espionage (Int), Knowledge (arcana), Knowledge (religion), Persuasion (Cha), Profession (Wis), and Spellcraft (Int). See Chapter 4 of the Player’s Handbook for skill descriptions.
''Skill Points at Each Level:'' 2 + Int modifier.
''Class Features''
All of the following are class features of the wolf cultist prestige class.
''Weapon and Armor Proficiency:'' The wolf gains no new proficiencies.
''Spells per Day / Spells Known:'' When a new wolf cultist level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever spellcasting class in which he could cast spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic or item creation feats, and so on). If a character had more than one spellcasting class in which he could cast spells before he became a wolf cultist, he must decide to which class he adds each level of wolf cultist for the purpose of determining spells per day.
''Detect good (Sp):'' At will as a standard action, a wolf cultist can use detect good, as the spell.
''Eye of the wolf (Su):'' The supernatural vision of the cultists allows them to see invisible creatures.
''Rebuke Undead (Su):'' When the wolf cultist reaches 2nd level, he gains the supernatural ability to command and rebuke undead, as a cleric two levels lower. If he already possesses the ability to rebuke undead, then he does so as a cleric one level higher.
''Hive link (Ex):'' At 3rd level, the cultist gains the ability to telepathically communicate with all undead within 100 feet of himself.
''Lesser wolf form (Sp):'' At 4th level, the cultist is able to turn himself into a Medium 8 HD wolf and back again three times per day. This ability otherwise functions like the polymorph spell.
''Slow metabolism (Ex):'' The cultists organism slows down its processes. He does not have to eat or drink, has to sleep only 2 hours per day to gain the benefits of 8 hours of rest, and becomes immune to all types of poison.
[img[http://i41.tinypic.com/wjc6t4.jpg]]
''Vampiric touch (Su):'' Every unarmed attack made by the cultist bestows one negative level upon the victim. The DC to remove the negative level is 10 + wolf cultist level + wolf cultist's Charisma modifier).
''Greater wolf form (Sp):'' At 8th level, the cultist may choose to turn himself into another form, that of a Large 12 HD half-fiend wolf (without wings). This ability otherwise functions like the polymorph spell.
''Death's embrace:'' Upon reaching 10th level, the wolf cultist becomes and undead creature, and his metabolism ceases to function. His type becomes undead (incorporeal), he loses his Strength and Constitution scores, gains the undead and incorporeal traits, all of his hit dice becomes d12, he applies his Dexterity bonus when making melee attacks, and gains a deflection bonus to AC equal to his Charisma modifier. When using the wolf form abilities, the cultist becomes material as long as he is in the wolf form.
Two new character conditions have been introduced.
''Wounded''
Calculate what is 50% of your maximum hit points (rounded down). When your
current hit points are lower than this number, you suffer the following penalties:
- You cannot run or charge
- You take a -2 penalty to attack rolls and reflex saves
''Near-death''
Calculate what is 25% of your maximum hit points (rounded down). When your
current hit points are lower than this number, you suffer the following penalties:
- Your land speed is halved
- You cannot run, charge, or take double move actions
- You take a -4 penalty to attack rolls and reflex saves
''Climate:'' Warm forest, warm plains
''Culture:'' [[Yaelar]], [[Rakish]]
Yae Codra (literally “Wild coast”) is a woodland region at the southernmost part of Narral. It stretches from Que-Shu coast to the far west to Bankudan coast on the Sea of Harmony. Two huge rainforests, mythical homelands of all elves, stand within the interior of the region, divided by the southern end of Thod Karad and Daemon River. The cliffs on the southern coast are towering and menacing, and are the highlight of many a sailor’s story.
The varied traditions of the numerous Yealar tribes in the great forests stand in the way of the possibility that the tribes will unite and form a single elven nation. This is especially prominent when the cultures of one forest are compared to those of the other. However, all the tribes have a steady tradition of waging war to other tribes. The great forests hide many treasures and resources. Ancient temples and cities of the high elves can be found here, as well as various endemic plants and animals, whose products are highly valued in northern lands. The region’s coast is inhabited by Rakish men, not native to Narral. They have built several fortresses and ports within the cliffs. These ports are cleverly hidden, and often built near dangerous waters, which only their captains can navigate safely. The Rakis are quite reclusive and they only make occasional contact with Vallan merchants, who supply them with weapons and food. The Rakis are at war with most Yaelar elves, and allied with some tribes who help them battle other elves. They are probably trying to colonize Yae Codra.
Yae Codra is difficult to reach. Only one trade route connects Bankuda and Mathali, and from there passes through safe regions of No-Shu all the way to Daemon Lake. The coastline is unreachable except in the northeast, and Que-Shu blocks the way to Tai Sadra. The Rakis make contact only with the Yaelar, the Vallan, and sometimes check passing ships for unknown reasons. So far, no incident has been recorded.
Yaelar, Yaelar
''Region(s):'' [[An'gali Jungle]], [[Elvendale]], [[Mathali]], [[Tai Sadra]], [[Yae Codra]]
''Language(s):'' Baeldreaera
Yaelar elves are the most numerous of all Narral's elves. They are the descendants of the elves that never traveled further than Que-Shu and No-Shu, and they consider Elvendale and the surrounding lands sacred. Even though they try to remain separate from the outside world, they are drawn into numerous conflicts, most of them over their own territory. Both the Rakis and the Sadran invade their forests, and, recently, northerners have arrived from across the Cloudcrowns to take Elvendale for themselves. The Yaelar are allied with goblin tribes living in their lands, and sometimes cooperate with the darkpan.
The Yaelar live in small tribal communities, are focused on polytheistic worship and simple survival. They are mostly hunters and gatherers, but some domesticate animals. They build simple yet beautiful structures on trees, very high above ground. Yaelar tribes are well linked, since travel through treetops is much safer than trudging through the undergrowth. The Yaelar are straightforward and prefer that their companions are like that as well. They detest those who say more than is necessary, or those who speak of things as they are not, such as diplomats or poets. As a result, they are not as inclined towards artistry as other elves. They do revere swordplay, however, but more in the sense of combat than expression.
''Cultural bonuses:''
- Survival and Knowledge (nature) are always class skills for a Yaelar
- +2 cultural bonus to Acrobatics checks
- Mark of the Elar: A Yaelar fighting with a sword against an opponent wielding a sword as well, gains a +4 dodge bonus to AC after every attempted attack against that opponent. This bonus lasts until the Yaelar's next round.
- Favored Class: Ranger
Goblin, Goblins
''Region(s):'' [[Aranis]], [[An'gali Jungle]], [[Cloudcrowns]], [[Elvendale]], [[Mortegia Range]]
''Language(s):'' uGobim
''Special:'' Goblins only
The goblins that inhabit Narral are not native to it. They arrived four hundred years ago from the Shyarrim Archipelago, and they came to the Archipelago from even further south. They landed in Mathali and Egyold, and have spread along mountain ranges, where they prefer to build their homes. The goblins quickly learned the concepts of early technology used by gnomes and humans, and have adapted it for their own use. Their advances and inventions differ greatly from all other. They are overall less reliable, but are suited for hundreds of unimaginable tasks, such as surgery or flight. In fact, isiMbabadi surgeons have become quite famous, and their services are often sought.
Even though the goblin tribes separated after reaching Narral, the basis of their culture remains the same. Goblins still worship Maglubiyet, but not as a divine person, but rather as a concept. The views of the Church of Maglubiyet might seem harsh to outsiders, but goblins accept life as harsh, and would not have it any other way. The focus of their daily lives, however, has shifted from managing to survive in any way possible, and constantly searching for new territory to peaceful sedentary life, in which the priorities are keeping the community running smoothly and devotion to scientific progress. The isiMbabadi still sometimes speak of their ancestors left behind in Shyarrim Archipelago and further, but only in the manner of various stories with morals and proverbs. They do remember their history well, but shun their former lifestyle, and will be embarassed if reminded of it.
''Cultural bonuses:''
- Mechanic is always a class skill for Goblins, and they have a +2 cultural bonus to all Mechanic checks
- Tinker: A goblin receives the Techsmith as a bonus feat on 1st level. A goblin chooses one Craft skill; he may use this skill as if he were trained in it. A goblin technologist may craft an item using the Techsmith feat by reducing the DC by 5. However, such an item has a 25% chance of breaking down and becoming useless whenever it is used. This can only be applied to permanent items, not one-use items such as elixirs, bullets, or grenades
- Linguistic Competence: A goblin may learn one additional language per every two points of Intelligence modifier
- Favored Class: Technologist