The World of Scarn

Transcription

The World of Scarn
The World of Scarn
Tuesday, October 27, 2009
9:17 PM
The World of Scarn
In the beginning, there was nothing. An ever-changing chaos of elements and energies, swirling
in an eternal maelstrom of chaos and entropy was the entirety of existence. Time immemorial
past, and slowly, these forces of change and chaos began to interact, creating order and
constancy from the formless nothing. At the center of this writhing miasma of raw elemental
forces emerged a world, one that gave order to the chaos, and form to these energies. Yea, a
world was born, called Scarn by the old ones, and upon its surface, these energies took form and
became manifest. They became the Titans.
The Elemental forces that are the Titans formed, shaped, and reshaped the world that came to be
known as Scarn. Creatures, bizarre and beautiful came into being and were destroyed, mountains
rose and fell, and the oceans boiled dry and reformed over the course of the millennia Races
were born and died out, nations rose and fell, and sentient peoples suffered at the cruel and
capricious indifference of the Titans, until one day, Vangal, the first of the Gods were born.
Amazed by this new creation, the Titans set about creating similar entities, and the Eight Gods
were born. The Gods drew their power from the worship and dedication of those peoples that
suffered most greatly under the heel of their Titanic progenitors, and felt their people's suffering
most keenly. They lead their chosen peoples in open rebellion against their parents, in a war that
lasted for generations, and left deep and lasting scars on both the land and its people.
Now, 150 years After Victory, the people and the Land try to heal. The Gods, having eliminated
all real threats, turn now to furthering their own visions of perfection, while the Demigods
attempt to promote their portfolios. The Races of Scarn still factor very strongly into the
machinations of their Divinities, and the land itself is still very much an entity in this eternal
struggle, as the Titans, while defeated, are not entirely gone, and darker threats still lurk within
the enigmatic world of Scarn.
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Overview Page 1
Overview
Wednesday, October 28, 2009
12:06 AM
The World of Scarn is a dangerous place, and many who seek adventure or power die long before
they’re able to taste the fruits of their efforts. As such, PCs will start out with three class levels, or the
equivalent.
Starting Stat Array: 18, 16, 15, 15, 13, 11
Starting Gold: 1000gp
Starting Experience: 3000xp
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Character Creation Basics Page 2
Overview
Wednesday, October 28, 2009
12:16 AM
Races of the Scarred Lands
The “people” of Scarn are the races who sided with the Gods and their children in the war against the titans. While they may not all get
along all the time, and often racial tensions are high, they are, at least, acknowledged as allies from the war, and treated at least marginally
better than the “titanspawn” races.
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GOOD
L
A
W
Hollow
Knight
Dwarf,
Mountain
Swanmay
Elf , High
(Forsaken)
Centaur
Tereli
Half-Giant
Dwarf ,
Island
Elf, Wood
Half-Elf
Human
Halfling
Half-Orc
Dwarf,
Charduni
Goliath
Shifter
Elf, Dark
Kobold
Changeling
C
H
A
O
S
EVIL
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\SLCS.doc>
Races Page 3
Changeling
Tuesday, October 27, 2009
9:40 PM
These poor creatures are the unsung victims of the Divine War. The only servitor race of
Golthain, they contain characteristics of both humans and certain shallow-water aquatic
creatures. Given the nature of their progenitor, Changelings are masters at blending into societies
not their own. Their shape-changing ability makes this rather simple, and their natural ability to
both tell people what they want to hear, and to sense when the time has come to leave aid them
in staying alive. In many circles, these poor creatures were regarded as Titanspawn, and reviled
for the roll of their patron in the war. In despair, they fled from society, supplicating deity after
deity for a place to belong. Finally, the Lady of the Waves accepted them as hers, allowing them
to further her portfolio on land and at sea, where their greater intellect and facility allow them to
complete delicate missions. Many Changelings also found solace in the arms of fair, beautiful
Idra, embracing her philosophies and tenets. Now, many of the Changelings are ranked amongst
the best Courtesans of Idra, using their guile, wit, and legerdemain to further the goals of their
newfound patroness, although it is rare to find them far away from the water.
Due to the fate of their creator, and the secretive nature of their new patronesses, Changelings
tend
to interact with other races through their disguises. Despite their Titan origins, they are highly
desired in many noble courts all across Ghelspad, both as spies and advisors, and as courtesans
and concubines. Changelings prefer to attack from ambush, their natures favouring a dagger in
the dark over an open combat. Changelings have only began to develop a society of their own in
the last few years, forming an almost Byzantine bureaucracy, rife with intrigue and desire for
personal gain. The clans, having formed the council, now stand in a delicately-balanced detentes.
Though there is little in the way of racial loyalty, familial loyalty is almost absolute.
Physically, the Changelings are of small stature and delicate, although the generally appear in a
form amicable to the dominant race in the area they inhabit. Being shapechangers, gender means
very little in their society. Social advancement generally occurs on the basis of merit and/or
guile. Any Changeling of any gender may be an adventurer, generally in search of personal gain
and/or prestige for their family name.
Names: Changeling names are very important to them. They foster community, family ties, and
help create a sense of identity that is, given their shapechanging nature, very important to
maintain. They possess a family name, indicating clan affiliation, a main name, one used
amongst the general populace, and a second name, reserved for very close friends and family
members. Names take the from of <family name> <personal name> <main name>.
Male Names: Gengoru, Genta, Hachirou, Jirou, Matajirou, Munesamon, Songoru, Takayama,
Takamori, Yoshirou
Female Names: Aki, Harukiri, Ishi, Iwa, Kiku, Mitsu, Narime, Sakuma, Tsuma, Uma
Family Names: Fujiwara, Ashikaga, Yamamoko, Tanaka, Nakada, Shimamura, Sakurai,
Kinoshita, Shimoda, Murata
Example Names: Sakurai Songoru Takamori or Sakruai Narime Sakuma
Cultural Derivative: Feudal Japan
Racial Traits
· Shapechanger Subtype: Changelings are humanoids with the Shapechanger subtype.
· Medium: As Medium creatures, changelings have no special bonuses or penalties due to their
size.
· Changeling base land speak is 30 feet.
· +2 racial bonus on saving throws against sleep and charm effects: Changelings minds are
slippery, like an eel.
· +2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently
skilled at deception, and can use their intuitive knowledge of their victims to intimidate.
Although unable to detect thoughts, they can intuitively read body language and attitude with
surprising accuracy.
· Natural Linguist: Changelings add Speak Language to their list of class skills for any class they
adopt.
· Minor Change Shape (Su): Changelings have the innate ability to alter their appearance as
through using the disguise self spell that affects their bodies, but not their possessions. Their
ability is not an illusory effect, but a minor physical alteration of a changeling’s facial features,
skin color and texture, and size, within the limits of the described spell. A changeling can use
this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to
her natural form when killed. A true seeing spell reveals her natural form. When using this
ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks.
Using this ability is a full-round action.
· Water-Born (Ex): Changelings are entirely amphibious, having the ability to breathe underwater,
Races Page 4
Using this ability is a full-round action.
· Water-Born (Ex): Changelings are entirely amphibious, having the ability to breathe underwater,
as well as on land.
· Automatic Language: Ledan and Aquan
· Favoured Class: Ninja or Swashbuckler
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Races Page 5
Centaur
Tuesday, October 27, 2009
9:47 PM
The Centaur were created by Hinruuk the Hunter, first as prey, and later as indentured servitors the proud and noble centaur race
chafed under the yolk of their oppressive master. During the Divine Wars, the Centaur served initially with the other forces of the
Hunter until word of his rape of Tanil reached them. Incensed by this heinous and violent crime against his own herd, the Centaurs
pledged themselves wholly and totally to the Elf Maiden, sheltering her from the searching eyes of her father’s minions, and
functioning as elite shock troops in her forces. Now free of the threat of the Hunter, they are almost exclusively devoted to Tanil,
reveling in their newfound freedom, in the joy of the hunt, and working tirelessly in the defense of her demesnes. They generally travel
about in bands, living a semi-nomadic life in the plains and forests of Ghelspad, occasionally waylaying travelers from the lands of
King Virduk and other realms that do not support the goals of their patroness.
Racial Abilities:
· +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom
· Large size. -1 penalty to Armour Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and
carrying limits double medium creature.
· Space/Reach: 10 feet/5 feet
· A centaur’s base land speed is 50 feet.
· Darkvision out to 60 feet.
· +3 Natural Armour bonus
· Automatic Languages: Sylvan, Elven (Wood)
· Bonus Languages: Common, Halfling
· Favored Class: Ranger or Bard
· Level Adjustment: +2
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Races Page 6
Dwarf
Tuesday, October 27, 2009
9:53 PM
The years following the Divine war have not been kind to the Dwarves of Scarn, and as a result,
they commonly come across as a defiant, tenacious, and bitter lot, doing their best to hold on to
what few possessions are left to them. Where once their sphere of influence covered the whole of
Ghelspad, they are now reduced to city-states and underground fortresses.
Ghelspad is home to three Dwarven subraces. The most prominent of these matter-of-factly refer
to themselves as the Dwarven race, while other races oft refer to them as the mountain Dwarves
to distinguish them from other Dwarven subraces. Mountain Dwarves are located primarily in
Burok Torm, though quite a few have managed to emigrate elsewhere. The second Dwarven race
stands in stark contrast to the nobility of the Dwarves of Burok Torm, and exists as a festering
shadow reaching out to corrupt everything it touches – the black-skinned Charduni. Worshipers
of Chardun, they seek nothing more than to recreate their empire on Ghelspad. Though they took
heavy losses in the Divine war, paling their influence on Ghelspad, the Charduni still inspire fear
in all who encounter them. The last Dwarven subrace, the Island Dwarves, fall in between the
two, preferring information and research over siege and conquest. These smaller cousins watch,
bemused, as their kin battle, but maintain amicable relations with both.
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Dwarf, Charduni
The origins of these Dwarves are hidden from the races of Ghelspad. One day, centuries
ago, the first Charduni frigate appeared on the shores of southwestern Ghelspad. The
Charduni presence on Ghelspad changed quickly form ships raiding the coastal towns for
fresh slaves to fleets that proved to be the vanguard if an invasion that would force all of
southwestern Ghelspad to submit to their tyrannical rule. Then came the divine war. The
Charduni – once a scourge upon the other divine races of Ghelspad – proved to be one of
the continent’s saviors from the Titanspawn forces. Pitted immediately against the forces
of the titans at the outset of the war, the Charduni Empire of Ghelspad crumbled. The
Charduni now encountered on Ghelspad are a bitter, but no less tyrannical lot. Raised in
a strict society, Charduni expect everyone to know their social station. Superiors are
obeyed, and inferiors are scorned, mistrusted, and brutally punished for any misdeed.
Devout followers of Chardun, slavers, and intolerant xenophobes, Charduni are
nonetheless commonly seen in Ghelspad's southwestern region.
Brash, condescending, and arrogant, the Charduni Dwarves see any non-Charduni as
inferior, and generally treat them as such. Occasionally, through some achievement, an
individual of another race might gain a modicum of respect. The Charduni are fairly
confrontational, preferring to use manipulation and politics to maneuver things into a
position here main strength can carry the day. Their society is rigid and militaristic, with
each citizen being assigned rank based on his ability, power, and position in society.
Advancement is based solely on merit, and failure is not tolerated.
Built along the same physical lines of their Mountain Dwarf brethren, Charduni are short
and stocky, with blackened skin and white hair. In general, the men of their society tend
to favour military physicality, while the females follow more arcane pursuits. Charduni
adventurers seek to further their own rank and prestige, or to extend the influence of both
their society and the ―one, true God.‖
Names:
Charduni names are very formulaic. Each Charduni has a Title or Rank, which is earned
through merit and/or inheritance, and is indicative of their station in Charduni society.
The Charduni's name contains two other elements – the given name and the patronymic.
The patronymic is formed by adding -ich to the father's name for male children, and ovna for female children. Occasionally, a Charduni descends from one of Chardun's
favoured Generals, and if so, often times has a third name, indicating him or her to be the
descendant of this great leader. This patronymic is formed by affixing the name with
pravnuk <grandparent's name>. It is rare for this byname to take a matronymic form, as
Charduni values military achievement, and females of the species usually follow more
arcane pursuits, but it is not unheard of.
Male Names: Abakum, Abram, Gafanko, Gannan, Ivan, Arkady, Valentin, Boris,
Dimitri, Rachlav
Female Names: Adaliunda, Agna, Gali, Gema, Olga, Petra, Katia, Ivana, Xenia, Natalia
Example Name: Abram Ivanich pravnuk Boris; Petra Ivanova pravnuk Boris
Cultural inspiration: Tzarist Russia
Races Page 7
Cultural inspiration: Tzarist Russia
Racial Abilities:
• -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. Charduni are resilient and
cunning, but known for their slow reactions and surliness.
• Medium: As Medium creatures, Charduni have no special bonuses or penalties due to
their size.
• Charduni base speed is 20 feet. However, Charduni can move at this speed even when
wearing medium or heavy armour, or when carrying a medium or heavy load.
• Darkvision out to 90 feet.
• Stonecunning: This ability grants the Charduni a +2 racial bonus on search checks to
notice unusual stonework, such as a sliding wall, stonework traps, new construction,
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 Charduni who merely
comes within 10 feet of unusual stonework can make a search check as if he were
actively searching, and a Charduni can use the search skill to find stonework traps as a
rogue can. A Charduni can also intuit depth, sensing his approximate depth underground
as readily as a human can sense which way is up.
• Weapon Familiarity: Charduni may treat Spiked Chains and Warscepters as martial
weapons, rather than exotic weapons.
• Stability: Charduni are exceptionally stable on their feet. A Charduni gains a +4 bonus on
ability checks made to resist being bull rushed or tripped when standing on the ground.
• +2 racial bonus on saving throws vs. poison and disease. Charduni show remarkable
resistance to sickness, whether caused by pestilence, venom, or toxin.
• +1 racial bonus on saving throws against spells and spell-like effects. Some theorize that
the Charduni resistance to magic, inherent in other dwarves, has been weakened by a
near-constant exposure to necromantic energies.
• +2 bonus to Professing (Mining) checks.
• +2 racial bonus on Appraise checks related to stone or metal items.
• +2 racial bonus to craft checks made to create items of stone or metal.
• Skin of Rock: Charduni skin becomes tougher and darker as the dwarf ages, granting a
variable bonus to natural Armour of +0 to +6, adding +1 for every forty years of age.
• Automatic Languages: Ledan and Dwarven (Charduni)
• Favoured Class: Cleric of Fighter
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Dwarf, Island
Races Page 8
Dwarf, Island
Native to the island of Tarrak in Karria Province, Island dwarves are renowned through the
world as technicians, alchemists, and inventors, as well as Bards of the highest order. They do
not care much for the larger cities of the mainland, where their talents are in high demand, but
prefer the smaller communities in the countryside when, indeed, they do stray from their Island
home. However, anywhere they do find themselves, they have an amazing zest for life and all it
offers. During the Divine War, the Island Dwarves played a supporting roll, creating siege
engines, war golems, effigies, and magical items for their more militant allies. They also devised
several systems of troop movement, including fire bridges, teleport gates, and even a single
experimental airship, but neither these creations nor their creators survived the war. Now, the
Island Gnomes have agents sent all across Scarn, seeking forgotten lore, and looking for the
secrets of their past creations.
At first glance, Island Dwarves seem to be an open book, answering most any direct question put
to them, and generally being sociable. As the most likable of the Dawrven races, it is easy to see
the comically large noses of these small folk and dismiss them as wool-gathering buffoons,
searching for eldrich lore and interesting stories, and of no consequence to the larger world. This
would most likely be to your detriment, as they are among the most clever, most observant, and
most driven races on Ghelspad. No matter how engaged they may seem to be, or how out of
touch with reality, nothing escapes the notice of these canny little people, as any chance remark
might lead them to reclaiming their lost secrets.Small and slightly stocky, Island Dwarves are as
durable as their Mountain-bound kin. An almost crushing bureaucracy rules their society, with
miles upon
miles of red tape and requisition forms being required for even the most mundane of tasks.
However, the methodical and measured
Island Dwarves seem to revel in the system, and are ill at ease among the more... fluid politics of
those on the mainland. If not engaged in personal research, or on a mission for the Commission
for the Recovery and Preservation of Lost Eldrich Secrets, or for the Ministry of Magical
Research and Development, Island Gnomes often act as Antiquarians, Folklorists, Historians,
and Collectors, recording the lore, doings, and acts of the races of Scarn with direct and open
honesty, making these people the almost default source of all knowledge, history, and
information on Ghlespad.
Names:
The Island Dwarves are generally identified by a name and a locative byname, indicating their
place of origin. The will, or occasion, have a byname based on their occupation,
accomplishments, or physical appearance, but in general, they refer to their place of birth.
Male Names: Petrus, Willelm, Albert, Cono, Radulf, Guido, Phylipp, Hugo, Amedeus,
Bartholomeu, Bernard
Female Names: Emma, Extranea, Mabilia, Martina, Matildis, Matta, Perreta, Pompilina, Sibor,
Sicilia, Stephaneta, Vianna
Example name: Albert de Balmis, who would be from Balmis.
Cultural Derivative: Swiss
Racial Abilities:
· -2 Strength, +2 Constitution, +2 Intelligence, -2 Wisdom, and +2 Charisma: Like their cousins,
Island Dwarves are tough, but are much smaller, and therefore not as powerful as their larger
brethren. In addition, Island Dwarves are much more personable than their cousins, but they
routinely make very brash decisions or take foolish risks in the pursuit of their research, as
brilliant as it is.
· Small: As small creatures, island dwarves gain a +1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus to Hide checks, but he uses smaller weapons than humans
use, and his lifting/carrying capacity is 75% that of a Medium character.
· Island Dwarf base land speed is 20 feet.
· Low-Light Vision: An island dwarf 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.
· Weapon Familiarity: Island Dwarves treat hooked hammers as martial weapons, rather than
exotic weapons.
· +2 racial bonus to saving throws versus illusions: Despite their penchant for rash behavior,
Island dwarves are very perceptive, and pierce illusions with ease.
· Add +1 difficulty to the DC for all saving throws for illusions cast by an island dwarf. The
methodical and ordered nature of the mind of the average island dwarf leads to more complete
illusions, coming closer to the reality of the situation and making them harder to resist.
· +1 racial bonus to attacks made against goblinoids and creatures of the giant type. Island
Races Page 9
· +1 racial bonus to attacks made against goblinoids and creatures of the giant type. Island
dwarves were heavily besotted by these creatures during the war, and as such developed tactics
to combat them.
· +4 dodge bonus to AC vs. creatures of the Giant type. In addition to learning offensive tactics,
Island Dwarves learned to fight defensively against these large invaders in the defense of their
inventions and Island Home.
· +2 racial bonus to listen checks. Island Dwarves have keen ears.
· +2 racial bonus on Craft (Alchemy) checks: An island dwarf’s sensitive nose allows him to
monitor alchemical processes by smell.
· Automatic Languages: Ledan and Dwarven (Island).
· Spell-Like Abilities: 1/day – speak with animals. An island dwarf with a Charisma score of at
least 10 also has the following spell-like abilities: 1/day – dancing lights, ghost sound, and
prestidigitation. Caster level is equal to the character level. Save is 10 + Cha mod + spell level.
See the spell descriptions for details.
· Favoured Class: Bard or Cunning Man
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Dwarf, Mountain
Ghelspad's dwarves favour subterranean homes built below mountainous areas, particularly the
Kelder mountain range. They have a deep and divine connection to the earth, and are known for
their serious demeanors, impressive tactical skills, and superior craftsmanship. Mountain
dwarves also have a rich magical tradition, and count many wizards among their ranks.
Dwarven wizards have expanded their formidable powers since the Divine War through
research into the runic magics they acquired during the conflict.In addition, mountain dwarves
have a strong bond to their demi-god Goran, and dwarven society respects their priests as much
as their warriors. Their mastery of all forms of magic, coupled with their raw tenacity and
superior equipment, has allowed the dwarves to survive Ghelspad despite decades of war with
both the Calastian Hegemony and the dark elves of Dier Drendal.
Generations of battle, from the Divine war, to the incursions of the Dark Elves and other
subterranean titanspawn, to the siege of Burok Torm by the Calastian Imperium have left the
Mountain Dwarves rather standoffish and reserved. As a result of their constant battles,
outsiders are regarded as spies at the worst, or indifferent opportunists at the best, and this
distrust has lead to a steady decline in trade and visitors, despite the high demand for fine
Dwarven crafts, and the Dwarves' desperate need for allies in the war on to fronts. Only the
Vigilants of Vesh are regularly welcomed, and even then, their movements are restricted within
the fortress-city.
Strong, proud, and stoic, the Dwarven nation works as a whole to resist the advances of the
invading armies, drawing on resources divine, arcane, and military to ensure their nation's
survival. Short and stocky, darven armour tends to be a hard-fit for other races, but is still
sought-after all the same. Their society is based around the constant war they have been
fighting for more than 150 years. All industry is geared toward maintaining the people, and as a
result, adventurers are few. There are, however, occasional Dwarven outposts and smaller
communities all across Scarn, and Adventurers from these regions are far more common.
Dwarves from the Capitol are generally on some form of quest, either for resources,
reconnaissance, or in search of something to help them end at least one of their wars.
Names: The Mountain Dwarves of Scarn live, almost to the man, in the sieged City of Burok
Torm, the last vestige of the once proud and expansive Dwarven nature. The clans from the
breadth of Ghelspad pulled back further and further, until almost all the clans were represented
under the vaulted celings of Burok Torm. Dwarven names generally take the form of <Given
name> <patronymic> <Clan Name>, with the first two serving as the ―name‖ and the other
given as a means of pride and differentiation.
Male Names: Cormac, Donchad, Colum, Garnait, Moridac, Feargus, Eoin, Athol, Lochlan,
Martin
Female Names: Caitrina, Isobel, Seonaid, Dierdre, Marioun, Agnes, Ygraine, Shielagh,
Siobhan, Morag
Clan Names: Generally, the Clans are named for those who distinguished themselves greatly in
the Divine War, with the potential for the King to grant Clan-Chief status to any who might
prove him- or herself worthy of the honour.
Example Names: Names take the from of ―Donchad mac Eoin of Clan MacCormac,‖ meaning
Donchad son of Eoin, of Cormac's Clan, or ―Isobel inghean Eoin of Clan MacCormac‖
meaning Isobel daughter of Eoin, of Cormac's Clan.
Cultural Derivative: Medieval Scottish
Racial Abilities
Races Page 10
Racial Abilities
· +2 Constitution, -2 Charisma. Mountain Dwarves are tough and hardy, but territorial and
reserved.
· Medium
· Mountain Dwarf base speed is 20 feet. However, Mountain dwarves can move at this speed,
even when wearing medium or heavy armour, or carrying a medium or heavy load.
· Darkvision: Mountain dwarves can see in the dark up to 60 feet.
· Stonecunning: This ability grants the mountain dwarves a +2 racial bonus on search checks to
notice unusual stonework, such as a sliding wall, stonework traps, new construction, 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 mountain dwarf who merely comes
within 10 feet of unusual stonework can make a search check as if he were actively searching,
and a mountain dwarf can use the search skill to find stonework traps as a rogue can. A
mountain dwarf can also intuit depth, sensing his approximate depth underground as readily as
a human can sense which way is up.
· Weapon Familiarity: Mountain Dwarves may treat dwarven waraxes and urgoshes as martial,
rather than exotic, weapons.
· Stability: Mountain dwarves are exceptionally stable on their feet. A mountain dwarf gains a +4
bonus on ability checks made to resist being tripped or bull-rushed when standing on the
ground.
· Runic Heritage: The innate magical nature of the mountain dwarves and their racial mastery of
runic magic grants them the following spell-like abilities: 2/day – detect magic, arcane mark.
These abilities are cast as a sorcerer of a level equal to the dwarves' character level.
· +2 racial bonus on saving throws against poison and disease.
· +2 racial bonus on saving throws versus spells and spell-like abilities.
· +4 Dodge bonus to Armour Class against creatures of the giant type.
· +2 racial bonus to melee attack rolls if another dwarf is within 5 feet. Dwarves are masters of
close-quarters phalanx fighting.
· +2 racial bonus to Appraise checks that are related to stone or metal items.
· +2 racial bonus to craft checks that are related to stone or metal.
· +2 racial bonus on Handle Animal checks that are related to dwarf hounds. Mountain dwarves
also gain a +4 bonus to their will saves to resist the deafening bark of the dwarf hounds.
· Automatic Languages: Ledan and Dwarven (Mountain)
· Favoured Class: Fighter or Wizard.
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Races Page 11
Elves
Tuesday, October 27, 2009
10:10 PM
Created long before the Divine War by the titaness Denev, Elves are the longest- lived of the Scarred Lands’ races. Where Dwarves have a deep
connection to the earth itself, Elves are connected, instead, to the web of life that gives the world growth and sustenance. While the races of
Elves differ considerably in terms of culture and appearance, one fact remains true for all of them – the Divine War crushed them, and the years
since have proved very difficult indeed. How each Elven races has chosen to deal with this burden reflects their inner charac ter.
The three major Elven races populate the wilderness regions of Scarn. High elves, along with their forsaken progeny, inhabit the continent of
Termana and pursue the mystical arst so common to the elves of other worlds. Arch and severe, they have been extremely isolat ionistic since the
end of the Divine War. Wood Elves, the most common Elves on Ghelspad, remain close to their Titan roots, worshipping Denev and pursuing
the paths of Druid magic from the depths of the Ganjus. While they have many philosophical differences with the rest of the Divine Races, they
remain the most approachable race of the Scarred Lands’ Elves. Lastly, the Dark Elves of Dier Drendal live deep underground, stabbing at the
Dwarves of Burok Torm in order to fulfill some strange agenda that not even the Dwarves claim to know. The true extent of the se Dark Elves’
plots and influence is unknown, and the fact that the Dwarves refuse to share the information they possess pertaining to the Elves only serves to
complicate the issue yet further.
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Races Page 12
Elf, Dark
Deep beneath the peaks of the Kelder Mountain range dwells a malignant race of elves who are known only for their hate and treachery. No
one knows why these elves choose to live beneath the earth, not even the Dwarves who constantly do battle with them. What is known is
that the dark elves are malicious and cruel, hating everything about their neighbors and their surface brethren. They use massive tunnel
networks, centered on a massive underground city dubbed Dier Drendal, to strike at travelers and settlements in and around the Kelders,
sowing fear in all who encounter them. The reasons for their powerful hatred are unknown, and in truth, is something about which the
Vigils of Vesh are not particularly concerned; what does concern them is what might happen should the Dark Elves ally themselves with
any of Ghelspad's more aggressive peoples, such as the Charduni, or the humans of Calastia or Dunahnae.
Living in an almost entirely matriarchical society, they serve their God-King with feverish devotion, working tirelessly to find the means to
return his essence to his home plane. Due to a peculiarity in the dark elf genetic makeup, one in every five children born are male, making
females a much sought-after commodity. Thus, Dark Elven society is female dominated, with males serving as foot-soldiers, workers, and
breeders, caring for the young after they are born. The sole exception to this pattern of female domination lies in the arcane arts. The
females of the Dark Elven race have proven unable to wield the Arcane Energies of Mesos, and thus there is a small, male-only Mageocracy
within their society who hold equal status with the Clergy and sit on the ruling council.
Aside from raids for supplies, arcane components, and a general desire to spread terror, the Dark Elven nation has little to no connection
with the outside world. The whole of their existence is bent on restoring their diminished Patron to his former status, and they are prepared
to run, rough-shod, over any who might oppose this goal. Dark Elves are rarely away from home, but those who do travel are either at the
command of their leaders, on some task pertaining to the restoration of their deity, or are exiles, cast out into the harsh light of the
Overworld for some transgression. In either case, the Dark Elves are dangerous to cross, and are never lenient to those who would.
Names: In general, a Dark elf is identified by a name, and by the name of the matriarch of his or her family. This is far more important for
men than for women, as a man's status and treatment away from his household is directly proportional to his visible rank, and the status of
his house. Females are generally marked by a descriptive byname indicating profession, skill, or reputation.
Male Names: Heinrich, Wilhelm, Hartmann, Didrich, Friderich, Gerhard, Sifrid, Johan, Ludewic, Theoderic
Female Names: Gertrud, Elisabeth, Aleid, Christina, Hedwig, Heidi, Agnes, Berta, Judda, Sophia
Sample Name: Heinrich of Agnes Dwarf-Slayer, or Gertrud the Seamstress of Agnes Dwarf-Slayer
Cultural Derivative: Germanic
·
·
·
·
·
·
·
·
·
·
·
Racial Abilities
+2 Dex, -2 Con, +2 Int, +2 Cha
Medium
Dark Elf base speed is 30 feet
Immunity to sleep spells and effects. Dark Elves simply do not sleep, and cannot be forced to do so.
Darkvision out to 120 feet.
+2 Racial Bonus on Listen, Search, and Spot checks. Elven senses are finely honed. A Dark Elf who merely passes within 5 feet of a secret
door is entitled to a search check to notice it as if she as actively searching for the door.
+2 Racial Bonus on Will saves against spells and spell-like effects.
Spell-Like Abilities: 1/day – blur, mirror image. These abilities are as the spells cast by a sorcerer of the Dark Elf's Character level.
Automatic Languages: Ledan and Elven (Dark)
Favoured Class: Rogue or Wizard
Level Adjustment: +1
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Elf, Forsaken (High)
It has been said that a life empty of divine blessing is no life at all, and none know this better than the Forsaken Elves of Scarn. These poor,
wretched creatures were very closely tied to their patron, serving him in all things, and basking in the radiance of his presence. Through his
grace, they created great, beautiful works, carried out great feats of magic, and generally lived a life of peace, enlightenment, and happiness.
Hen the call came from the Eight Gods to make war on the Titans, those who would destroy them, the then-High Elves flocked to the call,
and, lead by their Patron, joined with their Dark brethren in making war upon the Scourge, Chern. The Elves suffered terrible casualties that
day, with scores of their numbers falling before the waves of disease and pestilence that swept fourth. Weakened, injured, and sick, they
fought valiantly, until a mighty blow as struck to Chern, one that ended his part in the War. The Elves were victorious!
The cost of victory, however, was frighteningly high. In a last act of malice and hate, Chern lashed out with all his strength and destroyed
the God of the High Elves so completely that not even his name is known today. The virulent curses and diseases that ravaged his divine
body flowed through the connection to his people, corrupting them and rendering them sterile. Thus, the now-Forsaken Elves that live today
were all born before the Year of Victory, and live a life of sad suffering, using illusions, enchantments, and arcane constructs to try and
recapture the beauty that was once their birthright, and is now a simple memory. Forsaken Elves rarely interact with other races, preferring,
instead to wallow in their memories of hat once as. Those ho do adventure, do it to gain personal power, to seek a cure for their people, or to
try and bury the memories of what was lost.
Tall as most humans, but far more lithe and slender, Forsaken elves give an air of a fading, but once proud beauty. They rarely interact with
other races, unless motivated by some form of zealotry or mania possesses them to attempt once more to seek a cure for the plight of their
people, or to bury their suffering in the indulgences of the outland world. In general, Forsaken elves remain haughty, holding dearly onto the
vestiges of their once mighty society, where everyone sought to emulate their culture, and they sat at the top of the political pecking order.
Once feared, they now garner only pity.
Races Page 13
Once feared, they now garner only pity.
Names: High Elven names include a given name, and a locative byname, usually referring to now non-existent city-states. Despite this, most
elves use these bynames with pride, holding dearly to the memory of their past.
Male Names: Aernoud, Balthazar, Claude, Charles, Denys, Francios, Gabriel, Hugo, Luc, Jean
Female Names: Adriana, Baltin, Baptiste, Beatrix, Clara, Floris, Gertruda, Kathline, Laurens, Lysbette
Sample Name: Charles de Paynes or Gerturda de Paynes, both of whom are from the former coastal city-state of Paynes, where the Scourge
was defeated.
Cultural Derivative: Medieval French
·
·
·
·
·
·
·
·
·
·
·
·
·
Racial Abilities
-2 Str, +2 Dex, -2 Con, +2 Int
Medium
Forsaken Elf base speed is 30 feet
Immunity to sleep magic and effects. Forsaken Elves simply do not sleep.
+2 racial saving throws against Enchantment spells and effects.
Low-Light Vision
Proficiency with Longsword, Rapier, Longbow, and shortbow. All High Elves served during the Divine War, and as such, know how to
handle a weapon.
+2 Racial Bonus on Listen, Search, and Spot checks. Elven senses are finely honed. A High Elf who merely passes within 5 feet of a secret
door is entitled to a search check to notice it as if she as actively searching for the door.
Chern's Curse: Very few elves today are of an adventuring age. Most of the younger generations died during the Divine War, and those who
survived have found themselves unable to bear healthy children. As a result, Forsaken Elves generally begin pay as middle-aged or older,
and must have been born before Victory.
Curse of the Forsaken: Forsaken Elves have lost their ties to their Deity, and consequently, may not advance very far as clerics. Regardless
of Clerical class level, they may never cast spells above second level. A very few forsaken elves have turned to the worship of other deities,
and receive spells from them; but these are outcasts from elven society, and are viewed as disrespectful at best, and heretics at worst.
Wealth: Forsaken elves are typically Wealthy, and begin play with +50% wealth. In addition, they may select one masterworked weapon or
suit of armour at no cost.
Automatic Languages: Termanan and Elven (High).
Favoured Class: Cleric or Wizard
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Elf, Wood
Very much naturalists, Wood Elves prefer to contemplate nature's beauty rather than to move in any kind of political directio n. They are
opposed to the titanspawn races, seeing them as the corrupters of the living earth, which they worship. They are also opposed to urban
development, as it goes against the Earth Mother's design. Finally, they oppose the unnatural condition that is arcane magics and psionics
that seem to be cropping up all over the land. They want these travesties purged, so that only the True Faith remains.
The Elves of the Wood were created by Denev to help her ease the pain of her brethren's predations upon the land, and are the only
―Titanspawn‖ race that still openly serve their patron. During the Divine War, the Elves worked to minimize the impact of the titanic battles
that raged, healing the land and its creatures when they could, and unleashing Nature's fury upon those who would corrupt the land with foul
magics, pollution, or disease. Having seen the Earth Mother emerge damaged and weary, but victorious, they now busy themselves tending
to her in her resting place of Vera Tre, and in caring for all her creations.
Naturalists of the highest order, they are lead by the eldest of their Druids, and his council of advisors, coordinating efforts to restore the
living Earth, and to erase the corruption of the land. It is as a result of these dictates, that the Elves are opposed to the increasing
urbanization that is happening across Scarn, believing that the peoples should return to the basics and living in harmony with the natural
world.
The Elves of Vera Tre are just as likely to join with the Vigilants of Vesh to destroy a nest of Slitheren as they are to attack a lumber camp
and drive the woodcutters from the forest. They do not understand the non-Druidic magic of Scarn, seeing the Arcane as a corruption,
recalling Mesos, who's epoch is long since past, and the Divine as a paltry imitation of the true power of the Living Earth. Wood Elves
adventure for any number of reasons – to further the goals of the Vera Tre council, to stamp out the corruption of the Living Earth, or to
explore the beauties that the Earth Mother has seen fit to gift the world with. To be a
Wood Elf is to see the beauty in nature, and to seek to align oneself with it.
Names: Wood elven names usually come in three parts – the given name, chosen by the parents at birth, a nickname or descriptor given by
the chief during the right of adulthood denoting some feature or ability (Sureshot, farstrider, padfoot, etc.), and a band name, denoting the
extended familial unit, and usually referencing the animal totem associated with the family.
Male names: Chaska, Chula, Halona, Isanti, Nocona, Odina, Takoda, Wynono, Tawa, Tahatan
Female Names: Chenoa, Chloena, Chumani, Dakota, Dyani, Kai, Lomasi, Tadi, Talisa, Tama
Cultural Derivative: Native Central North American.
Racial Abilities
· +2 Dex, -2 Con
· Medium
Races Page 14
·
·
·
·
·
·
·
Medium
Base Speed: 30 feet
Immunity to sleep spells and effects. Wood elves do not sleep.
+2 Racial bonus to saving throws against Enchantment spells or effects
Low-Light Vision
Proficient with longspear, shortspear, quarterstaff, longbow, and shortbow.
+2 Racial Bonus on Listen, Search, and Spot checks. Elven senses are finely honed. A Dark Elf who merely passes within 5 feet of a secret
door is entitled to a search check to notice it as if she as actively searching for the door.
· +2 racial bonus on all Craft (tattoo) checks.
· Automatic Languages: Ledan and Elven (Wood)
· Favoured Class: Druid or Ranger
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Races Page 15
Gnome
Wednesday, October 28, 2009
12:57 AM
The race of gnomes is unknown on Ghelspad, but is
found in substantial numbers in the jungles of southern
Termana. These jungle gnomes are seminomadic, traveling
the jungle from hunting ground to hunting ground,
spending the rainy season in villages or cave complexes.
Jungle gnomes worship a complex pantheon of jungle
spirits, and are capable of casting druidic magic without
following Denev or any of the other titans. Though they are
aware of the existence of the gods, the gnomes nevertheless
refuse to acknowledge them as anything other than especially
powerful spirits, and prefer to pay homage to their
native deities instead. A tradition of illusion-casting wizardry
seems to pervade the gnomish culture, with its
practitioners recording their spells as elaborate and mandalic
artwork upon hides, burnt into wood, painted upon walls,
or even tattooed into their very flesh.
Gnomish tribes can contain up to 500 members, but
usually number around 50-60. They are a peaceful race,
subsisting on hunting and gathering the bounty of the
jungle. Despite this, the gnomes are sometimes forced to
fight. Occasionally, a neighboring human or terali tribe
will intrude on traditional gnomish hunting grounds, or
attack the gnomes for reasons of their own. When this
happens, quarter is neither asked nor given, and the
gnomes fight selflessly. They favor the shortspear, club,
blowgun and bow, and are adept at blending into the
jungle and attacking from ambush.
Most gnomes prefer to remain safe in their jungle
homeland. Tales of the horrors that lie beyond the
Gamulganjus are told and retold, gaining details with each
repetition, until the average gnome believes the Scarred
Lands to be a place of blood, demons and death.
Regions: Gnomes are native to the Gamulganjus
region of Termana. They are sometimes found outside
this region as slaves, or as a result of wanderlust and the
desire to see the world beyond the jungle.
Racial Abilities: Jungle gnomes have all of the
following racial traits:
• +2 Constitution, -2 Strength.
• Small size.
• Gnome base speed is 20 feet.
• Low-light Vision: Gnomes can see twice as far as a
human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They
retain the ability to distinguish color and detail
under these conditions.
Races Page 16
under these conditions.
• +2 racial bonus on saving throws against illusions.
• +4 dodge bonus against giants.
• +2 racial bonus on Listen checks.
• Automatic Languages: Gnomish.
• Bonus Languages: Terali, Termanan.
• Animal Tongue: Once per day a gnome can use
speak with animals as a spell-like ability to speak with any
species of jungle bird or tiny sized mammal. This ability
is innate to jungle gnomes. It has a duration of 1 minute
(the gnome is considered a 1st-level caster when he uses
this ability, regardless of his actual level).
• Spirit Weaving: Gnomes with Intelligence scores of
10 or higher may cast the 0-level spells (cantrips) dancing
lights, ghost sound, and prestidigitation, each once per day.
These are arcane spells. Treat the gnome as a 1st-level
caster for all spell effects dependent on level (range for all
three spells and duration for ghost sound).
• Favored Class: Druid or Shaman. A multiclass
gnome's druid or illusionist class does not count when
determining whether she suffers an XP penalty for
multiclassing (see Experience for Multiclass Characters,
PHB Chapter 3). Gnomish culture teaches its
children to see and listen to the spirit world, whether
they are serving the spirits or weaving its essence into
delightful images.
Races Page 17
Half-Elves
Tuesday, October 27, 2009
10:25 PM
Most of the half-elves of Ghelspad are dark-skinned, and come from the areas around the
Ganjus, especially those areas known for their alliances with the Wood Elves of Vera Tre –
places such as the Bridged City, Almathea, and Vesh. In such areas, having Elven blood is no
hindrance. Indeed, in many such areas, it is a positive thing, somehow a symbol of the unitity of
the humans and the Elves that allowed the Divine War to be won. There are, however, other,
pale-skinned half-elves, who seem to wander itinerantly around the Barrens of eastern Ghelspad.
These poor souls can claim no parentage, no home, and no heritage, as the Forasken Elves revile
these half-elves for the vitality that they, themselves lack, and their lack of a human parent leaves
them unaccustomed to the vagaries and interactions of human society. Stuck in a limbo between
the two, these poor souls live as homeless vagabonds, occasionally banding together in a traveler
community, and eking out a living doing odd jobs at random stops.
The accepted Half-Elves often act as emissaries, diplomats, and messengers between the Elves of
Vera Tre and their allies, giving insight into the workings of the other's culture, and helping to
keep diplomatic channels open and running smoothly. They tend to pay homage to the
Beastlords, choosing one as their guide, and attempting to live up to the exemplar qualities
exhibited by their totem animal. The traveler Elves, as they have come to be known, are as
disconnected from the deities as their Forsaken Sires, either recognizing no god, or paying lip
service to whichever deity's tenet is applicable to their current action. As a result, they rarely
receive the full invocation benefit of the god in question.
Half-elves tend to hold no real political or dogmatic views, remaining aloof and detached from
society. The Travelers concern themselves only with survival, bettering their station, and the
good of their community, with little regard for the laws of the locale, but taking no overt action
that could be construed as protest. The wooded half-elves generally try to remain strictly neutral
in all affairs, influenced by both their social role, and the neutral stance taken by their chosen
deities. Both communities have little interaction with outside races, only in so much as their
duties require it, and thus, do not really have opinions formed about or by cultures other than
their own.
Names: The half wood-elves usually have a name representing one or both of their cultures.
These names, like the elves themselves, act as a bridge between the two, and usually contain
elements drawn from each culture. For the Traveler Elves, they usually abandon their given
name with their former lives, and are given a new name during a ceremony involving the
Traveler clan they joined, which is similar the the ceremonies held for the birth of a child – party,
drinking, singing, and dancing. Joy is where you find it for these roamers. Many names are
corruptions or borrows from other cultures, as the Travelers speak a composite language made
up of several dialects.
Traveler Names
Male Names: Petru, Radu, Mircea, Bogdan, Alexandrel, Mihnea, Ilias, Balc, Cuibar, Latcu
Female Names: Musatei, Caltuna, Ruxandra, Voica, Neaga, Irina, Arina, Cneajna, Smaranda,
Linka
Cultural Inspiration: Metis/Romany(Travelers)
Racial Abilities
· Medium
· Base speed: 30 ft.
Races Page 18
· Base speed: 30 ft.
· Immunity to Sleep spells and effects. Although half-elves do require sleep, their elven heritage
renders them immune to magical sleep.
· +2 racial saving through vs. Enchantment spells and effects.
· Low-Light Vision
· +1 Racial bonus to Listen, Search, and Spot
· +2 Racial bonus to Diplomacy and Gather Information
· Elven Blood: For all special effects and abilities, a Half-Elf is considered an elf.
· Half-elves get on additional skill point each level, but no bonus skill points at first level. Though
slow to mature, the half-elves have the knack of their human heritage for learning easily.
· Automatic Languages: Common (Either) and Elven (Wood or High)
· Favoured Class: Any
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Half-Giant
Tuesday, October 27, 2009
10:29 PM
As the Divine War neared its end, and the Titans became sorely pressed, their devotees and
followers began to commit more and more desperate acts, and atrocities began to pile up. Fusing
human prisoners with all manner of creatures to create beings so repugnant that the gods
banished them from their sphere of reality, the Druids attempted to shape Nature to their will.
Amid all the chaos, darkness, and freakish mutations emerged a single pillar of hope – the HalfGiants. Half-Giant is really a misnomer, as they bear no relation at all to the brutish, savage
Giants that roam the face of Scarn, these large creatures immediately assessed the Chaos being
created by their progenitors, and rebelled. They immediately slew their captors, and assisted the
Divine Armies in outflanking the Titanspawn. In the face of the furious heat of Thulkas, the
Half-Giants stood fast, unscathed by the searing heat of the Iron Lord's hate. They slew his
servitors and harried the Titan, so that Corean might exact justice upon the Man of Steel. The
demigod, D'Shan, as hot as the summer's sun, and as dry as the desert left in the wake of
Thulkas's fury, patroned this last-minute additions to the ranks of the war, and the Half-Giants
became the youngest of the Divine races.
Despite their origin within the followers of Kadum, the Half-Giants are generally accepted in and
around the Scarred Lands. They do not travel far, or often, but instead, busy themselves in their
rarely-seen home at the heart of the Great Desert. There are, however, rumors of Half-Giant
expeditions to strange, isolated corners of Scarn, or of exorbitant prices being paid for strange
relics by Half-Giant collectors, but these incidences are rare enough, and those involved are
polite and unassuming enough that little mention is made of it. There are, however, some who
whisper that it may have something to do with the Slarcians, though what that name means, and
what relationship it has to the random curios obtained by the Half-Giants is pondered by very,
very few.
Half-Giants are the only natively psionic race on Scarn, with each and every Half-Giant holding
some measure of psionic ability. To most on the face of Scarn, this means nothing, as the HalfGiants are careful to mask their talents as regular magic, be it divine or arcane. However, to
those who delve deeply into the secrets of the strange, crystalline magic items of the Half-Giants,
they will note that the ―colour‖ of their magic seems different, somehow, bearing an almost
bluish tint. Those who have visited the Half-Giant's home city find it to be a strictly-ordered
socialist community, lead by the Caliph, who is said to have the ear of Hedrada himself, and a
rotating council of advisors.
Names: Half-Giant naming practices are fairly straightforward, taking a form of a pedigree,
followed, on occasion, by a descriptive name, indication profession and/or accomplishment.
Male names take the from of, ―<child> ibn <father>,‖ and female names take the form of,
―<child> bint <mother>.‖
Male Names: Aban, Babak, Hakim, Isma'il, Ja'far, Labid, Omar, Salim, Talib, Yamin.
Female Names: Amimah, Buran, Dananir, Ghaniyah, Hasana, Jaida, Layla, Maridah, Rudaba,
Sari.
Example Name: Aban ibn Omar or Layla bint Jaida.
Cultural Derivative: Arabic
Racial Abilities
· +2 Str, +2 Con, -2 Dex
· Giant: Half-Giants are not subject to spells or effects that affect humanoids only, such as charm
person or dominate person.
· Medium
· Base Speed: 30 feet
· Low-Light Vision
· Fire Acclimated: Half-Giants have a +2 racial bonus on saving throws against all fire spells and
effects.
· Powerful Build: The physical stature of the Half-Giant lets him function in many ways as if he
ere one size category larger. Whenever a Half-Giant is subject to a size modifier or special size
modifier for an opposed check, the Half-Giant is treated as one size category larger if doing so in
advantageous. A Half-Giant is also considered to be one size-category larger when determining
whether a creature's special attack based on size can affect him. A Half-Giant can use weapons
designed for a creature one size-category larger without penalty. However, his space and reach
remain those of a creature of his actual size.
· Naturally Psionic: Half-Giants gain two bonus power points at 1st level.
· Psi-like abilities: 1/day – stomp, Manifester level is equal to ½ HD. The save DC is Charismabased.
· Automatic Languages: Ledan and Giant.
· Favoured Class: Fighter or Psychic Warrior
Races Page 20
· Level Adjustment: +1
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Half-Orc
Tuesday, October 27, 2009
10:31 PM
To live as a titanspan in the Scarred Lands, is to court death. The divine races seek to
expunge the blight of the supporters of the foes of their gods. The orc tribes of
Ghelspad are one of the only remaining real threats to the overall dominance of the
Divine Races over the ―lesser‖ creatures that populate. To be an orc is to live to fight
and to kill. To be an orc's child, however, allows one more opportunity. The half-orc
population of Ghelspad has one some measure of acceptance among the more civilized
circles. To the half-orc, Might makes Right, and the only law is survival of the fittest.
A common proverb among these borderline savages is, ―take all you can, give nothing
back.‖ In their native orcish tongue, it rhymes. While the half-orcs scarcely have more
rights than the halflings, it doesn't seem to bother them. Their limited grasp of social
niceties and rich trappings rendering them incapable of desiring what they have never
owned. A country dance, a tankard of ale, and a haunch of good game are all the
comforts needed by a half-orc.
The Half-Orcs generally exist as fringe communities in most societies to the North,
having little in the way of rights, and generally constructing shanty towns in industrial
sectors or near the outskirts of town. In a few rare communities, they have earned full
citizenship rights, though they still tend to prefer their own company over that of
others. Their rudimentary societies tend to be fairly brutish, with their leaders being
chosen by right of arms, and regularly challenged by anyone brash or drunk enough to
think they can be defeated. These challenges are usually not fatal, but losing relegates
one to the bottom of the social ladder, often resulting in that challenger leaving the
community. However, the bulk of half-orcs live amongst the savage tribes of humans
on the Steppes and in the Frozen Northrealm of Albadia. They are raised as members
of the community, enculturalized, and despite their rude and greedy nature, are
respected for their combat prowess.
Uncouth, greedy, and selfish, Half-Orcs generally do not have many friends outside
their own society, however, they will respect someone they view as an equal – either in
terms of military power, arcane might, or sheer intelligence and ability. When these
bonds are formed, the recipient finds the half-orc in question to be a loyal, if brash
companion, and are rarely the worse for having made the friendship.
Names: The Half-Orcs, for the most part, use similar naming practices to the Albadian
tribesmen, taking the from of a given name, followed by a patronymic. However, those
raised amongst the tribes of the Orc Marches will often have Orcish names.
Male Names: Bjorn, Thorkell, Einarr, Brandr, Snorri, Hildir, Gunnar, Tjolnir, Magnus,
Hengist.
Female Names: Helga, Halla, Gunhildr, Hilf, Marike, Herdis, Kolfinna, Thora,
Thorlaug, Jorunn.
Example Names: Bjorn Snorrisson or Henga Snorrisdottir.
Cultural Derivative: Norse (For the Albadian Half-Orcs)
·
·
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·
·
·
·
·
Racial Abilities
+2 Str, +2 Con, -2 Int, +2 Wis, -2 Cha
Medium
Base Speed: 30 feet
Darkvision out to 60 feet
+2 Racial bonus to Bluff, Intimidate, and Sense Motive checks.
Orc Blood: For all special abilities and effects, a half-orc is considered an orc.
Automatic Languages: Ledan and Orc
Favoured Class: Barbarian or Rogue
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Races Page 22
Halfling
Tuesday, October 27, 2009
10:39 PM
There is no sadder tale than that of the halfling people. Before and during the Divine War, the
Wee Folk, as they are known in Dunahane and its surroundings, were known to be expert scouts,
superb snipers, and guerrilla operatives, operating alone, or in small cells to gather intelligence,
eliminate enemy resources, or for ambush tactics. They fought long and hard through War, and
many a victory was purchased with Halfling reconnaissance, and occasionally, Halfling blood.
Wearied of the war and seeking peace, the Halfling Clan Federation, under Hew ap Gryffud,
moved into the Vale and dispersed, with each clan living out lives of their on choosing, and most
vowing never to fight again. It would seem to be the dawn of an era of peace for the halfling
people, but appearances are often deceiving.
The capricious, chaotic, and now, indifferent race of small humanoids has known untold
hardships, mainly spawned by their own inability to present a unified front or to agree upon what
it is that they, as a people, want. Hew Strongarm, their former federation leader was flayed alive
in their first encounter with the Calastians, and with him died any hope of a reunified Halfling
Federation. Instead, they have been oppressed and borderline enslaved for their fertile lands and
great craftsmanship. Now, many of the halflings live as best they can, seeking whatever comfort
and favour they might find for themselves and their kin, and thinking little of that of their
neighbors. Despite their isolationist nature, ties of family are very important to the halflings, with
their extended clans claiming the only thing resembling loyalty the halflings know. It has been
said that, if the clans could unite, they might easily overpower their Calastian oppressors with
their innate stealth, luck, and superb bowmanship. For now, most seem content to scrape out a
living as third-class citizens in the quarters their passes will attain for them.
Halflings are Small, with the tallest of them standing well under four feet in height. Most other
races on Scarn treat the halflings with, at best, indifference, seeing them as too weak to defend
their on lands, and the Halflings on attitudes do little to endear them to others. Many halflings
are standoffish, distrustful, or even downright rude to outsiders, seeing them as interlopers,
usurpers, or opportunists attempting to capitalize on the hardships the Halflings suffer. The selfinterest that seems to lie at the core of the Halfling nature does not make them many friends right
at first, but their innate jovial nature often lowers defenses.
Names: Halfling names generally take the form of a given name, followed by a descriptior and a
clan name, with the Halfling generally referring to himself by his name and descriptive byname,
save for the family of the clan chief, who generally go by their given name and the Clan name.
Male Names: Madoc, Daffyd, Gwin, Kenneric, Madyn, Thomas, Ivor, Owain, Meyler, Bedwyr,
Hew
Female Names: Eva, Generys, Morwith, Gwen, Margareta, Alicia, Enid, Mary, Milisandia,
Elena
Like many other races, the clans are named for famed members of one form on another, usually
in the form of Patronymics. Descriptive bynames usually indicate the place the individual lives,
or some distinguished personal exploit or characteristic. At this time, there are only three major
clans – Gryffyd, Lewelyn, and Grogan.
Sample Names: Daffyd Strongarm ap Grogan; Morwith Fleetfoot verch Grogan. Daffyd
Strongarm and Morwith Fleetfoot are both members of the Gorgan clan. Ap indicates a male
descendant, and verch, a female descendant.
Cultural Derivative: Welsh
·
·
·
·
·
·
·
·
·
·
·
·
Racial Abilities
-2 Str, +2 Dex, +2 Cha
Small
Halfling Base Speed is 20 feet
+2 Racial bonus to Climb, Jump, Listen, and Move Silently. Halflings are naturally fleet of foot
and nimble.
+1 Racial Bonus to all Saving Throws. Halflings are hardy, having lived on the fringes of
society.
+2 morale bonus vs. Fear and effects. Halflings are brash and brazen, making them resistant to
Fear.
+2 attack bonus with thrown weapons, Halfling Yew Bows, and Slings. Halflings are masters of
Ranged combat.
+2 Racial bonus on Bluff Checks. Halflings are masters of Tall Tales.
Halflings are typically quite poor, and start with 25% less gold than normal
Halflings treat Halfling Yew Bows (1d10/x3, 80' range) as a martial weapon, rather than an
exotic.
Automatic Languages: Ledan and Regional
Favoured Class: Scout or Rogue
Races Page 23
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Races Page 24
Hollow Knight
Tuesday, October 27, 2009
10:41 PM
Loud, long, and shrill sounded the horns of the Knights of Mithril Hand. The Human Paladins of
Corean rode vanguard to many an attack during the Divine War. As Corean bent Golthagga the
Shaper over his own forge and hammered him into oblivion, the Mithril Knights stood at the
fore, against his misshapen creations. When the Gods reduced Mesos, the Sire of Sorcery, to his
constituent atoms, Corean's Paladins stood firm against the arcane blasts of his favoured. All
through the war, these brave and noble Knights of the Shining Lord gave everything they had in
devotion to their god, their home, and their family, but even though they gave all they had in life,
their devotion cried out to help Corean in the War. They wished to continue.
So, taking suits of armour forged by his own hands, Corean lifted the great hammer of the
Shaper and infused the souls of his devout into them. These new warriors were tireless, able to
campaign night and day in service to their god. They gladly joined in the fray, and mounted on
steeds of the purest white, charged great swaths through the ranks of the undeserving titanspawn.
Finally, in Victory, Corean offered to restore these valiant knights to True Life, mending flesh
and bone back to the spirit. Before the ritual could be completed, however, Vangal, the Reaver,
understanding only destruction and death, desecrated and destroyed utterly the physical forms of
the Mithril Knights, leaving them trapped within their hollow shells until death carries them into
the arms of Corean.
Mithril knights were all, at one time or another Human, and as such, have the usual human
characteristics. However, each and every one of them is (or was) a paragon of virtue, serving
Corean in all things they do. They now work to heal these scarred lands, seeking to erase the
damage done by the War a scant 150 years ago, and to earn a place at Corean's side.
Names: Each member of the Hollow Knights is a Warrior of some sort, and as such, each has the
honourific, ―Sir,‖ applied to him, or ―Dame,‖ if a female. Due to their small population, it's not
generally necessary to have a byname, though many do have a descriptor, based on some act of
prowess performed.
Male Names: John, William, Robert, Thomas, Richard, Henry, Hugh, Edward, Walter, Gilbert
Female Names: Adelina, Betrice, Clarice, Elanor, Florence, Isabelle, Joanne, Marion,
Rosemunde, Sarah.
Cultural Derivative: Anglo-Norman England
Racial Abilities
· Living Construct: The Hollow Knights have a constitution score, derive Hit Dice, BAB, and
saves from class levels, does not possess low-light vision, is not immune to mind-influencing
effects, is subject to critical hits, and cannot heal naturally.
· +2 Con, -2 Int, -2 Dex, +2 Cha
· Medium
· Base Speed: 30 feet
· Animated Armour: The basic armour used to contain the soul of a Hollow Knight is a suit of full plate. It functions for all purposes as such, and may be enchanted as any other suit of full plate
· Light Fortification (Ex) As the enchantment
· A Hollow Knight has a natural slam attack that deals 1d6 points of damage.
· Automatic Language: Ledan and Coreanic
Favoured Class: Fighter or Paladin
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Races Page 25
Human
Tuesday, October 27, 2009
10:44 PM
Of all the races of the Scarred Lands, the Divine war hit Humans the hardest. All of their
technological and magical knowledge, all of their traditions, and seemingly the entirety of their
civilization was crushed between the massive armies of the titans and the gods. In the end, all
that remained of the once-proud human kingdoms was bands of refugees, who found themselves
struggling to survive against the might of the remaining titanspawn armies and the Divine Races
who were dubious about the merits of humankind. With the end of the Divine War, humanity’s
struggle for survival began.
Surprisingly, the humans rose to the challenge and used their innovation and rapid rate of growth
to their best advantage. They grew quickly, depending on the large families and extended clanunits that are, to this day, a mark of humankind. The remnants of old nations were swept away
(or, if possible, restored to proper working order), and in their place grew new traditions, new
alliances, and new economies. In the years before the Druid War, humanity laid the foundations
for explosive growth and development, and that war proved to be the crucible in which the
current world order was forged. The nation of Albadia was all but destroyed, its few cities
leveled, its survivors returning to the nomadic ways of their ancestors in order to survive. The
nations of Dunahnae and Darakeane took isolationism to new heights. The kingdom of Vesh did
much to help its Elven and Dwarven neighbors, while the kingdom of Calastia gathered its forces
and solidified its hold on its southern neighbors. In the years following the Druid War, Calastia
annihilated the remnants of titanspawn in the southern kingdoms, crushed the Dwarven presence
in the Khelder mountains, and subjugated the Halflings in what is now the Heteronomy of
Virduk. Humanity’s recovery was complete. Currently, humanity reigns supreme on Ghelspad,
challenged only by Dwarven stubbornness and internal human divisions.
No matter their point of origin, humans seem better equipped than most other races in the
Scarred Lands, particularly in terms of textiles and other, non-metal ornamentations. Though the
secrets of smithing were lost during the Divine War (kept alive only by the Dwarves), humans
have since regained mastery of smithing, thanks greatly to the Coreanic priesthood. Few but
Albadians decorate their skin as the Wood Elves do, but they compensate with fine fabrics and
intricate jewelry of various sorts. Many, especially those near the Plains of Lede, have taken to
wearing rings of metal through their ears, noses, and other body parts as decoration.
Human ingenuity is apparent in just about everything they do. They seem to excel at nothing, but
are instead competent at nearly everything. They vary tremendously in terms of customs and
temperament, with some nations embracing the most heinous aspects of slavery and domination
while others stand in bastions of righteousness and cooperation. As such, humans do not seem
particularly inclined to favour any one class adventurers.
·
·
·
·
·
·
Racial Abilities
Medium
Base Speed: 30 feet.
One Extra Feat at first level.
4 extra skill points at first level and one additional skill point per level.
Automatic Language: Ledan and Regional
Favoured Class: Any.
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Races Page 26
Kobold
Tuesday, October 27, 2009
10:47 PM
During the war, the blood-stained Axes of Vangal sent many to their graves. He and
his more visible servitors cut vast swaths of destruction across the length and breadth
of the World, and tales are told to this day of the fury with which his Horsemen and his
Proud fought the encroaching tides of titanspawn. Yes, many tales are told of the
military might of Vangal's followers, but his most favoured, his personal servitors go
mostly overlooked by all but the most learned.
It was the Kobolds that Vangal turned to work their entropic magics against those who
would oppose him. It was the Kobolds that harnessed the true powers of Void and
turned it against their enemies, and it was they that were hit hardest by the Titans'
reprisals.
Well-decimated were the Kobold people, their cities wiped out, their libraries and
magics lost, and their tribes scattered, eking out an existence in the most menial of jobs
across the face of Scarn, treated even lower than halflings. However, this is all a means
to an end. Deep underground, the Clans have slowly been re-assembling, and
recovering their lost lore. There, they build great Shrines to the Apocalypse, and
prepare for His command for the End.
Names: A Kobold's only true loyalty is to its clan. Due to the importance to family and
community, the family name is always given first, and in most cases, is generally how
the individual is revered to. Only close friends and associates generally use the
individual's ―first name.‖
Family Names: Chang, Chao, Li, Liu, Wang, Chen, Chou, Chu, Ho, Hsia, Su, Sun,
Yao, Yen
Male Names: Zheng Chang, Zheng Yan, Qiao xin, Cheng, Chin, Jing, Zhong, Hao,
Xian Zhang
Female Names: Jing Lan, Jiong Ying, Xiu Ying, Hua Rui, Li Hua, Yun Ying, De Hui
Example name: Chang Zheng Yan, Chou Jing Lan
Cultural Derivative: Chineese
Racial Abilities
· +2 Dex, -4 Str, -2 Con, +2 Int, +2 Cha. While nimble and clever, Kobolds are rather
weak.
· Small
· Dragonkin: For all effects related to race, Kobolds count as Dragons.
· Base Speed: 30 feet
· +1 Natural Armor
· Darkvision: 60 feet
· Class Skill: Craft (Trapmaking)
· Poison Familiarity: Kobolds have half the chance of other races to poison themselves
when using toxins on weapons or in traps.
· +2 Racial bonus to all craft: Trapmaking, Profession: Miner and Search checks.
· Light Sensitivity: Years of living in the near-perpetual darkness of the Underlands, as
they refer to their subterranian homes, has left Kobolds sensitive to bright light.
Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
· Automatic Language: Draconic and Ledan
· Favoured Class: Sorcerer and Warlock
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Races Page 27
Shifter
Tuesday, October 27, 2009
10:49 PM
The favoured of Belsameth, the Slayer and the Goddess of Lycanthropy, are the Shifters.
They combine human cunning and bestial guile into a form that is not dependent on
Belsameth's Moon. They are the best of both worlds, being able to function to the peak of
their abilities night or day. During the war, they served as irregulars, filling in niches
based on their abilities with all the battles on the scarred lands. It was they who tracked
the headless body of Hinruuk the Hunter, and it as they who found where Mesos has
hidden Enkilli. Masters of stealth and savagery, they are the essence of everything
Belsameth holds dear.
During this time of supposed peace, 150 years After Victory, the Shifters tend to live in
more rural areas, living in relative harmony with their neighbors, so long as their
territories are left inviolate, and they are not offended by the people. There is, however,
an almost bestial cruelty about them, like a cat playing with its prey, that makes most
people prefer to steer clear of them.
Shifters adventure for any number of reasons – restless, personal gain, the need for new
territory, or to serve some ineffable command of the Dark Maiden. While they usually get
along fairly well with most other races, the more devout followers of Madirel see them as
an anathema, and they might potentially come to blows. Shifters abhor large cities, with
their strict laws, cobbled streets, and unnnatural enclosures, and will generally avoid them
whenever possible.
Names: There are no real gender basis for Shifter names. In fact, Lycan doesn't have
gender pronouns. Therefore, there are no ―Male‖ and ―Female‖ names.
Example Names: Tulugaq (Raven), Amaruq (Wolf), Taliriktug (Strong Arm), Akiak
(Brave), Anuniaq (Hunter), Assiminik (Zealous), Desna (Leader), Ipiktok (Keen, sharp),
Issumatar (Superior), Maguyuk (Howler).
Cultural Derivative: Inuit
Racial Abilities
· Shapechanger Subtype
· +2 Dex, -2 Int, -2 Cha. Shifters and nimble, but their bestial nature makes them thickwitted and disagreeable.
· Medium
· Base Speed: 30 feet
· Shifting (Su): A shifter can tap into her lycanthropic heritage to gain short bursts of
physical power. Once per day, a shifter can enter a state that is superficially similar to a
barbarian's rage. Each shifter has one of six shifter traits – characteristics that manifest
themselves when the character is shifting. Each Shifter trait provides a +2 bonus to one of
the character's physical ability scores, and grants other advantages, as well.
Shifting is a free action that lasts for a number of rounds equal to 3 + the Shifter's
Con modifier (Modified). A shifter can take feats to improve the ability. Each
shifter feat increases the shifting duration by one round. For every two shifter feats,
the number of times per day a person can shift increases by one.
· Low-Light Vision
· +2 Racial bonus to Balance, Climb, and Jump checks.
· Automatic Languages: Ledan and Lycan
· Favorued Class: Ranger or Ninja
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Races Page 28
Swanmay
Tuesday, October 27, 2009
10:50 PM
The Divine War was a time of great strife and turmoil. Entire species and races were
created and destroyed. Vast tracts of land were despoiled or fundamentally altered,
becoming hostile and unyielding. Thousands warred, fighting and dying in uncounted
masses, never asking why, never balking at the violence, never questioning the death,
save for one race – the Swanmay.
These gentle souls, much like the Redeemer herself, wept at the violence and
destruction. In place of the drums of war, they played the soothing song of healing
and comfort. They functioned as medics, as healers and the triage centres for the
divine armies, supporting their more warlike and combative brethren with their skill
and healing magics. This is not to say that they never fought or saw combat. In point
of fact, stories of the war are replete with tales of the Swanmay priests laying waste to
Titanspawn tho threatened their Chirurgeon Camps. They simply found the violence
and carnage distasteful, and contrary to their nature.
Now, with the war long over, the Swanmay work to heal both the land and its people,
following in the Swan Maiden's tenets and teachings, attempting to succor the
wounded world of Scarn. Swanmay rarely leave their flights, save to seek out new
spells or techniques for healing the wounded, or to try and offer comfort to a
particularly strife-ridden region. Often, they will act against the Shifters, whose love
for death and pain are anathema to the nature of these gentle souls, but generally, the
Swanmay are the most peaceable of the peoples of Scarn. The bulk of the Swanmay
are from the northern reaches of Darakeane, centralized around an old Ledan Medical
college, though they can be found in other strongholds of Madrielite worship, or in
places where her comfort is much needed.
·
·
·
·
·
·
·
·
·
Racial Abilities
-2 Str, +2 Wis, +2 Cha
Medium/Tiny (Swan)
Low-Light Vision
Alternate form (Ex) – As a full-round action, a Swanmay may assume the from of a
Swan. The change lasts one minute per level, and can be used a number of times per
day equal to 1 + the creature's Wisdom mod, usable at least once per day. The
Swanmay can channel the Divine Essence of the Swan Maiden to assume the from of
her Herald.
Lifesblood (Su): The Swanmay is a natural healer, casting all spells with the Healing
descriptor at +1 caster level.
Avian Affinity (Ex): The Swanmay is automatically one category friendlier with all
creatures of an avian nature.
Automatic Language: Ledan and Madrelite
Level Adjustment: +1
Favoured Class: Cleric or Favoured Soul
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Races Page 29
Terali
Wednesday, October 28, 2009
12:16 AM
Deep in the jungles of southern Termana dwells a
race of creatures who resemble upright, bipedal leopards.
They are known as the terali, and in recent years they
have been seen more often outside their forest homeland.
Materially primitive, the terali are nevertheless a
highly spiritual race, living in tribal groups of up to 200
members. Like the jungle gnomes, the terali are
seminomadic, building villages for shelter during the rainy
season, then wandering the jungle and living in temporary
shelters during the drier hunting season. Terali are fierce
warriors, fighting with spears, dart throwers, and wooden
clubs lined with the teeth of predatory animals.
Tribes are led by hereditary chiefs, advised by elders and
tribal sorcerers. About one in 20 terali is born with a black
pelt; these individuals are, for some reason, the only terali
who are capable of becoming sorcerers. These sorcerers,
known as marked ones, are considered to have considerable
spiritual power, and their counsel is always sought and
heeded.
From time to time a marked one will decree that a terali
must wander the world and seek wisdom. Terali so chosen
sometimes make their way out of the Gamulganjus and into
Termana proper, occasionally even finding work as
mercenaries or bodyguards. These terali return to their
homeland with a greater understanding of the outside world,
and are usually highly influential due to the riches that they
bring back. Other wandering terali shun the jungle, and choose
to stay in the outside world, but this is rare.
As inhabitants of the Land with No Gods, the terali
worship neither god nor titan, but instead revere the
spirits of their ancestors, and follow the tenets of unique
tribal spirits of the land who are said to speak only to
chieftains and marked ones.
Regions: The terali are highly territorial and defend
their traditional hunting grounds fiercely. Today, they
are mostly found in the Gamulganjus region of Termana.
Racial Abilities: Terali have the following racial traits:
• +2 Dexterity, -2 Wisdom. Terali are faster than
humans, but are prone to give in to their instincts.
• Medium-size.
• Terali base speed is 40 feet.
• Low-light Vision: Terali can see twice as far as a
human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. They
retain the ability to distinguish color and detail
Races Page 30
retain the ability to distinguish color and detail
under these conditions.
• Natural Weapons: Terali can make two claw
attacks per round with no off-hand penalty,
inflicting 1d3 points of damage each, or one bite
attack that inflicts 1d4 points of damage. If a terali
is armed with a weapon or carries a shield, she may
not make any natural weapon attacks. Note that
because terali culture has ceased to rely on these
weapons, terali still provoke attacks of opportunity when
using their natural weapons, unless the
terali has the Improved Unarmed Strike feat.
Also, use of these natural weapons follows the
normal rules for fighting with two weapons.
• +2 racial bonus to all Listen, Search and Spot checks.
• +2 racial bonus to all Survival checks when in jungle or
forest terrain. Terali are great hunters, and have an almost
supernatural affinity for their jungle homeland.
• Automatic Languages: Terali.
• Bonus Languages: Gnomish, Termanan.
• Favored Class: Druid or Ranger (marked terali
have Sorcerer as their sole favored class). A
multiclass terali druid or ranger class does not
count when determining whether she suffers an
XP penalty for multiclassing (see Experience for
Multiclass Characters, PHB Chapter 3). Terali
culture embraces the ways of the land around
them, holding it close to themselves, rather than
mastering it brutally, the way gnolls are wont to.
Races Page 31
Zipacna
Wednesday, October 28, 2009
12:14 AM
The Zipacna worship death, plain and simple. The glory in the slaughter of
the battlefield, bringing the sweet embrace of the Spider Maiden to their
foes, and seeking for themselves the final cut, the great blow what would
convey them into the embrace of sweet oblivion. That is not the say the
Zipacna seek death, or are suicidal. They live and enjoy life like most other
races, they simply seek to expand the influence of their Mistress, to convey
their soul into his grasp, and then to allow their bodies to live on in tireless
service.
To be a Zipacna is to be bound to duty. At birth, a child is examined, and if
he is weak, or sickly, or small, or deformed, he is cast into the Pit. He or she
then lives a life of training, becoming tough, hardened, and being
enculturalized into the ways of Sethris and the Zipacna culture. All Zipacna
fight, no Zipacna surrenders. Though small in number, they are known for
their fearlessness, tenacity, and phalanx fighting tactics, making them
tenacious, and some say, unbeatable opponents on the field. Many a battle of
the Divine War as carried on the backs of the Zipacna, often serving as a
rearguard while other forces regrouped.
The Zipacna now live in a vale near Kadum’s Tear, surrounded on all sides
by mountains, where they seek to perfect their race. Occasional Zipacna
adventurers, usually males or sterile females go on what they consider to be
an evangelical crusade, fighting in whatever war might be about, and being
Sweet Death to as many as they can before they find the one who can give it
to them.
Names: Zipacna children are named in a Baptismal ceremony, invoking the
Spider Maiden. Incense aids the congregation in temporarily Astrally
projecting, where the Child meets the embodiment of his or her totem, and it,
the spirit, gives the Child a name. Thus, the Child becomes a member of the
tribe.
Male Names: Apo-Mayta, Auqui, Maita, Ninan, Quehuar, Titu, Urcon,
Vicaquirao, Pahuac, Tupac
Female Names: Anahuarque, Cava, Chic’ya, Cuca, Micay, Ocllo, Runtu,
Pillcu, Cuxi, Curi
Sample Name: For two children born under the Dreaming sign, they might
have a name such as ―Titu of the Dreaming Snake‖ or ―Cava Dreaming
Bear‖ depending on their animal totem and the form it takes.
Cultural Inspiration: Native South American (Aztec)
Racial Abilities
• +4 Str, -2 Dex, +2 Con
• Zipacna base speed is 30 feet
• Medium
• Mountain Movement: Because Zipacna live most of their lives in the
mountains, they are well able to make the various leaps needed to reach
isolated areas. Zipacna can make standing jumps as if they had a
running start, and can engage in accelerated climbing without taking
the -5 penalty on the Climb check.
• Acclimated: Zipacna are automatically acclimated to life at High
altitudes. They don’t take penalties for altitude.
• +2 Bonus on Sense Motive checks: When speaking to one another,
Zipacna tend to augment their verbal communication with subtle body
language. They are likewise able to ―read‖ the unintentional body
language of others.
• Automatic Languages: Ledan and Gol-Kaa
• Favoured Class: Barbarian or Ranger
• Level Adjustment: +1
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Races Page 32
Overview
Wednesday, October 28, 2009
1:03 AM
The adventurers of the Scarred Lands seek gold, fame, fortune, justice, or any of a myriad of other goals,
some profound, some base. Each comes from a varied background and culture, with differing values and
skills. As such, each has a different method to attain those goals. Some rely on stealth and nimble
fingers, others on martial prowess, and even others rely on arcane and eldritch secrets gleaned from
musty tomes. Others still call down the Divine wrath of the Gods, or the primal fury of nature to aid
them in their quests. Some prevail and grow powerful, carving out a name for themselves in the face of
these troubled times. Other die, and their soul speeds toward their final destination, with their names
little more than an afterthought in the annals of history.
Your Character’s class represents his/her vocation. It determines his skill set, what he can do, and what
powers he wields. Class may be the first choice you make about your character, and it will determine
how to best allocate your skills.
The classes common to the Scarred Lands are as follows:
• Barbarian – A ferocious warrior who uses his fury and instinct to defeat his foes
• Bard – An eclectic generalist and performer who excels in support roles, and who uses the magic
of music to aide his allies and hinder his foes.
• Cleric – A master of Divine Magic and a capable warrior, as well.
• Cunning Man – An adventurous academic who seeks to learn more about the world's workings
through exploration.
• Druid – A servant of the natural world, who draws power from the world itself to fuel his magics.
• Favoured Soul – Touched by a Deity’s favour, a wielder of Divine Magic and a promoter of said
Deity's agenda.
• Fighter – A warrior of exceptional combat ability and unequaled combat prowess.
• Monk – A disciplined martial-artist and master of exotic fighting techniques.
• Ninja – A highly-trained light skirmisher who relies on stealth, discipline, and his inner focus to
defeat his foes.
• Paladin – A pinnacle of virtue and a paragon of justice, as well as a Holy Warrior and wielder of
divine magics.
• Priest – A more studious wielder of divine magics, spending more time in research than in combat.
• Psion – Wielder of rare and dangerous powers, unleashed from the depths of the mind.
• Psychic Warrior – Combines the power of the mind with the power of the sword.
• Ranger – A cunning and skilled warrior of the wilderness.
• Rogue – A sly trickster and a cunning combatant, relying on stealth and ambush, rather than main
strength.
• Scout – A light infantryman who relies on his movement and ability to slip in and out of combat,
hitting hard and fast.
• Sorcerer – A wielder of innate arcane abilities.
• Shaman – Calls upon the spirits of the beast, and of the ancestors to aide him.
• Swashbuckler – A canny, nimble fighter, who relies on his wits and his reflexes to see him through.
• Warlock – Touched by an outside force, a warlock channels this force into eldritch energies and
manipulations of the world around him.
• Warmage – Wielding equal parts martial skill and arcane might, a warmage fights with his sword
and his mind.
• Wizard – A student of the arcane, a Wizard relies on his keen mind and his studies to see him
through.
• Wu Jen – A follower of the Classical Elements and a manipulator of the same.
Pasted from <http://www.obsidianportal.com/campaign/the-scarred-lands/wikis/classes>
Classes Page 33
Barbarian
Wednesday, October 28, 2009
1:12 AM
From the frozen wastes of the north and the hellish jungles of the south come brave, even
reckless, warriors. Civilized people call them barbarians or berserkers and suspect them of
mayhem, impiety, and atrocities. These ―barbarians,‖ however, have proven their mettle and
their value to those who would be their allies. To enemies who underestimated them, they have
proved their cunning, resourcefulness, persistence, and mercilessness.
Adventures: Adventuring is the best chance barbarians have of finding a place in a civilized
society. They’re not well suited to the monotony of guard duty or other mundane tasks.
Barbarians also have no trouble with the dangers, the uncertainties, and the wandering that
adventuring involves. They may adventure to defeat hated enemies. They have a noted distaste
for that which they consider unnatural, including undead, demons, and devils.
Characteristics: The barbarian is an excellent warrior. Where the fighter’s skill in combat
comes from training and discipline, however, the barbarian has a powerful rage. While in this
berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their
Classes Page 34
berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their
attacks. These rages leave him winded, and he has the energy for only a few such spectacular
displays per day, but those few rages are usually sufficient. He is at home in the wild, and he
runs at great speed.
Alignment: Barbarians are never lawful. They may be honourable, but at heart they are wild.
This wildness is their strength, and it could not live in a lawful soul. At best, barbarians of
chaotic
alignment are free and expressive. At worst, they are thoughtlessly destructive.
Religion: Some barbarians distrust established religions and prefer an intuitive, natural
relationship to the cosmos over formal worship. Others devote themselves to powerful deities,
such as The Beastlords (nature totems), Tanil (goddess of the hunt), or Vangal (god of slaughter).
A barbarian is capable of fierce devotion to his god.
Background: Barbarians come from uncivilized lands or from barbaric tribes on the outskirts of
civilization. A barbarian adventurer may have been lured to the settled lands by the promise of
riches, may have escaped after being captured in his homeland and sold into ―civilized‖ slavery,
may have been recruited as a soldier, or may have been driven out of his homeland by invaders.
Barbarians
share no bond with each other unless they come from the same tribe or land. In fact, they think of
themselves not as barbarians but as warriors.
Races: Human barbarians come from the distant wild lands on the edge of civilization. Most
half-orc barbarians lived among orcs before abandoning them for human lands, or among human
tribesmen that share lands with the orc tribes. Dwarf barbarians are rare, usually hailing from
dwarven kingdoms that have fallen into barbarism as a result of recurrent war with goblinoids,
orcs, Giants, or the Calastians. Barbarians of other races are very rare. Among the brutal
humanoids, barbarians are more common than fighters. Orcs and ogres are especially likely to be
barbarians.
Other Classes: As people of the wild, barbarians are most comfortable in the company of
rangers, scouts, shamans, druids, and clerics of nature deities, such as the Syhanna or Tanil.
Many barbarians admire the talents and spontaneity of bards, and some are enthusiastic lovers of
music. Barbarians don’t trust that which they don’t understand, and that includes wizardry,
which they call ―book magic,‖ and the studious approach of the cunning folk and mar mages.
They find sorcerers more understandable than wizards, but maybe that’s just because sorcerers
tend to be more charismatic. Monks, with their studied, practiced, deliberate approach to combat,
sometimes have a hard time seeing eye to eye with barbarians, but members of these classes
aren’t necessarily hostile to each other. The same can be said about the Wu Jen, and their singleminded dedication to their craft. Barbarians have no special attitudes toward fighters, paladins,
clerics, or rogues, nor do they hold opinions on favoured souls, swashbucklers, warlocks, or
ninjas.
Role: A barbarian’s typical primary role in a group of adventurers is as a front-line combat
specialist. No other character can match his sheer toughness. He can also serve as a good scout,
thanks to his speed, skill selection, and trap sense.
GAME RULE INFORMATION
Barbarians have the following game statistics.
Abilities: Strength is important for barbarians because of its role in combat, and several
barbarian class skills are based on Strength. Dexterity is also useful to barbarians, especially
those who wear light armour. Wisdom is also important for several of the barbarian’s class skills.
A high Constitution score lets a barbarian rage longer (and live longer, because it gives him more
hit points).
Classes Page 35
hit points).
Alignment: Any nonlawful.
Hit Die: d12.
Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle
Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim
(Str). See Skills for skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Class Features
All of the following are class features of the barbarian.
Weapon and Armour Proficiency: A barbarian is proficient with all simple and martial
weapons, light armour, medium armour, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet.
This benefit applies only when he is wearing no armour, light armour, or medium armour and not
carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any
load carried or armour worn. For example, a human barbarian has a speed of 40 feet, rather than
30 feet, when wearing light or no armour. When wearing medium armour or carrying a medium
load, his speed drops to 30 feet. A Halfling barbarian has a speed of 30 feet, rather than 20 feet,
in light or no armour. When wearing medium armour or carrying a medium load, his speed drops
to 20 feet.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and
write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he
is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character
who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day.
In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less
able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution,
and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armour Class. The increase in
Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go
away at the end of the rage when his Constitution score drops back to normal. (These extra hit
points are not lost first the way temporary hit points are; see Temporary Hit Points, page 146.)
While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills
(except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities
that require patience or concentration, nor can he cast spells or activate magic items that require
a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to
function. He can use any feat he has except Combat Expertise, item creation feats, and
metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly
improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the
rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to
Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter
(unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability
once per day. At 4th level and every four levels thereafter, he can use it one additional time per
day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a
barbarian can do it only during his action (see Initiative, page 136), not in response to someone
else’s action. A barbarian can’t, for example, fly into a rage when struck down by an arrow in
order to get the extra hit points from the increased Constitution, although the extra hit points
would be of benefit if he had gone into a rage earlier in the round, before the arrow struck.
Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before his
senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if
he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity
Classes Page 36
he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity
bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class (a
barbarian with at least four levels of rogue, for example), he automatically gains improved
uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a barbarian has an intuitive sense that alerts him to
danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge
bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels
thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes
stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked;
he can react to opponents on opposite sides of him as easily as he can react to a single attacker.
This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the
attacker has at least four more rogue levels than the target has barbarian levels. If a character
already has uncanny dodge (see above) from a second class, the character automatically gains
improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack
to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex): At 7th level, a barbarian gains the ability to shrug off some amount of
injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is
dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels
thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction
can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his
rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC
remains at –2.
Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on
Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the
morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end
of his rage.
Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his
rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC
remains at –2.
Ex-Barbarians
A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a
barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap
sense, and uncanny dodge).
Classes Page 37
Bard
Wednesday, October 28, 2009
1:12 AM
Classes Page 38
Cleric
Wednesday, October 28, 2009
1:12 AM
Classes Page 39
Cunning Folk
Wednesday, October 28, 2009
1:12 AM
Classes Page 40
Druid
Wednesday, October 28, 2009
1:13 AM
Classes Page 41
Favoured Soul
Wednesday, October 28, 2009
1:13 AM
Classes Page 42
Fighter
Wednesday, October 28, 2009
1:13 AM
Classes Page 43
Monk
Wednesday, October 28, 2009
1:13 AM
Classes Page 44
Ninja
Wednesday, October 28, 2009
1:13 AM
Classes Page 45
Paladin
Wednesday, October 28, 2009
1:13 AM
Classes Page 46
Priest
Wednesday, October 28, 2009
1:13 AM
Classes Page 47
Psion
Wednesday, October 28, 2009
1:13 AM
Classes Page 48
Psychic Warrior
Wednesday, October 28, 2009
1:13 AM
Classes Page 49
Ranger
Wednesday, October 28, 2009
1:13 AM
Classes Page 50
Rogue
Wednesday, October 28, 2009
1:14 AM
Classes Page 51
Scout
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1:14 AM
Classes Page 52
Sorcerer
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1:14 AM
Classes Page 53
Shaman
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1:14 AM
Classes Page 54
Swashbuckler
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1:14 AM
Classes Page 55
Warlock
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1:14 AM
Classes Page 56
Warmage
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1:14 AM
Classes Page 57
Wizard
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1:14 AM
Classes Page 58
Wu Jen
Wednesday, October 28, 2009
1:14 AM
Classes Page 59
Overview
Tuesday, October 27, 2009
10:58 PM
Divinities of the Scarred Lands
Each of the races of the Scarred Lands has the patronage of a specific deity, although they are, by
no means, entirely monotheistic. Deference, if not outright worship, is given to other Gods and
Demigods, especially when dealing with their spheres of influence, and shrines to multiple
deities are common in most homes.
Despite this, the dominant religion in a region tends to be the one associated with the Race's
Patron deity, with the notable exception of the Forsaken Elves, who have no god, and the
Humans, who have churches to all gods and demigods scattered across their holdings.
The deities are detailed on the following table, with the Gods in bold, and the Demigods in
regular typeface. The Earth Mother, Denev, appears in bold italics, indicating her Titanic status.
You might note a pair of blanks on the chart, indicating the slain god of the Forsaken, and the
absence of a patron deity associated with the Humans of the Scarred Lands.
Pasted from <file:///I:\Documents\D&amp;D\Scarred%20Lands\Campaign%20Setting\SLCS.doc>
GOOD
L
A
W
Corean
Madriel
Goran
Trelu
Katashama
Tanil
Erias
Syhana
Hedrada
Nemorga
D'Shan
Denev
Beastlords
Enkili
Hwyrdd
Idra
Chardun
Otossal
Volskalska
Belsameth Vangal
Nalthalos
Manawe
Sethris
Fruelhia
C
H
A
O
S
EVIL
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\Campaign%20Setting\SLCS.doc>
Divinities Page 60
The Gods
Tuesday, October 27, 2009
11:02 PM
Corean
The god of protection and paladins is Lawful Good. His titles are The Shining One, The
Avenger, and The Champion. Corean strives for perfection in all things, and encourages the
same in his followers. As the god of Law, Good, and Protection, he is worshiped by Paladins,
Soldiers, and Defenders. The domains he is associated with are Fire, Good, Law, Nobility,
Protection, and War.
Invocation Benefit: Each round a worshiper invokes Corean, he can add a +1 to any of the
following: Craft or Profession rolls involving Blacksmithing, forging, or creation of weapons;
Survival checks used to light torches or start campfires; Knowledge or Profession rolls related to
smithing, war, or fire. Those in battle can also invoke Corean, and for each round spend invoking
the Champion, +1 can be added to their next attack roll. The maximum benefit that can be
derived from Corean in all cases is +4.
Favoured Weapon: Bastard Sword
Alignment: LG
Madriel
The goddess of healing and harvest is Neutral Good. Her titles include the Redeemer, the First
Angel of Mercy, and the Mother of Mercy. Madriel attempts to heal the scars left by the divine
war, and is the goddess of life, rebirth, and harvest. As the goddess of Healing and Sun, she is
worshiped by good clerics, healers, farmers, and herbalists. The domains she controls are Air,
Glory, Good, Healing, Plants, and Sun.
Invocation Benefit: The devout of Madriel who spend a full round invoking the Redeemer gain
a +1 bonus on saves against negative energy attacks as well as the ability to heal one extra point
of damage per healing spell. Worshipers can pray for the four consecutive rounds for a maximum
of +4 on saves or can pray for one round for a maximum of +1 per die for healing spells.
Favoured Weapon: Spear
Alignment: NG
Tanil
Tanil, the goddess of hunting, travel, music, and freedom, is Chaotic Good. Her titles include the
Huntress, the Guardian, and the Elf Maiden. Tanil's songs have turned sad, and she has less time
for frivolity since the end of the Divine War. She is often worshiped by hunters, rangers,
travelers, single mothers, and orphans. Her Domains of influence are Animal, Chaos, Luck,
Plants, Travel, and Trickery.
Invocation Benefit: For every round spent invoking Tanil, she gains a +1 bonus on attacks with
ranged weapons or a +1 bonus on any roll involving music. The maximum bonus is +4.
Favoured Weapon: Longbow
Alignment: CG
Hedrada
Great Hedrada, Wisest of Gods, The Judge, The Lawgiver, has always been active in the lives of
mortals. As a Lawful Neutral deity, he is often worshiped by monks, judges, accountants, and
Divinities Page 61
mortals. As a Lawful Neutral deity, he is often worshiped by monks, judges, accountants, and
community leaders. His domains include Inquisition, Judgment, Knowledge, Law, Protection,
and Wealth.
Invocation Benefit: The Devout of Hedrada who spend a full round invoking the Lawgiver gain
a +1 bonus on any rolls made to determine the truth (such as Sense Motive) or to resist outside
emotional manipulation (such as Will saves). This bonus is increased by +1 for each additional
round spent invoking, and caps out at +4.
Favoured Weapon: Greathammer. (3d4 Dam/x3)
Alignment: LN
Enkili
Enkili arrives on the wings of a storm, heralded by a thunderclap and a lightning flash. He
appears in the marketplace of a rich trader with an offer you cannot refuse. She is the savior of a
sailor beset by a typhoon, who then asks him to carry out a task which, in the end, kills him.
Enkili is the god of gamblers, or storms, of luck, and of trickery. She is capricious as he is fickle.
(s)He is known as The Trickster, The Mistress of Fortune, the Storm Goddess, and Chaos. His
domains include Air, Chaos, Luck, Storm, Trickery and Windstorm.
Invocation Benefit: For each round spent invoking Enkili, he receives +1 to any of the
following -- skill rolls for Balance, Bluff, Disguise, Jump, or Tumble; +1 to reflex saves. The
maximum is +4, but given the chaotic nature of Enkili, the bonus can be separated and applied to
three separate checks.
Favoured Weapon: Flail (Storm Goddess) or Scimitar (Trickster)
Alignment: CN
Chardun
Chardun is clad as a conqueror, in a white toga, with the garment's lower half and hem stained
with blood and bone dust. Known as the Great General or the Slaver, Chardun is worshiped by
tyrants, despots, military leaders, and oppressors. His domains include Law, Evil, War, Strength,
Dominance and Subjugation.
Invocation Benefit: Each full round that a worshiper spends invoking Chardun grants a +1 to
one of the following rolls: Concentration, Diplomacy, Intimidate or Sense motive; rolls to any
skill that involves military tactics or strategy; any attack roll; any roll to inflict damage using a
spell. The maximum bonus to be obtained is +4
Favoured Weapon: Warscepter (Exotic; 1d10/x3)
Alignment: LE
Belsameth
As might be expected of a goddess revered by lycanthropes, Belsameth is not confined to any
one form, but is usually depicted in one of two forms: a beguiling, raven-haired beauty, or a
vulture-winged hag. As a beauty, she has alabaster skin that glows like a full moon. In her hag
form, she is the mirror image of her Sister, the Angel of Mercy. Where Madriel is fair, she is
dark. Where she is Kind, the Slayer is mean. Where she provides succor, Belsameth offers only
death. Her domains include Death, Evil, Hunger, Moon, Magic, and Trickery.
Invocation Benefit: Those who would invoke the slayer receive a +1 bonus to their next saving
through from an attack from or on a worshiper of a good-aligned deity. The maximum bonus is +
Divinities Page 62
through from an attack from or on a worshiper of a good-aligned deity. The maximum bonus is +
4. Worshipers can gain the full +4 bonus in one round on nights where Belsameth's moon is full.
Favoured Weapon: Dagger (Humanoid) or Claws (Lycanthrope)
Alignment: NE
Vangal
Vangal is different from the other gods. Where they derive their power from faith and devotion,
the Ravager draws strength from the bloodshed and mayhem committed by his devotees. Known
as the Reaver, the Apocalypse, and the Ravager, Vangal is destruction incarnate. His domains
include Chaos, Destruction, Evil, Strength, and War. He is worshiped by barbarians, savages,
and those who would rule by fear, strength, and violence. His domains include Chaos,
Destruction, Evil, Pestilence, Strength, and War
Invocation Benefit: Worshipers of Vangal who invoke his name for one or more consecutive
rounds gains a bonus to strike normally invulnerable targets, such as those with damage
reduction, incorporeal foes, and the like. Each round spent praying in this manner grants the
user's weapon the Ghost Touch ability and the equivalent of a +1 enhancement bonus for the
purposes of determining what can be hit by it, up to a maximum of +4. This bonus does not stack
with other enchantments or bonuses, and lasts for only one round. If the worshiper is wielding
two weapons, both may be so enchanted, so long as they are axes.
Favoured Weapon: Battleaxe
Alignment: CE
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Demigods
Tuesday, October 27, 2009
11:03 PM
The Beastlords
It is said that the more intelligent and advanced of animals worship the Beastlords, perfect
examples of their species who serve the gods in their various domains and look to the health and
safety of their followers on Scarn. These paragons include Cat, Dog, Wolf, Eagle, Bear, and a
number of other shamanic/totemic creatures. They have few human worshipers, though a number
of wandering druids and half-elves pay them tribute. As neutral deities, the Beastlords have no
domains.
Invocation Benefit: Those who would spend a round invoking one of the Beastlords receive a
benefit dependant on the Beastlord prayed to.
Cat: +1 to rolls involving stealth and legerdemain for one minute.
Dog: +1 to rolls involving tracking for one minute.
Wolf: The benefits of the improved trip feat for one minute.
Eagle: +8 to spot checks for one minute.
Bear: Barbarian rage, as per a first-level barbarian.
Favoured Weapon: Clawed Bracers
Alignment: N
D'Shan
The tribesmen in the Great Desert believe that D’Shan is the living embodiment of the ferocious
winds that scour their lands. Others have suggested that D’Shan might actually be a surviving
fragment of a titan, such as Lethene or Gulaben that either has become a sentient entity on its
own, or seeks to reunite with the imprisoned titan. He is often known as the Desert Wind. His
domains include Air, Community, Competition, and Earth.
Invocation Benefit: Those who spend one round invoking the power of the Desert Wind gain a
bonus on their saving throws to resist the effects of the desert environment.
Favoured Weapon: Spiked Chain
Alignment: LN
Erias
The demigod of dreams is distant and aloof. He holds sway over the dreamlands, a large region
of the astral plane where the souls of mortals go when they sleep. It is said that this is where
hopes and fears take shape, and secret truths are hidden. Aside from his race of goat-like
servitor-priests, Erias is worshiped by oracles and other diviners who would interpret dreams.
His domains include Dream, Vision, Magic, and Spell.
Invocation benefit: Devout followers of Erias, who make frequent sacrifices of incense and
small gems, may seek aid from the demigod of dreams. Erias is normally invoked on the round
before the worshiper goes to sleep for the night. One of several mantras is chanted, and if Erias
chooses to favour the worshiper, he experiences a vivid dream that provides aid when he
awakens. For any invocation to Erias to be successful, the invoker must sleep peacefully for at
least an hour after uttering the mantra. If he is awakened before the hour passes, all benefits of
the invocation are lost. Unless otherwise noted, each mantra may be used once per day, but only
one may be used at a time.
Mantra of sweet dreams: The invoker has dreams of contentment, joy, and peace. After
awakening, the invoker is healed 1d8 additional hit points per every four character levels.
Divinities Page 64
awakening, the invoker is healed 1d8 additional hit points per every four character levels.
Mantra of dream warding: While the invoker sleeps, she receives a +2 bonus to saving throws
against spells such as nightmare and against the abilities of monsters that attack through a
victim's dreams.
Mantra of insight: The invoker is granted special guidance and knowledge. During the day after
he dreams, the invoker may re-roll one failed Intelligence- or Wisdom-based skill or ability
check, even if such a check normally does not allow a retry. Usable once per week.
Mantra of inspiration: The invoker dreams of some new artwork, handicraft, or piece of music.
She may take a +4 modifier on one performance of craft roll on the following day.
Favoured Weapon: Quarterstaff
Alignment: CG
Fruelhia
Some Albadians and other dwellers in the cold northern climes believe that neither the gods nor
the titans cared about their realm, and so worship of a goddess of the snow and cold, whom they
believe protects her followers and punishes the unfaithful with death by freezing. Fruelhia is
portrayed as a beautiful, white-haired woman swathed in white huor fur and crowned with a
circlet set with icy blue gems. Her worshipers are found amongst the people that inhabit the
frozen wastes. Her domains include Air, Cold, Chaos, and Windstorm.
Invocation Benefit: Those who spend one round invoking the power of the Snow Queen gain a
bonus on their saving throws to resist the effects of the cold environment.
Favoured Weapon: Morningstar
Alignment: CE
Goran
The patron of the dwarves is seldom worshiped outside the earthen halls of Burok Torn, drawing
his strength from the devout followers besieged in the Dwarven city-state. Those outside Burok
Torn think of Goran as little more than a Dwarven imitator of Corean. Disputes about his
parentage and legitimacy aside, Goran is devoutly worshiped by the Dwarven people. His
domains include Dwarf, Earth, Rune, and Strength.
Invocation Benefit: Worshipers invoking Goran's name gain a lust for battle. Dwarves call upon
Goran before marching off against the invading forces of the dark elves of Dier Drendal.
Worshipers gain a +1 bonus to attacks after spending one round invoking the demigod
(maximum +2)
Favoured Weapon: Greataxe
Alignment: LG
Hwyrdd
According to the rare Halfling priests, the Halfling god was born of a union between Denev and
the god Enkili. Certainly, the Rogue combines a natural love of the earth with a strong
mischievous streak. The Halfling race is often severely abused on Scarn, but nevertheless, the
lighthearted people who followed Hwyrdd seem strong-spirited and fearless in the face of
adversity. His domains include Halfling, Luck, Protection, and Trickery.
Invocation Benefit: A follower who spends one full round invoking Hwyrdd can add +1 to his
next Climb, Jump, Listen, Move Silently, or Bluff roll, or +1 to his next missile weapon attack
roll. (Max +2)
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roll. (Max +2)
Favoured Weapon: Short Sword
Alignment: CN
Idra
A child of violence sired by Hinruuk upon his own daughter, Tanil, Idra has very little in
common with either of her parents. Unlike the reserved Tanil, Idra is a lascivious goddess of sex,
passionate love, physical affection, prostitutes and, to a lesser extent, secrets. Also unlike her
parents, Idra loves the trappings and intrigues of civilization and tends to take an interest in
nature only during certain annual outdoor fertility festivals. She is known as the Temptress, the
Seductress, and the Lady of the Night. Her domains include Charm, Entrancement, Lust, and
Secrets.
Invocation Benefit: If a character spends a full round invoking Idra, she will get a +1 added to
her Charisma bonus, which can be applied to any appropriate roll. (Max +2)
Favoured Weapon: Whip
Alignment: CN
Katashama
Widely considered to be more of a household guardian or protective spirit than a true deity;
Katashama is most popular in Dunahnae, Darakeene, and remote portions of the Calastian
Empire. Katashama has few clerics -- his worshipers are peasants who maintain a small shrine to
his honour, hoping that his protection will bring luck, prosperity, and large, healthy families. His
domains are Protection, Family, Community and Fire.
Invocation Benefit: Those invoking the Hearthlord gain a +1 to all checks made to start a fire or
light a torch. In addition, he grants a bonus to checks involving survival of exposure.
Favoured Weapon: Handaxe
Alignment: LG
Manawe
Born of Mormo's dalliance with a prince of the genie courts of Water, Manawe is the goddess of
the seas. She is called the Mother of the Oceans, Queen of Sirens, and the Lady of the Deeps.
She is worshiped by sailors, fishermen, and any others who make their livings on or near the
ocean. In her lighter moods, she is seductive and beautiful, the Queen of the Sirens. In her darker
moods, she is a reaver, raising great and powerful storms and causing massive waves. Her
domains are Chaos, Greed, Ocean, and Water.
Invocation Benefit: Worshipers of Manawe whose lively depends on the ocean are able are able
to call upon her blessings, granting them a +1 to the appropriate Profession skill. Those in danger
of drowning often call upon Manawe for mercy, granting them a +1 to Swim rolls.
Favoured Weapon: Trident
Alignment: CE
Nalthalos
The patron god of Dier Drendal and of dark elves is not worshiped by any other race. Even the
other Elven races do not pay him heed, and some even perpetuate the rumor that Nalthalos was
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other Elven races do not pay him heed, and some even perpetuate the rumor that Nalthalos was
slain by Chern, the Scourge. While most dark elves cry out against the lie, the high priestesses
and the archmages know how close they came to sharing the fate of their forsaken cousins.
Nalthalos, nearly slain by the Scourge, was transferred into a temporary body fashioned from the
remainder of the War Golems of the Dark elves' efforts. Now trapped within, he sits upon the
throne of Dier Drendal as Kal -- King and God -- awaiting the opportunity to return to his
demesnes. His domains include Cavern, Constructs, Drow, and Hatred.
Invocation Benefit: Dark elves who invoke their god become more adept at creating constructs.
They typically invoke Nalthalos when creating golems and other constructs in his image.
Worshippers get a +1 circumstance bonus to any craft checks made while building constructs
(Maximum +2)
Favoured Weapon: Spiked Gauntlet
Alignment: NE
Nemorga
Although Belsameth is the goddess of murder and a jealous hoarder of evil souls, Nemorga, the
Gatekeeper, the Executioner, the Grey King, is the god who guards the gates to the Underworld.
He is the god of deaths that must be, and the deaths that simply are; he is the shepherd that
guides each errant soul to the new destination it has earned. He has few actual worshipers, but
many pray to him to be merciful. Even so, Nemorga is not merciful -- he is just, and there is a
difference. Being, also, the deity of knowledge and travel, Nemorga has found worship amongst
the Island Dwarves of Tarrak in Karria, who seek forgotten secrets, and to know the world
outside their Island. His domains include Death, Gateways, Knowledge, and Travel.
Invocation Benefit: Followers of Nemorga who spend a round invoking him receive a +1 bonus
to any rolls made to turn or rebuke undead in the next round (maximum +2).
Favoured Weapon: Scythe
Alignment: LN
Otossal
Unlike the relatively benign Nemorga, Otossal is an evil demigod of death, worshiped by some
necromancers, who pray to the Bone Master for aid when casting their foul spells. A small cult
of necromancers in Glivid Autel worships Otossal, though most of their fellows believe that
Chardun and Belsameth are better patron deities. His domains are Death, Deathbound, Evil, and
Undeath.
Invocation Benefit: Followers of Otossal who spend a round invoking him receive a +1 bonus
to any rolls made to rebuke or create undead in the next round (maximum +2).
Favoured Weapon: Pick
Alignment: LE
Sethris
Sethris is known to many as the Spider Queen, and it is an apt description, for she lives at the
center of a web of violence and vengeance. Born of violence and steeped in death and bitterness,
Sethris rarely deigns to take part in mortal affairs. Rather, she seeks to punish those who have
offended her, and to see that the guilty are rewarded for their wicked deeds. Retribution is all the
concerns her, and trivialities like justice are beneath her notice. Sethris is cruel, but she is not
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incapable of compassion. Demigoddess of revenge, she is the deity to whom people turn when
they seek retribution. Her domains include Death, Spider, Suffering, and Vengeance.
Invocation Benefit: Worshipers who spend one round invoking Sethris may make one
additional sneak attack against a vulnerable target. After two rounds, it becomes easier to sneak
attack. You need not have an ally directly opposite you in order to exact a sneak attack. Instead,
anyone in the three squares opposite you allow a sneak attack.
Favoured Weapon: Kukri
Alignment: NE
Syhana
During the Titanswar, the skies above Scarn were as horrible and bloody a battlefield as the land.
The world was covered in darkness for weeks at a time while Enkili and Lethene battled each
other with ever greater and more violent storms. Madriel and Gulaben cast spears of sunlight and
sent fearsome cyclones against each other. Gradually, the divine forces began to gain the upper
hand, but the devastation wrought by their aerial battles remained. Born of Madriel and her fey
consort, Syhana was charged with custody of the clouds and maintenance of fair weather. Shortly
after her birth, she set to restoring Scarn's weather patterns, and created the skyquills to aid her in
doing so. Known as the Cloudmaiden and the Lady of Colour, she is the patron of the fey, in
their few remaining courts, as well as other creatures strongly tied to the air, clouds, and weather.
Her domains include Air, Fey, Rainbow, and Renewal.
Invocation Benefit: A worshiper who invokes Syhana for one full round casts any spell
involving weather or chromatic effects (Fog cloud, lightning bolt, prismatic spray, whirlwind,
etc.) as if she were one caster level higher. Only one level can be gained for each use of this
benefit. Praying for two rounds can add an additional plus one to the save DCs, but does not
further affect the caster level.
Favoured Weapon: Rapier
Alignment: CG
Trelu
Worshipped almost exclusively in large cities, Trelu is a god of artists, architects, sculptors, and
others who rely on harmony of lines, shapes, and colours and shades. He is known to be the
supreme artist, capable of giving shape to any image, idea, or thought. He is believed to be a
child of Enkili, though no one can be sure of his parentage. His domains include Craft,
Knowledge, Planning, and Luck
Invocation Benefit: The Designer grants any who would invoke his name a +1 to any check
involving crafting, design, or composition (Max +2).
Favoured Weapon: Chakram
Alignment: NG
Volskalska
The riders of the Kelder Steppes believe that Volskalska was a skilled warrior and leader who
was granted immortality and divine powers by the Huntress and the Great General. He oversees
the health of the riders' horses and aids them in battle and while hunting. His domains include
Animal, Pride, Earth, and Strength.
Invocation Benefit: Invoking the Rider grants a +1 bonus to ride and handle animal checks
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Invocation Benefit: Invoking the Rider grants a +1 bonus to ride and handle animal checks
related to a mount. (Max +2)
Favoured Weapon: Shortbow
Alignment: LE
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The Earth Mother
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11:04 PM
Denev, the Earth Mother, was more closely tied to the land of Scarn than her fellows, and as
such, felt the pain of the destruction her fellows rained upon the living earth. Finally, in despair,
she joined with her children and their fellows in rebelling against the other Titans, making war
on her kin. The war was long and bloody, and scarred the Earth Mother as much as it did the
land. Now, she sleeps, greatly diminished by the ravages of war, but standing at the pinnacle of
this, the epoch of Denev.
As a titan, Denev grants no domains, and her devotees are almost exclusively Druids.
Invocation Benefit: None; Denev is a Titan, and as such, does not hear the cries of those who
worship her, however she has ordained several minor rites that her faithful might use to draw her
favour. Using these rituals requires that the one using them, be a genuine (if not exclusive)
worshiper of Denev, and must made a successful DC 15 skill roll.
Sample Rites:
The Green Prayer: A prayer used by farmers, orchardsmen, and gardeners to ensure successful
endeavors. Uttered before the beginning of the work, it involves coating the hands in earth and
grants a +2 to all Profession rolls applicable to farming and other agricultural pursuits for the rest
of the day.
Woodsman's Supplication: This ritual, which involves leaving a small bit of food as an offering
to woodland spirits in exchange for their aid, assists those who work or travel through the forest.
Those who use the woodsman's supplication find that, as they venture through the forest, small
animals make noise, aiding them in noticing things they might otherwise miss. The supplicant
gains +2 to Survival checks or Listen/Spot checks while in the forest.
Midwife's Blessing: By consecrating the space is which she is to work with spring water and
sigils marked in wild berry juice mixed with tree sap, a midwife draws upon the Living Earth's
blessings to aid in the healing process. The successful supplicant receives a +2 to all Profession
(Midwife) or Heal checks. The successful supplicant's patients also gain additional hit points per
day of rest equal to ½ the patient's hit dice while under the supplicant's care.
Favoured Weapon: Sickle
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Human Languages
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11:06 PM
Albadian – A language with a long and mostly obscure history, it is spoken throughout northern
Ghelspad and shares many characteristics with Elven
Calastian – Present-day Calastian originated among a group of colonies along the southeastern
corner of Ghelspad that spread quickly Northwest. Blending with various cultures and ethnic
groups along the way, there is little trace of this original group, except in small influences further
north in Vesh. Though Calastian has become dominant in southeastern Ghelspad, there are a
large number of dialects, particularly in Calastia and Lageni.
Darakeane – With influences of Dunahn and Dwarven, Darakeane is a hodgepodge language that
is spoken widely across the continent.
Dunahn – Dunahn is another language with strong ties to Elven. In this case, it is related to a
tongue once known as Vaertha. Unrelated in any obvious way to standard Elven, Vaeratha was
abandoned as a tongue long before the Divine War, only spoken by half-elves and humans with
close dealings with them. Today, it is spoken almost entirely in Dunahnae.
Ledean – This is Ghelspad's ―common‖ tongue. As a dead language, it is easy to learn and a
convenient language for trade and statecraft. In the centuries leading up to the Divine War, the
regional variation and ―common‖ Ledan became more distinct, evolving into a number of
individual languages. No nation uses Ledan as an official language, but most denizens of
Ghelspad have at least a basic understanding. Many regional languages, long suppressed by
Lede, have come back into usage following the Divine War, but Ledan remains the language of
diplomacy, scholarship, religion, and trade. Those who know it will have a good chance of being
understood throughout the continent. Most languages are normally written in Ledan script.
Otenazu – This language descended from ancient Ledan and has gained many features that make
it unique to the Ontenazu area. It is spoken only in isolated areas, however, and is probably dying
out.
Shelzari – Widely spoken throughout southern Ghelspad, Shelzari shares many features with
traditional Zathisk, but due to the Shelzari's more open culture, it is adaptable and includes many
foreign words and concepts. After Ledan, it is the language of choice amongst merchants and
Sailors, and a pidgin version is spoken in distant Termana.
Ukrudan – The language of the Ukrudan tribes has gone through a great deal of change. Though
currently isolated, at the time of the Divine War the urkrudans were part of the extensive Empire
of Elz, which covered large portions of Southwestern Ghelspad. Earlier trade and other
civilizations had also caused some transfer of culture and language.
Veshian – Veshian is a cluster of related languages common to eastern Ghelspad. It is,
apparently, descended from the original Ledan, but has changed sufficiently to be considered a
separate language.
Zathisk – Once spoken as far north as present-day Hollowfaust, Zathisk's influence is fading.
Currently, a large number of inhabitants of the Calastian Hegemony still speak Zathisk, though
the numbers are dropping rapidly. In a few generations, the language will likely be a dead one, if
the Calastians have their way.
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Nonhuman Languages
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11:07 PM
Auran – This is the language spoken by the air-based creatures of Scarn, including the Swanmay.
Aquan – Not much is known about the language of the sea-dwelling races, but this common
tongue is spoken by most intelligent aquatic species. Even the pisceans, who hate all other
underwater races, have limited knowledge of it, for it enables them to send intelligible demands
for surrender and tribute.
Belsamethite – Also called Daemonic. It is a language of pure evil, and is spoken by Belsameth's
servants.
Celestial – The ―common tongue‖ of all good-aligned extraplanar realms. Almost all goodaligned outsiders have some proficiency in this language.
Coreanic – The language spoken by the extraplanar servitors, as well as many of his mortal
worshipers, or Corean. It is a language of pure law and good.
Chardunite – The language of Devils, often called Infernal. It is also spoken by the servants of
Chardun.
Denevite – The language spoken by the Druidic worshipers of Denev. It's closely related to
Wood Elven, but is separate from the Druid's secret tongue..
Draconic – The language of the former Draconic Empire, it's now spoken only by the Kobolds,
and a few collectors of arcane histories..
Dwarven – The language of the dwarves had a long and running influence on western Ghelspad's
languages. Just about every city, holding, and family in less-populated areas speaks a distinct
dialect. Burok Torm forms one mostly uniform dialect, and the dwarves of Vesh speak another,
somewhat more diverse, dialect. Traditional dwarves, such as those who dwell in Burok Torm,
use an ancient runic script, while those associated with humans, such as the Island Dwarves,
utilize Ledan lettering. The Charduni Dwarves use the runic script, but speak a distinct and rigid
dialect.
Elven – Elven is actually divided into three largely unrelated languages: High (spoken by the
Forsaken Elves and the Elves of Uria, but otherwise quite rare of Ghelspad), Middle (spoken by
Wood Elves), and Dark (or, derogatorily, ―low‖) Elven.
Middle Elven is related to Albadian, enough so that One might be considered a dialect of
the other.
High Elven is rare on Ghelspad, being the native tongue of the Termanan Forsaken Elves.
A dialect of High Elven is spoken by the Ubantu tribesmen of the Desert of Onn.
Dark Elven is exclusive to the Dark Elves of Dier Drendal.
Each of these languages is written in Ahna, or Elven script. Middle Elven is frequently
written in Ledan, particularly by half-elves.
Enkilite – A language of pure chaos. It's spoken by Enkili's servant races.
Giant – The language of Kadum's followers is also spoken by the Half-Giants.
Goblin – The language spoken by all the various goblinoids on Ghelspad.
Gol-kaa – The language spoken by the tribal Goliaths. It uses the Dwarven Runic alphabet, and
bears some similarities to Charduni Dwarven..
Halfling – The Halflings once spoke spoke two languages. One was a dialect of Middle Elven
called Eriikimi, and the other was a dialect of Zathisk known as Santasha. Both are now extinct
except in old texts, and Halflings have adopted the languages of those who dominate them.
Hedradan – A language of beings of Pure Law. It's spoken by Hedrada's servants.
Ignan – The language spoken by the fire genies. It's rare to find on Scarn, now.
Infernal – The ―Common Tongue‖ of the lower planes. Most fiendish outsiders are proficient is
this tongue.
Kraken – The language of the Kraken is unpronouncable by human throats and mouths. It can,
though, be approximated. In structure, most words are short, and have a complex series of tonal
and sound modifiers. The Kraken alphabet is arcane and complex, normally observed carved on
stone or coral tablets in Kraken settlements.
Lycan – A language that sounds distinctly bestial. It's spoken by lycanthropes and their kin.
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Lycan – A language that sounds distinctly bestial. It's spoken by lycanthropes and their kin.
Madrelite – The celestial language of beings composed of naught but pure good. It's spoken by
the Angels and other servants of Madriel.
Orafaun – The antelope-like priests of Erias, who inhabit the mysterious Drifting Isle, speak a
soft and gentle-sounding language that few humans have ever mastered. Many Elven scholars
have attained some fluency, but only after decades of practice. The language also includes many
non-verbal elements, such as facial expression, body attitude, and possibly even magical or
mental emanation from the Orafaun, features that are difficult, if not impossible, for nonOrafauns to duplicate.
Orc – The language of the savage orcs of the Plains of Lede, it's also spoken by their demihuman
progeny, more often than not.
Picean – The Picean tongue is likewise difficult for humans to pronounce, but boasts a relatively
simple grammar and structure.
Tanilite – A language of Good and Chaos, it's spoken by the servants of Tanil.
Tauren – The language of the Tauren. It uses the Elven alphabet.
Titan Speech – The original language spoken amongst the titanspawn were an attempt to
communicate meaningfully with their creators. After a great deal of experimentation, the titans
eventually developed a basic series of languages. Mesos and Mormo were instrumental in this
process. These languages were gradually adopted by all the titans for communication with each
other and their followers. Over millennia, these languages became characteristic of each Titan.
Unlike other languages, the titans demanded that their followers use these basic languages and
retain typical usage of them, as the Titans had no wish to keep up with any changes brought
about by their creations. Titan Speech, also known as ―Common Titan,‖ is still spoken in many
parts of Ghelspad. Spawn of each titan spoke a slightly different variation of the Titan Speech
that shifts pronounciation considerably to accommodate their squeaks and chitters.
Terran – The language of those creatures most closely tied to the earth. It's very similar to
Dwarven.
Vangali – The language of beings of Chaos and Evil. Often called Demonic. It's spoken by the
servitors of Vangal.
Vangal's Tongue – The origins of this language are somewhat uncertain. What is known is that
as early as 2000 OC this language was common among the companions of the visiting
Exemplars form Termana and is thought to have originated there. Over the centuries, it
became a language of monks and peasants, near both Hedrad and Rahoch. Some of these
peasant groups eventually developed into the tribes of horsemen of the central areas of
Ghelspad and formed the foundation of the present-day Horsemen of Vangal.
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Alignment
Wednesday, October 28, 2009
10:43 PM
A creature’s general moral and personal attitudes are represented by its alignment: lawful good,
neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or
chaotic evil.
Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting
your character. Each alignment represents a broad range of personality types or personal
philosophies, so two characters of the same alignment can still be quite different from each other.
In addition, few people are completely consistent.
Good Vs. Evil
Good characters and creatures protect innocent life. Evil characters and creatures debase or
destroy innocent life, whether for fun or profit.
"Good" implies altruism, respect for life, and a concern for the dignity of sentient beings. Good
characters make personal sacrifices to help others.
"Evil" implies hurting, oppressing, and killing others. Some evil creatures simply have no
compassion for others and kill without qualms if doing so is convenient. Others actively pursue
evil, killing for sport or out of duty to some evil deity or master.
People who are neutral with respect to good and evil have compunctions against killing the
innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are
committed to others by personal relationships.
Being good or evil can be a conscious choice. For most people, though, being good or evil is an
attitude that one recognizes but does not choose. Being neutral on the good-evil axis usually
represents a lack of commitment one way or the other, but for some it represents a positive
commitment to a balanced view. While acknowledging that good and evil are objective states,
not just opinions, these folk maintain that a balance between the two is the proper place for
people, or at least for them.
Animals and other creatures incapable of moral action are neutral rather than good or evil. Even
deadly vipers and tigers that eat people are neutral because they lack the capacity for morally
right or wrong behavior.
Law Vs. Chaos
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge
those who fall short of their duties.
Chaotic characters follow their consciences, resent being told what to do, favor new ideas over
tradition, and do what they promise if they feel like it.
"Law" implies honor, trustworthiness, obedience to authority, and reliability. On the downside,
lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness,
and a lack of adaptability. Those who consciously promote lawfulness say that only lawful
behavior creates a society in which people can depend on each other and make the right
decisions in full confidence that others will act as they should.
"Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include
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"Chaos" implies freedom, adaptability, and flexibility. On the downside, chaos can include
recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility.
Those who promote chaotic behavior say that only unfettered personal freedom allows people to
express themselves fully and lets society benefit from the potential that its individuals have
within them.
Someone who is neutral with respect to law and chaos has a normal respect for authority and
feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted
into lying or deceiving others.
Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is
recognized rather than being chosen. Neutrality on the lawful-chaotic axis is usually simply a
middle state, a state of not feeling compelled toward one side or the other. Some few such
neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme
with its own blind spots and drawbacks.
Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and
cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.
The Nine Alignments
Nine distinct alignments define all the possible combinations of the lawful-chaotic axis with the
good-evil axis. Each alignment description below depicts a typical character of that alignment.
Remember that individuals vary from this norm, and that a given character may act more or less
in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as
scripts.
The first six alignments, lawful good through chaotic neutral, are the standard alignments for
player characters. The three evil alignments are for monsters and villains.
Lawful Good, "Crusader," "Superman"
A lawful good character acts as a good person is expected or required to act. She combines a
commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her
word, helps those in need, and speaks out against injustice. A lawful good character hates to see
the guilty go unpunished.
Lawful good is the best alignment you can be because it combines honor and compassion.
Neutral Good, "Benefactor," "Capt. Kirk"
A neutral good character does the best that a good person can do. He is devoted to helping
others. He works with kings and magistrates but does not feel beholden to them..
Neutral good is the best alignment you can be because it means doing what is good without bias
for or against order.
Chaotic Good, "Rebel," "Robin Hood"
A chaotic good character acts as his conscience directs him with little regard for what others
expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness
and right but has little use for laws and regulations. He hates it when people try to intimidate
others and tell them what to do. He follows his own moral compass, which, although good, may
not agree with that of society.
Chaotic good is the best alignment you can be because it combines a good heart with a free
spirit.
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Lawful Neutral, "Judge," "Capt. Picard"
A lawful neutral character acts as law, tradition, or a personal code directs her. Order and
organization are paramount to her. She may believe in personal order and live by a code or
standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral is the best alignment you can be because it means you are reliable and honorable
without being a zealot.
Neutral, "Undecided"
A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the
other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of
conviction or bias rather than a commitment to neutrality. Such a character thinks of good as
better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still,
she’s not personally committed to upholding good in any abstract or universal way. Some neutral
characters, on the other hand, commit themselves philosophically to neutrality. They see good,
evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of
neutrality as the best, most balanced road in the long run.
Neutral is the best alignment you can be because it means you act naturally, without prejudice or
compulsion.
Chaotic Neutral, "Free Spirit," "Jack Sparrow"
A chaotic neutral character follows his whims. He is an individualist first and last. He values his
own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents
restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt
organizations as part of a campaign of anarchy. To do so, he would have to be motivated either
by good (and a desire to liberate others) or evil (and a desire to make those different from
himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally
random. He is not as likely to jump off a bridge as to cross it.
Chaotic neutral is the best alignment you can be because it represents true freedom from both
society’s restrictions and a do-gooder’s zeal.
Lawful Evil, "Dominator," "La Costa Nostra"
A lawful evil villain methodically takes what he wants within the limits of his code of conduct
without regard for whom it hurts. He cares about tradition, loyalty, and order but not about
freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is
comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not
according to their actions but according to race, religion, homeland, or social rank. He is loath to
break laws or promises.
This reluctance comes partly from his nature and partly because he depends on order to protect
himself from those who oppose him on moral grounds. Some lawful evil villains have particular
taboos, such as not killing in cold blood (but having underlings do it) or not letting children come
to harm (if it can be helped). They imagine that these compunctions put them above unprincipled
villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a
crusader committed to good. Beyond being willing to hurt others for their own ends, they take
pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to
an evil deity or master.
Lawful evil is sometimes called "diabolical," because devils are the epitome of lawful evil.
Lawful evil is the most dangerous alignment because it represents methodical, intentional, and
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frequently successful evil.
Neutral Evil, "Malefactor," "Jafar"
A neutral evil villain does whatever she can get away with. She is out for herself, pure and
simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has
no love of order and holds no illusion that following laws, traditions, or codes would make her
any better or more noble. On the other hand, she doesn’t have the restless nature or love of
conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often,
such villains are devoted to evil deities or secret societies.
Neutral evil is the most dangerous alignment because it represents pure evil without honor and
without variation.
Chaotic Evil, "Destroyer," "Belkar Bitterleaf"
A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do.
He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for
whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos,
he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are
poorly organized. Typically, chaotic evil people can be made to work together only by force, and
their leader lasts only as long as he can thwart attempts to topple or assassinate him.
Chaotic evil is sometimes called "demonic" because demons are the epitome of chaotic evil.
Chaotic evil is the most dangerous alignment because it represents the destruction not only of
beauty and life but also of the order on which beauty and life depend.
Pasted from <http://www.d20srd.org/srd/description.htm#alignment>
Description Page 77
Aging Effects
Tuesday, October 27, 2009
11:11 PM
Race
Middle Age* Old**
Venerable*** Maximum Age
Changeling
35
53
70
+2d20
Dwarf
125
188
250
+2d%
Elf
175
263
350
+4d%
Goliath
75
113
151
+2d20
Half-Elf
62
93
125
+3d20
Half-Giant
90
135
180
+5d10
Half-Orc
30
45
60
+2d10
Halfling
50
75
100
+5d20
Hobgoblin
40
60
80
+2d10
Hollow Knight --
--
--
--
Human
35
53
70
+2d20
Kobold
20
40
60
+2d20
Planar
68
102
136
+3d10
Shifter
40
60
80
+2d20
Swanmay
70
105
140
+4d10
Tauren
75
95
110
+4d10
Pasted from <file:///I:\Documents\D&amp;D\Scarred%20Lands\Campaign%20Setting\SLCS.doc>
*-1 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
**-2 to Str, Con, and Dex; +1 to Int, Wis, and Cha.
***-3 to Str, Con, and Dex, +1 to Int, Wis, and Cha.
Aging effects are cumulative.
Pasted from <file:///I:\Documents\D&amp;D\Scarred%20Lands\Campaign%20Setting\SLCS.doc>
Description Page 78
Height and Weight
Tuesday, October 27, 2009
11:12 PM
Race
Base
Height
Height
Mod
Base
Weight
Gender
Male
Female Male
Female Male
Female Male
Female
Changeling
5'1
4'8
+2d4
+2d4
115 lbs
80 lbs
X 2d4
X 2d4
Dwarf
(Charduni,
Mountain)
3'9
3'7
+2d4
+2d4
130 lbs
100 lbs X 2d6
X 2d6
Dwarf (Island) 3'2
3'0
+3d4
+3d4
45 lbs
40 lbs
X1
X1
Elf
4'10
4'5
+2d6
+2d6
85 lbs
80 lbs
X 1d6
X 1d6
Goliath
6'10
6'5
+2d12
+2d12 220 lbs
185 lbs X 2d8
X 2d8
Half-Elf
4'11
4'6
+2d8
+2d8
80 lbs
X 2d4
X 2d4
Half-Giant
7'0
6'7
+2d12
+2d12 240 lbs
205 lbs X 2d8
X 2d8
Half-Orc
5'0
4'9
+2d10
+2d10 130 lbs
90 lbs
X 2d4
X 2d4
Halfling
2'8
2'6
+2d4
+2d4
25 lbs
X1
X1
Hobgoblin
4'10
4'5
+2d12
+2d12 130 lbs
95 lbs
X 2d6
X 2d6
Human
4'10
4'5
+2d10
+2d10 120 lbs
85 lbs
X 2d4
X 2d4
Kobold
3'0
2'10
+2d4
+2d4
40 lbs
35 lbs
X1
X1
Planar
5'1
4'8
+2d10
+2d10 95 lbs
90 lbs
X 2d4
X 2d4
Shifter
4'7
4'5
+2d8
+2d8
85 lbs
X 2d4
X 2d4
Swanmay
5'1
4'8
+2d10
+2d10 85 lbs
80 lbs
X 1d6
X 1d6
Tauren
7'10
7'5
+6d6
+6d6
285 lbs X 2d8
X 2d8
100 lbs
30 lbs
Weight
Mod
Hollow
Knight*
100 lbs
320 lbs
• As per original race Height/Wright
Pasted from <file:///I:\Documents\D&amp;D\Scarred%20Lands\Campaign%20Setting\SLCS.doc>
Description Page 79