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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <http://www.obsidianportal.com/campaign/the-scarred-lands/wikis/character-creation-basics> 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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting \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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Races Page 19 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Races Page 21 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) · · · · · · · · 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> 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 Pasted from <http://www.obsidianportal.com/campaign/the-scarredlands/wikis/zipacna> 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 Wednesday, October 28, 2009 1:14 AM Classes Page 52 Sorcerer Wednesday, October 28, 2009 1:14 AM Classes Page 53 Shaman Wednesday, October 28, 2009 1:14 AM Classes Page 54 Swashbuckler Wednesday, October 28, 2009 1:14 AM Classes Page 55 Warlock Wednesday, October 28, 2009 1:14 AM Classes Page 56 Warmage Wednesday, October 28, 2009 1:14 AM Classes Page 57 Wizard Wednesday, October 28, 2009 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&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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands \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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Divinities Page 63 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) Divinities Page 65 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 Divinities Page 66 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 Divinities Page 67 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 Divinities Page 68 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Divinities Page 69 The Earth Mother Tuesday, October 27, 2009 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 Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Divinities Page 70 Human Languages Tuesday, October 27, 2009 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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Languages Page 71 Nonhuman Languages Tuesday, October 27, 2009 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. Languages Page 72 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. Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Pasted from <file:///I:\Documents\D&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Languages Page 73 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 Description Page 74 "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. Description Page 75 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 Description Page 76 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&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&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&D\Scarred%20Lands\Campaign%20Setting\SLCS.doc> Description Page 79