Stha Lui and the surrounding islands are populated by the remnants of much larger societies destroyed in the catastrophic Torrent. The continent is a melting pot of different races and cultures, each striving to carve out its own niche. Similarly, the broader world is full of small islands and isolated populations, where all types of races can be found.
The races detailed below are those with a significant presence on Stha Lui or in the immediate surrounding waters. As campaigns spread beyond the continent, it is also possible for any race to have a presence in the Scroungers setting.
Most of the races detailed below are based on the races already published in the Player’s Handbook
or the Monster Manual,
though some have been altered to fit the setting and to expand options available to the players. Unless indicated here, already-existing races use the descriptions from the original source book.
Additionally, Stha Lui is home to two new races. These new races are:
a race of hardy seafarers who thrive in the costal and insular environments so common to the Scroungers campaign setting.
a race of monkey-like humanoids who live on a large archipelago off the coast of Stha Lui.
|Race||Ability Adjustments||Alignment Tendencies||Favored Class|
|Aasimar||+2 Con, -2Dex||Tend slightly good||Cleric|
|Deep Dwarves||+2 Con, -2 Cha||Tend slightly lawful||Fighter|
|Elves||+2 Dex, -2 Con||Tend lawful||Wizard|
|Halflings||+2 Dex, -2 Str||No dominant tendencies||Rogue|
|Humans||None||No dominant tendencies||Any|
|Sea Dwarves||+2 Con, -2 Cha||Tend chaotic||Ranger|
|Tieflings||+2 Dex, -2 Str||Tend slightly evil||Bard|
|Vanar||+2 Dex, +2 Str, -2 Wis||Tend strongly chaotic, tend slightly good||Barbarian|
|Altered (Template)||-2 Wisdom, varies||As base race||As base race|
|Race||Middle Age||Old||Venerable||Maximum Age|
|Aasimar||45 years||60 years||80 years||+2d20 years|
|Deep Dwarves||60 years||100 years||145 years||+3d20|
|Elves||53 years||75 years||120 years||+3d20 years|
|Halflings||35 years||53 years||70 years||+2d20 years|
|Humans||35 years||53 years||70 years||+2d20 years|
|Sea Dwarves||60 years||100 years||145 years||+3d20|
|Tieflings||45 years||60 years||80 years||+2d20 years|
|Vanar||25 years||60 years||70 years||+2d20 years|
The product of good extraplanar influence in the world, an aasimar may have a celestial ancestor from generations past or may have been influenced by a good outsider while in the womb. Either way, they are usually able to pose as humans or elves and blend in with society despite a few visual quirks that mark their heritage.
In general, aasimar tend to have forceful, assertive personalities. They are often extremely confident and somewhat straight-forward. However, these are only general trends and the personalities of individual assimar are as varied as members of any other race.
Most aasimar are almost indistinguishable from normal humans or elves. Their bodies tend to be slightly stockier and more muscular than average, but not beyond the bounds of what is considered normal. They may also exhibit other visual quirks, ranging from intensely gold or silver hair to noticeably pointed ears to incredibly piercing and vibrant eyes. A very few aasimar have even more pronounced differences in appearance, and may have strangely-colored skin or the occasional feather sprouting from their arms or shoulders.
Aasimar are, by and large, able to blend into normal society. Even where they stand out, aasimar enjoy an overall good reputation because of their association with benevolent extraplanar forces. However, each aasimar is an individual and everyone can point to examples of unpleasant or evil aasimar.
While it is true that a slightly higher percentage of aasimar display good tendencies, there are also a number of evil-aligned aasimar. In many cases, an aasimar’s good ancestry is extremely remote and doesn’t substantially affect his or her alignment either way.
Members of a minority community in Stha Lui, aasimar are most often found living among members of other races. They rarely control any territory of their own (with the exception of possibly owning land in the Hinterlands) and there is no known aasimar homeland.
Aasimar Racial Traits
Along with a few human groups concentrated on the flatlands west of the Mountains, dwarves are the original inhabitants of Stha Lui. After the Torrent, most of the dwarves retreated into their mountain strongholds and their outposts on the eastern shore. By far the densest dwarven population can be found in the subterranean city of Tehtgah. While most dwarves remain in the mountains and on the eastern shore, some dwarves are willing to reside in the western foothills of the Mountains and liaise with the newcomers.
In general, deep dwarves are noticeably dour, bitter and hidebound. They remember the days when they dominated large portions of Stha Lui and resent the newcomers even more than the Shokhanids do, rarely venturing out of their halls. They view themselves as the rightful owners of Stha Lui. They are also extremely mechanical and delight in all sorts of machinery. Many of the advances in go-stone technology are the result of deep dwarven craftsmanship.
Deep dwarves are short and stocky with broad chests and long, muscular arms. Their hair tends to be various shades of dark brown or black and they tend to let their hair and (on the men) beards grow long. Their clothing tends to be similarly drab and the utilize browns, grays, purples and other deep colors most frequently.
Deep dwarves are prickly and easily offended. They have few friends among the other races of Stha Lui. They maintain the close relationship with the Shokhanids that existed prior to the Torrent and occasionally deal with the sea dwarves, though they find their more changeable cousins somewhat frustrating. They have extremely poor relations with the other races, treating them with frosty contempt at best and with outright hatred and violence at the worst. There are small factions (known as “Quislings”) within deep dwarf society that have embraced the newcomers and moved out from the halls under the Mountains but these dwarves are outnumbered and ostracized by their more resentful brethren.
Deep dwarves are overwhelmingly lawful, but (despite their unpleasantness and disregard for the newcomers) they do not have any tendencies to either good or evil.
Deep Dwarf Lands
The deep dwarves live in subterranean cities buried deep under the Mountains and have spread throughout the range, sharing only the foothills of their territory with the Shokhanids. Their principal city is Tehtgah, located on the far southern end of the Mountains near the coast. They used to dominate the smaller Forest Hills and large portions of the plains as well but have retreated into the Mountains since the Torrent.
Deep Dwarf Racial Traits
Deep dwarves are statistically identical to standard dwarves, as described in the Player’s Handbook.
Note that deep dwarves in the Scroungers setting are not the same as the deep dwarf subrace from the Monster Manual.
Originating mostly from a homeland far from Stha Lui, elves were among the last survivors of the Torrent to arrive. Stha Lui’s elven population is centered in the region they call Tanu ya Nzadi, in the marsh and river land around the city of Mbazana. There are also a number of elven landowners in the Hinterlands as well.
Stha Lui’s elves are of similar cultural extraction and cling very strongly to their traditions. They also can be aggressive, direct and xenophobic. While Stha Lui’s elves are not as long-lived as elves in other settings, they do have longer lifespans and remember with somewhat greater clarity their pre-Torrent societies. Elves tend to have intense personalities and pursue almost everything, from business to music to combat, with this concentration and vigor.
Slightly shorter and more slender than the average human, Stha Lui's elves are adroit and quick. Their eyes are wide and round with large pupils and their ears are elongated and pointy. An elf's nose is smaller than the average human's and tends to mirror the pointiness of his or her ears. Their hair tends to be dark and their skin pale, though they often dye both their skin and hair various shades of green and brown. These tones also predominate in their clothing.
Elves’ xenophobic nature makes their relations with other races somewhat strained. In Home and other areas of substantial racial mingling, elves tend to keep to themselves and look at their relations with other races as zero-sum. Gangs of elves occasionally cause inter-racial violence, especially in retaliation against slights, real or perceived. While they are not expansionist in general, bands of elven raiders will strike into the Hinterlands or areas controlled by the Gensche and Shokhanids, especially where elven minority communities can act as allies. Tanu ya Nzadi is the only region of continental Stha Lui without substantial minority communities.
Organized and grounded in tradition, elves tend to be lawful. Their aggressive nature often leads other races to view them as evil, though this is not necessarily an accurate picture of elven morality.
Elves control the territory around Mbazana (which they call “Tanu ya Nzadi”) as well as portions of the Hinterlands. Elves maintain a tribal governing structure similar to that of pre-Torrent elven societies, with each village consisting of several extended families that owe allegiance to a regional chief, to whom most of the families are distantly related. The local chieftains are in turn loyal (at least nominally) to a High Chief who governs from Mbazana, though villages and even regional chieftains have a high level of autonomy. Some communities, especially border communities, occasionally supplement their income by raiding nearby towns.
Elven Racial Traits
Elves in the Scroungers setting are statistically identical to elves as described in the Player’s Handbook.
Stha Lui’s halflings live in two main enclaves, concentrated around the port city of Śetaig and in small nomadic camps scattered around the Fádech Desert in the east. Some halflings lived in Stha Lui before the Torrent but most arrived soon thereafter.
Halflings are active and curious. These traits manifest in different ways in different individuals. Some halflings are daring tricksters, others are restless wanderers and still others are noted and famous sages. No two halflings are the same and they take pride in their individuality. At the same time, however, they know the value of community and can be devoted servants and defenders when their communities are threatened.
Halflings are small and thin, averaging about three-and-a-half to four feet in height with slender builds (though they tend to put on weight as they age). Their skin is naturally fair but tans rather than burning in the sun. The semi-nomadic lifestyle to which many are accustomed tends to keep them outdoors, leading to tanned faces and sun-lightened hair in varying shades of brown. Their clothing is usually simple; leather pants reinforced in the knees and crotch and loose, woven shirts. They love hats, taking pride in particularly interesting or well-crafted examples of the haberdasher's art.
How halflings interact with others varies widely. Wandering halflings strive to either avoid contact with others or to make their presence a benefit. More sedentary halflings are fiercely protective of their homelands and territories but are rarely expansionistic. In those cases where the influence of halfling communities does expand, it is more frequently through peaceful integration than through violent conquest.
Decidedly individualistic, halflings as a group show no dominant moral or ethical predilections. Individual halflings can be found all over the alignment spectrum.
The port city of Śetaig and the surrounding area is home to the greatest concentrations of halflings. Halflings are also the dominant sentient race of the Fádech Desert, where they live in semi-nomadic communities that migrate between a number of established, semi-permanent settlements. Given their restless and curious personalities, halflings tend to wander and can be found almost anywhere in Stha Lui.
Halfling Racial Traits
Halflings in the Scroungers setting are statistically identical to halflings as described in the Player’s Handbook.
The race with the largest population on Stha Lui, humans have spread throughout the continent and come from a variety of homelands. They arrived in small groups over a long period of time, corresponding to the location of their original homeland. Humans dominate the cities of Dekhi, Shokhan, and Genzbald. The human population of Shokhan mostly consists of original residents of Stha Lui, while humans elsewhere come from a wide variety of origins.
The human group that dominates Aadipura around the city of Dekhi was among the first groups to arrive in Stha Lui after the Torrent. They established the city of Home and dominated much of the coast, but were pushed inland in many places with the arrival of the Gensche and the halflings. Still, they retained a firm control over the strategic towns of Dekhi and Aakhri and continue to dominate the river traffic to the large coastal cities of Home and Śetaig.
The Aadipurans originally dwelt in the lowlands near the homeland of the vanar and share many cultural traits with these monkey-like humanoids. They worship a wide variety of gods, each more fantastic and exotic than the last. Their society is highly structured and based around family ties. They delight in myths and fanciful stories of the gods and heroes, and music, dance, poem, and tale are important parts of their worship.
Aadipurans tend to be shorter than other humans. Their skin ranges from tan to dark brown (depending on their occupation), their eyes are usually various shades of brown and grey, and their hair is dark. Aadipuran men commonly grow mustaches in various styles. Women keep their hair long, usually in ponytails. The wealthier a woman is, the more complicated the braid. Aadipuran clothing for men and women uses a linen-like fabric woven from river reeds. They dye the cloth fantastic colors and wrap unsewn sheets of cloth into shirts, pants, and other garments using complicated wrapping techniques.
The human group that dominates the area surrounding the city of Genzbald and Stha Lui’s great western forest arrived after the Aadipurans, pushing them back from their coastal holdings to take firm control of the forests and highlands. Originally hailing from a similarly lush, temperate homeland, the Gensche are at home in the forest and derive much of their livelihood from the woods in which they live. Their groves are the primary source of timber for the newcomers, as the large forests to the east of the Mountains remain (with a few exceptions) firmly in the hands of the landborn.
Outside of the town of Genzbald, the Gensche live in a myriad of small, family-controlled fiefs, kingdoms, and tribal domains scattered throughout the larger domain they call “Genzland.” While all nominally under the control of a ruler Genzbald, these minor states have a large degree of independence and frequently come into conflict with their neighbors.
Gensche are tall and strong, a product of genetics and the hard work of harvesting timber. Their skin is fair and tends to burn rather than tan in the sun. Their eyes and hair also tend toward lighter shades. Gensche men usually either grow a long beard or remain clean-shaven. Mustaches and short beards are not commonly seen. They use wool and animal hide in their clothing, preferring earth tones and shades of green to the brighter colors favored by Aadipurans.
The human groups that originally lived on the flatlands west of the Mountains had established close relationships with the deep dwarves before the Torrent and share many cultural traits with the deep dwarves. As new groups arrived and began to claim territory, the Shokhanids were pushed farther and farther east, eventually crossing the Mountains and settling in the eastern foothills and narrow coastal plains. Their ties to the deep dwarves deepened as the two groups worked together to defend against the threat they perceived from the newcomers.
While they are ruled by a secular king known as the “Mirza-ye Qajan”, the Shokhanids’s religious establishment has tremendous power in their society. While Shokhanid political leadership is ostensibly based on descent (though rules for inheritance, especially at the royal level, are ambiguous at best), the religious establishment often interferes in the ubiquitous and destructive succession squabbles that follow the death of the previous ruler. They also frequently serve as advisers or even de-facto rulers. The extent to which the religious establishment has actual control of the country varies with the strength of the secular ruler, but they are always a force to be reckoned with.
The Shokhanids who live on the flats are extensively involved in agriculture and timber harvesting, providing most of the food that sustains the deep dwarves and humans living at higher elevations. Those Shokhanids who live in the foothills are primarily semi-nomadic pastoralists, raising sheep, goats and horses for milk, meat and war.
Shokhanids are also fair of skin, though darker than the Gensche or halflings. Their hair is typically dark brown similar to most Aadipurans, but occasionally a Shokhanid will be born with blond hair and blue eyes, an event which is seen as a good omen. Shokhanid men typically have difficulty growing facial hair but close-cropped beards are popular. Like the Gensche, they use animal products as well as plant-based fibers in their clothing, preferring lambs wool and softened leather to the courser Gensche fabrics. They tend to wear long tunics under many-pocketed vests and wrap thick blankets around their shoulders to ward of the cold. Turbans and wool hats are popular, especially in the winter.
Human Racial Traits
Humans in the Scroungers setting are statistically identical to humans as described in the Player’s Handbook.
Of all the dwarves in Stha Lui, only the sea dwarves arrived after the Torrent. Former residents of a small archipelago, sea dwarves are ideally suited to life on the waves.
Sea dwarves are often accused of being preoccupied with the past, and they do indeed preserve a bewildering variety of legends of their fabled homelands. Many of them speak of floating islands and mountains that scrape the sky, leaving many sea dwarves with dreams of rediscovering their home islands. Sea dwarves can be as changeable as the oceans they ply, rough and salty one moment, sentimental and nostalgic the next.
Sea dwarves’ skin is ruddy and usually sun burnt. Their hair and (on the men) beards are various shades of blue-green. They tend to be slightly taller and thinner than most other dwarves but their chests have the same barrel shape and their arms and legs are strong. Their eyes are noticeably larger than other races and have an extra set of clear eyelids to protect them from sea spray. Their ability to blink twice in quick succession is unnerving if you’re not accustomed to it.
Despite their shared ancestry, sea dwarves don’t necessarily have a close attachment to their land-based cousins. In general, their authority figures are scrupulous about remaining neutral in political squabbles. They frequently see opportunities for profit in providing transportation services to warring parties.
Sea dwarves have changeable temperaments and are familiar with a life at sea. They tend to be chaotic.
Sea Dwarf Lands
Sea dwarves live cities carved into sea cliffs and are frequent members of ocean crews. While they can be found throughout Stha Lui’s coastal areas, their populations are most concentrated on the Qileka archipelago just southeast of Tehtgah and the southern end of the Mountains.
Sea Dwarf Racial Traits
The product of evil extraplanar influence in the world, tieflings may have a fiendish ancestor from generations past or may have been influenced by an evil outsider while in the womb. Either way, they are usually able to pose as humans or elves and blend in with society despite a few visual quirks that mark their heritage.
People often assert that tieflings tend to have violent, aggressive, or greedy personalities. Some people think that they’re just naturally unpleasant. However, whether or not this is true depends greatly on the individual tiefling. In many (if not most) cases, the evil influence in a tiefling’s background is so remote that its effect on personality is minor. However, it is true that a greater percentage of tieflings struggle with slight tendencies toward greed, secrecy or aggression.
It is often impossible to distinguish tieflings from members of other races, though most tieflings tend to be noticeably slender in their build. In general, the evil influence in their background is so diluted that they retain only minor visual quirks. Their sweat might take on a slightly reddish tint, their irises might be over large and strangely-colored or their teeth and fingernails might be slightly more pointed than normal. However, there is always the odd tiefling who deviates from this norm and has vestigial horns, clawed fingers or unsettling black-on-black eyes.
In most cases, a person isn’t aware they’re interacting with a tiefling. Most tieflings actively work to blend in. However, even the most obvious tieflings face only limited discrimination. Tieflings have been around long enough that most societies are accustomed to their presence. Almost everyone can point to examples of both good and evil tieflings. However, there is some lingering, usually subtle but nonetheless real, discrimination. This is even more overt in societies less familiar with tieflings, especially among the vanar and the halflings of the Fádech Desert.
While it is true that a slightly higher percentage of tieflings display evil tendencies, there are also a number of good-aligned tieflings. In many cases, a tiefling’s evil ancestry is extremely remote and does not substantially affect his or her alignment either way. In some cases, tieflings can even overcompensate for any perceived evil tendencies and attempt to lead completely blameless lives.
Members of a minority community in Stha Lui, tieflings are most often found living among members of other races. They rarely control any territory of their own (with the exception of possibly owning land in the Hinterlands) and there is no known tiefling homeland.
Tiefling Racial Traits
Vanar are a race of monkey-like humanoids that populate a chain of hilly islands overgrown with lush vegetation. They are formidable warriors who literally tear trees out of the ground and wield them as oversized clubs.
Vanar are characterized by what is called their "monkey nature." While they are cunning and shrewd, they have somewhat limited attention spans and they tend to be rash. They are quick to both anger and laughter and tend to be exceedingly curious. They are often quite generous and loyal to their friends.
The vanar are quite similar to humans in build and are indistinguishable from humans in many respects. However, they possess long, tufted, somewhat prehensile tails of which they are very proud. Their faces have strong monkey-like characteristics. They don't have hair in the conventional sense; their heads are covered with fine fur that stretches down onto their shoulders and upper backs before dwindling into a thin line that runs down their spinal cord and melds with the fur on their tail. This fur tends to be light brown, grey, cream-colored, or yellow.
The vanar largely maintain cordial relations with their neighbors but tend to be somewhat isolationist. Their generosity and curiosity tend to make other races view them as endearing.
The vanar are overwhelmingly chaotic and tend more toward good than evil. Rare vanar are neutral or even lawful but these individuals are few and far between.
Vanar populations are concentrated on the archipelago to the southwest of Stha Lui, an island chain the vanar call Śathadva. Vanar remain largely isolationist, though they do have some commerce with the Aadipurans, who originated in the (now-submerged) lowlands around the vanar homeland with whom they share certain cultural characteristics and a history of contact.
Vanar Racial Traits
To be called “altered” in Stha Lui is a deadly insult. Those people who actually are Altered frequently try to hide this fact and avoid the persecution that so often accompanies their nature. The Altered have been affected, most frequently while still in the womb, with the power of go-stones. Their bodies and minds are different from other members of their race.
Altered are often furtive and suspicious, a trait developed from living on the edges of society and desperately trying to keep knowledge of their condition from others. They are usually difficult to befriend but can be intensely loyal, another defense mechanism developed by those with few friends. Altered also tend toward the macabre, cynical and fatalistic sides of their personality and their humor tends to be dark.
While the chaotic go-stone energy works differently in each individual Altered, they do share some common characteristics. Most notably, their complexion tends to be pale and their eyes tend to be fantastic colors. While they share characteristics with other members of their original race, Altered tend to have these features somewhat distorted. An Altered elf, for example, will usually have long ears but these ears may be scalloped instead of pointed or may jut out at strange angles.
The only universal feature shared by all Altered is a faint discoloration of the skin around the eyes, giving them a raccoon-like appearance if you look closely. While often an extremely faint grey color, this discoloration will flare up and change colors when an Altered is experiencing strong emotions.
Altered are frequently feared and misunderstood. While it’s clear that Altered are a part of the cultural and political landscape, official discrimination and social prejudice against them are still common. Most try to downplay their differences and blend into society. Others, however, actively campaign for better treatment or even Altered rule over the rest of society.
Creating an Altered
New Rule: Regional Favored Class
In many cases, a character’s regional identity is as important as her racial identity in terms of shaping her world-view, describing her social and cultural background and determining the nature of her childhood and early adulthood. In the Scroungers setting, this is represented in part by the use of regional favored classes.
At character creation, a player can choose to accept her character’s racial favored class (detailed under the description of each race) or her character’s regional favored class. Once a player makes this choice, it can only be changed by selecting a feat, gaining a class ability or some other already-established method of changing a favored class or gaining a new favored class.
The following table outlines the regional favored classes for the Scroungers campaign setting.
|Tanu ya Nzadi||Hexblade|
|The Śathadva Islands||Psychic Warrior|
|The Fádech Desert||Barbarian|
In keeping with the regionalized and diverse nature of the Scroungers campaign setting, the roles of various classes in the campaign setting are outlined here. Additionally, a number of classes have been modified to better fit the setting’s tone and power level. These modifications can be found below.
In general, all classes can be found in the Scroungers campaign setting, though not all have a defined role in the world. DM’s are encouraged to create organizations or defined roles for classes not listed here. The only exceptions to this rule are preparatory arcane caster classes, which have been eliminated from the setting.
Core Base Classes
At least a few barbarians can be found in every group in the Scroungers setting. Barbarian is the favored class for the vanar of the Śathadva Islands and the majority of vanar warriors have at least one level in barbarian. Barbarians are also common amongst the halflings of the Fádech Desert and the sea dwarves of Qileka, where the barbarian’s extra nature-focused skills facilitate survival in harsh environments. Among the deep dwarves (and, to a lesser extent, the Shokhanids), most barbarians choose to utilize the Whirling Frenzy variant and are a group of fanatical anti-newcomer fighters. The barbarian’s relatively unschooled approach to fighting also lends itself well to the inhabitants of the rural Hinterlands.
Almost every race and cultural group in Stha Lui produces at least some bards. Bards are especially common among the halflings of Śetaig, the humans of Aadipura, and the residents of the Home Territory. A number of scroungers and ship captains are bards whose wanderlust leads them to ply the sea.
While the majority of religious officials are not members of the cleric class, every race and cultural group in Stha Lui produces at least some clerics. Clerics are often highly-placed members of the religious establishment but there are also clerics who are completely unattached to organized religion and draw their spellcasting skills from shear devotion to their deity or cause. Clerics are far more common in the settled coastal areas than in rural or sparsely-populated regions.
Game Rule Information
While not as widespread as clerics, druids can be found in a number of regions of the Scroungers setting. A number of the religious officials among the vanar and the Aadipurans are druids. Additionally, a number of druidic circles can be found deep within the forests of Genzland and Shokhan. Many Gensche druids chose to focus on speed and hone their hunting abilities instead of learning to shapeshift, as described here.
Druids are surprisingly frequent members in scrounging crews, where their weather manipulation abilities are in high demand and they have the opportunity to visit unexplored wilderness or grow closer to the sea.
Game Rule Information
While fighters can be found throughout Stha Lui, they tend to come from the more heavily-populated, urban areas of the western coastline. The Home Territory, Genzbald (and a number of other Gensche fiefs), Lastport, and Śetaig all have city guard and militia units composed largely of fighters. Fighters are also common in Tehtgah and the Mountains, where the deep dwarves have a strong martial tradition.
In general, fighters in Stha Lui train by attaching themselves to an acknowledged master, who takes on students in exchange for personal service and upkeep rather than a set fee. The students serve the master and the master teaches. While these “schools” are often relatively close to urban centers, the actual instruction takes place in the rural areas around the city, away from people and other distractions. While there are of course freelance mercenary groups, individual adventurers, and more organized martial groups, most fighting styles are (or were at one time) based on one of these informal schools. Some fighters choose to become scroungers, but fewer than one would expect. A fighter’s relatively narrow focus doesn’t lend itself to a life at sea.
Game Rule Information
Similar to fighters, paladins in the Scroungers setting tend to be found in urban areas, usually attached to specific churches or martial orders with a religious bent. The difficulty of life on Stha Lui and the cultural and racial mingling that are so prevalent have resulted in increasingly ambiguous moral views in society at large, and paladins are a far smaller group than they were before the Torrent. That said, each race and each region has at least some paladins, usually devoted to the traditional gods or moral philosophies remembered from before the Torrent. Paladins are seldom scroungers, as their skill set is ill-suited to a life at sea and they can have difficulty dealing with the morally-challenging situations scroungers encounter so frequently.
Rangers abound in Stha Lui, especially the more rural regions away from the west coast. Rangers are common in the Hinterlands, Genzland, and Shokhan. Additionally, a fairly large portion of the continent’s sailors and scroungers are rangers, where the class’ martial prowess and nature-based skill set combine to make it ideal for a life at sea.
Game Rule Information
With the ability to excel in almost any situation, rogues are perfectly suited to life in Stha Lui’s bustling cities, especially the chaotic ports on the west coast of the continent. They are also frequently at home at sea, and many of the scroungers, merchants, and pirates that ply the waters around Stha Lui have levels in the rogue class. Finally, members of the more rural communities sometimes take levels in the wilderness rogue variant of this class.
Wizards are the primary source of arcane power in the Scroungers campaign setting. While bards derive their magical powers from their devotion to art and music, wizards treat magic as a craft or a science. They are able to use powerful magic and can even experiment with the basic characteristics of their spells, adapting them to the needs of the moment. Some wizards are naturally talented. Others gain power by memorizing arcane incantations and ancient tomes. Yet all of them require intense study and dedication to advance their skills.
Game Rule Information
Psionic Base Classes
The abilities represented by the psionic classes developed relatively recently in the history of the Scroungers world. They are the result of interactions between individuals with powerful mental skills and go-stones. Whether go-stone energy unleashes latent psionic powers in an individual or simply a required focus or conduit is unclear, but the two are undoubtedly intertwined.
In order to manifest any psionic powers, a psionic character must possess a shard of go-stone that acts as a focus for her manifesting abilities. Indeed, it is contact with this shard that ignites a psionic character’s abilities. In most cases this shard is minute or depleted, having a value of 100 gp (though psionic characters are assumed to have found this shard, and need not purchase their shard). Certain manifesters are able to use more powerful go-stone shards to enhance their abilities, but this is by no means required.
In most cases, manifesters set their go-stone shard in a piece of significant jewelry or into a staff, weapon, or other item. This, however, is not necessary, and some manifesters simply hold the stone in their hand.
Classes that do not manifest powers but still draw their class abilities from a psionic source (for example, the soulknife base class) still need to use a shard of go-stone as a focus for their abilities. Creatures with psi-like abilities or access to psionic feats need not possess a go-stone focus to use these abilities.
Non-core rulebooks like the Complete series and the Player’s Handbook 2 introduce exciting new classes into the Dungeons & Dragons game. This section provides information on adapting these classes to Scroungers.
Beguiler, Dread Necromancer, and Warmage
Introduced in the Player’s Handbook 2, Heroes of Horror and Complete Arcane (respectively), these classes provide alternatives to standard full casting classes like wizard and sorcerer. Beguilers, dread necromancers and warmages are all able to spontaneously cast arcane spells. Their class spell lists are focused on one or two primary schools of magic, with very few (if any) spells outside of these schools. They automatically know all the spells on their list, giving them significant versatility within their area of focus but almost no utility casting outside of that area. Beguilers focus on enchantment and illusion spells, manipulating allies and enemies with aplomb. Dread necromancers focus on necromancy and some conjuration spells, creating or summoning undead servants and drawing life energy from their foes. Warmages focus on evocation and some conjuration spells, mowing down large numbers of enemies with direct damage.
These classes can fill most roles a normal wizard would fill, though in a more focused capacity. They can be found throughout Stha Lui, though their comparatively narrow ability set can make it more difficult for them to cope with the diverse challenges life in the Scroungers world presents. Beguilers and warmages, while few in number, flourish in regions like Aadipura and the Home Territory, where urban intrigue and large militias, standing armies and city guard units provide environments in which they can operate. Dread necromancers, though also few in number, are more common away from the cities. They can practice their disturbing rituals in greater peace in rural areas like Shokhan, Tanu ya Nzadi and the Mountains.
Game Rule Information
Bonded shamans represent a strange and ill-understood connection between the world of men, the world of nature, and the spirit world. Instead of drawing on impersonal reserves of magical power, bonded shamans send extensions of their souls into the spirit world to bind powerful spirits to their wills, gaining strange and wondrous powers as a result.
Most bonded shamans hale from regions of extreme environmental rigor, where the natural world is an integral part of everyday life and small, close-knit communities are crucial to survival. Unlike druids, who emphasize the primacy of nature, bonded shamans represent the connection between the individual, the community, and the world around them. They are often holy men or respected elders. The relationship they represent is not always harmonious, so they can also be recluses or necessary-but-unpleasant medicine men. They are most commonly found in Tanu ya Nzadi or the Fádech Desert, where tribal structures predominate.
Game Rule Information
Receiver of Memory
The first receivers of memory appeared among the sea dwarves of Qileka, a race notable even in nostalgia-obsessed Stha Lui for an overwhelming preoccupation with ancient legends and dimly-remembered homelands. The early receivers were scholarly in a rough-and-ready way, eagerly seeking out memories that could be preserved for future generations. Their goal was both to reclaim as much information as possible about the sea dwarven past and to preserve current memories for future generations.
The early receivers of memory traveled widely, so it wasn't surprising when new receivers began to crop in other communities. Needing only a brief instruction by another receiver, new receivers soon assumed prominent places in many communities where their unique role as town historian and semi-magical problem solver accorded them high honor. These days, receivers of memory are found in every race and region of Stha Lui.
Game Rule Information