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    Default The Lost World of Tareea - Campaign Setting


    A long time ago, there was a child, great and powerful; there was a void, vast and endless. And the child was lonely, for there was nothing but him. He wept pitifully, slave to a reality without purpose, nor beginning or end. From his tears were born the stars, hot and glistening. And the child ceased to weep as he saw these crystals hang in the vast sky about him, instead fascinated by them.

    He touched one with a curious appendage, and it burned with all of his rage and sorrow, stripping the flesh and churning it to ash. The child drew back sharply, and ash littered the void, becoming dirt and rock. As he bellowed in pain, his breath fell upon this debris; and from these rocks, things seemed to move, things like, yet unlike his flesh. And the child wondered.

    «They are like us, LORD,» the stars sang out around the child.

    «Who are you?» The child called back, water spilling forth from his eyes once more. Tears born of tender joy, cool and gentle, which seeped unto the ash. «Wherefore do you call me LORD

    «We are without name, oh LORD. They and we are both born of you.»

    «Then you are DARENDA, for you have spoken first, and know much,» he cried back. «Would you guide me? I am no lord; I am but a child of nothing. I am TAREEA

    «You are no child; your whiskers have grown long, your flesh scarred. But you are as you are, TAREEA.» A shadowed and grey figure of crystal and void took her place beside the great creature; it was true. His horns had worn with age, his feathers had become soft, his tail ragged. «And that is a god.»

    «Then you are all gods with me.»


    ______

    The beginning of the legend is echoed the same on many worlds across the starry seas. But every tale is different from that point on. Was Tareea a Jabberwock, or were he perhaps a Talz? Was Nevée born of her father's rape, or was Diphonesi the result? Whatever the variation, the stories all converge on one point... That one day, Tareea looked upon all that he had made, and saw that it was good. With a smile he turned to Darenda and disappeared as the mist, leaving the starry seas to his progeny. They say that the gods themselves are fortunate should they hear a whisper of his voice.

    But only on one world is it known that the legend does not end there. That Tareea, looking upon all that he had made, desired to live among those he had made. That, stripped of his infinite trappings and power, he came to live among the mortal, in a place that even Darenda could not see for her thousand eyes.

    ______

    This world lived in peace; as creatures brought themselves up from the dirt, TAREEA would walk among them, and anoint the first of them with his tears as he had so many others.

    First among the Avians, who soared from the ash on great wings of feather and skin! They are Alarus, led by Cantroth.
    Second among the Beasts, who rose from beneath the charcoal to become a mighty and powerful race! They are Nole, led by Niobe.
    Third among the Fish, who escaped the darkness into deep blue, where they rule in wisdom! They are Dius, led by Wessel.
    Fourth among the Trees, who broke the igneous and shot towards the bright sky! They are Turlis, led by Elena and Jyko.
    Fifth among the Crystals, who drew the ash unto themselves and hardened, perfected it! They are Vhig, led by Prime.
    Sixth among the Primates, who cast off the dirt as a cloak, and declared it to be their own! They are Eunod, led by Hyoth.
    Seventh among the Scaled, who smoldered from the faintest sparks that remained! They are Rewko, led by Meonoas.

    To each of these eight over the seven, TAREEA granted a portion of his power, to be masters over each of their people. To rule fairly but loosely. To let their people grow, as he had let the first grow. And then he turned to the only of his greater children to see him alight upon the world. The burning tear that gave light, the great lump of ash that formed the world, the crystal waters that showed his joy.

    He named them each. Anka, the radiant godbird who watches over all. Shalbon, the ashen tortoise who supports us all. Ilsowa, the great whale from which we all harvest food. To these he gave the last of his mighty power; and then he disappeared from even their eyes.

    But one day, a great shadow fell across the land. The shadow of one who hungered. In the void, there had been another, though separated by great distance and infinite blackness. Had it cried; had it been less stoic; had these things happened, the starry seas would have belonged to it. But TAREEA had cried. TAREEA had taken the shadow's birthright. For a thousand eons, he had plundered land after land, seeking vengeance. Seeking the LOST WORLD OF TAREEA.

    And now he has found it.


    ------

    Working on racial write-ups. These aren't up to my current mechanical standards, so give me some time. I wrote this junk when I was in high school.
    Last edited by AstralFire; 2009-08-06 at 12:32 AM.


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    Default Re: The Lost World of Tareea

    Families
    Alarcrayin
    The ruling family of the house of Alarus, the seat of 'Cantroth' has passed among them for years. One is born in every generation to inherit the seat, and the rest take their place at the forefront of the world of Tareea. All but the youngest Alarcrayin are able to spend all of their time in the air, and the Alarcrayin inhabit great floating cities constructed of silken sails, far above the clouds.

    Personality: Aloof, arrogant, and accomplished. This does not render them uncaring, or without kindness, however; for the most part, the Alarcrayin have a genial, matronly condescension towards others that they consider lesser. They can become extremely overbearing in the presence of groups which they truly dislike, but most Alarcrayin make an honest effort to be nice - at least to someone's face. Culturally, this is not considered duplicitous; they have advanced social rules regarding the dual nature of social and private life.

    The Alarcrayin - and thus Alarus - have mastered the integration of magic into ordinary society more than any other family. Alarcrayin do not possess the same technological skill as House Eunod, nor the flawless, enduring craftsmanship of House Vhig, but the arcane is most common among them.

    Physical Description: Alarcrayin resemble large swans of varying color, with two identical, smaller sets of wings above and below the primary set. Children are master flyers from birth, and can eventually forsake the ground entirely.

    Alarcrayin also have a hardened golden shell - like a tortoise's - upon their backs. This shell domes over most of their back, but makes significant 'bumpouts' to allow for the many appendages they have. A hatchling Alarcrayin can withdraw its wings into this shell, but by the time the second wingset has begun to form, this is no longer possible.

    Alarcrayin decorate their shells as signs of status, using elaborate engravings chiseled by artisans using beak-knives; each engraving indicates an achievement of some kind, often in the realm of psionic advancement. You can tell how old an Alarcrayin is at first glance by the depth and coverage of their shell engravings. Psionically potent members of the race have engravings which glow until they are exhausted of power.

    Relations: Alarcrayin are the foremost sapients within the House of Alarus, and act as its primary and most populous representative. They have respect for the other two advanced Houses of Tareea - Eunod and Vhig - as well as Diun and Turlis for the extreme longevity (and thus wisdom) of their people. They are highly disdainful of the Rewko who they see as a disloyal off-shoot, and condescending towards Nole for its groundbound nature and largely nomadic society.

    Alarcrayin Society: Alarcrayin are a matriarchal society, and most who have held the title of Cantroth are female. Nine female Alarcrayin are born for every one male. Highly social creatures, only a few - usually females or a mated pair - separate from flocks to go it their own way. Many do not engage in lasting monogamous relationships, nor desire them; most couples will pair long enough to breed and raise one or two egg sets, then separate, and many females never do raise children. A common saying among their people is "Of many, one," indicating the unusual split focus of their life. Though they stay with one another for logistical support and trade, most Alarcrayin ultimately look to themselves for strength and contemplation. This said, most do form friendships and partnerships - but anyone who tries to get too close will usually be told to back off politely.

    Classes: Alarcrayin favor the Wilder class, as naturally psionic beings. However, a great many seek to extend their physical prowess, preferring its endurance, going into the Swordsage class. (Most which do take up the path of Desert Wind.) Like the creature they most resemble, the swan, Alarcrayin have a beautiful, sad song; some choose to enhance this as a bard, mastering the path of grace and skill. Bards command great respect among their people.

    Languages: All Alarcrayin speak Alarus, the language of their whole house, and one of the two lingua franca of the world. Many also learn Derentic (the language of magic), Ghinnet (the primal language), or Eunne, the language of Eunod.

    Names: Alarcrayin use warbling, half-singing names. These names are given to them in the nest by their mother. In addition to their personal names, they use a matrilineal surname system. Alarcrayin take their mother's name, remove the final syllable and append "-sang" to the end, using this as a surname. When Alarcrayin marry, they keep their names as they are.
    Sample Male Names: Chirrup, Chishi, Garuang, Hwoarang, Mahbay, Puyoo, Uhboh.
    Sample Female Names: Ahnah, Chongeun, Eunjeung, Kyanah, Monoo, Seungee, Yungsut.
    Sample Surnames: Ahsang, Chongsang, Eunsang, Kyansang, Monsang, Seungsang, Yungsang.

    RACIAL TRAITS:
    - Magical Beast type.
    - Medium: As medium creatures, Alarcrayin have no bonuses or penalties for their size.
    - Alarcrayin base land land speed is 15 feet. Not as crippled as others of their house on land, they are nonetheless slower on their feet than they are on their wings.
    - Unerring Direction: Alarcrayin have an instinctive sense of which direction is north, even when they are underground or otherwise unable to see the sky or other visual cues.
    - Wing Aided Movement: Alarcrayin calculate their jump checks and charge action as though they had 40 feet base land speed.
    - Flight:
    An Alarcrayin has a flight speed of 60 feet with a maneuverability of good, and can fly as long as she is not carrying a heavy load or wearing heavy armor. However, at first they are unable to make full use of this ability; after making an attack or while casting a spell or manifesting a power, they must land, and getting airborne again requires a full-round action.

    When an Alarcrayin reaches 5 Hit Dice, her secondary wingset becomes more powerful, and she is able to avoid falling after an attack if she uses a move action to stay airborne. She still must remain on the ground to manifest or cast. Finally, when an Alarcrayin reaches 10 Hit Dice, she can shun the ground forever; even when unconscious, she naturally flies in place and can cast spells or manifest powers from the air. The only way to force such an Alarcrayin to land against her will is to bind all of her wings or weigh her down unnaturally.
    - Flame Affinity: Alarcrayin gain a +2 bonus to all attack rolls made with abilities that deal fire damage. They also increase the difficulty class of any associated saves as well as their effective caster, initiator, or manifester level for such an ability by 1.
    - Wing Slam (Ex): An Alarcrayin's wings grant it a slam natural attack which deals 1d6 bludgeoning damage. This is an Alarcrayin's primary method of attack, as they cannot wield weaponry.
    - Naturally Psionic: Alarcrayin gain 1 bonus power point at 1st level, and an additional power point for every additional level that they gain. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    - Languages: Alarcrayin start with Alarus and one other language of their choice.
    Last edited by AstralFire; 2009-08-10 at 05:23 PM.


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    Vhig Crystal
    Crystals are exactly what they sound like - non-organic lifeforms, born from the great Obsidian Forge of Vhig, an ascended crystal itself. Originally born from the fires of the Alarcrayin forges upon the ground, Vhig slowly grew in sapience and autonomy. The first to rise and think was noted swiftly by the Alarcrayin, who appealed to Tareea to grant their former creations true life. Tareea obliged; they became Vhig.

    New Vhig are created by the head of the house, Vhig Prime. They do not have families the way that organisms understand them. Vhig described here are of the type forged by Prime once a year in a great birthing ceremony.

    Vhig are born and raised in the Southeast by East portion of Atoh, riddled with volcanoes - no other house would take these lands, so the Vhig saw it as a useful, permanently defensible place to live. Their suspicions proved correct as Elester's army has so far not been terribly keen on traversing the constantly erupting magma pits to get to the Obsidian Forge where Vhig Prime itself resides.

    Personality: Vhig tend to be extremely stolid and dedicated. This is probably because slow and steady dedication was what they were originally created for, and they have accepted this as a racial trait. For a Vhig to be impatient or untrustworthy is unheard of. A common saying goes, 'if you can't trust a Vhig's promise, you can't trust anything.' Chaos is a difficult thing for them to deal with. At the same time, though, a Vhig has little to no concept or personal or group honor. They may have friends or rivalries, but the abstract concept of 'honor' is something that doesn't appeal to them.

    Physical Description: Vhig appear as a giant floating shard of the material they were created out of (steel, adamantine, mithral, granite, diamond, and sandstone are the most common). Smaller chunks of material - also floating - 'connect' the giant central shard to smaller shards that form a Vhig's arms and legs. From there, most Vhig have a set of floating shards arranged in a claw formation on the end of at least one arm. These can be used to grasp materials. The central shard has two eyes etched into it, but no mouth; Vhig communicate telepathically. Vhig tend to stand 7 to 8 feet tall, and weigh in at around 350 pounds or more. (Varying depending on the material).

    Relations: Vhig get along well with their former masters, envying their freedom of expression. Similarly they enjoy the presence of Rewnethock, whose long racial tradition of suppressing their feelings give them the mental discipline required to have anything resembling a social get-together with the Vhig. Turlis and Vhig don't get along terribly well, neither trusting the other as something wholly sane and wholesome.

    Vhig Society: Vhig have less of a society and more a multitude of professions that they were built for and are cordial about doing. Every Vhig is given a life-assignment when they are born in Vhig Prime's forge; while it is possible to request a change and there is rarely a penalty if a Vhig feels the need to get up and leave without notice, most Vhig are more than happy doing what they were literally made for.

    Classes: Vhig craftsmen are Artificers, while miners are fitted with embedded crystals in their arms to manipulate arcane energy. These crystals focus the energy into a blade of pure energy which is used to cut open rocks to make passages. These Vhig take up maneuvers from the Stone Dragon discipline to strike through the rock, as their energy blade is a very useful mining tool; while easily broken, an experienced miner can refocus the energies quickly, making a Vhig's utensils as everlasting as he is. Some Vhig receive combat training as watchguards or hired mercenaries, and follow martial pursuits.

    Language: Vhig understand and telepath in all languages. Prime saw no usefulness in limiting their communicative abilities with a cumbersome externality like speech.

    Names: Vhig do not use names amongst themselves - they instantly recognize one another through telepathy. For the sake of other houses, however, they choose names; these names have no distinct pattern, but rather are whatever happen to strike the Vhig in question as a good name.

    RACIAL TRAITS:
    Living Construct (Ex): As a living construct, a Vhig has the following racial features (this differs from the racial traits given to Warforged in Eberron!):
    • Unlike other constructs, a Vhig has a constitution score.
    • A Vhig has darkvision out to 30 ft, and low-light vision.
    • Unlike other constructs, a Vhig is not immune to mind-affecting spells or abilities.
    • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
    • Unlike other constructs, Vhigs are subject to critical hits, stunning attacks, ability drain, death effects, necromancy, and non-lethal damage. Their 'arms' and 'legs', as well as the internal mote that powers them are relative weak points.
    • As living constructs, Vhig are fully affected by spells that affect both living creatures and constructs. This is because of their mote heart, an organic construct in the center of their body. However, if a Vhig is not in contact with the ground, healing abilities only provide ¼ their normal effect - the Vhig takes excess minerals from the ground to heal.
    • A living construct regenerates HP per day as a living creature provided it remains in contact with the ground for the majority of the day.
    • A Vhig reduced to 0 Hit Points dies.
    • Unless the Vhig is made of a special material (see feats), the Vhig is affected by abilities that target stone. If it is made of a special material, it is affected accordingly.
    • As a living construct, a Vhig can be raised or resurrected through normal means.
    • A Vhig does not need to sleep or breathe, but it does need to eat. (It eats minerals the same way other creatures need water; these are absorbed into its body)
    • Although Vhig do not need to sleep, they still wait the standard rest time for spellcasting.

    - Medium: As medium creatures, Vhig gain no bonuses or penalties for their size.
    - Vhig base land speed is 30 ft.
    - +2 racial bonus on Concentrate checks. Vhig are very difficult to interrupt if they do not wish to be interrupted.
    - Energy Blade (Su):
    A Vhig is outfitted with a psionic projector and focusing array in its left arm, as a mining tool. As a move action, the Vhig can create a semisolid blade composed of psychic energy distilled from its own mind. The blade is identical in all ways (except visually) to a longsword, and the Vhig is automatically proficient with this weapon. The wielder of an energy blade gains the usual benefits to its attack roll and damage roll from a high Strength bonus.

    The blade can be broken (it has hardness 10 and 10 hit points); however, a Vhig can simply create another on its next move action. It can similarly dismiss the blade as a free action, though he can never release the weapon nor be disarmed of it. The energy blade is considered a magic weapon for the purpose of overcoming damage reduction, and can be enchanted as one.

    Even in places where psionic effects do not normally function (such as within a null psionics field), a Vhig can attempt to sustain its energy blade by making a DC 20 Will save. On a successful save, the Vhig maintains its energy blade for five rounds before it needs to check again. On an unsuccessful attempt, the energy blade vanishes. As a move action on its turn, the Vhig can attempt a new Will save to rematerialize its energy blade while it remains within the psionics negating effect.
    - Toughness (Ex): A Vhig is considered to have the Toughness feat for free.
    - Stony Silence: A Vhig's telepathy gives it many edges, but it also has its drawbacks. A Vhig is incapable of casting any spell that requires a Verbal component, although the Silent Spell Metamagic can get around this problem. They cannot use any musical instrument or perform ability that depends on the use of voice or the mouth.
    - Telepathic (Su): As a free action, a Vhig 'speaks' to the minds of those within 1000 feet of the Vhig. Anyone who does not want to hear what the Vhig is 'saying' can attempt to tune out the mental "noise" with a DC 15 Concentrate check.
    - Naturally Psionic: Vhig gain 1 bonus power point at 1st level, and an additional power point for every additional level that they gain. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    - Armor: A Vhig has an armor bonus of +2. It does not suffer from Armor Check Penalty or Arcane Spell Failure chance. It can be enchanted as though it were living armor. On the other hand, however, a Vhig cannot wear armor.
    - Slam (Ex): Vhig have a slam natural attack which deals 1d4 bludgeoning damage.
    - Languages: Vhig automatically know and 'speak' all languages.
    Last edited by AstralFire; 2009-08-08 at 10:32 AM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Barkhearts
    Sapient trees capable of movement and thought, the Barkhearts of Turlis were the first life to develop on Tareea, though with their long lifespans, they were slow to further evolve and thus outraced to sapience by Alarus, Nole, and (barely) Dius.

    Personality: The Barkhearts share the stolid dedication of the Vhig, but that's where the similarities end, mentally. Barkhearts are quick-witted, passionate, and take great amusement from life, having the typical emotions of evolved rather than forged creatures. It takes the average barkheart hundreds of years to age to the point of sapience, during which time they are indistinguishable from trees by most; by the time they've fully grown, they've gained a great appreciation of life from watching it mature and play along its branches. Barkhearts are all hermaphroditic, and as a result, any given one is going to have personality traits that it enjoys, completely eschewing gender identity.

    Physical Description: As saplings, Barkhearts look like trees of the region from which they originate; upon full growth, however, they take the appearance of a gigantic stick insect, branches folding into many bent appendages and multifaceted red eyes poking out from a dark recess towards the top of the creature. Foliage, and often small creatures and vinage are strewn about over their body. A small windchamber framed with leaves allows them to vocalize words by shaking their great bodies from side to side, which can cause a frightening effect for smaller creatures.

    Relations: Barkhearts grudgingly respect the Alarcrayin for the sake of the lessers in House Alarus, though they do not care for the Alarcrayin affinity for flame; however, they have great feelings of mistrust towards the families of House Eunod and the Vhig, because the construction carried on by members of these houses often can damage or destroy their people and their habitats. They have the easiest time getting along with the nomadic - and thus unintrusive - Nole, and respect their long-lived counterparts under the ocean in Dius. As with beings of most houses, they disdain Rewko, the newest group.

    Barkheart Society: Barkhearts take root - literally - in small communities where most will live out the rest of their extremely long lives. New communities tend to try and be placed as far away from settlements of the three 'advanced' houses (Eunod, Alarus, Vhig) as possible for the safety of saplings, but older communities have not changed their location as the younger races expand their dominion, leading to some nurseries located directly on the border of human towns.

    Barkheart settlements commune with one another and watch life, engaging in Nightsun Festivals of Dance once a month. The only hierarchy for Barkheart society is an ageist one, which employs pairs of an elder and an esteemed recently awakened to make decisions which affect the community. Barkhearts value both the rush of new life and the depths of wisdom. The only reason for the existence of leaders is crisis situations; they value input generally speaking, but because they are so slow to act, they prefer having a small group able to react to issues of importance.

    Classes: Adventuring Barkhearts are commonly members of the Psychic Warrior class, using their latent magic to subtly influence and strengthen their rigid, inflexible forms. Vengeful ones take up the path of the Hexblade, warping their wood and gaining knotholes with their desire to avenge the fallen. Their love of persistent and enduring magic as well as trickery often finds a match with the Warlock.

    Language: Barkhearts speak Turlis, like all members of House Turlis. Despite their displeasure with Eunod, they are more likely to learn Eunne than Alarus of the two lingua franca because humans and Goliaths are more like to require immediate communication; Alarcrayin typically do not build on the ground. Nolic and Diun remain more popular choices for those Barkhearts far from Eunod lands.

    RACIAL TRAITS:
    - +2 Strength, +2 Constitution, -4 Dexterity. Barkhearts are strong and resilient, but extremely slow to move.
    - Barkheart base land speed is 20 ft.
    - Motive Plant. As motive plants, Barkheart have the following type features:
    • Poor vision. Barkhearts are effectively blind in low-light situations, causing many of them to be ironically reliant upon torches. Many carry lanterns full of fireflies specifically to combat this.
    • Immunity to Polymorph. They do not share other plant immunities.
    • Partially resistant to critical hits. When a critical hit or sneak attack is scored on a Barkheart, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This stacks with similar effects from magic armor.
    • Barkhearts breathe. They may choose to either sleep and take root, or eat, though eating food is a very poor method of nutrition for them, and they must eat four times as much as a normal creature their size. They still must wait the standard rest time before regaining spells and power points.

    - Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Stealth checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. A Barkheart has a natural reach of 10 feet.
    - Ingrain (Ex): As a full-round action, a Barkheart can take root or uproot itself. While rooted, the Barkheart is unable to move and gains a Dexterity score of null, making it immune to damage to that score, but causing it to automatically fail Reflex Saves. While ingrained, a Barkheart applies its Strength modifier to armor class instead of its Dexterity modifier, and has no limits on the attacks of opportunity it can make per round. A Barkheart with its Strength or Dexterity reduced to 0 automatically ingrains itself, and remains so until the appropriate score becomes 1 or higher once more.
    - A Barkheart has an armor bonus of +2. It does not suffer from Armor Check Penalty or Arcane Spell Failure chance. It can be enchanted as though it were living armor. On the other hand, however, a Barkheart cannot wear armor.
    - Slam (Ex): Barkhearts have a slam natural attack which deals 1d6 bludgeoning damage.
    - Languages: Barkhearts start with Turlis and one other language of their choice.
    Last edited by AstralFire; 2009-08-08 at 02:39 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Aitennib
    Their name is taken from an old Ghinnet word meaning cautious. How appropriate. The Aitennib are an extremely cautious group in all things - in battle, in social situations, in trade. This also means that they wait an extremely long time before doing things, so there is a saying on Tareea that anyone who can outlast an Aitennib in a staring contest has the willpower to rule the world. It should be noted that the Nisdaeun did not outlast an Aitennib in a staring contest.

    The Aitennib are primarily nomadic, but regularly barter with the technological races for creature comforts, and over the centuries have picked up a strong sociocultural adaptation to contract law, mastering and adopting the concept of complex written codices to their own civilization... then swindling the other families out of hard-earned wealth with them.

    Personality: As said before, Aitennib let caution define them. However, this is not to say that they are not quick on their feet; no, far from it, they can think very well on the fly if they have to. They would just rather not place themselves in a potentially compromising situation. They are incredibly clever and sly individuals, and have no guilt over using others as tools to achieve what they want. For the most part. Aitennib have an extremely strong sense of loyalty to the clan, and anyone who attempts to undermine the pack or its current alpha is exiled. Or worse.

    Physical Description: Aitennib look like large, scruffy-furred foxes; they have extremely slender legs that each end in a very dexterous paw, including an opposed claw. Their head has a long snout and dog-like ears, with the snout often ending in a paler color than the rest of the Aitennib's fur. (Aitennib fur is often red, silver, or yellow.) They have three fox-like tails that protrude from the rear, and these also often end in a different tip color. Aitennib typically stand between 4 and 5 feet long, and weigh about 70 or 80 pounds, with females being smaller and slightly heavier.

    Relations: The overwhelming majority of relations with an Aitennib end with disaster for many families; nomadic, efficient fighters and incredibly sly, the Aitennib often see encounters with strangers as the most recent opportunity to increase their pack's lot in life. Barkhearts on the other hand are greatly amused by the antics of the Aitennib (which are rarely lethal), and Aitennib in turn give them the utmost respect and protection. Aitennib share rule of Nole with Leonals, long-standing rivals; Leonals see Aitennib as untrustworthy, self-obsessed con men, while Aitennib see Leonals as idiotic brutes who live for violence.

    Despite their negative reputation, however, races continue to have dealings with Aitennib; their mastery of law and the rate at which they produce new contract lawyers far outstrips that of any other race. While asking to deal with an Aitennib directly is often asking for disaster, when used as impartial middlemen, they provide excellent service; trying to weasel out of the intended measure of an Aitennib-written contract is very difficult, and often requires another Aitennib's assistance.

    Aitennib Lands: Aitennib live throughout the hilly woodlands in central and northern Atoh. They live in semi-mobile clans, which build great systems of underground burrows for themselves. When they decide it is time to move on, they leave many of their trappings there, as a courtesy to the next clan that moves in. Some Aitennib have taken up permanent residence in areas with particularly large burrow systems, and have underground cities with a few above-ground entrances.

    Aitennib Society: Aitennib have an even gender ratio and do not have any set gender roles in the pack (which is about 20 members large). Other than the last weeks of pregnancy and the week of birthing, females are expected to participate in the clan's activities, be they hunting, trading, scavenging, or scamming. Typically it is the elder members of the pack who do domestic work when it needs to be done, protecting the youngest cubs and teaching them the basics of survival for a few years before they join the pack actively. Pack leaders are typically male, but there are more than a few female alphas. Aitennib do not hold to any greater of a formal structure than the pack. However, when they have to deal diplomatically with Leonals or the other houses, a group of packs in one area may elect a certain alpha and two lieutenants to go as their representative.

    Classes: Aitennib are most commonly rogues, favoring intelligent and elaborate plans and subtle methods both, depending on the situation. They are almost never bards, seeing music as a frivolity they do not have time to waste their valuable skills on. Likewise, they do not trust magical skill, with the constant thought, "what if I'm in an anomalous magic zone?" Moreover, they distrust the idea of relying upon an effect you cannot see, nor fully understand; however, those that are able to get around these limitations pick up the path of the Beguiler, Lurk, and Psionic Rogue often. A few take up the fang, as dedicated Warblades, using their pack tactics to ensure victory in battle.

    Languages: Aitennib speak Nolic, Eunne, and Alarus; consummate conmen, they can't trick people who don't speak their language. An Aitennib will generally speak with a high accent, attempting to use archaic terms and a large vocabulary to bewilder the simple minded. Many Aitennib speak Ghinnet, so they may listen in on inter-house discussion.

    Names: Names are not terribly important things to the Aitennib. While given a personal name at birth, within the pack it is just innately understood who one another is. An Aitennib dealing with those outside its pack gives his clan name unless prodded into giving his personal name, or if in a situation where he could bring danger to his clan by giving out their name.
    Sample Clan Names: Brighteyes, Lonelybark, Quicktail, Smallsnout, Woodsmen
    Sample Male Names: Donner, Faustus, Geriard, Podemer
    Sample Female Names: Celyane, Horanna, Montess, Wilora

    RACIAL TRAITS:
    - Magical Beast type
    - +2 Intelligence, -2 Charisma. Aitennib are very agile of foot and of mind, but have an extremely poor personality around non-pack members. They also have an extremely slender frame.
    - Medium: As medium creatures, Aitennib gain no unusual penalties or bonuses.
    - Aitennib base land speed is 40 feet.
    - +2 racial bonus on Balance checks. Aitennib have long tails which allow them to move quickly and careful over dangerous terrain.
    - +4 racial bonus on Appraise and Scribe checks. Aitennib prefer to know they're going after something valuable rather than just wasting their time. They often enjoy doing their swindling through their paperwork.
    - +2 racial bonus on Bluff, Intimidate and Sense Motive checks. Aitennib are very convincing, despite their poor reputation. Likewise, they are extremely hard to fool since they are familiar with the tricks of the trade.
    - -4 racial penalty on Diplomacy checks. Aitennib have a horrible reputation, and the ones attempting to be honest are the ones who catch the bad end of this.
    - +4 racial bonus on Profession (Law) checks.
    - Bite (Ex): An Aitennib has a bite natural attack which deals 1d6 piercing, slashing, and bludgeoning damage. This is an Aitennib's primary method of attack, as they have difficulty wielding weaponry.
    - Pack Tactics (Ex): Aitennib get a +4 bonus when flanking, rather than a +2 bonus. They also grant others a +4 bonus on Aid Another actions rather than a +2 bonus.
    - Unblinking (Ex): Aitennib do not blink unless they choose to. Their eyes secrete extra fluids that prevent them from drying out.
    - Opposable Toes: Aitennib, unlike most Quadrupeds, can wield weapons - however, they have difficulty using anything with their front paws while moving. They must sheath or drop a weapon if they wish to move, making Quick Draw highly desirable for their race.
    - Languages: Aitennib start with Nolic, Eunne, and Alarus as automatic languages.
    Last edited by AstralFire; 2009-08-11 at 01:12 PM.


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    Diun
    Diun are descendants of the great surface manta that once ruled the house of Dius with an iron fist, before suddenly growing dissatisfied with their rule and disappearing into the mists; some say beyond the veil of the Tareean circle. They are much weaker than their famed forefathers, and do not hold the position of esteem they did - though they do share their lack of dedication and focus, being among the most whimsical of all races on Tareea. Like the surface manta before them, they are actually mammals and thus breathe air, though they do need constant moisture.

    Personality: Diun, unlike their forebears, do not have any great annoyance for those who would consider them silly. Long-lived like much of their race, they've long decided that life is too much hassle to take seriously all the time. That said, Diun can and do arrive to moments of great importance with the appropriate gravity; they just are the ones who dictate what is and is not a moment of great importance.

    They are forgetful and break many a rule, but it is generally not with any intention to do so; it is usually with the opposite. It should also be noted that they are more concerned with the spirit of a law than the letter of the law. However, they are just as likely to break laws and promises if they find it more beneficial or moral to do so.

    Physical Description: Diun resemble great manta rays with curving backswept antlers that resemble a hybrid of a deer and a gazelle. They come in a variety of cold colors. Four small, smoothskinned legs protrude from their underside, slightly thinner than they are wide to facilitate being folded against the body. Transparent sacs of gas can collapse or expand from the underside of their wide fins, allowing them rapid movement in or out of water by adjusting their overall density; the sacs expand with a superlight gas and expel water at high velocity for extra propulsion. For extended travel out of water, a Diun can instead fill these sacs with highly compressed water to hydrate themselves slowly.

    Relations: Diun get along with the waterbound dolphins, in part because they are relatives, in part because they are two sentient seafaring races who tend to prefer the company of surface dwellers to the company of the other underwater races. They understand each other well. The arrogant Leonals and Alarcrayin, as well as the dependable Vhig, have a little trouble dealing with Diun, put off by their whimsical manner. Vhig also do not understand them very well, confused by how a race can need the water as much as a Diun does, and yet not be able to live under the water all the time; they generally consider Diun to be inefficient aberrations. Aitennib love to play tricks on Diun, since their responses are often more amusing than most.

    Diun Lands: Diun generally populate shorelines and islands all around Tareea, and a few even pop-up on banks of major rivers. Diun are almost as random in where they will pop up as a human (which is saying a lot.) They often are with dolphins who populate the great coasts of Central-Western Atoh.

    Diun Society: Diun do not have much in the way of formal society. Where they live, they live, where they don't, they don't. Diun do tend to gravitate towards areas where they know others live, as they are extremely social creatures by nature. However, within these societies, things are just implicit, and there is no such thing as a formal law structure.

    Classes: Diun commonly take up the call of the Psion, with ancient bloodlines fueling their power. Some of the more protective ones follow the way of the Ranger or Shugenja, acting as steward over the lands in which they live. Rarely, a Diun will train in the ways of a Crusader, but usually they shy away from the wanton destruction of others that path can lead them to.

    Languages: Diun can speak both underwater and above it, so their voices have gained a shrieking, piercing quality. They speak a very high-pitched dialect of Bordis that is peppered with the odd Ghinnet phrase or term. Because they can fly, Diun often talk with members of Alarus - to the irritation of Alarcrayin - and thus pick up the language.

    Names: Diun have difficulty speaking in open air, so they prefer shrill, shrieking names that they can make like they would underwater. Diun do not have any sense of a family as a cohesive unit, and thus do not have family names, although their parents name them at birth. They likewise do not differentiate too much between males and females.

    Sample Names: Eeeker, Kriiigul, Shraiyaiya, Oitoi.

    RACIAL TRAITS:
    - Magical Beast type.
    - Medium size. As medium creatures, Diun have no unusual bonuses or penalties for their size.
    - Diun base land speed is 30 feet. They are deceptively quick on land.
    - Diun have a swim speed of 50 feet. They're even quicker in the seas.
    - Flying Fish (Ex): A Diun who performs a run action on the surface of water can pick up enough propulsion and speed to fly for a short time, up to a maximum of ten minutes per hit dice. While flying, they have a movement speed of 50 feet. If they stop or lose momentum for any reason, they are unable to begin flying again.
    - Gliding (Ex): If a Diun begins in the air (such as being shoved off of a cliff), it gains a flight speed of 50 feet, though it cannot move up and must move at least 5 feet downward a round.
    - Gore (Ex): A Diun's antlers grant it a gore natural attack which deals 1d8 piercing damage, as well as a secondary gore attack (from its branching antlers) made at a -5 penalty. This is a Diun's primary method of attack, as they cannot wield weaponry.
    - Big Lungs: A Diun can hold its breath for a number of hours equal to its constitution score.
    - Dilettante: A Diun may pick any two skills as permanent class skills. No matter what class it takes from that point on, these two skills only require 1 point to raise one rank, and have the normal maximum rank for a class skill.
    - Languages: Diun begin play with knowledge of the Diun and Alarus languages.
    Last edited by AstralFire; 2009-08-05 at 11:05 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Chiropters
    A rare and little known part of the house of Alarus, Chiropters do not interact much with the other races of Tareea, mostly keeping to themselves in a system of vast underground caves on the Atoh continent, mostly coming out in the night. Chiropters are not terribly antisocial by nature, but are aware that most "day-walkers" are prone to judging them based on their appearance, making them very shy around new acquaintances. In truth, they're very amiable creatures, often excitable and eager to please.

    Personality: Chiropters are extremely friendly (if a bit shy) herbivores, and even a little silly, as far as other races are concerned. They seem very eager to please and move with quick, erratic movements, speaking with a cheerful chirp to their voice. In actuality, they can be a little morose under the happy exterior, breaking down in times of extreme duress; few are used to dealing with stressful situations, being quite sheltered.

    Physical Description: Simply put, Chiropters look much like a large, tall and slightly plump bat. They have long, pointy ears much as a fox would, with short fur all over their body. Their fur is usually a silvery gray color, and they have a pointed, short snout like a mouse. Their leathery wings extend quite far out, and there is a dexterous paw at the end of both wings. Younger Chiropters have weak, flimsy wings; cartilage bones eventually grow into the wing-flaps and make them more rigid, until they are fully capable of flight. Long, lanky feet balance them when they have to stand on the ground, with a rear opposable digit allowing them to latch on to stalactites while they sleep. Chiropters typically stand between 3 and 4 feet tall, and weigh around 40 to 50 pounds, with the males and females not having any major distinguishing characteristics.

    Relations: Chiropters have virtually no relations with any of the other races; only a few Goliaths who have taken to underground caves have any sort of consistent relations with the Chiropters. They are a society almost entirely in isolation. When they do interact with others, though, they try their best to leave a positive impression.

    Chiropter Lands: Chiropters live in a network of caves deep underneath the land of the continent Atoh. They sleep intermittently throughout the day and night; the perpetual darkness of the caves means that day and night of themselves do not have any special meaning to the average Chiropter. Those who live nearer to the surface exits adopt a bit more of a nocturnal sleep cycle, though a few teach themselves to tolerate the daylight.

    Deep within the caverns, Chiropters have all the trappings of home and more; the underground caves are more like a giant city, with particularly large chambers being marketplaces, or libraries. They do not have homes in the usual sense, however, though they do have roosts they tend to return to. Personal items are stored in the chamber which the Chiropter calls home.

    Chiropter Society: Chiropter have a male-centered society, with females outnumbered by males two to one. There is great emphasis on the father in society. This is not in any overbearing manner, however; most Chiropter who have been raised in the society since birth are simply inclined, psychologically, to go with the word of a male over the word of a female, all other things being equal. The female-centrism in the rest of their house is as uncomfortable to them as the reverse is to the Alarcrayin: not big enough to make a deal about, but enough to drive you nuts.

    Chiropters lack a formal sense of society. Occasionally one Chiropter or another gets it into his head to try and bully around the others and gain supremacy, but he's usually stopped pretty quickly by friends and family. Chiropter have virtually no defenses or police structure, so if the subterranean caverns were any more valuable to daywalkers, there would be trouble.

    Classes: Chiropters are often Bardic Sages, studying the stars above to learn their magic as opposed to focusing on the elements. Many continue into the Sublime Chord prestige class. Chiropters are also commonly Artificers, mighty architects of magical construction, vitally important if a cave-in occurs. A few Chiropters work as Scouts, using their long-range Darkvision and fast flight to check out dangerous areas below.

    Languages: Chiropters speak a slightly broken dialect of Alarus that includes a few archaic words; their use of the language has evolved separately from that of the 'daywalkers', growing in isolation from the surface. They've also developed their own language, Nightclick, one which is very difficult to master. Nightclick is preferred in loud situations since the shrill noises tend to pierce overriding sounds.

    Names: Chiropters speak in a soft tone of voice with many clicks. Their names tend to reflect this. Names are given to them at birth based on the child's first sounds; the Chiropters believe that it is best to let them name themselves. For obvious reasons, they do not make a distinction between male and female names.

    As virtually every Chiropter's individual name is unique (even if an untrained ear would be hard-pressed to note some phonetic differences), they do not use last names. The honorifics they add to themselves aid outsiders, since usually they have gained at least one title by the time they run into a Daywalker.

    As they get older, they often add honorific titles to themselves. These titles are nevertheless typically quite modest, and only added at the behest of friends or family.

    Sample Names: Alissta, Coran's, Doldian, K'lisskay, Puhwehka, Yoksha.
    Sample Honorifics: Archer, Beesinger, Dawnwalker, Fearless, Fruitfinder, Keeneye, Kindone, Pathfinder, Scarred, Softcaller, Strongwings.

    RACIAL TRAITS:
    - Monstrous Humanoid type. Chiropters are automatically proficient with all Simple Weapons.
    - -2 Constitution, +2 Intelligence. Chiropters are intelligent and curious, but frail. However, flight on a humanoid frame requires a lot of strength.
    - Small: As a small creature, a Chiropter gains a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 bonus on Stealth checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters that of a Medium character.
    - Chiropter base land speed is 20 feet. Not as crippled as others of their house on land, they are nonetheless slower on their feet than they are on their wings.
    - +2 racial bonus on Survival checks made to find the way at night
    - +2 racial bonus on Cognizance checks
    - -2 penalty on Sense Motive checks. Chiropters are easily fooled.
    - +4 racial bonus on all Knowledge checks.
    - All Knowledge skills as class skills for Chiropters. Chiropters are extremely well-read from an early age, and pursue their interest in learning no matter how they continue their adult life.
    - Darkvision: Chiropters can see in the dark up to 120 feet away with no problem, although they see in black and white. They are completely comfortable with a lack of light.
    - Restless: Chiropters only need 4 hours of sleep per 24-hour period. Chiropter spellcasters still need to wait the usual 8 hours to cast new spells.
    - Light Sensitivity (Ex): Chiropters take a -1 penalty to attack rolls made in bright sunlight, or within the radius of a daylight spell.
    - Latch On (Ex): A Chiropter can take a full-round action to latch onto a solid surface with their feet; they can only be removed by a bull-rush check, but the Chiropter gains a +4 bonus on this check. As a full-round action, they can extract themselves from the surface.
    - Gliding (Ex): A Chiropter can use her wings to glide, negating damage from a fall of any height and allowing 25 feet of forward travel for every 5 feet of descent. Chiropters glide at a speed of 50 feet (average maneuverability). Barring specific exceptional feats, Chiropters can never perform a stationary full attack in winged flight (regardless of improved maneuverability or the Hover feat) but they do automatically gain the benefits of the Wingover feat (Page 304, Monster Manual). A Chiropter can't glide while carrying a medium or heavy load. If a Chiropter becomes unconscious or helpless while in midair, her wings naturally unfurl and powerful ligaments stiffen the wings. The Chiropter descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
    - Flight (Ex):
    When a Chiropter reaches 5 Hit Dice, she becomes able to fly at a speed of 50 feet (average maneuverability). Chiropters can never perform a stationary full attack in winged flight (regardless of improved maneuverability or the Hover feat) but they do automatically gain the benefits of the Wingover feat (Page 304, Monster Manual). A Chiropter can't fly while carrying a medium or heavy load or while fatigued or exhausted. Chiropters can safely fly for a number of rounds equal to their Constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they're fatigued at the end of the flight. Chiropters are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Chiropters can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).

    When they reach 10 Hit Dice, Chiropters have enough stamina and prowess to fly for longer periods. They can fly at a speed of 50 feet (average maneuverability), and flying requires no more exertion than walking or running. A Chiropter with flight can use the run action while flying, provided she flies in a straight line.
    - Languages: Chiropters automatically speak Alarus and Nightclick as starting languages.
    Last edited by AstralFire; 2009-08-09 at 07:48 AM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Saving my place here for the night.

    Still working on conversions for the Rewnethock (Rewko), Leonals (Nole), Humans (flavor only, Eunod), Goliaths (flavor only, Eunod), Izuka (Rewko), Zeffi (Turlis), Shakons (Dius), and Cloakmasks.


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    Default Re: The Lost World of Tareea - Campaign Setting

    This looks good so far (I find it ironic that Aitennibs get an Intimidate bonus considering what they look like, though ).
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    Default Re: The Lost World of Tareea - Campaign Setting

    What can I say? Aitennib are good at persuasive techniques. Mostly.

    Rewnethock
    The name literally means 'poor imitator of Rewko'; the Rewnethock are typically looked upon as little better than a family of pests by most of the houses. More than a millenia ago, they achieved sapience - and finding most of the world colonized already, they struck out and went to war against the seven houses. A small, scraggly group, they never stood a chance, but they had the cleverness and tenacity to continue harassing the others for years to come. Born of Alarus, they had sufficiently evolved over time that they were no longer within the sway of that house, and as they were lacking feathers or the ability to fly, Cantroth was unable to reassert control. A hundred years ago, however, the Izukan mages found a way to bring the Rewnethock under the wing of House Rewko, and Meonoas soon used his powers as House Lord to command them to stop.

    Personality: Even the most dedicated Rewnethock are extreme pessimists at the core - they have been stomped on and trampled over by life, why should they expect any different? Those Rewnethock who fight in the Izukan courts do so with gusto, but most believe it's a pointless battle. With the Izukan view of the Rewnethock as a burden on their political hierarchy, it will be many more generations before their status can rise the legitimate way. But there are other paths.

    Physical Description: A rewnethock’s scaled flesh can be many colors. In older days, their scales were typically well-polished and gleaming; with such appearance seen as a sign of aggression and the unsavory past, they tend to be dull and discolored these days. Rewnethock have two shining green eyes, with a pale spot on their forehead above; this is a 'third eye', with poor color discernment. However, it is better at seeing areas of high contrast and brightness immediately above the Rewnethock, allowing them to better react to overhead enemies.

    They also have a prehensile tail and short stubby wings that suggest they are an evolutionary off-shoot of non-sapient birds. These wings are useless for flight, and are typically used to regulate body temperature. Short-snouted faces are reminiscent of lizards like iguanas, with fangs that stick out from between their lips. Males stand about 2½ feet tall and 40 pounds, while females are significantly larger and stronger, ranging up to 3½ feet tall and 60 pounds.

    Relations: A few of the Izuka are sympathetic to Rewnethock, but the ones who are, are not in a position of power such that they can do anything for them. Many Vhig feel deeply for Rewnethock, having once been servants who only lived to serve their masters as well. However, inter-house politics, as well as their less than subtle nature has prevented them from doing anything to really help Rewnethock. Eunod tend to be a bit disdainful, due to the long rivalry between the two with regard to tool usage; Rewnethock are among the few races outside of Eunod to use weapons and handheld tools with regularity. It doesn't help that the average 'thock is a typically lifeless, uninteresting creature to all those who they meet, and what few emotions and passions they do show seem overwhelmingly negative. Those Rewnethock who have gone into politics and law, however, have proven to be extremely effective orators and win many friends.

    Others choose the way of sword. Though Meonoas can instantly order rebels within sight to stop and effectively commandeer their bodies against their will, the dark shadow that has fallen across the land seeks out recruits for its vengeful purpose. Among the gifts it offers is a freedom from command by the House Lords; unsurprisingly, Rewnethock make up more and more of the numbers of this army, something that is not helping their case.

    Rewnethock Lands: Rewnethock have no lands of their own. They follow around their House nobles, the Izuka, though a few of other families hire Rewnethock servants on the cheap. This means that they are concentrated in the Izukan Republic in the jungles of Central Atoh.

    Rewnethock Society: As clever and inventive as the Eunod, the Rewnethock have had many restrictions placed upon them as the Izuka do not really trust their annexed housemates. They generally live in stone slums with little drive or motivation to improve their lot in life. While they despise their low position, there's little they can do about it. Most have shut off inside, resigning themselves to their lowly existence - but some are determined to fight. Some choose the way of words, and these typically live in well-furnished dwellings at the higher levels of Izukan society, to stay near the courts in which they plead their case. Male Rewnethock are the most likely to take up this path.

    Rewnethock renegades live life as highwaymen, holed up in one cave or another, struggling to survive from one day to the next. For many of them, going to sleep without assurance that they will wake up the next morning is the only comforting thing in their life. Females tend to be the leaders of these groups; as reptilians, they do not have a gestation period, and thus can use their greater bulk effectively in combat.

    Once a year, all female Rewnethock enter their breeding season, typically around the spring months. They lay a large clutch of leathery eggs - around 10 to 15 apiece - in a dark, warm place, and then leave the eggs to fend for themselves after obtaining at least one male to fertilize and defend the eggs. After four months, the mother (mothers, if females are synchronized in an area) return, and hatchlings are divided up among the adults according to temperament.

    Classes: Rewnethock who take up a class commonly take up Crusader, unleashing their rage and hatred in their blows. Calmer and more effective heads tend to go for diplomatic classes, realizing that the path of war has only brought them ruin. A large number of the renegades who serve the shadow armies go into the Nisdaiyu class, calling upon shadowy potential they never knew they had before.

    Language: Rewnethock typically speak Alarus and Eunod, the languages of the race which birthed them in distant years and the language of the race that rivals them. Learned ones among them learn Rewko, the language of their new house.

    Names: Modern Rewnethock prefer names which use either multiple redundant vowels or doubled consonants, or low, guttural names, like their Izuka brethren. Liberated Rewnethock often add an honorific title to their name as they get older, while politicians often use the brood name of their Izuka sponsors as their surname.

    Sample Male Names: Aeolus, Colrin, Jurga, Meonoas, Retten, Typhoeus, Wynnoggr.
    Sample Female Names: Beriothia, Daiddey, Hunja, Kennoas, Sollire, Yckthys.
    Sample Brood Names: Ailan, Jelso, Kinhe, Rhiab, Tiurl, Unt, Zolon

    RACIAL TRAITS:
    - Humanoid (Reptilian) type.
    - Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
    - A rewnethock’s base land speed is 20 feet.
    - A rewnethock gains one of the following two abilities based on their gender.
    • Females:
      Powerful Build: The physical stature of female rewnethock lets them function in many ways as if they were one size category larger. Whenever a rewnethock is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the rewnethock is treated as one size larger if doing so is advantageous to her.

      A rewnethock is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect her. A rewnethock can use weapons designed for a creature one size larger without penalty. However, her space and reach remain those of a creature of her actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

      Resilience: Female rewnethock gain Great Fortitude as a free bonus feat.
    • Males:
      Quick Learners: Male rewnethock do not have the same strengths as the females, but quickly learn to compensate, making up for what they lose in brute strength with ingenuity. They gain 1 extra feat of their choice at 1st level.

    - +1 natural armor bonus.
    - Languages: Rewnethock automatically speak Alarus and Eunne as starting languages.
    Last edited by AstralFire; 2009-08-09 at 08:37 AM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Leonals
    A highly honorable group for the most part, Leonals disdain the trappings of static civilizations for open life on the savanna, where they feel their lives can most truly and sincerely defined. Leonals are also known for being a highly traditional race, preferring structured interactions with one another whenever possible, but the current generation of Leonals - in particular, the current Niobe - have shed that for a more wild and feral stance. Despite this, once you have earned the respect of any Leonal, it is hard to lose.

    Personality: Leonals are emotional, but they have mastered these emotions and know how to use them well. They have learned how to carefully and effectively show their feelings to produce the desired results - a sudden and surprising display of anger can be a very effective motivator. Aitennib often say this sort of thing puts the Leonals on the same level of petty treachery as the clever vulpines; if anyone else thinks it, though, they're not apt to say it.

    Physical Description: Leonals strongly resemble normal lions with a prehensile tail and more developed legs to allow them to adopt a number of different stances, including more traditionally humanoids ones; they spend most of the time on all fours, however. Adult males may have large manes of black hair which hang about their head; this is something of a status symbol. A few male Leonals have golden manes; this is generally considered an unattractive trait by other Leonals, but outsider races tend to find it more appealing to the eyes. Leonals typically stand between 5 and 6 feet long, weighing between 200 and 300 pounds, with the females being shorter and leaner.

    Relations: Leonals get along well with Goliaths, regarding them as one of their few equals - Goliaths rule powerfully and effectively but with respect for the traditions preceding them, while the leaders of the house of Alarus are seen as overly petty and prissy. Vhig, with their solid and unwavering thoughts, are seen as reliable but annoying.

    Leonal Lands: Leonals move about the southern plains of Atoh, avoiding the lands that have been taken by other race's kingdoms, and cutting a wide path around the jungles of the Izuka and their wretch Rewnethock. Leonals live in a loose family structure called a pride. A pride consists of a few males and many females - sexual relations are freely spread among the pride in both genders of the same generation. Living on the dry Savannah, they don't even bother much with structures like the Zeffi; they move on a daily basis, following herds of gazelles, and the only things they take with them are what they can hold in their hands.

    Leonal cubs are raised until maturity, then leave. There's not much of a thing along the lines of a Leonal "City," though there are some large areas in the places they control that are considered general meeting areas for prides to intermix.

    Leonal Society: Leonals typically live in a male-oriented society, but there are no major points of discrimination on this matter (similar to Chiropters) - if you can hold your own, your voice matters. The male-orientation is due to the fact that males are greatly outnumbered in Leonal society, eight to one - they are born at a much lower rate than females. Males are typically seen as the authority figures of the pride as a result of their scarcity, even though they do the least of the actual hunting and other principal activities typically. Pridelords have the final say in any major events which affect the pride, and often set the pride's primary directives or goals. Males most often become physically involved in times of war, too valued to risk on hunting runs - female Leonals are active leaders at all times, in war and peace, and tend to run the day-to-day affairs. All that said, the current leader of House Nole - and the Leonals - is a lioness.

    Prides are typically groups of adult Leonals 20 to 30 large, with at least one adult male, and sometimes as many as four. The pride only has full cubs with it and the adults; adolescents leave the pride usually, though a few come back (especially males who wish to challenge the alpha male for leadership of the pride.) The old and infirm are helped for a few months or more, but when they prove to be too much of a burden, they are left behind. Members of the pride may occasionally stay with a fallen member until their death if they are closely attached. Occasionally seen as pitiless by many races for this behavior, they culturally value the old - but as a nomadic society living out in the wilds in a decentralized manner, they simply cannot afford to take care of their old and infirm in the same manner as the more rigid and rooted societies.

    Leonal "cities" have no set governance, though alphas are expected to keep their prides in line. Niobe herself, the leader of the house of Nole, works by this arrangement.

    Classes: Leonals are quite often Warblades and Rangers, using their powerful muscles to stay long-distance or do hit and run. A strong contingent of the Leonals go for the Scout or the Barbarian, synergizing with their great inherent speed. White Raven Warblades are extremely popular within Leonal groups, acting in packs to obliterate foes.

    Languages: Leonals speak Nolic and Eunne as starting languages.

    Names: A Leonal typically is given a name that will impress others and give the image of a rough, brutish, powerful leader. Strength reigns supreme in Leonal society, and only a fool would tell you differently; perhaps mental strength at times, through tenacity of will and intellect, and perhaps physical strength at others. In any case, strength is the key.
    Sample Male Names: Dench, Feng, Gell, Henk, Holg, Imshk, Kelg, Krusk, Ront, Shump, Thokk.
    Sample Female Names: Baggi, Emen, Engong, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen

    RACIAL TRAITS
    - Magical Beast type.
    - +2 Strength, -2 Intelligence: Leonals are powerful and a major threat, but they tend to get a little simple-minded in how they approach an issue.
    - Medium: As medium creatures, Leonals have no bonuses or penalties for their size.
    - Leonal base land speed is 40 feet.
    - +2 racial bonus on Bluff and Intimidate checks. Leonals are savage when angered, and small, well-placed outbursts generally get them a long way.
    - Run (Ex): Leonals are naturally good runners, and start out with the Run feat as a free bonus feat.
    - Bite (Ex): Leonals have a primary natural attack that deals 1d8 slashing, piercing, and bludgeoning damage. This is their primary method of attack, as they cannot wield weapons.
    - Scent (Ex): A Leonal can detect opponents and allies by sense of smell, generally within 30 feet. If the target is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents can be detected at three times these ranges. The Leonal detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If the Leonal moves within 5 feet of the scent's source, the Leonal can pinpoint that source, allowing it to fight even invisible creatures at melee range.
    - Languages: Leonals automatically speak Nolic and Eunne.
    Last edited by AstralFire; 2009-08-09 at 05:26 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Humans
    Once considered to be a lesser race by most, humanity has long ago brought the house of Eunod to a place of higher esteem among the houses and brought itself to a higher place within the house. Its quick actions and effective battle maneuvers have proved vital in several military conflicts, as its members tend to be more adaptive to change than the ruling family of the House, the Goliaths. Goliaths still lead the house, however, for the steadyhandedness.

    Personality: Humans are quick, inventive, and thoughtful. Many are struck by wanderlust, while others settle and tough it out. With a shorter lifespan than some, and a longer lifespan than others, Humans are right square in the middle of it all, and their choices in life run the gamut. Their great adaptability, compounded by prolific breeding, ensures that they will be a race which will last until the very end of Tareea itself.

    Physical Description: As in the Player's Handbook. Dude. You're a human. Do I really need to tell you this?

    Relations: Humans get along fairly well with most of the races, even if a few relations are a little icy (Vhig Golems, Zeffi). Their wide variety of dispositions means that it is not out of the ordinary for some humans to get along famously with other species, while others lean xenophobic.

    Human Lands: Humans are sprawled all around the Atoh continent, with a few small kingdoms placed here and there. Though most live in these small city-states, humans can be found anywhere imaginable, fighting to survive. A few humans take up residence in the larger kingdoms of the Goliaths towards the south, and a very small contingent live up north with Goliaths.

    Human Society: Humans have a fairly even gender ratio, with females being slightly more common than males. They have strongly divided gender roles, with females generally being in a place of inferiority, though this is not to say that there are not well-known and highly respected females in humanity. Still, the average human, male and female both, tends to take a slightly downward look at females outside of a domestic role, and the same at males within a domestic role.

    Humans are ruled in their cities by a prince or a mayor, usually; in the case of a prince or other royalty, it is someone who has a charter directly from the Goliaths, with a hereditary title. These cities often operate in relative isolation. In the case of a mayor, the city is within Goliath lands (typically the kingdoms on the plains to the west).

    Many humans live in scattered and far-flung areas; humans who live in such places may form their own communities and societies as necessary.

    Classes: Humans follow the pursuit of just about all classes equally, following their fancy as it suits them. More humans than not are non-magical, but this is due to just the rarity of the talent for magic popping up.

    Language: Humans speak Eunne; many are too lazy to be bothered with learning a second language, although quite a few are amazed by language and try to learn as many as possible. Humans sprinkle phrases from other languages and dialects into their Eunne.

    Names: Humans follow the Goliath system of naming. The family name comes first, and the personal name comes second, separated by a hyphen.
    A married Tareean woman has a three part name (all separated by hyphens): The first part is her husband's family name, the second her maiden family name, and the last her personal name.
    Sample Family Names: Ket, Cor, Ari, Sha, Zel, Phi, Ger, Nev, Mal.
    Sample Male Names: Aurus, Mas, Miton, Phirr, Gyahl, Gahn, Asur, Hyssifon.
    Sample Female Names: Shani, Shan, Atoh, Camna, Ten, Bel.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Goliaths: Powerful, majestic, wise, intelligent. Alarcrayin play with magic while Humans satiate their wanderlust and curiosity. Goliaths are above such things, mastering all to do their bidding. Living in a bare, structured society, Goliaths bring order, knowledge, and discipline to the table. Many races come to them in times of trouble, and rightly so; their power is amazing.

    Goliaths are a dying race, with a reluctance for breeding. (A modern trait, as they have gotten more and more crowded within their mountain fortresses, and female Goliaths are reluctant to deal with the discomforts of child rearing.)

    Personality: While extremely powerful, Goliaths are not much known for their compassion. Goliaths have an extremely structured and ordered society, and the weak and unproductive are not highly tolerated. The old or infirm are left in nursing homes and hospices, where they can be consulted for their wisdom when necessary, and left to die in not total discomfort. Those who work with the old, while technically accepted as necessary, are generally viewed as inferior members themselves - only the uneducated or lazy tend to be assigned such work, and few request it.

    Despite this Spartan attitude, Goliaths are not against recreational activities. They have done study on the effectiveness of their species and others, and have come to realize that hobbies and games are necessary in order to maintain utmost overall efficiency. Goliath art reflects this overall emphasis on structure and order through periodically allowed chaos, and has an interesting, exotic quality.

    Physical Description: As in Races of Stone.

    Relations: Goliaths look down on many humans, who they see as children who have never grown up. Some have managed to enact order in their lives, and these are seen much the same way prodigal children are. At times in the past, they resented having to play caretaker for humanity, though the effectiveness of the humans in the current Nisdaiyu wars has somewhat reversed this position. They admire Barkheart dedication and focus, and hope to one day reach their focus. Goliaths are equally annoyed with Diun and Zeffi, finding either of their default emotional stances as being silly and petty.

    Goliath Lands: Goliaths populate the lands to the far north of the continent of Atoh, living in fortresses carved out of mountains. These fortresses are built with incredible precision, as though they had been cut by the gods themselves. Although these fortresses are quite impressive, they are above all functional. Goliaths always ensure that they have enough space, are capable defensive points, have all the necessary facilities, and more.

    A few Goliaths live in mighty castles on the plains, towards the west of Atoh. These Goliaths, unlike their northern counterparts, often keep vast amounts of land and directly rule others on this land.

    Goliath Society: Goliaths have an equal gender ratio, but with divided gender roles. The males are bigger, stronger, and tougher more commonly, taking on outward-focused roles, while females take on domestic roles, typically. This is in part because they have an extremely long and painful gestation period (2 years). Female Goliaths in society are the equals of their male counterparts and this is recognized, it is just simply more useful in most arrangements to have them at home.

    The slow decline of the race is born of reluctance to suffer an uncomfortable pregnancy and population overcrowding. Many female Goliaths now only have one child rather than two, and some have no children at all; there are mixed feelings about these from the members of the race concerned about the Goliath in the longview, but most accept the decisions of these females - even more so in a time of war, when every hand is needed to do battle.

    Goliaths unofficially rule by seniority; the oldest Goliaths in a fortress-city are given the most deference come election time (once every 10 years, all Goliaths at least 27 can vote.) (In case you're wondering about elderly Goliaths that are mentally incompetent, there are none; Goliaths who feel the touch of old age on their minds and limbs generally leave the city to die in the mountains.) Any Goliath can run, and there is no campaign; any Goliath attempting to "sell themselves" is highly frowned upon, as it is a needless waste of time. A candidate's actions of worth should be known throughout the city already, or he should not be running.

    Classes: Goliaths are most commonly Warblades or Artificers. The Barbarian and Crusader fighting styles do not usually appeal to them with their deep sense of order, although there are exceptions. Artificers, powerful support and architectural magicians, are used in many key roles by Goliath society, and their powerful physical abilities allow them to defend themselves well even when not on a martial bent.

    Languages: Goliaths speak Eunne when required to; as rulers of Eunod, they would be ineffectual if they didn't speak the languages of their subjects. Amongst themselves, however, they speak Ghinnet, the primal language used primarily by House Lords. Outsiders who can speak Ghinnet will still generally be spoken to in Eunne, since Ghinnet is a complicated language that few have the air support to make properly, and speaking Ghinnet poorly is considered a deep disrespect of the god Tareea.

    Names: Goliaths are the ones who invented the human naming structure, keeping the syllables of the names short and simple in order to make speech more efficient. Goliaths are named at birth by their parents. In the Eunod system of naming, the family name comes first, and the personal name comes second, separated by a hyphen.

    A married Goliath woman has a three part name (all separated by hyphens): The first part is her husband's family name, the second her maiden family name, and the last her personal name.
    Sample Family Names: Ket, Cor, Ari, Sha, Zel, Phi, Ger, Nev, Mal.
    Sample Male Names: Aurus, Mas, Miton, Phirr, Gyahl, Gahn, Asur, Hyssifon.
    Sample Female Names: Shani, Shan, Atoh, Camna, Ten, Bel.

    RACIAL TRAITS:
    As in Races of Stone, with the following changes:
    - +4 Racial bonus to all Craft skills. Goliaths are the supreme crafters of Tareea.
    Last edited by AstralFire; 2009-08-09 at 05:38 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Zeffi
    Zeffi are treated as children by many, for they are rather small and brightly colored, thus resembling the ghostly pixies which dot the landscape. They don't like this very much. Pixies, with their bubbly, happy demeanor, have given all like them a bad name. No one takes the Zeffi very seriously. That is, until they come up to you and try to rip off your ear. Don't mess with them and give them a little respect. Zeffi tend to live in clans, with a patriarch leading the clan.

    Personality: Zeffi are extremely moody, expressive, and sincere. They can border on quite angsty, though most are more pragmatic than such. More than anything, they are extremely prone to outbursts of anger and occasionally violence. However, they do have a lighter side; during its (rare) manifestations, Zeffi become extremely creative and even poetic. Zeffi poetry is a frequent subject of adaptation to song by Alarcrayin bards due to its delicate expressions and the appeal of an exotic language in music.

    Zeffi are physically indolent as a society, but their minds are constantly active; some say this is the source of their great depression, for they have so little life, and adapt so quickly to the bitter nature of reality that their spirits just collapse under the pressure. Most do manage to continue functioning, however, and when they have set their minds to contribute - woe betide those who would stop them.

    Physical Description: Zeffis resemble large dragonflies, with an iridescent carapace can be virtually any color of the rainbow; careful inspection reveals that it is made of a bark-like substance. Roots seem to hang from their body rather than legs, though the brown tendrils do just as good a job supporting them as real legs would. The first two roots are relatively prehensile, allowing the Zeffi use of appropriately sized weaponry for self-defense, such as knives and daggers and stillettos. Additionally, they have gossamer wings like a butterfly or dragonfly; these wings are prone to frequent tearing, but the fast Zeffi metabolism can grow replacements within a day. Magical healing can even cause prompt regeneration of the wings. Zeffi stand a little over 2 feet high, and weigh about 15 to 20 pounds. The females weigh a pound less than the males, on average, and are slightly shorter. Zeffi often glow a bright yellow color; they use the color of their light to distinguish each other at night during mating rituals.

    Relations: Zeffi get along well with Rewnethock, who seem to understand their piteous suffering; the Rewnethock, for their part, just listen and nod. Zeffi get along poorly with most humans, who are most likely to confuse Zeffi with pixies at a distance, but have a surprising rapport for the violent ones. Barkhearts look at the Zeffi as close friends, and Zeffi often return the kindness (if grudgingly); some Zeffi even live within Barkhearts, and form close relationships with them.

    Zeffi Lands: Zeffi inhabit virtually any land they can find over Tareea; they prefer temperate forest, but they can find places to hide in jaggy mountain peaks, desert burrows, and the long grass of the plains. They tend to live within the protective range of Barkhearts, the House nobles, though they'd never admit that.

    Zeffi Society: Zeffi do not really have any sort of formal societies, even though they usually live together. Each one does whatever it feels like at the time, generally focusing on doing activities that will garner them the most negative emotion at the least physical risk, so they'll have the most material to use in their dark poetry contests. These contests have no rules; whoever evokes the most negative emotion from the crowd is usually declared winner, however.

    Classes: Zeffi strongly favor the Bard over all classes, as it gives them the ability to hone their poetic and prosaic skills while also becoming formidable fighters in the rare event they come across something that wants to fight them. Many, many Zeffi idolize the path of the Hexblade or Warlock, wanting others to know the pain they feel deep within their hearts. A known Hexblade among them will be virtually worshipped.

    Languages: Zeffi start out speaking Turlis and Eunne, the languages which those around them use most commonly.

    Names: Zeffi have unique names are are often quite violent or gloomy. Starkiller, Reaper, Echo, Dweller, and Darkeyes are good examples of Zeffi names.

    RACIAL TRAITS:
    - Motive Plant type. As motive plants, Zeffi have the following type features:
    • Poor vision. Zeffi are effectively blind in low-light situations. Their illumination ability assures that this is rarely an issue.
    • Immunity to Polymorph. They do not share other plant immunities.
    • Partially resistant to critical hits. When a critical hit or sneak attack is scored on a Zeffi, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This stacks with similar effects from magic armor.
    • Zeffi breathe. They may choose to either sleep and take root, or eat, though eating food is a very poor method of nutrition for them, and they must eat four times as much as a normal creature their size. They still must wait the standard rest time before regaining spells and power points.

    - Ability Scores: -2 Strength, +2 Charisma. Zeffi are lithe of frame and extremely emotional.
    - Small: As a small creature, a Zeffi gains a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 bonus on Stealth checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters that of a Medium character.
    - Zeffi base land speed is 10 feet.
    - Zeffi also have a fly speed of 30 feet (good), but have a maximum ceiling of 10 feet when going up under their own power.
    - +2 racial bonus on all Perform and Craft (Art) checks. Zeffi are incredibly expressive beings.
    - Illumination (Su): The Zeffi gives light as a torch. They can suppress or re-activate this halo of light at any time at any time as a free action.
    - Languages: Zeffi automatically know Turlis and Eunne.
    Last edited by AstralFire; 2009-08-10 at 05:17 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Izuka
    The great diplomats of Tareea, an Izuka is always wanted in a tense situation, and despite their place as the youngest of seven, they have become even more respected among their companions for taking on the burden of the Rewnethock when no others could.

    Personality: Izuka seem cheery and witless at first sight, often causing one who's never seen an Izuka before to comment in bewilderment that these are the world's great diplomats. Yet it seems that underneath that heartening surface lurks a crafty mind, ultimately focused on balance and peace. Izuka will do everything in their power to make sure that all parties involved get the best deal according to their appraisal of justice, generally speaking. In personal matters and internal affairs, however, they can come down very harshly on those who have pushed them.

    Physical Description: Izuka resemble small winged crocodiles, with segmented, bejeweled eyes of two different colors and scales that gleam in colors from periwinkle to viridian. The wings are vestigial, and mostly used in regulation of inner body temperature; though small, an Izuka is muscularly very dense and thus far too heavy for natural flight. They also sport an additional pair of legs along the midsection which can only be used to push themselves directly upwards; with precise movements of the tail and body momentum, they can use this to clamber upwards across difficult terrain easily.

    Relations: Only the Alarus and the Rewnethock dislike the Izuka; the Alarus see the Izuka as a malformed offshoot of their own stock and do not see why they were granted their own house, a grudge that lasts to this day. The Izuka were directly responsible for the defeat of the Rewnethock, and being made their wards is quite uncomfortable.

    Izuka Lands: Izuka inhabit the central jungles of Atoh in the Izukan Republic, living in great ziggurats of granite and polished obsidian. In these warm and temperate locations, they discuss matters of importance at length; everyone has their day in court in Izuka, should they desire it.

    Izukan Society: The Izuka believe in an egalitarian, meritocratic society focused on the positives in life - in theory. In practice, they hold many egocentric prejudices, as their diplomacy was originally born out of cunning to increase their merit among the other six houses. Usually the desire to appear high-minded is able to keep many of these in check, but when given a target found to be appropriately easy, their darker natures can show from time to time; thus, little movement is made to protect the Rewnethock.

    Classes: Izuka are regularly Rogues, preferring to be sneaky and underhanded in a fight and avoid direct confrontation; this approach to combat gives them plenty of spare time to improve their diplomatic skills. Others take up the path of the psychic warrior, using their dense bulk to good effect and pairing it with the not inconsiderable power of their mind, or become Setting Sun swordsages, using leverage with the power of their bite attack.

    Names: Izuka prefer names which use either multiple redundant vowels or doubled consonants, or low, guttural names, and use a brood name to indicate from which clutch they were hatched; this is a geographical and social more than familial association.

    Sample Male Names: Aeolus, Colrin, Jurga, Meonoas, Retten, Typhoeus, Wynnoggr.
    Sample Female Names: Beriothia, Daiddey, Hunja, Kennoas, Sollire, Yckthys.
    Sample Brood Names: Ailan, Jelso, Kinhe, Rhiab, Tiurl, Unt, Zolon

    Languages: All Izuka know Rewko, their own language, and Alarus. Most also learn Eunne to broaden the types of groups they can communicate with.

    RACIAL TRAITS:
    - Magical Beast type.
    - Small size: As a small creature, an Izuka gains a +1 size bonus to AC, a +1 size bonus on attack rolls, and a +4 bonus on Stealth checks, but her lifting and carrying limits are three-quarters that of a Medium character.
    - An Izuka has a base land speed of 30 feet, and a base swim speed of 30 feet as well.
    - Bite (Ex): Izuka have an extremely powerful bite attack that deals 1d6 piercing, slashing and bludgeoning damage. They can immediately attempt a grapple as a free action whenever they make an attack with this bite; they gain a +4 bonus to a grapple attempt from a bite, as well as to any grapple attacks made with the bite. If the target is two or more size categories larger than the Izuka, the Izuka automatically latches on with a successful attack (as though it were held in an improved grab), and must be dislodged by the larger creature as a standard action.
    - +2 bonus on Diplomacy, Bluff and Sense Motive checks.
    - Big Lungs: An Izuka can hold its breath for 10 minutes for every point of constitution it has.
    - Languages: Izuka begin play with knowledge of the Rewko and Alarus languages.
    Last edited by AstralFire; 2009-08-10 at 05:20 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Shakons
    Shakons are, by definition, an oddity; they are a central member of Dius, conferred with regularly in the Parliament of Oceans, and yet spend most of their time above ground. Some argue that they should be in the House of Rewko, but these are mostly academics; though Shakons long ago split from the rest of their family in Dius, they are happy remaining within the same house, and house magic works on them as usual.

    Personality: Shakons are slow, plodding, and thoughtful. Though not particularly intelligent, the simple fact is that they are more able to maintain constant contact with the land-dwellers, and thus serve as Dius' eyes and ears above the ocean surface for the most part. Therefore, they have honed their skills of observation in lieu of gaining analytical strength. Shakons will take a long time to deliver a judgment on something, but are very likely to be more capable of an objective rendering of an eyewitness situation than most.

    Physical Description: Shakons resemble great tortoises with deepset, framed eyes, a long beard at the chin and neck and a dull sheen to their hard shell. They are constantly chewing something; they keep multiple stomachs, storing food and regurgitating it to feast upon in times of famine. This is considered highly rude and very disgusting by most families, but Shakons merely shrug apologetically and continue. Not out of a desire to be impolite, but when you're hungry, you're hungry. Their beaks and mouths are fairly adept and dexterous when it is necessary for them to manipulate something, such as a quill pen.

    Relations: Shakons engage in regular discourse with humans, using them as a tool by which to gain news more quickly than traveling everywhere by themselves. For their part, the humans view them as pleasantly quaint. Some of the more vicious Leonals moving through famine areas are rumored to leap upon and murder lone Shakons for their food; this has never been proven one way or the other, as a Shakon skeleton stripped of its muscles greatly resembles the skeleton of a great land tortoise.

    The regular circuit of a Shakon through a series of communities, Eunod and Dius alike, provides a sense of stability, a touchpoint, for the short-lived and flighty Diun. Shakon are not just the public face and emissaries of House Dius, they also serve as much of its memory.

    Shakon Lands: As scouts and emissaries, Shakons have no lands of their own, but frequently reside in savannah areas populated by trustworthy humans, especially riverside areas where they can rely on or pass word through to the Diun.

    Shakon Society: There is no such thing as a Shakon community, although Shakons who return back to the Parliament to report will often use that time to find a mate before returning to the surface world. They lay their eggs (2 to 4 at a time) in secure, warm air-filled caverns beneath the sea floor - most of the ocean's predators cannot enter, making the children safe. The parents instinctively know when the first egg is soon to hatch, and barring exceptional circumstances, are always there a day or two before hatching time; they then stay with the children every day for the next five years, rarely venturing away. Generally speaking, Shakons are highly conscientious parents.

    Upon the child's fifth year, the children are introduced formally to the outside world and the Parliament, where they begin instruction in one of the many amphibious roles which House Diun constantly needs filled. By their tenth year, the children are ready to enter the surface world. Parent and child rarely see each other from this point, but regularly pass written correspondence and messengers, remaining close through the sharing of words.

    Shakons mate for life and generally only raise one brood. Again, after the formative years of the hatchlings have passed, the couple rarely see one another again, but remain close through correspondence.

    Classes: Shakons are frequently psions in self-defense; despite their poor mental dexterity, they find it preferable to having to move on their durable but plodding frames. Those more inclined towards veneration of nature take up the Shugenja class, like their Diun compatriots, but again, their unassuming minds make that path difficult.

    Languages: All Shakons know Diun and Eunne, for they travel between those two societies most. A few also pick up Nolic, hoping it will help when dealing with Leonals and Aitennib.

    Names: Shakons take name from Derentic and Ghinnet describing some facet of nature or wonder which they respect and appreciate.
    Sample Shakon Names: Corint, Darenda, Mofunda, Muay, Mugoy, Reditha, Thare.

    RACIAL TRAITS:
    - Magical Beast type.
    - +2 Constitution, -2 Intelligence, -2 Charisma, +2 Wisdom
    - Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Stealth checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. A Shakon has a natural reach of 10 feet.
    - A Shakon has a 15 foot base land speed, and a 30 foot base swim speed.
    - +1 Natural Armor Bonus
    - Big Lungs: A Shakon can hold its breath for a number of hours equal to its constitution score.
    - Retract (Ex): When fighting defensively or using the Combat Expertise feat, the Shakon gains an additional +2 Natural Armor bonus; this stacks with its basic effect. When taking the total defense action, the Shakon can retract fully and be granted total cover against all effects. The shell can be directly attacked to break this effect; the shell has hit points equal to 20 times the Shakon's constitution score, and must be healed separately.
    - Bite (Ex): Shakons have a bite attack that deals 1d6 piercing, slashing and bludgeoning damage. This is their primary attack, as they have difficulty wielding weapons.
    - Languages: A Shakon begins play with the Diun and Eunne languages.
    Last edited by AstralFire; 2009-08-13 at 03:38 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Cloakmasks
    Cloakmasks! The word strikes fear into the heart of many. They are the foremost and first soldiers in the army of the Nisdaiyu, the dark shadow that has swept across Tareea. Though fallen and treacherous members of the seven houses outnumber the Cloakmasks now in the ranks of the Nisdaiyu army, the Cloakmasks hold prestige and power above them - most newcomers have yet to truly prove themselves. Bizarre creatures from a foreign existence, not all Cloakmasks seek to destroy; some are merely intrigued by this world, and have broken off from their violent cousins.

    Personality: Cloakmasks seem to know only two emotions - curiosity and pain. They can be taught other emotions - one Cloakmask who faced Zel-Hyoth in battle repeatedly was shown to experience fear - but those are the only two which they begin existence with. In an effort to blend in better with meat and flesh creatures, they will exaggeratedly 'act out' an emotion which they deem to be an appropriate response; only the most practiced of the Cloakmasks are able to do this with anything approaching verisimilitude. Life as it evolved on Tareea greatly interests virtually all Cloakmasks; though they consider it inferior, they believe it has great potential, and regularly conduct barbaric vivisections and experiments on captured Tareeans to 'better' them.

    Physical Description: The name says it all; Cloakmasks are a floating cloak in a humanoid shape with a white mask, like a theater mask, upon which is etched a single expression that changes with the emotion the Cloakmask seeks to portray. This mask changes before one's eyes without moving; one instant it appears to be sad, the next it is joyous. This in fact describes most of their 'movement' - they are in static positions forever, then they are in a completely different one.

    Relations: Most Cloakmasks are part of the Nisdaiyu army and thus all of them are actively sought out to be destroyed by the seven houses.

    Cloakmask Lands: Cloakmasks began their approach from the eastern continents of Lamot and Samary, crushing the few Vhig, Turlis, and Aitennib settlements on those two lands, before they could send word to their brethren on Atoh. They've gained a foothold on the eastern segment of Atoh itself, though the Vhig have held up strongly from that angle, resulting in a northern movement which is being held off by the Alarcrayin. A western strike was made by circumnavigation from Lamot, but the humans rushed to answer that before the vulnerable Izuka were overwhelmed at their weakest point. Diun forces disrupt their oceanic movement as much as possible. A few Cloakmasks working alone have made their way deeper inland.

    Cloakmask Society: Cloakmasks are hierarchical, with groups of seven reporting back to a Researcher, who commands seven of these groups. Head Researchers command seven Researchers, and so on. Several researchers also wield posts as generals and commanders for their new recruits.

    Classes: Cloakmasks rarely take the Nisdaiyu class, not wishing to taint themselves with its corruption. They tend to be Psions, preferring the exacting way in which they can control and conduct their power to provide the maximum efficiency of research.

    Languages: Cloakmasks speak a strange language which translates as 'Common'. Most do not bother learning the languages of their victims, as psionic abilities allow them to circumvent this restriction; those who do interface more usually with mortals pick up Eunne and Alarus most often. They all know Ghinnet, the primal language and Derentic, the language of magic.

    Names: Cloakmasks have no names among themselves, just numbers. When dealing with mortal races, they try to pick names from the race they deal with most often, many thinking that their mask and name are sufficient to disguise their presence, and never quite understanding how the mortals always figure it out anyway.

    RACIAL TRAITS:
    - Outsider type.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
    • Proficient with all simple and martial weapons.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).

    - Medium size. A Cloakmask has no unusual bonuses or penalties based on size.
    - Ability Scores: +2 Intelligence, -2 Wisdom.
    - Extradimensional: Cloakmasks are inherently pretenatural. Within areas of null psionics or anti-magic, they cannot exist, and thus may not enter them. If such a spell is cast while they are present, the Cloakmask immediately appears at a random square on the border of the field. If a Cloakmask ever voluntarily enters such a field, they do not exist until the field disappears.
    - Naturally Psionic: Cloakmasks gain 1 bonus power point at 1st level, and an additional power point for every additional level that they gain. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    - Lack of Locomotion: Cloakmasks don't move - they just are, teleporting from one state to another. Weapon attacks made by a cloakmask result in the weapon temporarily appearing in the target's body before reappearing in the cloakmask's hand. Effectively, they move exactly like everyone else, and can be bull-rushed or grappled - you just don't see the interstitial movement before the result. Though Cloakmasks cannot see around corners or through walls, they can pass through solid objects that are no wider than their movement speed. As a result, they do not provoke attacks of opportunity for their movement. While under the effects of a Dimensional Anchor, a Cloakmask cannot move or change its facial expression.
    - Unnatural: Cloakmasks take a -10 penalty on Disguise and Bluff checks to pass themselves off as a member of another race.
    - A Cloakmask has a 30 foot base land speed. They ignore the effects of difficult terrain, hovering a foot above the ground.
    - Languages: A Cloakmask begins play with knowledge of Common, Ghinnet, Derentic and one other language of their choice.

    -----

    RACES COMPLETE
    Last edited by AstralFire; 2009-08-13 at 03:46 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Below are the age categories for all the races listed above:
    {table=head]Family | Adult | Midlife | Old | Vener | Max
    Aitennib | 18 | 40 | 64 | 89 | +5d10 years
    Alarcrayin | 6 | 12 | 24 | 50 | +5d20 years
    Barkhearts | 300 | 500 |
    -
    |
    -
    |
    -

    Chiropter | 8 | 21 | 34 | 48 | +2d5 years
    Cloakmasks | 30 | 60 | 180 | 720 | Unknown
    Diun | 4 | 7 | 10 | 13 | +1d4 years
    Goliaths | 24 | 60 | 100 | 120 | +3d20 years
    Humans | 16 | 40 | 65 | 80 | +2d10 years
    Izuka | 10 | 30 | 60 | 100 | +4d6 years
    Leonals | 15 | 35 | 43 | 60 | +2d20 years
    Rewnethock | 10 | 22 | 34 | 40 | +2d5 years
    Shakons | 10 | 100 | 400 | 800 | +10d10 years
    Vhig | 0 |
    -
    |
    -
    |
    -
    |
    -

    Zeffi | 1 | 9 | 11 | 12 | +3d6 months[/table]

    The Seven Houses and One
    Alarus: The House of Avians. Sapients of the house include the Alarcrayin, the Chiropters, and the Hippogryphs.
    • House Lord: Cantroth, a title passed down among the Alarcrayin for eons. It is a position for life; to ascend to the title, however, one must be approved by vote among the Court of Shimmering Feathers. 24 heads of family make up the Court, none of whom are allowed to be related to a Cantroth within the last three generations or to a current candidate. (In practice, this restricts the Candidates, not the Court.) The present Cantroth appoints an heir on her (or his) deathbed, and the court moves to vote; at least 13 members must approve.

      In times of war, Cantroths select their successors secretly well ahead of time. The current Cantroth is a male born with the name Sae Ahsang. Speculation is rife about his appointed successor, but it is a secret on pain of death throughout the City of Silken Winds.
    • Capital: The City of Silken Winds. A vast metropolis constructed of large, white silk sails suspending a lightweight mithral frame. It features buildings of low height with curved designs, filled with suspension bridges for the groundbound to move about. The city is mobile, but typically flies over Eastern Atoh, north of the Vhig lands.
    • Stone of Ascension: The Dawn Ruby of Alarus.


    Nole: The House of Beasts. Sapients of the house include the Aitennib, the Leonals, and the Rhinorn.
    • House Lord: The title of Niobe is one that must be earned, not given. Since the first Niobe's death, the beasts of Nole gather for a great tournament to decide who the next to lead shall be. No quarter is to be given in these tournaments; they are murderous endurance battles. Those that live but fail are greatly shamed. Typically, a male Leonal has one, but many females have also claimed the titles, and more rarely an Aitennib or Rhinorn has become victorious. The previous Niobe was the Aitennib Geriard Quicktail; he was quickly slain along with most of his retainers with the brutal first thrust into Western Atoh from the Nisdaiyu. The current Niobe, the Leonal Ownka, was the only survivor of that attack. Rumors abound, but Ownka insists that she did all she could to help her former liege.
    • Capital: Nole has no capital per se, but there is a basin valley in the central part of the Atoh savannahs that serves as the sacred meeting place when there is much to discuss of importance. This sacred valley is the site of many important festivals.
    • Stone of Ascension: The Ashen Topaz of Nole


    Dius: The House of Fish. Sapients of the house include the Diun, the Dolphins, the Shakons, the Whales, and many others. Dius is the largest house by far.
    • House Lord: The Dius have shunned an inherited name after the disappearance of the last Lord Wessel, a Great Manta, a thousand years ago. They say he grew tired of his subjects and his small domain, and looked to the stars to rule. None of the Great Manta were ever seen again, but one day the Great Sapphire of Diun glowed once more, indicating that its power was ready for a new recipient. Each of the sapient families now holds the power of the House Lord on a rotating schedule, switching after 4 years (for the short-lived Diun) or up to 50 years (for the long-lived whales).

      The previous leader, Lady Menthia of the Kennac, abdicated to give her power to the Shakon Lord Dee at the dawn of the Nisdaiyu war; feeling that the Lords were needed on the frontlines, she felt it was best for the power of the Great Sapphire to be in the hands of an amphibian.
    • Capital: The Parliament of Oceans, between the Atoh and Lamot continents, south of Samary. The Parliament of Oceans is located directly below the floating island of the Temple of Eons, where Tareea is said to have named Anka, Ilsowa and Shalbon.
    • Stone of Ascension: The Great Sapphire of Dius


    Turlis: The House of Trees and Insects. The two sapient races are the Barkhearts and the Zeffi, who could not be more radically different in their lifespans.
    • House Lord: There are two House Lords of Turlis, and there always will be. Lord (or Lady; it makes no difference to it) Elena the Barkheart was the first anointed, and still reigns to this day. Every decade, Elena chooses a new Zeffi to be at its side, to gain the perspective of youth. They split the power thus, and neither can die of wounds should the other still live. The current Zeffi Lord is named Stabber.
    • Capital: The Great Circle in Samary, chosen by Elena specifically for its distance from Atoh. When the Nisdaiyu overran it, Stabber was in Atoh on a diplomatic mission and was suddenly overcome by great pain, falling to a coma. Elena sprang forth from the trees nearby after two weeks of this, warning the other Houses of what was to come.
    • Stone of Ascension: The Faceted Emerald of Turlis.


    Vhig: The House of Crystallines. The sole race (sapient or otherwise) of the Vhig is the Vhig themselves. A creation of the Alarcrayin, they were gifted with true life by Tareea.
    • House Lord: The only House Lord that Vhig has ever had or known was Vhig Prime, the first of their kind. Vhig Prime is a giant even among a large race, and is constructed of prismatic diamond; he himself is the focus of the Stone of Ascension for his race.
    • Capital: The Obsidian Forge in Southeastern Atoh, among the mostly uninhabited mountains. Though vastly outnumbered by the Nisdaiyu there, the incredibly harsh terrain combined with clever tactics on the part of Vhig Prime served to stonewall the early Nisdaiyu assault.
    • Stone of Ascension: The Prismatic Diamond of Vhig.


    Eunod: The House of Primates. Humans and the Goliaths make up the two sole races of this off-shoot of the house of Nole, distinguished by their love of technology and imposed order. A number of small kingdoms and mayorships make up this house, though there is one true lord of it.
    • House Lord: The name Hyoth has passed from Father to Son with the greataxe Thunderstrike for thirty-three generations in the Zel family of Goliaths. Each one has been a consummate warrior, even if levels of tactical brilliance, egalitarianism, and other personal traits have varied, and all have been agreed to be great men due to being bred for the position from before birth. The current Zel-Hyoth - Zel-Hyoth the XXXIII - is nearing the end of his life and has yet to sire an heir due to an injury given him in a battle against a demon long ago, now thought to be an exploratory probe by the Nisdaiyu. The House wonders what is next.
    • Capital: Thunderlord Fortress in Northern Atoh, in the Ripped Tooth mountain range.
    • Stone of Ascension: The Edged Steel of Eunod; it forms the functionary part of the weapon Thunderstrike.


    Rewko: The House of Scales. Izuka and more recently the Rewnethock comprise this house, two very different off-shoots of Alarus with incompatible views on the world.
    • House Lord: Meonoas is a position, one that the Rewko people gather to elect for upon the death of the previous Meonoas. After a year is spent collecting all of House Rewko at the Shimmering Ziggurat, the High Magistrate of each principality in the Izukan Republic comes forward, and approval voting is collected upon each. The Magistrate with the most votes becomes Meonoas for life. The current Meonoas is a female Izuka born as Nelaka, who first ascended to rulership when she proposed how to bring the Rewnethock under the Izukan heel a hundred years ago. She is extremely old and gray in scale; the next vote would be the first in which the Rewnethock are allowed to participate.
    • Capital: The Shimmering Ziggurat in the heart of Central Atoh's jungles.
    • Stone of Ascension: The Polished Amethyst of Rewko.
    Last edited by AstralFire; 2009-08-06 at 07:51 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    I haven't read it all, but I've skimmed, and I rather like the races, they're mostly original.

    Cloakmasters made me think of one thing though.

    Spoiler
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    I miss Monster Rancher... I hope they release Monster Rancher DS in America...
    Last edited by The Dark Fiddler; 2009-08-06 at 05:59 PM. Reason: Yeah, I forgot the [img] tags. Wanna fight about it?
    It's been a bit, GitP. If you're reading this, you're either digging through old stuff, or I've posted for the first time in forever.

    If you want to stay in touch, reach out to me on twitter (same username).

    The best answer is always to ask your DM.
    Unless you're the DM, in which case you should talk to your players.

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    Default Re: The Lost World of Tareea - Campaign Setting

    I only ever caught glimpses of that.

    The Cloakmasks take inspiration from three things:
    - The Virindi in Asheron's Call. One of my favorite fantasy worlds ever, and a major influence on my view of 'no elves/whatever.' This generates their basic aesthetic and their scientific view.
    - Hexadecimal from Reboot. This is where they get the face that can't move, only instantly change states.
    - The Happy Mask Man from Zelda: Majora's Mask (no link because Wikipedia has one of those bizarre 'go here for more info WHOOPS NO MORE INFO' link loops for him) who was the first character I ever saw to have no 'framerate' at all between positions.

    Beyond that, there's a number of minor influences, though I've tried to make them a central part of the world and really come into their own. The rest of the races (save the Goliaths and Humans, for obvious reasons) are my own creation, although Rewnethock lean on Kobolds; in earlier editions of this setting, they used the Kobold stats. Alarcrayin are my personal favorites; six-winged psychic swans are awesome.

    I definitely know looking at this stuff that it needs some mechanical tweaking, but it's nice to break out of the confines of 'everyone looks like a funny human.' I'm glad you like it, and let me know what you think as you read more. :)

    What did you think of the world opening/premise?
    Last edited by AstralFire; 2009-08-06 at 06:11 PM.


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  21. - Top - End - #21

    Default Re: The Lost World of Tareea - Campaign Setting

    I like it. I'm not particularly well read, especially in things that deal with worlds being created, but it seems original to me. It also just appeals to me. I don't know why, can't explain it, but it just does.
    It's been a bit, GitP. If you're reading this, you're either digging through old stuff, or I've posted for the first time in forever.

    If you want to stay in touch, reach out to me on twitter (same username).

    The best answer is always to ask your DM.
    Unless you're the DM, in which case you should talk to your players.

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    Default Re: The Lost World of Tareea - Campaign Setting

    Currently working on a Nisdaiyu class; imagine a cross between a PHB II Druid and a Warlock.


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    Default Re: The Lost World of Tareea - Campaign Setting

    I know neither of these classes.

    Should be good though.
    It's been a bit, GitP. If you're reading this, you're either digging through old stuff, or I've posted for the first time in forever.

    If you want to stay in touch, reach out to me on twitter (same username).

    The best answer is always to ask your DM.
    Unless you're the DM, in which case you should talk to your players.

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    Default Re: The Lost World of Tareea - Campaign Setting

    Labor o' love right here.


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    Default Re: The Lost World of Tareea - Campaign Setting

    The forums killed my post. Well, I'll try to rewrite most of it. The first paragraph was essentially just "Your work here is awesome. Great creation story. I've only read your first three posts, because I'm taking the time to go through these thoroughly, so expect more feedback later."

    Racial fluff is great. I do have some small nitpicks and questions, but it's all just constructive criticism of what is overall excellent work. As far as their racial traits, they look fairly powerful, but of course if all races are, then it's no big deal.

    Quote Originally Posted by AstralFire
    Personality: Aloof, arrogant, and accomplished, the Alarcrayin - and thus Alarus - have mastered the integration of magic into ordinary society more than any other family.
    Mayhaps it's just me, but I feel like aloof and arrogant are rather cliche traits for races that are advanced, air-related, and especially arcane-magic-saavy. I like how you use alliteration (sp?) at the beginning of that section (further proof of your skilled writing style), but I feel like mixing up the content and rewording it a bit might come across with a slightly more original feel for their personalities.

    Physical Description: Alarcrayin resemble large swans of varying color, with two identical, smaller sets of wings above and below the primary set, as well as hardened golden shell - like a tortoise's - upon their backs.
    I'm intrigued by this shell. Is it large, covering most of their backs, or is it small (like the size of a usual turtle's) and located on their upper back? Do they ever decorate the shell in any fashion? When their wear clothing (if they wear clothing) does it generally display or cover up this shell?

    Alarcrayin Society: Alarcrayin are a matriarchal society, and most who have held the title of Cantroth are female; nine females are born for every one male. Highly social creatures, only a few - usually females or a mated pair - separate from flocks to go it their own way. Most do not engage in lasting monogamous relationships, nor desire them; a common saying among their people is "Of many, one," indicating the unusual split focus of their life. Though they stay with one another for logistical support and trade, most Alarcrayin ultimately look to themselves for strength and contemplation. This said, most do form friendships and partnerships - but anyone who tries to get too close will usually be told to back off politely.
    When you say nine females are born for every male, do you mean the race as a whole's birthrate or simply those born for the Cantroth title? They don't have monogamous relationships generally, but does this mean they tend to engage in serial monogamy, polyamory, or polygamy? Or do most simply remain single with many light-hearted flings? How does this affect how children are raised?

    Vhig Prime himself resides. [Emphasis added]
    If the vhig are created in a forge, why do they have genders? Wouldn't it be unnecessary?

    Vhig Society: Vhig have less of a society and more a multitude of professions that they were built for and are cordial about doing. Every Vhig is given a life-assignment when they are born in Vhig Prime's forge; while it is possible to request a change and there is rarely a penalty if a Vhig feels the need to get up and leave without notice, most Vhig are more than happy doing what they were literally made for.
    Is there much of a hierarchy in vhig society? Or are the multitude of professions and such generally viewed as fairly equal? If most stick to what they were made for, does this mean crime rates tend to be low and nonconformity rare?

    I'll do more reading and responding later. Keep up the great work!

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    Default Re: The Lost World of Tareea - Campaign Setting

    Vhig Prime being referred to as male is a slip-up on my part. I do occasionally use the wrong gender pronoun in my homebrew work. And again, thank you for the comments and criticism.

    Mayhaps it's just me, but I feel like aloof and arrogant are rather cliche traits for races that are advanced, air-related, and especially arcane-magic-saavy. I like how you use alliteration (sp?) at the beginning of that section (further proof of your skilled writing style), but I feel like mixing up the content and rewording it a bit might come across with a slightly more original feel for their personalities.
    Hmm... how about this?

    Spoiler
    Show
    Personality: Aloof, arrogant, and accomplished. This does not render them uncaring, or without kindness, however; for the most part, the Alarcrayin have a genial, matronly condescension towards others that they consider lesser. They can become extremely overbearing in the presence of groups which they truly dislike, but most Alarcrayin make an honest effort to be nice - at least to someone's face. Culturally, this is not considered duplicitous; they have advanced social rules regarding the dual nature of social and private life.

    The Alarcrayin - and thus Alarus - have mastered the integration of magic into ordinary society more than any other family. Alarcrayin do not possess the same technological skill as House Eunod, nor the flawless, enduring craftsmanship of House Vhig, but the arcane is most common among them.


    Going with a kind of Asian feel to them. Speaking as an East Asian.

    As for the shells, here's what I've added:
    Spoiler
    Show
    Physical Description: Alarcrayin resemble large swans of varying color, with two identical, smaller sets of wings above and below the primary set. Children are master flyers from birth, and can eventually forsake the ground entirely.

    Alarcrayin also have a hardened golden shell - like a tortoise's - upon their backs. This shell domes over most of their back, but makes significant 'bumpouts' to allow for the many appendages they have. A hatchling Alarcrayin can withdraw its wings into this shell, but by the time the second wingset has begun to form, this is no longer possible.

    Alarcrayin decorate their shells as signs of status, using elaborate engravings chiseled by artisans using beak-knives; each engraving indicates an achievement of some kind, often in the realm of psionic advancement. You can tell how old an Alarcrayin is at first glance by the depth and coverage of their shell engravings. Psionically potent members of the race have engravings which glow until they are exhausted of power.


    And Vhig Society added:
    Spoiler
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    A hierarchy of leadership is necessary; those Vhig with more mental acuity find themselves adjusted up and down the chain of command early in life, and then remain in a role permanently. This has no social implications; there is simply an understanding that some are more needed for specific roles than others, but that for the society to function, all are necessary. Crime is unheard of among the Vhig, and those who seek to betray their House are rare exceptions; most are the result of magical mental tampering.


    I really appreciate these questions, they help me fill out the world. I'd honestly never even thought of doing anything with the shells before, and now there's this really nifty flavor touch there! <3


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    Default Re: The Lost World of Tareea - Campaign Setting

    Quote Originally Posted by AstralFire View Post
    Vhig Prime being referred to as male is a slip-up on my part. I do occasionally use the wrong gender pronoun in my homebrew work.
    Goodness knows I make enough typos myself. Just glad I could help you fix it.

    Hmm... how about this?

    Spoiler
    Show
    Personality: Aloof, arrogant, and accomplished. This does not render them uncaring, or without kindness, however; for the most part, the Alarcrayin have a genial, matronly condescension towards others that they consider lesser. They can become extremely overbearing in the presence of groups which they truly dislike, but most Alarcrayin make an honest effort to be nice - at least to someone's face. Culturally, this is not considered duplicitous; they have advanced social rules regarding the dual nature of social and private life.

    The Alarcrayin - and thus Alarus - have mastered the integration of magic into ordinary society more than any other family. Alarcrayin do not possess the same technological skill as House Eunod, nor the flawless, enduring craftsmanship of House Vhig, but the arcane is most common among them.
    I like it. You fleshed it out a little more and it certainly helped.

    Going with a kind of Asian feel to them. Speaking as an East Asian.
    The internet always makes me feel like such a boring, uncultured American as I run into people with so many different backgrounds.

    The shell and hierarchy stuff you added is great. I'm glad my questions were useful. I love homebrew fluff, and it's always nice to be able to help someone else out with theirs!

    I read through two more races; goal is to do two more this evening.

    Quote Originally Posted by AstralFire View Post
    It takes the average barkheart hundreds of years to age to the point of sapience, during which time they are indistinguishable from trees by most; by the time they've fully grown, they've gained a great appreciation of life from watching it mature and play along its branches.
    This brings up some interesting moral issues. If most people can't tell the young ones from trees and they aren't really cognizant at that age, how would killing one, either knowingly or suspectingly, affect one's alignment? Do a lot of them get accidentally cut down as usual trees, or are the young barkhearts usually grown in a safe area where this is unlikely to happen?

    Barkhearts are all hermaphroditic, and as a result, any given one is going to have personality traits that it enjoys, completely eschewing gender identity.
    Awesome. I like how you aren't using just the traditional gender and family systems for these races.

    The only hierarchy for Barkheart society is an ageist one, which employs pairs of an elder and an esteemed recently awakened to make decisions which affect the community. Barkhearts value both the rush of new life and the depths of wisdom.
    So those who are in the middle of their sentient barkheart lives have less valued opinions, lacking either great experience or great novelty & vigor? Nifty.

    [The Aitennib] are incredibly clever and sly individuals, and have no guilt over using others as tools to achieve what they want.
    I notice that you don't tend to discuss alignment in racial descriptions. I'm curious why- though I certainly don't have a problem with it. It sounds like tha aitennib lean more towards evil, but I'd love to hear about how this could be taken in more of a good/neutral direction. Maybe they tend to use others as tools... but it's something that they all do and somewhat take for granted. They might form true, close relationships with a few others, but generally they see others in a more utilitarian fashion, and to not be trying to use others to get what's best for one's self is seen as more naive than kind. No point in getting all sentimental and altruistic about people who, like you, just want to get things done rather than make friends in a particular situation. Just a thought, of course.

    Aitennib look like large, scruffy-furred foxes
    Not fox people!!! Well, you didn't give them a pseudo-Japanese name, so I think I can live with it. Who am I to talk? One of my races has feline ears, heh.

    Females are expected to participate in the clan's activities, be they hunting, trading, scavenging, or scamming.
    I'm curious about the last part. Who are they scamming? How does it usually work? I'm imagining them a little bit like gypsies are the moment. Is this why other races often don't trust them?

    B]Classes:[/B] Aitennib are most commonly rogues, favoring intelligent and elaborate plans and subtle methods both, depending on the situation. They are almost never bards, seeing music as a frivolity they do not have time to waste their valuable skills on. Likewise, they do not trust magical skill, with the constant thought, "what if I'm in an anomalous magic zone?" A few take up the fang, as dedicated Warblades, using their pack tactics to ensure victory in battle.
    I don't know a lot about psionics, but I could actually see this race as perhaps using some psionic class sometimes. It's (I think) more reliable than magic (well, that probably depends on your setting), and it seems like some Aitennib probably have quick and clever minds which could be suited to such skills. If there's a good psionic class that combines sneakery with thinkery, might be a good fit.

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    Default Re: The Lost World of Tareea - Campaign Setting

    Quote Originally Posted by The Neoclassic View Post
    The internet always makes me feel like such a boring, uncultured American as I run into people with so many different backgrounds.
    Bah; don't be. You guys - by which I mean me too, since I also am American - have it good. God, American Fast Food. Amazing.

    This brings up some interesting moral issues. If most people can't tell the young ones from trees and they aren't really cognizant at that age, how would killing one, either knowingly or suspectingly, affect one's alignment? Do a lot of them get accidentally cut down as usual trees, or are the young barkhearts usually grown in a safe area where this is unlikely to happen?

    I notice that you don't tend to discuss alignment in racial descriptions. I'm curious why- though I certainly don't have a problem with it.
    The original versions of all of these races actually do have alignment descriptors. I omitted them because it's a little bit less work for me to fill in on the new races (Alarcrayin never got statted before because I was worried their radical shape and abilities would be too gamechanging, Shakons are flatout new, etc) and also because... I don't really like alignment. I never have had a problem operating with it, but I've found a lot of players get really wrapped up in it and it starts to feel like it confines their character. As I don't really think alignment is useful for much besides a short-hand description, I don't play with it.

    So as for the alignment impact? On my moral system, it wouldn't be evil (unless they knew there was a good chance that barkhearts lived there), but I'll let DMs decide for themselves.

    Just added this to their 'society' description:
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    Barkheart Society: Barkhearts take root - literally - in small communities where most will live out the rest of their extremely long lives. New communities tend to try and be placed as far away from settlements of the three 'advanced' houses (Eunod, Alarus, Vhig) as possible for the safety of saplings, but older communities have not changed their location as the younger races expand their dominion, leading to some nurseries located directly on the border of human towns.


    Awesome. I like how you aren't using just the traditional gender and family systems for these races.
    I really am trying to provide a very different feel for any campaign set here. I'm sure I could do this with elves and dwarves, but it's much easier for a writer to flip-turn-upside-down the social expectations of the old races than it is for a DM or campaign setting, as there's a natural tendency for people to just assume everything's the same as before.

    So those who are in the middle of their sentient barkheart lives have less valued opinions, lacking either great experience or great novelty & vigor? Nifty.
    Exactly!

    It sounds like tha aitennib lean more towards evil, but I'd love to hear about how this could be taken in more of a good/neutral direction. Maybe they tend to use others as tools... but it's something that they all do and somewhat take for granted. They might form true, close relationships with a few others, but generally they see others in a more utilitarian fashion, and to not be trying to use others to get what's best for one's self is seen as more naive than kind. No point in getting all sentimental and altruistic about people who, like you, just want to get things done rather than make friends in a particular situation. Just a thought, of course.
    Here's my original notes for their alignment:
    Spoiler
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    Alignment: Despite what you may think, an Aitennib usually is extremely lawful; after all, legal theft is much more safe than outright theft. Their lawful tendencies can also be seen in their loyalty to the pack. Aitennib tend towards the evil side of the good-evil axis, but it should be noted this is typically petty evil as opposed to megalomaniacal evil.


    Not fox people!!! Well, you didn't give them a pseudo-Japanese name, so I think I can live with it. Who am I to talk? One of my races has feline ears, heh.
    Close! But not fox people, they're foxes. :D Though I should have said 'long' rather than 'tall' in my description of their size. Perhaps I should make that a little more clear?

    I'm curious about the last part. Who are they scamming? How does it usually work? I'm imagining them a little bit like gypsies are the moment. Is this why other races often don't trust them?
    Spoiler
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    The Aitennib are primarily nomadic, but regularly barter with the technological races for creature comforts, and over the centuries have picked up a strong sociocultural adaptation to contract law, mastering and adopting the concept of complex written codices to their own civilization... then swindling the other families out of hard-earned wealth with them.

    ^ Added that to the top of their description. They're like... Roma Lawyers. (Roma's the proper name for Gypsies.)

    I don't know a lot about psionics, but I could actually see this race as perhaps using some psionic class sometimes. It's (I think) more reliable than magic (well, that probably depends on your setting), and it seems like some Aitennib probably have quick and clever minds which could be suited to such skills. If there's a good psionic class that combines sneakery with thinkery, might be a good fit.
    The Lurk and Psionic Rogue both work for this, but psionics is equally affected by anomalous magic fields. I'm sure many of the more adventurous types follow those paths, though. Added this:
    Spoiler
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    Moreover, they distrust the idea of relying upon an effect you cannot see, nor fully understand; however, those that are able to get around these limitations pick up the path of the Beguiler, Lurk, and Psionic Rogue often.


    Once again, thanks!


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    Default Re: The Lost World of Tareea - Campaign Setting

    New Feats
    Anka's Spirit [Psionic]
    You focus your energy into a single, piercing point of light.
    Prerequisites: One power with the [Fire] descriptor, Wild Surge, Inner Light
    Benefit: When you use a power with the [Fire] descriptor (such as a fiery Energy Push) while under the effects of a Wild Surge, you add the [Light] descriptor. It deals 1 less points of damage per die, but is not subject to energy resistance or immunity; it is still subject to spell resistance. The power still gains the benefit of the [Fire] subtype, such as if the target is vulnerable to fire damage.

    Controlled Surge [Psionic]
    You have practiced absorbing the backlash of your powers.
    Prerequisites: Psychic Enervation class ability
    Benefit: When you would be dazed following a Wild Surge, you can attempt a DC 15 Will Save. If successful, you lose only half the power points you normally would (rounded up), and are not dazed, but do not gain the benefit of Surging Euphoria.

    Eldritch Illumination [Eldritch]
    Your powers give off an eerie, unworldly and discomfiting light.
    Prerequisites: Frightful Blast invocation, Eldritch Blast, Inner Light
    Benefit: Your Frightful Blasts gain the [Light] descriptor.

    Inner Light [General]
    This little light of mine...
    Benefit: You gain a +2 bonus to all saving throws against fear effects or spells or powers with the [darkness] descriptor.

    Light of Thunder [Fighter]
    Your flashing steel is all the illumination you need.
    Prerequisites: Two Iron Heart maneuvers, Inner Light
    Benefit: When you use successfully hit with an Iron Heart strike, you can expend a second Iron Heart maneuver at the same time to grant your Iron Heart attack the [Light] descriptor. Any damage done by your Iron Heart strike is Radiant damage, and is not affected by damage reduction or immunity.

    More later. I do recommend using this variant with the Wilder in many cases.

    Since Wiz/Sor/Cler/Druid aren't around preferably (though the setting can handle them), this is how you reliably get high level light. As a setting, Tareea's being made to allow all the classes - but the hooks and feats aren't going to exist for the ones I don't like. :P
    Last edited by AstralFire; 2009-08-08 at 04:41 PM.


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    Default Re: The Lost World of Tareea - Campaign Setting

    Quote Originally Posted by AstralFire View Post
    The original versions of all of these races actually do have alignment descriptors. I omitted them because it's a little bit less work for me to fill in on the new races (Alarcrayin never got statted before because I was worried their radical shape and abilities would be too gamechanging, Shakons are flatout new, etc) and also because... I don't really like alignment. I never have had a problem operating with it, but I've found a lot of players get really wrapped up in it and it starts to feel like it confines their character. As I don't really think alignment is useful for much besides a short-hand description, I don't play with it.
    I can entirely empathize. Sounds good.

    Added that to the top of their description. They're like... Roma Lawyers. (Roma's the proper name for Gypsies.)
    Nice. I do know the term Roma, but I tend to use Gypsy since it's more common. Though apparently it's kind of an offensive term to some people, so maybe I shouldn't.

    The Lurk and Psionic Rogue both work for this, but psionics is equally affected by anomalous magic fields.
    Oops! I guess I was remembering some variant where magic and psionics were so separate that psionics wasn't affected by magical anomaly stuff.

    AstralFire;6662016]That said, Diun can and do arrive to moments of great importance with the appropriate gravity; they just are the ones who dictate what is and is not a moment of great importance.
    This amuses me.

    [Chiropters] are not terribly antisocial by nature, but are aware that most "day-walkers" are prone to judging them based on their appearance, when in actuality they are extremely amiable and some would even go so far as to say slightly hyper.
    I just find the wording here a bit odd. Usually it'd be something like, "in actuality, they are very friendly and some would even go as far to say truly kind-hearted." Instead, you say "extremely amiable"... but then follow it by something which isn't more positive. I might put it more like...

    Quote Originally Posted by Possible New Chiropter Fluff Wording
    Chiropters aren't terribly antisocial by nature, but are aware that most "day-walkers" are prone to judging them based on their appearance. In truth, they're very amiable creatures, sometimes even to a level of friendly cordiality that borders on the exciteable.
    OK, my word choice there needs some work, but do you see what I mean? Anyway, again, just wording nitpicks.

    Quote Originally Posted by AstralFire
    For all the world, Chiropters look much like a large, tall and slightly plump bat.
    I might say "Quite frankly" or "Simply put" instead of "For all the world." I feel like I'm making a fuss over the tiniest stylistic details now.

    Chiropter have a male-centered society, with females outnumbered by males two to one.
    Male-centric? Anyway, their society fluff looks good. I like the mild but not overdone gender bias.

    Quote Originally Posted by AstralFire View Post
    A small, scraggly group, they [the Rewnethock] never stood a chance; but they had the cleverness and tenacity to continue harassing the others for years to come.
    You know you're doing well when the best criticism I can give you is nitpicking semicolon use. (That should be a comma instead of a semicolon.)

    It doesn't help that the average 'thock is a typically lifeless, uninteresting creature to all those who they meet, and what few emotions and passions they do show seem overwhelmingly negative.
    It sounds almost like some of them would appear to be slipping out of sentience, back into a lethargic, unthinking state. Of course, this is quite unlikely, but this could be a root of some crackpot theories by otherwise fairly learned scholars. In a lot of ancient cultures, great thinkers also came up with a lot of blatant BS based on... well, making stuff up. Like Aristotle said that women and men had different numbers of teeth. Anyway, if there's much racism in your world, perhaps a group of scholars of another race is claiming that most Rewnethock still don't have, or the race gained but then largely lost, true sentience. This of course could be used to justify all sorts of oppression, slavery, or even slaughter...

    Those Rewnethock who have gone into politics and law, however, have proven to be extremely effective orators and win many friends.
    A good contrast to provide! And could add a new degree of interest to the above idea, should you use it. Maybe they simply ignore the eloquent rewnethock, say that they're exceptions ("Oh, that's the subrace of Rewnethock that is actually sentient"), or perpetuate a conspiracy theory ("That one appears to be cognizant, but it's truly an animal, a puppet- one of our race is certainly manipulating them with words and spells.")

    Females tend to be the leaders of these groups; as reptilians, they do not have a gestation period, and thus can use their greater bulk effectively in combat.
    I assume then that they lay eggs? I apologize if I missed a section that addresses it, but I'd be curious to hear how this affects raising children. Also, where are the eggs safely kept? Is anyone liable to steal them for any reason, possibly malice, evil magic, or even food?

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