Homebrew Design (d20 and RPG)Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.
Olaesys sits, ‘twixt planar blooms,
Worlds blossoming on mighty tree,
To reap destruction and mortal doom,
As watchers gaze but daren’t see.
Ruled by Chaos, governed by Law,
Light shines forth from moons above,
Whilst darkness spews from tainted maw,
To land by refugee beloved.
Half is ruined, yet three-quarters whole,
The seas doth pour unerringly,
Leaders failed as death bells toll,
What happens next, is yet to see.
-Excerpt from “The Odyssey of Seig”
Introduction
The mythical and magical world of Olaesys floats within an otherworldly tree of colossal proportions. Amid a forest of such mighty woods are the flourishing worlds that thrive within, each special and unique. However, as other worlds blossom, tremendous stress is put upon the great tree, wreaking havoc on the mortals who dwell within the worlds inside. Among these earthly beings are the rare persons of prodigious knowledge capable of discerning such calamities. However, while learned they may be, none can end the mayhem brought on by the flowering of worlds.
Although Olaesys itself is a land of chaos, law oft rises to exert control over the realm, but forever topples yet again in an endless cycle. From the four moons that dot the night sky, glorious radiance is emitted from the life spirit Arthraka, in a staunch contrast to the shadowy abominations of the flesh-weaver Kazinthos. All are things common place in Dolsaren, the land of the refugees.
Sunken below the seas are both the eastern and western continents, victims of the Great Cataclysm. However, still standing are the two landmasses on opposing halves of the world, united by the vast Underdeep below the earth. As testament to the Great Cataclysm’s fury, the oceans cascade endlessly into the craters of the former continents as death and ruin abounded throughout the world. Such as law fails eternally to chaos, leaders, too fell in this disaster, leaving their subjects to fend for themselves in this brave new world.
Greetings! Does that cryptic little poem make a little more sense now? Constantly cited by adventurers and scholars alike, “The Odyssey of Seig” details the history, universal layout, and core elements of the world of Olaesys.
Originally designed for use with Dungeons and Dragons 3.5, The Lords of Avramir campaign setting uses a fix for D&D 3.5 known as d20: Rebirth, a fix designed by Fax Celestis. Slowly, everything will update to allow for d20r rules as the system progresses. Areas listed with a (3.5) descriptor should be considered rules for a hybrid 3.5 game, and do not overrule the official d20r Alpha, nor should they be used in a d20r game.
While I'm posting the stuff (with some vague sense of regularity), feel free to post with any comments you have!
Recent Work Log 02/03/10: Slow, yet steadily chuggin' along! Behold the realm of shadow! Next one's gonna be a doozie ;)
Old Work Log
Spoiler
01/14/10: First post of the new year?!? Indeed :D
12/24/09: Inner Elemental Planes are never wholly original, but I tried to put a little spin on them. Finally done with the mechanics for a while, prepare for a metric ton of fluff!
12/10/09: We gotta cosmology, folks. Now in technicolor!!!
12/09/09: Yay for spontaneous secret posts! I'll put up the updater on the 'morrow. Bagaudae is done.
12/03/09: Archiater's done! Huzzah!
10/30/09: Weapons are done! Be sure to check out Crow-of-the-Abyss' DeviantART page 'cause he's awesome.
10/13/09: Dear glory...it's done...it's finally done! I'm so happy I could cry! But seriously, the recondite took for-freakin-ever. Hope it impresses >>
10/07/09: Well. This is a first. I've got everything done to continue, but can't 'cause of outside elements. Long story short: it involves art and PayPal. However! Things have been re-vamped recently, and I'm prolly gonna get up a big news post soon.
9/05/09: Crush you foes from beneath the feet of your mech suit!!! (I'm very pleased with the machinist; I hope you guys are too!)
9/05/09: Snazzy new Prestige Class, interesting. Also, don't forget to check out the symbol and engineer. They've undergone some modifications after a bit more playtesting. Shiny!
8/07/09: Edificer is d-o-n-e done! Hopefully, this will give core paladins another option other than...blackguard >:p
7/29/09: Hopefully Fax won't smite me for squishing his baby into a 10-level Prestige Class, but I loved too much to keep it out! Oh, and hey, I'm sick of looking at that old hideous map. I'll be working on a new one, with a better map program, assuming I can get one for cheaps.
7/27/09: I swear, half of the stupid work is thinking up those rhymes I insist on doing. Regardless, I have a table (hopefully not full of errors) and 1 new PrC for you guys. Hope you like it!
7/15/09: If I never see a rhyme again, I think I'll have my way. PrC's will be up soon, at least before Sunday.
7/10/09: In the name of Pelor's spectacles that took forever ._.
Doesn't matter now, though! Feats are done! Be sure to tell me what you think ^^ (as well as to poing out the innumerable mistakes that are inevitably in there).
6/26/09: After a lot of flip-flopping on the ideas, I decided to stick with my original idea and change the skills to Fax's fantastic formula. Apparently, alliteration is the appropiate theme tonight.
6/22/09: Working on Epic-Level Symbol and Engineers, ho-humm. I decided against Epic Vocations, but I might make some feats. Next, we've got Skills! Re-writes by Fax of pre-existing skills and the new skill, Cartomancy!
Read the fates with the power of your cards!
6/20/09: Engineer is posted. I honestly think I got too much attention for it when I originally posted it ;;>.>
Hey, give the people what they want, I suppose. And a always, feel 105% free to drop in with any opinions or critique that you have. I couldn't have gotten this far withought it ^^
6/18/09: I hadn't originally intended to include psionic classes, but I have recently fallen in love with the system, and I just couldn't get myself to leave them out. However, if psionics ain't your bag, it's real easy to run a game without them. Hey, I've even included non-psionic traits for the bornura! So go nuts ;)
6/17/09: Trust me, I wasn't trying to bump up the page, my html stopped formatting for some reason ._.
Don't worry, I'll post up Humans to make up for it ;)
6/16/09: Ya' know what's freakin' hard? Finding a picture of a halfling. Blarghgomahargnhagarta.
6/14/09: Ah, started the project anew! Smell them fresh home-brewing fumes*! Mmm-mmm!
*Not responsible for brain damage caused by home-brewing fumes*
4/22/09: Yup, everything's finally converted into a .pdf and striken from the boards. For the record, I consider this the discussion thread, 'cause I got a whole lot of feedback when the project was in its early stages. The next home for Lords of Avramir will take place in a different post, but will, of course, still be open for discussion.
4/19/09: I'm finally taking out a copyright on Lords of Avramir, and the entire project will be down until completion in June 2009. The actual posting of the material, however, may be slightly later in coming. Thank you for your patiense.
4/15/09: Races have been completely re-worked. Pantheons are next, now with all 9 alignments represented equally amongst them. Sadly, it'll be a while before I can get the rest of the symbols from the amazing Ekunshiel.
4/13/09: Bwahahahahahaaaa! I strike from the shadows, editing the garbled up masses of my work under the fiendish cloak of nightfall!
Anyway, races are done 'cept for a few parts in trog and hume sections. The half-races will be completed once Fax gets off his lazy rump to write the rest of the d20r racial traits ;)
Those new pantheons pictures look so nice I want to invite them to dinner.
4/11/09: My word! This editing is taking far longer than I would have liked ;-;
I doubt anyone even checks this anymore >.>
However, the work is necessary, and it must be done. Everything looks so much snazzier now, I can hardly complain.
2/26/09: Before you start freaking out and running for the door, relax; we are programmed to receive. Some big changes will be happening soon; I'm gonnan be working with Fax fo update this setting for his amazing d20 Rebirth project, and that means making everything up to snuff with OGL compliance, and the d20r rules set. Unfortunatly, this means changing the name of the setting, but meh, Lords of Avramir still has a good ring to it ;)
2/24/09: Frostknell's up, and it' my favorite nation so far (and by far)! It takes a while for the ideas to start flowing for entire countries, so Korr will be up when it's good and ready. Thanks to everyone for their patience and support.
2/08/09: By the way, I'm a huge liar ;) Expect Frostknell later this week.
2/07/09: Now that the writer's block is gone, I have stuff done, but between the forum and my internet connection....well, let's just say it tooke me 10 minutes to get this update and the last post working -_-
PDF is coming along excellently, and I have enough done to start posting regularly once the forum starts running a little smoother.
01/25/09: Well, here is my absolute least favorite part when reading a campaign setting: When the creator complains that he/she won't be doing much work for a while. Even though I hate posting this, the folks who follow this deserve to know that the project has not died. It will get done. It will just be a while. I'd like to thank everyone for their patience, time, and encouragement.
01/09/09: I was ashamed for missing my quota, but I figured it better to wait until I got some more awesome ideas for Dungar, rather than put up some half-baked concepts. Yup, longest delay yet. I won't be making a habit of this, though, because now that my group isn't meeting for 6 months, I'll have plenty of free time p:
12/20/08: Put up Torram, finishing up the Count's Peace. Also tightened up some of the extraplanar monster encounters, although they will need some more work before I can call it finished. And, crud, did I promise to have Dungar done before Christmas? WELL! That'll give me a good 5 days, I suppose. EXPECT IT THEN!!!
12/10/08: Oopsie, got so far ahead of myself that I forgot to update the news page! Anyway, Masone is finished, and so is my commission for a racial lineup /Glee
12/02/08: Gotten a good idea about the Spirit-Touched houses; changing the name (Spiritborn, a name I'm shocked hasn't been used yet), including actual mechanics, and altering the timeline accordingly. I doubt it will be a huge problem, since the whole thing never really played much into the story.
11/26/08: Busy, busy day! Completed Lyndor as well as the first official Lords of Mechanus supplement! Guess I'm going to have start calling stuff LoM. Tehee, lom.
11/12/08: Grr, I just realized that the next nation is the Count's Peace, not Dungar (C before D and all that), which means that despite Dungar being ready to post up tomorrow, I'll have to prolong things because the Count's Peace includes 3 individual nations (Lyndor, Masone, and Torram).
Don't be confused by the delay; I'll keep updating the setting 'till I think I can adequately call it "finished," but I now need to focus my energies towards my group's campaign, since we'll actually be able to meet. That and I'll be out of commission for the first week of December....
Anyway! I WILL have at least have the Count's Peace and Dungar completed before Christmas.
11/08/08: Glad I got that goofiness out of my system p:
I've been looking forward to working with Dungar, the next entry in the Life in the World section, and it's more complete than most. Expect it to take less than a week this time.
10/28/08: Muahahaha! The work in the Life in the World section begins at last! If you thought I wasn't insane enough to post this much completion...well, you're wrong there, Skipper.
10/26/08: I'm pretty sure flip-flops are okay when DMing/creating a campaign setting. As long as you remain consistent.....Wait, that doesn't make any sense.... Anyway, the Spirittouched Houses are up; with minimal Keith Bakerisms!
10/22/08: Okay, the planes and order of the universe is pretty much completed. Next up is the Spirittouched Houses as I continue my blantant ripping off of Eberron!
10/16/08: Neat, I just finished two planes between classes at campus without any notes. The SRD is seriously one of the most greatest things ever. With luck, the last three outer planes (Mechanus, Pandemonium, Queniss) will be up by tonight. Be sure to tell me if you like the pictures/flavour.
10/15/08: Yay! I lessened my school/work load. Now to actually focus on important things. Need to finish up the Outer Planes + Encounters, and tie up some loose ends.
9/28/08: Ooooogh. I just made 36 Bitmap deitific symbols. On to the Adventurer's Guide!!!
9/27/08: Okay, I lied. I'm doing updates after all p:
About the deities; only Harthoul, Khorunda, and Rundraun were created by me. The Webspinner was created by blackspeeker. The rest are from various sources from the Playground, the authors of whom will be compiled together in the credits page near the end of the project.
I really don't like taking things from other people's campaigns, but I had permission for quite a few of them, and I hate making deities even more. So there.
BTW, there's an easter egg in the pantheons section. See if you can find it ;)
9/23/08: Don't expect any major updates for a bit, I'm going back in to tie up some loose ends, particularly in the Adventuring Equipment section. I'm really just stalling, because almost no work has been done on the Taneli Pantheon (although the Myraesal Pantheon is done, so expect that to be up in the near future).
9/20/08: See? Told ya' I'd be back. Started on the Magic section, and right off with Faiths and Pantheons. This part isn't really my thing, so a large majority of the deities were taken off of the Playground at some point or another. I'll try to cobble up the Credits page as soon as I can. It'll probably be the only out-of-order post, but it's certainly necessary. I have 24 of the symbols done already, and have about 12-16 more, depending on which ones I plan to use. Yes. They're MS Paint. 'Cause I can't draw. Sorry. They do look rather good on LEGO shields, though (;
Oh! And Holy Crap, I've been posting the project for over a month already! I hope I'm not being overly-exhaustive here. In fact, after I trim up the pantheons, mah next goal is to start (and finish) the Adventurer's Guide.
9/13/08: Re-vamped the map of Dolsaren; now with color! And real political boundaries! Of the joys of glories of joys! Oh, and if updates get a little scant over the next week or so; I haven't forsaken the project. Any delays will actually be caused from me working on the project, since the next section is not really...readable enough at the moment.
9/12/08: Hehe, added section dedicated to miniatures of all core races and new races. And they're LEGOs. It's a win-win, really. Oh, and hey, if anyone actually reads the logs, even though this is really more of an excuse for me to get up off my rear and actually finish this project, I love seeing posts and having people comment and critique my work. I really appreciate all the comments so far (:
9/09/08: Equipment is started, mostly. That's right, cans of mace and powerpoles.
9/08/08: H'okay, just started up the weapons entry complete with snazzy picture made of free Wizards images spliced together (making use of advanced technology like IrfanView and MS Paint). The gnome-worked weapon will be on that page too; I just need to make sure it isn't unbalanced, as the premise could prove to be a bit....abusable.
9/05/08: Well, Orcish entry is complete. And I added a semi-yet-still-cool-yet-not-too-overpowering ability to the soulstitched at the suggestion of blackspeeker (I imagine he'll find it to come in handy). Next section would be magic, but I'm tenative as to how many of the new spells that I'm willing to put up there. Most likely, I'll include credits, since making spells is NOT my thing (nor do I believe it necessary, as there are already waaay too many spells out there).
9/02/08: Gaak, got those feats entered in right. I've gone far enough ahead; I'll get off my butt and finish up those "Day in the Life" segments before I go any further.
(And still no halfling or half-elf pictures. Grr.)
8/31/08: Halfling and Half-elf entries done. I do wish I could get some feedback, but I'm gonna keep posting stuff anyway. Not going to do a human "Day in the life" as everyone knows how to role-play a human.
Found a kick-awesome picture for the base class, the symbol, but I'm still runnning dry on images for the halflings and half-elves. Oh well.
8/26/08: Gnomes is done too. Half-elves next. FWI, the next section is gonna detail feats, classes, class features and the like. I found an interesting take on racial feats, and it seems to have gone over well with the group.
(Just for the record, the gnomish entry in "A Day in the Life" was from one of the party's more epic adventures. No facial hair is safe from Patchy the Beard Baron!!!)
8/25/08: Woo! Finished all the racial entries, all right!
Now my next effort will be to finish the "Day in the Life" segments. One thing that the PHB really needed to do was give folks more of an idea of what playing a certain race would be like. The bornura and soulstitched have the longest ones, 'cause they're new races, and lack stereotypes like Dwarves (Snow White) and Elves (Keebler).
Pics are coming....eventually. (I have to wait until I get permission from each artist to use the drawings).
Random Idea Database
Spoiler
Races of the Planes:
Diatosian: Channelers of planar emotion.
Inomilous: Beings of constant chaos and change.
Nwermareen: Nightfires who walk in the darkness.
The World of Olaesys I traveled forth ‘cross burning sands,
To eastern Avramiran lands,
From whence I heard the war cries sung,
In rugged, whispering halfling tongue.
I swam the banks of Eversheen,
And bowed before the Dwarven Queen,
I flew from elemental lords,
And slew the aberration hordes.
I jumped the crags of ruin past,
Where gnomes make dreams forever last,
I danced with elves in forest glades,
And battled trolls with orcish blades.
I tunneled through the realm of rats,
And boiled in kobold acid vats,
I fled to towers of decay,
Enchanted by the forest fey.
I took from goblins nightmare’s bane,
That drive men’s minds to go insane,
I wandered through the hilly moors,
And brawled with gnolls at river shores.
I thus returned to human’s throne,
Where arcane geysers steam and moan,
To tell my lords my hard-earned lore,
But found them lost forevermore.
-Excerpt from “The Odyssey of Seig”
The Lords of Avramir Campaign Setting takes place in the world of Olaesys, a rough Elven translation for “the world above.” Olaesys is a world of magic, as both arcane and divine energies permeate living creatures and the very earth itself. Magic is advancement as siege golems march across battle fields and airships the size of castles patrol the boundaries of nations; it is the young industry of magic that serves as the spark for innovation and invention.
Olaesys encompasses two worlds, both the Overrealm above ground and the Underdeep below. Races of each united after a disaster shook the foundation of the earth, shattering the barrier that divided the two realms. This Great Cataclysm destroyed the ancient empire of the giants as well as splintered the landmasses of Olaesys, resulting in mass migrations to the only continent largely untouched by the destruction: the land known as Dolsaren.
As the races of elves and gnomes formed small kingdoms throughout the land, the societies of dwarves, humans, and goblinoids stagnated while the orcs and halflings native to the continent observed these newcomers with wary interest. The elves fled to Dolsaren after their homeland, the island forest of Eldor, sank below the sea, forcing the elven people to form communities in this foreign land. Likewise, the humans migrated from the east, escaping the slavery and oppression of the weakening giant empire but then declined into a basic feudal system. Both the dwarves and goblinoids had emerged from Underdeep following the Great Cataclysm, leaving the dwarves in a primitive state of barbarianism, and the goblins stuck in the past glory of their once powerful kingdom below the earth. However, the gnomes and halflings independently sought to serve as mediators between these misplaced races in order to forward their own interests.
Everything changed when a powerful group of humans known as the Lords of Avramir employed their mastery of the arcane arts to unite the human race into a single powerful nation. Decades of magical advancement allowed the races of Dolsaren to flourish until the Lords of Avramir fell to a series of internal uprisings and corruption which eventually drew the humans and their allies into the ruinous conflict lasting more than two centuries. Divided by war and through the calculating efforts of the Avramiran lords, the races of Dolsaren were split and categorized, seemingly at a whim, spawning deep-seated resentment that would last for decades.
During the latter years of this chaotic warfare, a human noble by the name of Count Blythe asserted his dominance over the human nations and ultimately put an end to the fighting by utilizing massive military force against those who refused to comply. Two decades after the war, Dolsaren is in year 2,030 of the Common Era. The world is more integrated than ever, united through the Two Hundred Years war and the regime of the Lords of Avramir.
The Lords of Avramir were a powerful sect of humans with otherworldly powers, arcane mastery, and dominating charisma. Uniting the fledgling race of humans, they made many allies, and many more enemies, as their control stretched across the continent. After their reign fell, a cataclysmic war ensued, pushing the humans, once again, out of power. However, several Lords remain, often in hiding, and subtly influence the flow of society. Most notable is Count Blythe, who currently wields unrivaled control over the Myraesal region, and humanity as a whole.
The Two Hundred Years War is a thing of the past, yet its repercussions may still have an impact on many within the world. The conflict ended not one or two years past, but a generation ago by the reckoning of man. For the longer-lived races, and for seasoned warriors of younger beings, the war may still be fresh in their minds, however, the greenest adventurers have likely never seen the fighting first hand, and many aspire to equal the deeds of their parents and grandparents.
The Tone of the World is much lighter than other Dungeons and Dragons settings. Indeed, the continent of Dolsaren has already recovered from war, and the world hangs in a comfortable balance between powers. However, many things exist to upset that stability, should it be powerful wizards, monsters of legend, or the very formation of new worlds. Olaesys is also a world of duality; stable kingdoms within a society of simmering chaos, fair woodlands among a field of decay, and a dark world just beneath the lands above all off-set each other in a stable equilibrium.
Races are Common and Races are Wild depending on their past allegiances to the Lords of Avramir. Tensions are often substantial amongst races that were put off as “Wild” simply for not allying themselves with a group of powerful humans. Additionally, Common, the human tongue, has become the standard throughout the continent due to of the advents of the Avramiran Lords. When adventuring in areas inhabited by the Wild races, adventurers would be best to remember that many do not speak the Common tongue, and those who do may simply refuse to do so out of a hatred for those who attempted to subjugate them.
Magic is Common but not Powerful. Olaesys is a lower-powered world, and beings who manage to reach Epic Levels are among the mightiest of all. Arcane and divine energies are used commonly among lesser mages, while some of the most powerful beings in Olaesys are infused with pure magical energies. To citizens of Dolsaren, magic is an oddity, but it is neither feared nor wholly ordinary.
History influences the present, and the world of Olaesys is no exception to this philosophy. Four distinct eras can be noted within the world's history, although the time following the Great Cataclysm focuses almost entirely on Dolsaren. A.R. stands for After Ruin, so that no one would ever forget when the world split in two.
Era of Beginnings
Spoiler
- ??? Mighty Spirit Normasu (Norathasiahsaserasomah) sent to protect all life.
-10,000,000 Kindred spirits Arthraka (Aurainglesiantada) and Kazinthos (Veranthariadura) establish their realms.
-8,000,000 Rift to Qeuinss bathes Olaesys in positive energy, bringing forth life.
-5,500,000 Metallic dragons arise in Overrealm, and the chromatic dragons are spawned in Underdeep.
-2,000,000 Arrival of dinosaurs, the lesser dragons, in Overrealm.
-1,500,000 Common and monstrous races emerge in primitive states.
-1,200,000 Rift to Avramir awakens, created as machinations of artifice are implanted in the minds of the Giants, who expand an empire that encompasses all of eastern Ashtath.
-1,000,000 Draconic guardians tasked to protect both worlds.
-900,000 Giant Empire covers all of Ashtath; first humans taken in as slaves.
-500,000 Goblinoids rise from primitive state in Underdeep.
-350,000 Goblinoids factions join together, forming Dher Mekuul, the First Kingdom, in Underdeep.
-325,000 Green dragon Jennudaguam comes forth to guard Underdeep; Copper dragon Vulthatrotha answers the call to protect Overrealm.
-150,000 Rift to Qenuiss created, the positive energy causing heightened intelligence in the lesser races; Giant Empire spreads into archaic Dolsaren and Teiraesia.
-100,000 Rift to Laranya created as magical animals and fey released onto Olaesys.
Era of Ruin
Spoiler
-95,000 Arthraka and Kazinthos tasked to care for the increasing numbers of spirits.
-80,000 Giants encounter the first orcs in western Dolsaren and are pushed back by the frenzied intensity of the green warriors.
-75,000 Dwarven prisoners outcast to Overrealm.
-60,000 With chromatic dragon enemies defeated, power-mad Jennudaguam lays siege on Dwarven nation of Underdeep.
-50,000 Rift to Mul'Darch created as powerful gales send surface-dwellers into hiding and slowly weaken the link between the surface and Underdeep and Overrealm.
-49,000 After millennia of warfare, dwarves completely eradicated in Underdeep; Jennudaguam turns his attention to the Drow.
-45,000 Animosity from the constant warring causes spirits to turn into demons and devils instead of angels and celestials. Arthraka’s realm split in two.
-37,000 Halflings of YáneLi Fields push giant empire back into Ashtath.
-30,000 True orcs and drow tricked into releasing demons and devils unto both worlds.
-25,000 Drow make last stand against goblinoids and the unholy hordes of devils; Drow emerge on Eldor.
-20,000 Rift to Nhosurum created as a horrid plague swept the land, animating the bodies of those slain through disease.
-18,000 Devils breach the border into Overrealm.
-15,000 Jennudaguam, ascended into nigh-godhood, attacks Normasu directly, but is finally killed in the battle; goblinoid realms fall to pieces.
-14,000 True orc empire destroyed by the unholy hordes.
-12,000 Giant empire, allied with the dragons, serves as bulwark against the unholy hordes; demons and devils root into continents of Gapet and Rabsool.
-8,000 Giant Empire begins to weaken from constant warfare; common and monstrous races struggle to survive.
-5,000 Rift to Crolodi created; Desperate to end the demonic regime, Kazinthos severs the link between Overrealm and Underdeep, starting the Great Cataclysm. Kazinthos’ realm exposed to material plane; Kazinthos driven insane by destruction.
-4,900 Continents of Gapet and Rabsool annihilated as Olaesys split in two.
-3,000 Elven home of Eldor begins to sink beneath the waves; first elven migration to Dolsaren.
-2,700 True orc empire diminished as war raged against the true orcs and the elves; second elven migration; Council of the Eternal Witness created.
-2,000 The Great Rift created under center of orc empire; gnomes emerge quietly onto Dolsaren.
-1,000 Giant Empire falls as Ashtath is partially destroyed; humans move into Myraesal province in Dolsaren.
Era of Rebirth
Spoiler
0 A.R. Great Cataclysm finally comes to an end. No records of so-called “Blank Millenia” of year -1,000 remain intact.
1 A.R. Human feudal system replaced by royal bloodlines, as King Alvian reigns over the first human kingdom of Alviany.
7 A.R. Kobolds, led by the red dragon Zhanahín, attack gnomish realm of Thurin in decade-long conflict.
10 A.R. Alviany comes to the aid of the gnomes.
27 A.R. Orc Gorask Clans come into conflict with human nations.
55 A.R. King Alvian II takes up the throne.
108 A.R. Frostknell Dwarves begin first large-scale mining projects in the Norogh Peaks.
112 A.R. Queen Mellasia replaces Alvian II
135 A.R. Tarrasque appears within Thurin borders, leaving the gnomish nation in shambles.
167 A.R. Alvian III obtains Alvian throne.
170 A.R. Ruby Heart disappears from treasure vault in Frostknell, dwarves declare war on the elves; Blood War begins.
182 A.R. Elven city of Korensaj destroyed by dwarven invaders.
194 A.R. Alvian III dies under mysterious circumstances, Alvian War begins.
214 A.R. Elven general Lanarea mounts a successful campaign against the dwarves by marching over the great crag.
330 A.R. Alvian War ends, not due to a treaty, but due to the devastation of the human communities, the warring factions simply cannot continue.
345 A.R. Darenius “Giantslayer” Thunderbolg begins his reign over humanity.
416 A.R. Frostknell Dwarves breach the border into Kazinthos, releasing veritable armies of aberrations into the Norogh Peaks.
427 A.R. Gnome’s establish nation of Nourem.
438 A.R. Dwarven forces reach the outskirts of the Paerysaer forest and suddenly drawback; Blood War comes to a mysterious close.
534 A.R. Dwarven clans unite to push aberrations back into the Norogh Peaks; nation of Morander formed.
725 A.R. Elven druid Enialis takes over Alveri forest; gnomish city of Pai besieged by druidic sect.
762 A.R. Nation of Corrath founded.
816 A.R. Adventurers slay Queen Fralien d’Thunderbolg; humanity thrown into chaos and civil strife.
954 A.R. Human paladin Calan Varzeri leads pilgrimage to the “birthplace of humanity.”
1,000 A.R. Rift to Gyzatt awakened; Powerful human wizards calling themselves the Lords of Avramir appear out of nowhere and shortly spread their dominion to include all human lands.
Common Era
Spoiler
1,015 A.R. Lords of Avramir enhance the art of construct creation.
1,238 A.R. Nourem allies with Mechana, capitol of the human domain.
1,254 A.R. Hamlet of Trestin mysteriously vanishes.
1,437 A.R. Morander allies with Mechana; Crystal Heart formed.
1,610 A.R. Archmage Khylum arises to confront the Lords of Avramir; uprisings in several small human towns.
1,657 A.R. House Macht created.
1,706 A.R. United Nations of Underdeep (Korr) form diplomatic arrangements with Mechana.
1,775 A.R. Varzeran troops openly oppose and attack Mechana.
1,801 A.R. Tarrasque appears within Mechanan border; first soulstitched created.
1,805 A.R. Battle of Northwind; Reign of the Lords of Avramir ends violently, leading to the beginning of the Two Hundred Years war.
1,865 A.R. First airships created in small supply.
1,890 A.R. Enarem elves drawn into the fighting.
1,924 A.R. Battered gnomish forces withdraw from the war; standoff near Blackgate.
1,972 A.R. Mass religious prosecution in Varzeri.
2,012 A.R. Count Blythe imposes order over the continent of Dolsaren; Two Hundred Years war ended abruptly.
2,015 A.R. Nourem, Morander, and Corrath declared independent nations.
2,016 A.R. Nation of Varzeri resists Blythe’s rule.
2,018 A.R. Enarem, Zan Eldor, Taneli Fields, Frostknell, and Morander gain sovereignty.
2,020 A.R. King Son of Varzeri becomes first construct accepted into royalty.
2,025 A.R. The fanatical Purging Flame comes to power claiming eventual domination of Myraesal.
2,028 A.R. Madame Zakhira established political dominion over Ladrac.
2,030 A.R. Count Blythe announces the existence of an heir; the adventure begins!
Common Races They hailed from lands of perfect law,
The kings of men who ruled our race,
They found us beings of magic blood,
Enraptured by their ideal grace.
Some were Common, some were Wild,
So said the Avramiran Lord,
They broke the links that bound us all,
And damned the ancients to the sword.
-Excerpt from “The Odyssey of Seig”
Racial Characteristics
In the world of Olaesys, race is important not only because it defines your character's place in the world, but also because choosing the right race can give you access to new powers that persist as your character rises through the levels. Every race now has a charge mechanic, divided into three different categories: Inborn Psionics, Natural Magic, and Natural Talent.
Inborn Psionics includes psi-like abilities that are innately known to the race, Natural Magic details spell-like abilities in races that are particularly sensitive to magic, and Natural Talent sports mundane extraordinary powers unique to the race. Characters gain one racial charge at first level and one every three levels afterwards. These charges can be used to power Inborn Psionics, Natural Magic, Natural Talent, or to power a Racial Feat.
Common Races in the World
The races of Dolsaren are largely migrants from other continents following the disastrous events of the Great Cataclysm. This patchwork tapestry of peoples is divided amongst the Common Races and the Wild Races. Determined by the Lords of Avramir centuries ago, the widespread populations of allies and servants were included in the official censuses of the Avramiran Lords, becoming the Common men and women who served and ruled in their own various empires. For less complacent beings, however, the title Wild Race was given for refusal to enlist in the armies of the Avramiran Lords. Although less stratified than they once were, the traditional separations among Common and Wild still exist, and are felt throughout the world.
-From left to right, Soulstitched, Aranea, Human, Dwarf, Troglodyte, Gnome, Half-Orc, Halfling, Bornura, Elf, Half-Elf.
Aranea: The infamous race of tricksters capable of shaping their own forms. Bornura: Peaceful beings, bonded with crystals worth more than gold. Dwarves: Stalwart, somber beings with great battle prowess. Experts at mining and stonecunning. Elves: Careful, elegant beings at one with nature. Gnomes: Knowledgeable, inquisitive creatures adept at craft and alchemy. Half-Elves (Alrendír): Charming and charismatic beings born of two races with a knack for adventuring. Half-Orcs (Orküst): Often short-tempered and sullen, yet proud and enthusiastic warriors. Halflings: Tough, clever, and capable opportunists. Very friendly and quick to learn new things. Humans: Fast-paced, short-lived beings with a diverse culture. Often a jack of all trades. Soulstitched: Charismatic sentient constructs consisting of human body parts sewn together. Troglodytes: Fire-blooded, yet cold-hearted saurians of unmatched survival capabilities.
Table: Aging Effects
Race
Adulthood
Middle Age 1
Old Age 2
Venerable 3
Maximum Age
Aranea
15 years
40 years
65 years
90 years
+2d8 years
Bornura
25 years
60 years
90 years
120 years
+2d10 years
Dwarves
40 years
125 years
200 years
250 years
+2d% years
Elves
50 years
175 years
300 years
425 years
+3d% years
Gnomes
35 years
100 years
150 years
200 years
+3d% years
Half-Elves (Alrendír)
20 years
60 years
95 years
125 years
+3d20 years
Half-Orcs (Orküst)
15 years
30 years
45 years
60 years
+2d12 years
Halflings
30 years
55 years
80 years
100 years
+5d20 years
Humans
15 years
40 years
65 years
80 years
+2d20 years
Soulstitched 4
-
20 years
35 years
50 years
-
Troglodytes
25 years
60 years
95 years
130 years
+2d10 years
1 At middle age, -1 to Str, Con, and Dex; +1 to Int, Wis, and Cha. 2 At old age, -2 to Str, Con, and Dex; +1 to Int, Wis, and Cha. 3 At venerable age, -3 to Str, Con, and Dex; +1 to Int, Wis, and Cha. 4 Soulstitched do not technically age, so they have no maximum age limit and are considered to be Adult upon creation. However, while soulstitched can live indefinitely, they succumb to physical deterioration. A soulstitched continues to experience the effects of aging every age category until his Constitution score is reduced to 0 in which he is destroyed instantly (many attempt to stave off the inevitable through magical means).
Table: Random Height and Weight
Race
Base Height
Height Modifier
Base Weight
Weight Modifier
Aranea, Male
4'2"
+2d4"
85 lb.
x (2d4) lb.
Aranea, Female
4'0"
+2d4"
75 lb.
x (2d4) lb.
Bornura, Male
4'10"
+2d10"
110 lb.
x (2d4) lb.
Bornura, Female
4'6"
+2d10"
80 lb.
x (2d4) lb.
Dwarf, Male
3'9"
+2d4"
130 lb.
x (2d6) lb.
Dwarf, Female
3'7"
+2d4"
100 lb.
x (2d6) lb.
Elf, Male
4'5"
+2d6"
85 lb.
x (1d6) lb.
Elf, Female
4'5"
+2d6"
80 lb.
x (1d6) lb.
Gnome, Male
3'0"
+2d4"
40 lb.
x 1 lb.
Gnome, Female
2'10"
+2d4"
35 lb.
x 1 lb.
Half-Elf (Alrendír), Male
4'7"
+2d8"
100 lb.
x (2d4) lb.
Half-Elf (Alrendír), Female
4'5"
+2d8"
80 lb.
x (2d4) lb.
Half-Orc (Orküst), Male
4'12"
+2d12"
150 lb.
x (2d6) lb.
Half-Orc (Orküst), Female
4'8"
+2d12"
110 lb.
x (2d6) lb.
Halfling, Male
2'8"
+2d4"
30 lb.
x 1 lb.
Halfling, Female
2'6"
+2d4"
25 lb.
x 1 lb.
Human, Male
4'10"
+2d10"
120 lb.
x (2d4) lb.
Human, Female
4'8"
+2d10"
85 lb.
x (2d4) lb.
Soulstitched, Male 1
-
-
-
-
Soulstitched, Female 1
-
-
-
-
Troglodyte, Male
5'4"
+2d6"
160 lb.
x (2d8) lb.
Troglodyte, Female
5'0"
+2d6"
130 lb.
x (2d8) lb.
1 With often disproportionate figures, soulstitched anatomy varies too widely to be determined by normal means. The entry is added only for the sake of completeness.
Aranea are the trickster folk, spawned from the deepest shadows of the greatest metropolises. Blending seamlessly into the societies of other beings, aranea utilize the power of primal fear to further their goals. *(These aranea effectively replace the aranea found in the Monster Manual)
Personality: With a reputation as cheats, assassins, and swindlers, many aranea see themselves as weavers, pulling on the threads of society to create a piece that serves themselves alone. Fluid of tongue, aranea rely on language, fear, and blackmail to coerce, influence, and dominate unwary victims.
Physical Description: Capable of holding multiple forms, many common folk have never seen an aranea in their true form. Melding into different forms seamlessly, aranea are almost invisible to other races, as they expertly blend in with the riffraff of cities and grow rich through influence in criminal occupations.
In their true form, aranea resemble attractive, yet somewhat gangly humanoids, with the lower half of a four-legged webspinning spider. Aranea possess milk-white skin and four long fingers that can quickly form into dangerous claws. The thin frames of aranea stand at four and a half to around five feet, and seem even more lithe by their raven or grey hair which they wear long. Aranea clothe themselves loosely in silk or other fine linens, but shun jewelry which they find to be gaudy and cumbersome.
Alignment: Aranea act on behalf of themselves and the few who are close to them. The cutthroat tactics they utilize to get what they want leads many aranea down the path of Neutral Evil.
Aranea Lands: Aranea live in the shadows of large cities, particularly in the Myraesal region. Some hold respectable positions through shop ownership, while others form the back bone of gangs and criminal guilds throughout the land. The populace often know where aranea dwell within their city, yet few can pin down any illicit activities on behalf of the trickster folk.
Religion: The aranea who do end up worshipping deities pay homage to trickster gods like the Webspinner or to freer deities of malevolent intent.
Language: Aranea speak Common and Sylvan, but often pick up the languages of local humanoids.
Common Legacy: Lacking effective spies during the more subtle battles of the Two Hundred Years War, the Lords of Avramir turned to the mysterious trickster folk for assistance. Originally serving as mercenaries, the aranea quickly moved on to become the most fearsome spies and assassins on the continent; all under the banner of the Avramiran Lords.
Aranea Racial Traits
-2 Constitution, +2 Charisma; Aranea are eloquent and passionate speakers but are rather weak physically.
Medium Size: Aranea, being Medium, receive no adjustments based on size
Monstrous Humanoid: As monstrous humanoids with the (Shapechanger) subtype, aranea are immune to spells and effects that specifically target humanoids.
Speed: Aranea base land speed is 30 feet.
Darkvision out to 60 ft. Darkvision is black and white only, but it is otherwise like normal sight, and aranea can function just fine with no light at all.
Focused: Aranea receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Masterful Visage: Aranea gain a +2 racial bonus on Disguise checks and use the spell Disguise Self to emulate any Small or Medium sized humanoid instead of monstrous humanoid.
Natural Weapons: Aranea possess terrible claws. They have two claw attacks that each deal 1d4 damage. When attacking with natural attacks, an aranea uses their claws as their primary natural attack.
Voice of Nightmare: Aranea are perpetually under the effect of a Ghost Sound spell, giving their voice and presence a ghoulish echo that seems to stimulate primal fear to those within hearing distance, although the effect can be suppressed or released as a swift action. These nightmarish echoes give an aranea a +4 racial bonus on Intimidate checks.
Natural Magic: An aranea has a small pool of reserve energy they may tap into daily. An aranea has one charge per three class levels, minimum one. A charge may be spent to power a feat with the [Aranea] descriptor or to activate one of the following spell-like abilities: Cause Fear, Disguise Self, Message. Caster level equals the aranea’s character level. The save DC is Charisma-based.
Automatic languages: Common, Sylvan. Bonus Languages: Any (other than secret languages, such as Druidic)
Favored Class: Bard.
3.5 Racial Traits
Spoiler
-2 Constitution, +2 Charisma; Aranea are eloquent and passionate speakers but are rather weak physically.
Medium Size: Aranea, being Medium, receive no adjustments based on size
Monstrous Humanoid: As monstrous humanoids with the (Shapechanger) subtype, aranea are immune to spells and effects that specifically target humanoids. Monsterous in name only, aranea do not gain any benefits by Hit Dice, and instead progress through class level.
Speed: Aranea base land speed is 30 feet.
Darkvision out to 60 ft. Darkvision is black and white only, but it is otherwise like normal sight, and aranea can function just fine with no light at all.
Focused: Aranea receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Masterful Visage: Aranea gain a +2 racial bonus on Disguise checks and use the spell Disguise Self to emulate any Small or Medium sized humanoid instead of monstrous humanoid.
Natural Weapons: Aranea possess terrible claws. They have two claw attacks that each deal 1d4 damage. When attacking with natural attacks, an aranea uses their claws as their primary natural attack.
Voice of Nightmare: Aranea are perpetually under the effect of a Ghost Sound spell, giving their voice and presence a ghoulish echo that seems to stimulate primal fear to those within hearing distance, although the effect can be suppressed or released as a swift action. These nightmarish echoes give an aranea a +2 racial bonus on Intimidate checks.
Spell-like abilities: 1/day-Disguise Self. Caster level equals the aranea’s character level. The save DC is Charisma-based.
Automatic languages: Common, Sylvan. Bonus Languages: Any (other than secret languages, such as Druidic)
Bornura are peaceful beings bonded with psionic crystals, known as Nuralithis, as a result of a grand experiment on behalf of the once great Giant Kings. With crystals worth more than gold infused within their blood, bornura struggle to survive against the nuralith hunters who eternally besiege the amicable race.
Personality: The bornura possess remarkably placid dispositions, perhaps as a result of the nuralithis bound to their bodies. Although they are a shorter-lived race, bornura as a whole are genuinely benevolent, and prefer to take life slowly as they enjoy the simple pleasures of the world.
Physical Description: While they look similar to a human in most respects, the teal-hued nuralithis crystals give bornura the ability to form the gems into psionic weapons and defenses. Nuralithis crystals have adapted with the bornura, and now evaporate when exposed to air, forcing nuralith hunters to cut out the vital organs of a bornura to reap the benefits of the rare and powerful gems. Worth more per pound than gold, nuralithis proves to be a tantalizing source of quick income for the greedy and murderous.
Built light with smaller frames, bornura typically weigh 100 to 140 pounds and are just as tall as humans. Paler skin hues, often with a hint of blue, are the norm, and bornura sport blue eyes and hair ranging form light to dark blue, with the occasional appearance of white or purple hair. Bornura try to wear clothes that allow them to blend in with the general populace, and normally avoid drawing attention to themselves or their families. As bornura age, their body is slowly consumed by the crystal, and upon reaching a natural death, they are fully crystallized, with the energy having been drained from the nuralithis along with their life force.
Alignment: Bornura are slow to anger, quick to forgive, and inclined towards moral pursuits. The nuralithis in their bodies produces a pacifying effect, as well as allowing them the uncanny ability to read others. Bornura are most often Neutral Good.
Bornura Lands: Bornura find safety in numbers, and often from small communities within larger populations of other races. Since they look most like humans, most bornura find life within human settlements to be a fairly secure one. Usually, bornura settlements consist of small communes within the poorer districts of cities, or of isolated hamlets on the reaches of civilization.
Religion: The bornura have a loose history of ancestral worship, but most end up paying homage to a good-aligned deity whose clergy is accepting and trustworthy.
Language: Bornura speak Common and Terran, using the tongue of the earth elementals as their own.
Common Legacy: Striking a deal with several bornura communities, the Lords of Avramir promised protection to the race in return for soldiers from bornura monasteries. During the Two Hundred Years War, bornura warriors and monks served as shock troopers for the Avramiran regiments. It is partly due to this wartime legacy that bornura monasteries are so regarded as places of protection, lest those of malevolent intent provoke the ire of the "blue blooded" warriors.
Bornura Racial Traits
+2 Wisdom, -2 Charisma; Bornura are insightful and perceptive, but are often introverted and reserved.
Medium Size: Bornura, being medium, receive no adjustments based on size.
Earth Scion: Bornura are humanoids with the (Earth) and (Psionic) subtypes.
Speed: A bornura's base land speed is 30 feet.
Low-Light Vision: A bornura can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Almost Human: Bornura receive a +6 racial bonus on Disguise checks made to impersonate a human when not using crystal forming.
Crystal Forming: A bornura has the psionic ability to alter the nuralithis in their bloodstream into various forms. One form must be chosen at first level, and progresses naturally as the bornura gains class levels. Utilizing a crystal form is a swift action and lasts until the bornura is killed, knocked unconscious, or “turns off” the effect. The effects of a Shatter spell or similar effect can cancel out the bornura's crystal forming for a number of rounds equal to the damage the bornura took should they fail their fortitude save (treat the bornura as a crystalline creature).
Aqua Aura: Nuralithis evaporates to form a bluish aura around the bornura giving them and their allies within a 5' radius a +1 bonus on saving throws. Every four character levels, the aura grants an additional +1 bonus on saving throws.
Clear Immersion: Nuralithis accumulates into small clumps throughout the bornura's body, radiating energies that make arcane spellcasting difficult. Arcane spellcasters within a 10' radius of the bornura gain a 5% arcane spell failure chance. Every four character levels, the arcane spell failure chance increases by 5%.
Crystal Edge: Nuralithis hardens around the bornura's dominant arm, forming a deadly natural blade that deals 1d8+1 points of bludgeoning and piercing damage. Every four character levels, this bonus increases by 1. When attacking with natural attacks, a bornura uses their crystal edge as their primary natural attack. At level 10, a bornura gains a second crystal edge on their off-hand.
Dazzling Jewel: Nuralithis forms into sharp irregular crystals that distort light around the bornura's form, giving them a 5% miss chance. Every four character levels, the miss chance increases by 5%. However, the crystal forming trait doubles the penalties enacted by nuralithis trance.
Diamond Clarity: Nuralithis spreads through the very fissures of a bornura’s mind, granting them Power Resistance 10. Every four character levels, the Power Resistance increases by 5.
Gem Armor: Nuralithis condenses around the bornura's body, giving them a +2 natural armor bonus to AC. Every four character levels, this bonus to natural armor increases by +2.
Nuralithis Trance: Bornura experience a dulled sense of adrenaline, which greatly affects their battle prowess. Bornura cannot make charge attacks, take a -4 penalty to initiative, a -4 penalty to resist feints, and only gain half the benefit from spells or effects that rely on extreme emotion such as a barbarian's rage or a wilder's wild surge. This penalty to initiative and to resist feints increases by -1 every four levels as nuralithis extends over the bornura's body.
Inborn Psionics: A bornura has a small pool of psionic charges they may tap into daily. A bornura has one charge per three class levels, minimum one. A charge may be spent to activate one of the following psi-like abilities or to power a feat with the [Bornura] descriptor: Crystal Shard. The manifester level is equal to the bornura's class level
Medium Size: Bornura, being medium, receive no adjustments based on size.
Earth Scion: Bornura are humanoids with the (Earth) subtype.
Speed: A bornura's base land speed is 30 feet.
Low-Light Vision: A bornura can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Almost Human: Bornura receive a +6 racial bonus on Disguise checks made to impersonate a human when not using crystal forming.
Crystal Forming: A bornura has the supernatural ability to alter the nuralithis in their bloodstream into various forms. One form must be chosen at first level, and progresses naturally as the bornura gains class levels. Utilizing a crystal form is a swift action and lasts until the bornura is killed, knocked unconscious, or “turns off” the effect. The effects of a Shatter spell or similar effect can cancel out the bornura's crystal forming for a number of rounds equal to the damage the bornura took should they fail their fortitude save (treat the bornura as a crystalline creature).
Aqua Aura: Nuralithis evaporates to form a bluish aura around the bornura giving them and their allies within a 5' radius a +1 bonus on saving throws. Every four character levels, the aura grants an additional +1 bonus on saving throws.
Clear Immersion: Nuralithis accumulates into small clumps throughout the bornura's body, radiating energies that make arcane spellcasting difficult. Arcane spellcasters within a 10' radius of the bornura gain a 5% arcane spell failure chance. Every four character levels, the arcane spell failure chance increases by 5%.
Crystal Edge: Nuralithis hardens around the bornura's dominant arm, forming a deadly natural blade that deals 1d8+1 points of bludgeoning and piercing damage. Every four character levels, this bonus increases by 1. When attacking with natural attacks, a bornura uses their crystal edge as their primary natural attack. At level 10, a bornura gains a second crystal edge on their off-hand.
Dazzling Jewel: Nuralithis forms into sharp irregular crystals that distort light around the bornura's form, giving them a 5% miss chance. Every four character levels, the miss chance increases by 5%.
Diamond Clarity: Nuralithis spreads across the bornura's body in thin veins, granting them Spell Resistance 10. Every four character levels, the Spell Resistance increases by 5.
Gem Armor: Nuralithis condenses around the bornura's body, giving them a +2 natural armor bonus to AC. Every four character levels, this bonus to natural armor increases by +2.
Nuralithis Trance: Bornura experience a dulled sense of adrenaline, which greatly affects their battle prowess. Bornura cannot make charge attacks, take a -4 penalty to initiative, a -4 penalty to resist feints, and only gain half the benefit from spells or effects that rely on extreme emotion such as a barbarian's rage or a wilder's wild surge. This initiative penalty increases by -1 every four levels, as the nuralithis gradually extends over the bornura's body.
Razor Crystal: A bornura may cast Magic Stone on small clumps of nuralithis to be used as sling bullets or thrown stones. These clumps last the duration of the spell and are too small to have monetary value.
Natural Magic: A bornura has a small pool of reserve energy they may tap into daily. A bornura has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Bornura] descriptor: Magic Stone. The caster level is equal to the bornura's class level
+2 Wisdom, -2 Charisma; Bornura are insightful and perceptive, but are often introverted and reserved.
Medium Size: Bornura, being medium, receive no adjustments based on size.
Earth Scion: Bornura are humanoids with the (Earth) and (Psionic) subtypes.
Speed: A bornura's base land speed is 30 feet.
Low-Light Vision: A bornura can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Almost Human: Bornura receive a +2 racial bonus on Disguise checks made to impersonate a human when not using crystal forming.
Crystal Forming: A bornura has the psionic ability to alter the nuralithis in their bloodstream into various forms. One form must be chosen at first level, and progresses naturally as the bornura gains class levels. Utilizing a crystal form is a swift action and lasts until the bornura is killed, knocked unconscious, or “turns off” the effect. The effects of a Shatter spell or similar effect can cancel out the bornura's crystal forming for a number of rounds equal to the damage the bornura took should they fail their fortitude save (treat the bornura as a crystalline creature).
Aqua Aura: Nuralithis evaporates to form a bluish aura around the bornura giving them and their allies within a 5' radius a +1 bonus on saving throws. Every four character levels, the aura grants an additional +1 bonus on saving throws.
Clear Immersion: Nuralithis accumulates into small clumps throughout the bornura's body, radiating energies that make arcane spellcasting difficult. Arcane spellcasters within a 10' radius of the bornura gain a 5% arcane spell failure chance. Every four character levels, the arcane spell failure chance increases by 5%.
Crystal Edge: Nuralithis hardens around the bornura's dominant arm, forming a deadly natural blade that deals 1d8+1 points of bludgeoning and piercing damage. Every four character levels, this bonus increases by 1. When attacking with natural attacks, a bornura uses their crystal edge as their primary natural attack. At level 10, a bornura gains a second crystal edge on their off-hand.
Dazzling Jewel: Nuralithis forms into sharp irregular crystals that distort light around the bornura's form, giving them a 5% miss chance. Every four character levels, the miss chance increases by 5%. However, the crystal forming trait doubles the penalties enacted by nuralithis trance.
Diamond Clarity: Nuralithis spreads through the very fissures of a bornura’s mind, granting them Power Resistance 10. Every four character levels, the Power Resistance increases by 5.
Gem Armor: Nuralithis condenses around the bornura's body, giving them a +2 natural armor bonus to AC. Every four character levels, this bonus to natural armor increases by +2.
Nuralithis Trance: Bornura experience a dulled sense of adrenaline, which greatly affects their battle prowess. Bornura cannot make charge attacks, take a -4 penalty to initiative, a -4 penalty to resist feints, and only gain half the benefit from spells or effects that rely on extreme emotion such as a barbarian's rage or a wilder's wild surge. This penalty to initiative and to resist feints increases by -1 every four levels as nuralithis extends over the bornura's body.
Dwarves are staunch and powerful beings with a history dating back to the great kingdoms of Underdeep. Modern dwarves are the ancestors of prisoners and debtors exiled to the surface world to pay for their crimes. Matters were only made worse once the Great Cataclysm struck, releasing the aberrations onto the dwarven lands in Frostknell and pushing the beleaguered dwarves into an eternal battle against the alien creatures. *(Racial traits by Fax Celestis)
Personality: The necessity of survival has made many dwarves somewhat mistrusting of outsiders, leading to assumptions that all dwarves are gruff and unfriendly. However, this is rarely the case, since dwarves readily warm to those who earn their trust, and are unwavering in their loyalty and determination. However, when angered, dwarves bring unmatched boldness to the battlefield, attacking opponents with unrivaled tenacity.
Physical Description: Known by humans as hill or mountain dwarves, the race does indeed seem as tough as the earth itself. Sturdy and muscular, dwarves can haul heavy objects with ease and deliver powerful strikes with their burly fists.
Dwarves normally stand around 4 feet tall and often weigh as much as adult humans. Average skin hues range from tan to brown, although red skin is not wholly uncommon. Beards among males and braided hair among females are favored, with hair colors including brown, black, silver, and occasionally bright orange. Dwarves prefer simple and functional clothes, often or not in earthy tones, but greatly enjoy the finery of gold and jewels.
Alignment: Dwarves are loyal to clan and crown, but also see it as their duty to defend others and act with compassion. Dwarves are most often Lawful Good.
Dwarven Lands: Lacking the ancestral history of Frostknell, dwarves have nevertheless made a life for themselves in the hilly plains of Morander. Typical dwarven cities are build only a story or two off the ground, with the vast interior being below the earth. Unparallel in their stonemasonry, dwarven halls are impressive architectural works of art.
Religion: Agrân is the true father of the dwarves, but his brothers Hurak and Farader are also included as the ancestral dwarven pantheon.
Language: Dwarves speak Dwarven, an ancient and refined tongue placing emphasis on low-sounding hard syllables. Fluency in Common is standard among dwarves.
Common Legacy: Having allied with the Avramiran Lords shortly after the gnomes, the dwarves readily took up the call to arms on the eve of the Two Hundred Years War. Despite being more powerful than typical Avramiran soldiers, the dwarves suffered great casualties, partly due to unreasonable orders on the part of human commanders. By the time the conflict came to a close, many dwarves had built up considerable resentment for the Lords of Avramir.
Dwarf Racial Traits
-2 Dexterity, +2 Constitution; Dwarves are hearty beings, but certainly aren't nimble.
Medium Size: Dwarves, being medium, receive no adjustments based on size.
Dwarven: Dwarves are humanoids with the (Dwarf) subtype.
Speed: A dwarf's base land speed is 20 feet. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +2 racial bonus on Awareness checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make an Awareness check as if he were actively searching, and a dwarf can use the Awareness skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. A dwarf also receives a +2 racial bonus on Appraise or Craft checks related to metal or stone items.
Weapon Familiarity: Dwarves treat any weapon that has the word 'dwarf' or 'dwarven' in its name as a martial weapon rather than an exotic one.
Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Hearty: Dwarves receive a +2 racial bonus on saving throws against poison.
Natural Talent: A dwarf has a small pool of reserve energy they may tap into daily. A dwarf has one charge per three class levels, minimum one. A charge may be spent to power a feat with the [Dwarf] descriptor or to activate one of the following abilities:
Crushing Blow: A dwarf can activate this ability as a standard action. As part of this ability, he makes an attack roll at his full base attack bonus. This attack deals normal damage, but automatically overcomes any damage reduction his foe may have.
Defensive Training: A dwarf can activate this ability as an immediate action to gain a +2 racial bonus to his next saving throw this round.
Stolid: A dwarf can activate this ability as a move action to gain damage reduction equal to his Constitution modifier for one round. This damage reduction is overcome by adamantine weapons.
Hello, I did not want to mess up your posting-flow (so I am placing this in a spoiler), but I just wanted to say that I am glad to see you at work on this again. The integration of the art is nice.
I also like how your tone is one of optimism; far too many home-brew works go "dark"... which isn't bad, but it risks being overdone. I think it is far more interesting and difficult for a designer to create a compelling world in a land of possibility and exploration. Eberron manages to do that well; few other worlds do likewise.
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Kalen the Kobold Paladin by Sneak ; Avatar by Shirwill Jack. (Thanks!)
Last edited by DarkCloud : 06-14-2009 at 10:02 PM.
Elves are the ancestors of the ancient drow, and immigrants from the sunken island forest of Eldor. Split ideologically into two groups, the Enarem and the Eldoran elves, the rivalries of the fair ones impact the very earth through the influence of the elves' unearthly grace. *(Racial traits by Fax Celestis)
Personality: To others, elves may often seem somewhat fickle. Indeed, the elves seem slow to experience emotion, however, when their willpower fails them, they can fly into moments of unmatched joy or moving sorrow. Slow to anger and long of memory, elves have been known to hold grudges for centuries. However, they are a truly kind race, even if they often seem alien to others.
Physical Description: Known as the fair folk or the immortal ones, the elves have actually lost their ties to immortality after their escape from the sunken island of Eldor. Elves have keen senses and are adept runners, capable of speeds beyond those of the other races. While they can dream, elves do not sleep and instead enter a magical trance when they feel the need to rest from the waking world. Elves can also send other beings into a magical slumber with but a wave of their fair hands.
Graceful but frail, elves are slighter shorter than humans, and are known to have smaller frames and pale skin. Elves have hair in hues of raven or silver, and sport piercingly beautiful eyes of grey, green, or gold. Elves do not have body hair, and both genders wear their hair long. Elves prefer clothes of fine materials in pastel blues, greens, or browns, but are not known to wear jewelry. Eldoran elves are often known as high or painted elves for their regal appearances and their intricate tatoos while Enarem elves are known as forest or wild elves for their untamed glory and ability to simply vanish into the forest canopy.
Alignment: Elves are Good or Neutral, with a draw towards the Chaotic side.
Elven Lands: Scattered between Enarem and Zan Eldor, the Enarem elves dwell in cities at peace with the vast western forests, while the Eldoran elves sit in their mysterious halls of arcane learning. Few elves live in lands of other races, although some former soldiers reside in the western regions of the Count's Peace.
Religion: Nelluien and Anorûl are the fair couple and parents of the elven race. Firwen, Danarsëa, and Harthoul also make up the elven pantheon.
Language: Elves speak the fluid and intricate Elven language as well as Common. Many Enarem elves learn Sylvan while Eldoran elves learn Draconic.
Common Legacy: When the battles of the Two Hundred Years War drew too close to the western forests, men began to notice the fair creatures who so doggedly fought against them for control of the land. After many years and many more diplomatic negotiations, the Avramiran Lords formed a tentative alliance with the elves of both Enarem and Zan Eldor before once again losing the elves by means of the ruthless Avramiran tactics in battle. Today, elves either respect or disdain humans, and all bear anger towards the hated Lords of Avramir.
Elf Racial Traits
+2 Dexterity, -2 Constitution; Elves are fast and lithe, but are rather frail.
Medium Size: Elves, being medium, receive no adjustments based on size.
Elven: Elves are humanoids with the (Elf) subtype.
Speed: An elf's base land speed is 30 feet.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Everwaking: Immune to Sleep spells and effects. Elves do not sleep: rather, they enter a trance to rest.
Weapon Familiarity: Elves treat any weapon that has the word 'elf' or 'elven' in its name as a martial weapon rather than an exotic one.
Keen Senses: Elves receive a +2 racial bonus on Awareness checks.
Focused: Elves receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Natural Magic: An elf has a small pool of reserve energy they may tap into daily. An elf has one charge per three class levels, minimum one. A charge may be spent to power a feat with the [Elf] descriptor or to activate one of the following spell-like abilities: Detect Secret Doors, Expeditious Retreat, Sleep. Caster level equals the elf’s character level. The save DC is Charisma-based.
Hello, I did not want to mess up your posting-flow (so I am placing this in a spoiler), but I just wanted to say that I am glad to see you at work on this again. The integration of the art is nice.
I also like how your tone is one of optimism; far too many home-brew works go "dark"... which isn't bad, but it risks being overdone. I think it is far more interesting and difficult for a designer to create a compelling world in a land of possibility and exploration. Eberron manages to do that well; few other worlds do likewise.
No spoilers needed; I have no posting flow and I greatly appreciate your compliments!
Yeah, I'm not a fan of dark, gritty, grit, darkness, blood, grit worlds, and I thought it would be neat to do a place that has already recovered from a great war.
Not to say that there aren't dark parts...devils and demons are still the scariest things out there, aranea are wielders of pure undiluted fear, soulstitched can get pretty bloop'd up if they start stealing limbs, and kobolds are bio-weapon wielding psychopaths with penchants for boiling prisoners alive. The closer you get to the light, the greater the shadow becomes
Gnomes are the persistent and implacable seekers of knowledge. Born with a penchant for the arcane arts, gnomes are renowned for their prowess in magic and their wonderful machines, as well as their cheery yet often devious demeanors. *(Racial traits by Fax Celestis)
Personality: Knowledgeable, inventive, and curious, gnomes use their understanding of the world to both create magical marvels and to keep themselves, and their race, happy and healthy. Easily excited by their various projects and the prospect for increased learning, outsiders often overlook the subtlety and cunning that permeates gnomish society.
Physical Description: Gnomes are able to wielding innate magical energies, and are particularly skillful at weaving illusions. Long-lived and surprisingly alert, gnomes are capable of great focus despite often unfocused behavior.
Gnomes typically stand 3 to 3½ feet tall, weighing around 40 pounds. Blonde and red hair are the most ordinary colors among the gnomes, however, more bizarre hues such as fuchsia or even green are not wholly uncommon. Male gnomes often sport goatees or moustaches while females are known for uniquely plaited hair. Leather is favored among the gnomes for clothing, and such garments are often adorned with intricate designs and stitching.
Alignment: Normally benevolent to others, gnomes are often Good with an equal spread between Law and Chaos.
Gnomish Lands: Gnomes live almost solely in Nourem, although many regularly travel outside their beloved country. Lore seekers, diplomats, and wizards are the most common travelers, although merchants bearing the wonderfully-whimsical trinkets of gnomework are equally common.
Religion: While they have no chief deity, gnomes often worship a pair of deities; the moral worship Daynem and Faradar, while the learned pay homage to Hurak and Thostel.
Language: Gnomes speak Gnomish, and all properly educated gnomes learn Common and several other tongues.
Common Legacy: The magically-gifted gnomes allied with the Avramiran Lords shortly following their rise to power and supported them until casualties from the Two Hundred Years War became too great. Respected as diplomats and feared as battlemages, gnomish wizards spread terror throughout the ranks of enemy soldiers, despite being thinly spread throughout the war. Ties to the Avramiran Lords are still strong, but are weakening with each passing year.
Gnome Racial Traits
-2 Strength, +2 Intelligence; Gnomes are highly intelligent, but are rather small and weak.
Small size: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
Gnomish: Gnomes are humanoids with the (Gnome) subtype.
Speed: A gnome's base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Keen Senses: Gnomes receive a +2 racial bonus on Awareness checks.
Masters of Illusion: Gnomes have a natural predilection towards illusion magic. Gnomes therefore increase the DC of spells they cast from the Figment, Glamer, and Phantasm subschools by 1. They also receive a +2 racial bonus on saves versus spells from the same subschools.
Tinker: Gnomes enjoy tinkering, whether with magic or with machines. As such, they receive a +2 racial bonus on any two Craft skills chosen at character creation.
Weapon Familiarity: Gnomes treat any weapon that has the word 'gnome' in its name as a martial weapon rather than an exotic one.
Natural Magic: A gnome has a small pool of reserve energy they may tap into daily. A gnome has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Gnome] descriptor: Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals. Caster level equals the gnome's class levels.
I've been a fan of this setting since its inception, & I'm very glad that it's continuing with renewed vigor. Please keep up the excellent work, Lappy. I'll be keeping an eye on this, & I eagerly await the day when it's complete, so I can download a PDF of the whole thing.
I've been a fan of this setting since its inception, & I'm very glad that it's continuing with renewed vigor. Please keep up the excellent work, Lappy. I'll be keeping an eye on this, & I eagerly await the day when it's complete, so I can download a PDF of the whole thing.
Thankee kindly! My inspiration for the project had begun to slack (plus re-reads brought up abominable spelling and grammatical errors), so I just decided to overhaul the whole thing. Fax's permission to do a partial d20r conversion and fill in the gaps helped, too.
Quote:
Originally Posted by blackspeeker
I'm glad to see that this is back on the boards and I can finally see it again.
And the revamp you did of the aranea and having them replace the changeling was a good call, and it's good the webspinner has natural worshippers now.
Unless the webspinner doesn't feel like it, of course
Half-elves, or alrendír (half-human) as some call themselves, are a rare and unique race, the result of inter-racial mingling between humans and elves. The silver-tongued alrendír are fairly rare on Dolsaren and have no racial bloodline as they are born exclusively to a human and elf pair.
Personality: Since half-elves are almost always born to Enarem elves, they combine both the energy of their human heritage along with the grace of their elven birthright. Other races often find themselves drawn to the equanimity and charm of the alrendír and half-elves easily make friends with other peoples.
Physical Description: Taking advantage of their innate beauty and spirit, half-elves often dominate the social arena. However, while some half-elves possess the human ability to improvise, all have developed a sensitivity to magic from their elven heritage.
Half-elves generally stand from under 5 feet to about 6 feet tall, and usually weigh from 100 to 180 pounds. Half-elf men are taller and weigh more than half-elf women, but the distinction is less pronounced than it is among humans. The alrendír are lighter and fairer than their human parents, but their actual skin tone, hair color, and other details vary just as humans features do. Their eyes, however, are green, silver, or gold like their elven parents.
Alignment: Although they sometimes bend slightly towards Chaotic, like humans they tend towards both Good and Evil in equal proportion.
Half-Elven Lands: Half-elves hold no lands of their own, moving freely through the nations of others. They are usually welcome in both human and elven communities, but may find themselves ostracized by Eldoran elves for their lack of conformity.
Religion: Like humans, the alrendír worship various deities depending on their own personal values, though they usually pay homage to a deity of the Enarem or Myraesal pantheons.
Language: Half-elves speak the languages they are born to; Common and Elven.
Common Legacy: Often assumed as either human or elf, alrendír either blended in with elven regiments or surpassed human officers in the Avramiran army. Before elves were truly accepted into mainstream culture, many alrendír were punished for their heritage, while others flaunted it above that of their human compatriots. Today, it is not uncommon to see a half-elf among humans or elves in any city across Dolsaren.
Half-Elf Racial Traits
+2 to one ability score of choice, -2 to one different ability score of choice.
Medium Size: Half-elves, being medium, receive no adjustments based on size.
Elven: Half-elves are humanoids with the (Elf) subtype.
Speed: A half-elf's base land speed is 30 feet.
Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Charming: Half-elves receive a +2 racial bonus on Bluff and Diplomacy checks.
Dual Heritage: At first level, a half-elf may choose to take feats with either the [Elf] descriptor or the [Human] descriptor, but not both. If a half-elf chooses to take feats with the [Human] descriptor, they gain a separate pool of Natural Talent charges.
Focused: Half-elves receive a +2 racial bonus on saving throws against Enchantment spells and effects.
Perceptive: Elves receive a +1 racial bonus on Awareness checks.
Wakeful Vigilance: Immune to Sleep spells and effects.
Natural Magic: A half-elf has a small pool of reserve energy they may tap into daily. A half-elf has one charge per three class levels, minimum one. A charge may be spent to activate one of the following spell-like abilities or to power a feat with the [Elf] descriptor: Charm Person, Detect Magic, Read Magic. The caster level is equal to the half-elf's class level.
Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
Half-Orcs, or orküst (exiled), are a sub-race of orcs descended from the least powerful of the orgünn (trueborn) warlords. Banding together, the orküst fled the orgünn empire in years prior to the demonic magic that turned the orgünn into monsters. Mingled with human blood, the scattered orküst are powerful warriors who take pride in their banishment and the ability to live and fight freely.
Personality: Orküst tend to be short-tempered and sullen, but not nearly as much so as the trueborn. Most prefer action to planning and others are down right reckless, heading head first into battle with great enthusiasm. Orküst are often sensitive about their heritage, “half-orc” is sometimes seen as a derogative term, since there is no greater insult to an orküst’s birthright than to be called only half as good as another orc.
Physical Description: Capable of great power and speed, the orküst are extraordinarily strong and hardy creatures. Rarely, an orküst will be born with monstrous features, bearing small spikes, horns, or even a non-prehensile tail.
Orküst are slightly smaller than orcs, standing 6 to 7 feet tall and usually weigh 180 to 250 pounds with males being considerably heavier than females. Despite their exile, half-orcs sporting lupine ears, burly frames, and sharp tusks bear many similarities to the monstrous orgünn. Orküst have brown, gray, or green skin but always have coarse black hair and eyes ranging from deep brown to a furious red. Orcish clothing is often simple, yet effective, with prizes won in battle holding great importance. Piercings, tattoos, and scars are also common among the orküst, displaying both rank and beauty among their kin.
Alignment: The urge to live a free lifestyle pushes many orküst towards Chaotic, although Good and Evil orküst are spread equally.
Half-Orc Lands: Orküst have no lands of their own, but are instead known to many as the race or wanderers. From the east to the west coast, atop dwarven mountains or among the human ranks of Count Blythe, orküst are known almost anywhere on Dolsaren.
Religion: Most orküst have forsaken the orcish god Rahanorg, although some still flock under his banners. Other orküst typically worship one of the elemental totems of the YaneLi fields, or a chaotic deity of a local pantheon.
Language: Orküst speak Common and the guttural Orcish tongue.
Common Legacy: When Avramiran recruitment officers first laid their eyes upon the orküst they immediately saw the potential of the powerful beings. Powerful, but less dangerous than their kin, the frenzied orküst barbarians and warlords cleaned through the ranks of enemy soldiers. Although their casualties were great, many orküst rose through the ranks to take officer positions which many hold to this day.
Half-Orc Racial Traits
+2 to one physical ability score of choice, -2 to one mental ability score of choice. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the orc’s score to 1 or 2, their score is nevertheless 3.
Medium Size: Half-orcs, being medium, receive no adjustments based on size.
Orcish: Half-orcs are humanoids with the (Orc) subtype.
Speed: A half-orc's base land speed is 40 feet.
Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
Dual Heritage: At first level, a half-orc may choose to take feats with either the [Orc] descriptor or the [Human] descriptor, but not both. If a half-orc chooses to take feats with the [Human] descriptor, they add the Natural Talent charges to their current pool.
Enduring: Half-orcs receive a +2 racial bonus on Survival checks.
Threatening: Half-orcs receive a +2 racial bonus on Intimidate checks.
Natural Talent: A half-orc has a small pool of reserve energy they may tap into daily. A half-orc has one charge per three class levels, minimum one. A charge may be spent to power a feat with the [Half-Orc] descriptor or to activate one of the following abilities:
Blood Fury: A half-orc can activate this ability as a swift action. Bursting into a frenzy, a half-orc gains a +2 competence bonus to Strength for three rounds plus the half-orc's Constitution modifier.
Improvised Defense: A half-orc can activate this ability as an immediate action to gain a +2 racial bonus to his next saving throw this round.
Powerful Charge: A half-orc may activate this ability as an immediate action when charging. He takes an additional -2 penalty to his AC this round, but if his attack lands he deals an additional 1d8 plus Strength modifier damage.
Halflings are a tiny race, often appearing as children to the eyes of a human. However, the halfborn heirs of Chalarash are indeed worthy of their harsh deity, and fight with vicious ferocity when provoked. *(Racial traits by Fax Celestis)
Personality: Halflings are often cool and aloof to outsiders, giving many the impression that halflings are haughty and arrogant. In truth, the halfling have simply learned to rely on no one but themselves, disregarding the condescending views of other races in favor of an unwavering tenacity veiled beneath a cover of distrust and cynicism.
Physical Description: Blessed with an extraordinary sense of good fortune, halflings are capable of changing the very fates, allowing them to alter the very course of their destiny. Halflings can also utilize this energy to enhance their reflexes and stamina, as well as mustering up quick bursts of speed.
Rarely standing more than 3 feet tall, halflings are naturally athletic, being built nimble, lithe, and agile. Halflings are known for their squared ears and slightly oblong heads, often wearing coarse braided hair of various blacks and browns. Brown and black are also the most common eye colors, although very rare gold or silver eyes have been known to appear. Halflings prefer simple and comfortable clothes, although such raiment are often bright and colorful.
Alignment: Halflings act naturally without regard to prejudice or obligation, making many halflings true Neutral.
Halfling Lands: Halflings dwell in scorned lands of the YaneLi Fields where they have carved out a life for themselves from the barren terrain. Residing in comfortable natural caverns, halflings are semi-nomadic, regularly leaving their more sedentary homes to travel or hunt with kith and kin.
Religion: Chalarash is the patron deity and parent of the halfborn ones. Halflings also regularly pay homage to the elemental totems of the YaneLi fields or Vatalai.
Language: Halflings speak their native tongue of Halfling as well enough Common to get by.
Common Legacy: Despite early and violent encounters with the Avramiran Lords, the rebellious halflings were eventually hired as mercenaries to help rebuild the beleaguered ranks of Avramir. Striking from the shadows of their larger allies, halflings caused massive casualties unto enemy forces and were particularly skilled at hunting down retreating forces. Holding their loyalties to the modern day, many halflings have been assimilated into human culture, while others still act as hired swords to offer service to the highest bidder.
Halfling Racial Traits
-2 Strength, +2 Dexterity; Halflings are lithe but rather scrawny.
Small size: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
Halfling: Halflings are humanoids with the (Halfling) subtype.
Speed: A halfling's base land speed is 20 feet.
Athletic: Halflings, being generally nimble creatures, receive a +2 racial bonus on Athletics and Acrobatics checks, and can use their Strength or Dexterity modifier for either skill, whichever they prefer.
Fearless: Halflings are remarkably stoic in the face of fear. They receive a +2 morale bonus versus fear effects.
Keen Senses: Halflings receive a +2 racial bonus on Awareness checks.
Sharpshooter: Partially due to their keen senses, halflings receive a +1 racial bonus on attack rolls made with ranged weapons.
Natural Talent: A halfling has a small pool of reserve energy from their natural luck they may tap into daily. A halfling has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action or to power a feat with the [Halfling] descriptor:
Burst of Speed: A halfling can spend a charge to activate this ability as a swift action to gain a +10 ft. insight bonus to land speed for a number of rounds equal to their Dexterity modifier.
Lucky Dodge: A halfling can spend a charge to activate this ability as an immediate action to force an opponent that has just attacked them in melee to reroll their attack roll and use the new result. This reroll must be used after the die result is seen but before the total result of the effect has occured.
Lucky Streak: A halfling can spend a charge to activate this ability as a standard action to gain a +1 luck bonus to saving throws for a number of rounds equal to their Charisma modifier. This bonus increases by +1 for each five levels they possess (to +2 at 5th, +3 at 10th, +4 at 15th, and +5 at 20th).
Humans are a resolute and adaptable race who continually surprise others with their capacity to survive and innovate. Humans have only reached the great political power when united under leaders such as the fabled Lords of Avramir, or the mighty Count Blythe. Without a leader, humanity tends to quickly fall behind the other common races, often through a self-destructive downfall.
Personality: Humans truly are an oddity in the world. Elves are graceful, dwarves are hardy, gnomes are clever, but humans run the gamut with an unparalleled diversity amongst the race. Allegedly, this flexibility comes from humanity's imprisonment by the giant kings a millennia ago. As a single race governed by many different giant tribes, humans, with their short life spans, adapted to form a myriad of cultures, beliefs, customs, and habits.
Physical Description: Many humans display a sense of spontaneity that allows them to display expertise on any number of skills. Added in with how quickly humans can take in new information makes for a race of beings who can tailor themselves to almost any class, craft, or profession.
Humans typically stand from 5 to just over 6 feet tall and weigh from 125 to 250 pounds, although variations are fairly common. Because they will live almost anywhere that they are able, humans are more physically diverse than any other race. Their skin shades include dark brown, tan, and pale, and their hair colors can include blonde, brown, black, red, or even white, with textures from fine to thick and of all styles. Clothing among humans is even less comparable, varying drastically from region to region occasionally including piercings or tattoos. Humans are short-lived and rarely survive past a century.
Alignment: Humans have a minimal racial memory, and tend toward no particular alignment, not even neutrality. The best and worst are found among them.
Human Lands: Humans predominantly populate the Myraesal region within the jurisdiction of the Count’s Peace. However, humans are greatly suited for migration and live wherever life is possible. Humans are found throughout Dolsaren and even on other continents. However, human nations do not conform to any set type of government or structure, nor do their cultures coincide. Human lands are often populated with members of other races, compared to that of other racial populations.
Religion: Unlike many other races, humans do not have a single patron deity or pantheon. Most likely, a human will worship a deity from the nation that they call home. Some humans are the most ardent and zealous adherents of a given religion, while others are the most godless people around.
Language: Humans speak Common, although they typically learn other languages, and are fond of sprinkling their speech with words and phrases borrowed from other tongues.
Common Legacy: When the fabled Lords of Avramir descended upon humanity, they pushed the limits of creation and innovation, allowing the human race rise to the pinnacle of world power. So great was their influence that when they fell to their own corruption, the entire continent was thrown into chaos. Suffering greater casualties than all the other Common races combined, the humans found themselves right back where they started, except now with many broken alliances and many more enemies.
Human Racial Traits
+2 to one ability score of their choice.
Medium size: Humans, being medium, receive no adjustments based on size.
Human: Humans are humanoids with the (Human) subtype.
Speed: A human's base land speed is 30 feet.
Improvisation: A human has a small pool of improvisational ability they may tap into daily. A human has one charge per three class levels, minimum one. A charge may be spent to gain a circumstance bonus on the human's next skill check equal to half their Hit Dice (round down, minimum +1) or to power a feat with the [Human] descriptor.
A human bard may use the Improvisation ability gained from that class to power this ability and may also use the charges gained from this ability to power his applicable bard abilities. In short, human bards treat their pool of Improvisation from their class features and from their racial features as one pool.
Quick Learner: Humans receive a bonus feat at first level. They must meet all the prerequisites as normal for this feat.
Automatic Languages: Common, Any One Other. Bonus Languages: Any.
Soulstitched are truly sentient constructs originally created solely to serve their masters, the Lords of Avramir. Once the creation process was refined, the soulstitched, now bound by the souls of four deceased humans, utilized their new-found awareness to bring terror to their oppressive creators.
Personality: Possessing the combined psyches of four individuals has given the soulstitched a powerful and alluring presence. Although careless and flighty by nature, the audacious and charismatic appeal of the soulstitched allow them to attract many allies and admirers. Many soulstitched tend to show a complete sense of disdain and apathy for the lives of others, while some just simply don't care about much of anything.
Physical Description: Barely resembling their flesh golem predecessors, soulstitched look like well-formed humans with stitches and seams running across their bodies. These stitches can come apart at will, allowing the soulstiched the unsettling ability to control their appendages from afar.
Soulstitched follow no uniform body type, with their figures varying from slightly oversized or undersized appendages or patches of multiple skin colors, to different tinted eyes, and even hair of varying hues. The only things concrete about the soulstitched are their creation from pure human sources and a sense of gender among the race. Therefore, while the soulstitched are technically sexless, they do have clearly defined genders; incapable of mating and with no urge to do so.
Alignment: Soulstitched lean strongly toward freedom and non-conformity, a fact that separated them from their Lawful masters. They are most often Chaotic Neutral.
Soulstitched Lands: The soulstitched were first designed in large human cities, and most find little reason to leave places where they can so openly pursue their own interests.
Religion: Many soulstitched find no use for religion, but some seek a sense of control in their lives and will dedicate themselves to, often or not, a chaotic deity such as Bylur.
Language: Soulstitched speak Common, the language of their creators and have no native tongue of their own.
Common Legacy: Despite the initial uprisings of the soulstitched, the rare soulstitched found reason to once again make dealings with the Lords of Avramir. Some were promised wealth, others were simply promised that they would be left alone following service, while others still joined the ranks in an attempt to sabotage their former masters' plans. Regardless, little to no allegiance to the Avramiran Lords currently remains among the majority of soulstitched.
Soulstitched Racial Traits
-2 Dexterity, -2 Wisdom, +2 Charisma; Soulstitched have a powerful presence, but are flighty and unsure of their bodies.
Medium size: Soulstitched, being medium, receive no adjustments based on size.
Construct: As constructs, soulstitched are immune to spells and effects that specifically target humanoids. Soulstitched do not eat, drink, sleep, or breathe, however, soulstitched can still gain the benefit of consumable potions, and a soulstiched must focus for 4 hours to provide the benefits of an 8 hour sleep. However, unlike most constructs, soulstitched are not immune to mind-affecting spells and abilities. Soulstitched have Constitution scores and gain hit points, armor and weapon proficiencies by class level. When a soulstitched is reduced to below 0 hit points, they cannot take actions but are considered stable and do not lose additional hit points.
Speed: A soulstitched’s base land speed is 20 feet.
Detach Limb (Su): A soulstitched may remove a limb from their body and have it animate under their control. Only limbs, such as an arm, hand, foot, or leg can be removed. A soulstitched may have no more than two detached limbs under their control at any time. When an appendage is removed, a soulstitched takes a -4 penalty to all Athletics, Acrobatics, Legerdemain, and Ride checks. Additionally, if a foot or a leg is removed, a soulstitched moves at half their base speed, although they take no penalty to Legermain in this fashion. Reattaching a limb requires a full-round action and a DC 15 Heal check or a Mending spell (Unlike most constructs, soulstitched can be repaired by the Mending spell, however, they do not heal any hit point damage from the spell).
Any damage dealt to the detached limb does not reflect upon the soulstitched until the limb is reattached. A soulstitched can sense and control the limb anywhere within their range of influence (25 feet +5 feet/2 character levels) and if the connection is lost, the detached limb stops functioning. Should a detached limb become lost, it will require one hour after re-stitching the old limb or a new appendage for this ability to function again. In addition, a soulstitched’s Detach Limb ability works only when the soulstitched is in its natural form.
A soulstitched’s detached limb functions as an extension of the soulstitched’s body, not as a unique creature. A soulstitched’s limb has the following characteristics:
Spoiler
Detached Limb
Diminutive Construct Hit Dice: 1 hp per soulstitched class level. Initiative: +0 Speed: 1/4 of soulstitched's base speed. Base Atk/Grp: +0/-12 AC: 14 (+4 size) Attack: -- Full Attack: -- Space/Reach: 1 ft (1/25) Abilities: Str 2, Dex 10, Con -, Int -, Wis -, Cha – Skills: Hide +12, Move Silently +8
Under ordinary circumstances, a soulstitched's detached limb cannot inflict any damage, flank, or even hit aware creatures. However, if the soulstitched can cast a touch spell, they can channel the touch spell through the detached limb to their opponent (or by using spells such as Telekinesis or Mage Hand to deliver the body part).
A detached limb is under control of the soulstitched and may move up to a short range (25 feet +5 feet/2 character levels) from the soulstitched. A detached limb gains bonuses from any equipment it wears assuming said equipment is a full set. For example, a detached hand with a ring of protection +2 gains a +2 deflection bonus to it's AC, but a leg with only one Boot of Springing and Striding does not gain the effects of the boots.
Fractured Soul: Soulstitched possess souls and can be raised and resurrected. However, their being is split into four parts, and as such spells from the healing subschool and supernatural abilities that cure hit point damage provide only half their normal benefit to a soulstitched. Additionally, soulstitched do not heal hit points naturally as living creatures do.
Heartless: Since a soulstitched possesses few organs within their torsos, a soulstitched may simply open up the stitching in their chest to place a single item weighing 5 pounds or less inside, which still adds to the total weight a soulstitched can carry. This space is approximately a 1 foot cube and can only hold an item that would be able to fit into such dimensions. Concealing an item within a soulstitched's chest is a full-round action that provokes an attack of opportunity. A DC 30 Awareness check is required for someone else to find the hidden object.
Patch Up: Soulstitched gain a +4 racial bonus on Heal checks.
Unliving Resistance: Soulstitched are immune to poison, sleep effects, paralysis, stunning, fatigue, exhaustion, disease, death effects, and necromancy effects, but do not gain any other immunities of the construct type.
Natural Talent: A soulstitched has a small pool of reserve energy that they may tap into daily. A soulstitched has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities or to power a feat with the [Soulstitched] descriptor:
Muscle Memory: As an immediate action, you gain a +4 insight bonus to a single class skill for one round.
Pain Split: As a standard action, you loosen your joints and undo your stitches for increased flexibility and more nimble movements, giving you a +4 circumstance bonus to Acrobatics checks for 1 minute.
Past Recollections: As an immediate action, you remember brief figments of your past lives, allowing you to reroll your last Knowledge check.
-2 Dexterity, -2 Wisdom, +2 Charisma; Soulstitched have a powerful presence, but are flighty and unsure of their bodies.
Medium size: Soulstitched, being medium, receive no adjustments based on size.
Construct: As constructs, soulstitched are immune to spells and effects that specifically target humanoids. Soulstitched do not eat, drink, sleep, or breathe, however, soulstitched can still gain the benefit of consumable potions, and a soulstiched must focus for 4 hours to provide the benefits of an 8 hour sleep. However, unlike most constructs, soulstitched are not immune to mind-affecting spells and abilities. Soulstitched have Constitution scores and gain hit points, armor and weapon proficiencies by class level. When a soulstitched is reduced to below 0 hit points, they cannot take actions but are considered stable and do not lose additional hit points.
Speed: A soulstitched’s base land speed is 20 feet.
Detach Limb (Su): A soulstitched may remove a limb from their body and have it animate under their control. Only limbs, such as an arm, hand, foot, or leg can be removed. A soulstitched may have no more than two detached limbs under their control at any time. When a limb is removed, a soulstitched takes a -4 penalty to all Balance, Climb, Jump, Ride, Sleight of Hand, Swim, and Tumble checks. Additionally, if a foot or a leg is removed, a soulstitched moves at half their base speed, although they take no penalty to Sleight of Hand in this fashion. Reattaching a limb requires a full-round action and a DC 15 Heal check or a Mending spell (Unlike most constructs, soulstitched can be repaired by the Mending spell, however, they do not heal any hit point damage from the spell).
Any damage dealt to the detached limb does not reflect upon the soulstitched until the limb is reattached. A soulstitched can sense and control the limb anywhere within their range of influence (25 feet +5 feet/2 character levels) and if the connection is lost, the detached limb stops functioning. Should a detached limb become lost, it will require one hour after re-stitching the old limb or a new appendage for this ability to function again. In addition, a soulstitched’s Detach Limb ability works only when the soulstitched is in its natural form.
A soulstitched’s detached limb functions as an extension of the soulstitched’s body, not as a unique creature. A soulstitched’s limb has the following characteristics:
Spoiler
Detached Limb
Diminutive Construct Hit Dice: 1 hp per soulstitched class level. Initiative: +0 Speed: 1/4 of soulstitched's base speed. Base Atk/Grp: +0/-12 AC: 14 (+4 size) Attack: -- Full Attack: -- Space/Reach: 1 ft (1/25) Abilities: Str 2, Dex 10, Con -, Int -, Wis -, Cha – Skills: Hide +12, Move Silently +8
Under ordinary circumstances, a soulstitched's detached limb cannot inflict any damage, flank, or even hit aware creatures. However, if the soulstitched can cast a touch spell, they can channel the touch spell through the detached limb to their opponent (or by using spells such as Telekinesis or Mage Hand to deliver the body part).
A detached limb is under control of the soulstitched and may move up to a short range (25 feet +5 feet/2 character levels) from the soulstitched. A detached limb gains bonuses from any equipment it wears assuming said equipment is a full set. For example, a detached hand with a ring of protection +2 gains a +2 deflection bonus to it's AC, but a leg with only one Boot of Springing and Striding does not gain the effects of the boots.
Fractured Soul: Soulstitched possess souls and can be raised and resurrected. However, their being is split into four parts, and as such spells from the healing subschool and supernatural abilities that cure hit point damage provide only half their normal benefit to a soulstitched. Additionally, soulstitched do not heal hit points naturally as living creatures do.
Heartless: Since a soulstitched possesses few organs within their torsos, a soulstitched may simply open up the stitching in their chest to place a single item weighing 5 pounds or less inside, which still adds to the total weight a soulstitched can carry. This space is approximately a 1 foot cube and can only hold an item that would be able to fit into such dimensions. Concealing an item within a soulstitched's chest is a full-round action that provokes an attack of opportunity. A DC 30 Search check is required for someone else to find the hidden object.
Patch Up: Soulstitched gain a +2 racial bonus on Heal checks.
Unliving Resistance: Soulstitched are immune to poison, sleep effects, paralysis, stunning, fatigue, exhaustion, disease, death effects, and necromancy effects, but do not gain any other immunities of the construct type. Automatic Languages: Common. Bonus Languages: None.
Troglodytes are a race of cold-hearted saurians whose blood boils with an unmatched intensity when riled. Living in rigid societies on the outskirts of the world, troglodytes blend an intense xenophobic nature with amazing survival skills.
Personality: Acceptance is scarce among the rugged race of troglodytes. The survival-minded members of the race scorn outsiders unless they directly contribute to society as a whole. So much are they concerned with the well-being of their civilization that anyone who fails to contribute is exiled for the greater good of a ruthless society. Prudent and cautious with their language, troglodytes prefer action words, leading many to assume the entirity of the race to be brash and stupid.
Physical Description: Troglodytes have unusual traits which allow them to not just exist, but live comfortably in environments of terrible heat and extreme cold. Coupled in with their hardy physiques and ferocity in battle, the troglodytes can endure both the worst environments and the most brutal conflicts.
Built lithe yet powerful, the trogs stand just around 6 ft. with little dimorphism among the genders. Sporting brownish-green scales, powerful jaws, and an extraordinarily resilient body, troglodytes are a race built to endure. Unique features are bountiful among the troglodytes, with crests, horns, and spikes being commonplace. Since they can exist in extreme environments without the need for clothes, most troglodytes shun clothing, wearing little more than necessary equipment and weapons, although armor is common enough. Gear of troglodyte make is often simple (many other races would say crude), yet effective, and light enough to be carried long distances.
Alignment: Troglodytes mercilessly adhere to the laws of their tribe, seeking preservation of the individual and tribe above all else, including those weaker then them. Their callous attitudes make them Lawful Evil.
Troglodyte Lands: Troglodytes are naturally careful of other races, and seek to keep out of the way, even if it means going to the ends of the earth. In such places, where other “weak-bodied” races scorn, the troglodytes live and thrive. More often or not, they are the undisputed rulers of their territory, utilizing the very land against foreigners.
Religion: The dragon-blooded Urathexen is the guardian of the troglodyte race, and a few worship other deities of Lawful intent.
Language: Troglodytes speak Draconic and enough Common to get by, but rarely learn the languages of others.
Common Legacy: Although it took much persuading to goad the troglodytes out of their seclusion, the Lords of Avramir managed to enlist many as the ultimate defenders of their armies. To this day, myths of the unbreakable troglodyte lines stir up powerful emotions from even the most seasoned warriors. However, with the Two Hundred Years War done and gone, most of the trogs have returned to Frostknell, but some have found the outside world quite to their liking.
Troglodyte Racial Traits
+4 Constitution, -2 Dexterity, -2 Intelligence; Troglodytes are tough, but somewhat slow of both body and mind.
Reptilian: Troglodytes are humanoids with the (Reptilian) subtype.
Medium: Troglodytes, being medium, receive no adjustments based on size.
Speed: Troglodyte base land speed is 30 feet.
Darkvision out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and troglodytes can function just fine with no light at all.
Chameleon Skin: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings and providing a +2 racial bonus on Stealth checks.
Child of Scorn: Troglodytes suffer no harm from being in a hot or cold environment. They can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves. Their equipment it not affected by this extraordinary ability.
Survivor: Troglodyte receive a +4 racial bonus on Survival checks.
Natural Weapons: Troglodytes possess powerful jaws. They have a bite attack that deals 1d6 damage. When attacking with natural attacks, a troglodyte uses their bite as their primary natural attack.
Natural Talent: A troglodyte has a small pool of reserve charges they may tap into daily. A troglodyte has one charge per three class levels, minimum one. A charge may be spent to activate one of the following abilities as an immediate action or to power a feat with the [Troglodyte] descriptor:
Boiling Blood: A troglodyte may activate this ability as an immediate action after being successfully struck by a non-reach melee attack in combat. After being struck, the attacker takes fire damage equal to the troglodyte’s Constitution modifier +1. This bonus increases by 1 every four levels (to +2 at 4th, +3 at 8th, +4 at 12th, +5 at 16th, and +6 at 20th).
Frozen Soul: A troglodyte may activate this ability as a standard action. For a number of rounds equal to the troglodyte’s Constitution modifier, a troglodyte can add their Constitution modifier to Will saves.
Pheromone: A troglodyte may activate this ability as a standard action. All living creatures (except troglodytes) within a 30-foot radius must succeed on a Fortitude save (DC 10 + 1/2 the troglodyte's HD + the troglodyte's Con mod) or become sickened for 1d4 rounds. A creature that successfully saves against the pheromone cannot be affected by the same troglodyte’s pheromone for 24 hours.
Without a leader, humanity tends to quickly fall behind the other common races, often through a self-destructive downfall.
So true Lappy, so true. I like the soul stitched a lot, sigh to bad they don't go with my campaign...
__________________
"We've all been raised on television to believe that one day we'd all be millionaires, and movie gods, and rock stars. But we won't. And we're slowly learning that fact. And we're very, very pissed off."
-Tyler Durden
"He who makes a beast of himself gets rid of the pain of being a man."
-Samuel Johnson
So true Lappy, so true. I like the soul stitched a lot, sigh to bad they don't go with my campaign...
I'm sick of humans always being the prevalent race, so I decided to take them down a peg. Still numerous, but you won't find populations like "96% human, 3% hafling, 1% other" and the like here
Glad you like the soulstitched! While construct race don't fit into every campaign world, you at least have the benefit of them not requiring a gigantic forge like Eberron's warforged. All you need is a wizard, four human cadavers, and a depression-influenced subplot.
Character Classes They clashed with blades and runic words,
To bloody waves of flailing swords,
The bardic dirge exhilarates,
The greedy maws of Varkashk’s gates.
Berserker’s sparred in frenzied wrath,
Whilst saints foresaw the aftermath,
As shrieking swords flew sharp and keen,
Past awful blasts of war machines.
Druids sundered wrathful earth,
As undead armies shambled forth,
Demolished by the templar’s cries,
While storms of crows choke reddened skies.
-Excerpt from “The Odyssey of Seig”
The Lords of Avramir campaign setting supports all the eleven classes found in the Player's Handbook, as well as the four classes from the Expanded Psionics Handbook. Additionally, two new classes, the engineer and the symbol, have been added to the classes available to player characters. This section gives some details about the classes and how they each fit into the world of Olaesys.
Barbarians exist commonly on Olaesys, despite the advanced civilizations that stem forth from modern innovation. Coming from backgrounds as shock troops in powerful armies or simply as untrained warriors with innate combat prowess, barbarians are found all throughout the world, even in more 'civilized' regions. In Dolsaren barbarians are typically troglodyte and dwarven warriors from the northern reaches, scattered orcish brawlers, or human berserkers from Baanti or Enarem.
Bards often take up the roles of diplomats, spies, ambassadors, or chroniclers of ancient lore, although traveling minstrels are still common enough. In the Two Hundred Years war, bards served as dirge callers for great armies, inspiring the troops with their natural charisma. In Dolsaren, bards are typically human or half-elves from Myraesal of Enarem, gnome lore seekers from Nourem, or halfling and elven singers of the earth.
Bladeweavers are the masters of the sword and spell, weaving arcane tapestries of power through their impressive prowess. Able to channel pure energy through their weapons, bladeweavers are formidable warriors, regularly found among humans and elves. In Dolsaren, bladeweavers are specialty combatants in the service of armies, or charismatic mercenaries patrolling the countryside in search of fame or coin.
Cartomancers are accomplished oracles and fortune-tellers, utilizing cards as a focus to read the fates. While their magic is unpredictable, for their incantations are products of chance, cartomancers are extremely powerful wielding magics unique among other spellcasters. In Dolsaren, cartomancers range from wandering gypsies to the supreme augurs of royalty.
Clerics are the learned holy men of the church, the scholarly disciples of the divine. Channeling the impressive powers of their deity through the power of their faith, clerics rely on the divine influence of their patron to spread the holy teachings. In Dolsaren, clerics are the primary leaders of the Four Pantheons and come from almost every walk of life. The pious and the merciful balance the depraved and malevolent as all act under the codes of their respective doctrine.
Dreadnaughts are unstoppable forces of might given mortal form. Possessing unbelievable hardiness and vigor, dreadnaughts are iron-clad warriors who fight at the front lines, cutting through enemy forces to leave a field of destruction in their wake. In Dolsaren, dreadnaughts are revered fighters, and are known among humans and dwarves as the mightiest champions, soldiers, and cavaliers.
Druids are the callers of the earth, wielding the divine elemental powers of nature to achieve a greater good for the world. However, interpretations of this commandment vary, and are embodied by the various druidic sects. The Lifestrivers dwell where nature is weakest, the Wild Devotees seek to raze civilization to the ground, the Earthsingers shape the mountains and rock to their whims, while the Guardians protect all of the natural as a whole.
Enlightened Devotees are the the callers of the divine, the inspired servitors of the gods. Unlike the scholarly clerics of the church, enlightened devotees are decided wanderers, travelling across the world to perform the work and spread the gospel of their deity. In Dolsaren, enlightened devotees are common in all of the Four Pantheons, although few are welcomed by the churches and clergy who view the disciplines of enlightned devotees to be entirely unorthodox.
Engineers push technology to its limits, striving to create new mechanical wonders to further society and control the world around them. Engineers are well versed in all disciples of learning, including the science of magic, and are adept at bending the world around them on a whim. In Dolsaren, gnomish tinkerers create mechanical marvels, kobold delvers develop torture and siege devices below the earth, while dwarven and human engineers advance the technology of the common man.
Fencers are deliberate and adroit fighters who adhere to an art of armed combat focused around specific maneuvers. Relying on their cunning and quick reflexes, fencers are capable of precise strikes that can greatly hinder opponents. In Dolsaren, fencers are often found among the higher-ups in society and are known throughout as perilous and deadly warriors.
Luckthieves rely on their fortune to achieve their ends, be it from a natural advantage or the blessing of the gods. Whenever luck is scarce, these strange arcanists are able to take, or "borrow" fortune from those around them, twisting, tearing, or simply moving the ties of fate. In Dolsaren, luckthieves are rare magic users, although they are often among the most profitable and well-off members of society, due to their great fortune.
Mediums are psychics who rely on the spirits of the deceased as a focus for their powers. While not necessarily necromancers, mediums can converse or question the dead, and borrow some of their powers during a fight. In Dolsaren, mediums are seen as an even more heretical faction of psionics by the most powerful wizards, although it is rumored that Varzeri plans to make use of the more terrifying aspects of these mighty practitioners.
Monks are agile and mighty warriors drawn to the personal perfection of both mind and body. Strong, focused, and honor-bound, monks forsake weapons and armor, relying only upon their fists and their wits to floor unprepared opponents. In Dolsaren, monks are often bornura guardians, human or half-elven religious acolytes in Myraesal monasteries, or powerful unarmed brawlers of Morander or Baanti.
Paladins are the unbreakable holy warriors of the church, and the ultimate avatars of their faith. Although commonly epitomized as the honor-bound crusaders of Law and Good, paladins exist in both Evil and Chaotic institutions as well, yet all paladins are prime exemplars of their beliefs. In Dolsaren, paladins can be found among the cavaliers of Zan Eldor, to the protectors of the Norogh Peaks, right down to the vicious ravagers of Nârada .
Psions are mages of the mind, brandishing psychic energies to manipulate the world around them by sheer force of will. Often viewed as heretical to the arcane-infused continent of Dolsaren, many psions hide their gifts or disguise themselves as wizards or sorcerers to practice their art in plain sight. While bornura are most likely to manifest psionic powers, other races less predisposition to magic have a high chance of exhibiting psychic energies.
Psychic Warriors have the rare talent of mastering two trades; the battle prowess of a fighter as well as the mental training of a psion. Through intense mental and physical discipline, psychic warriors blend their powers together to excel in the conflict that will further their inner and outer strength. In Dolsaren, the mantle of a psychic warrior is easier to veil than that of a psion, as a psychic warrior can enhance their physical abilities with little effort, and can easily disguise themselves as symbols or even mundane fighters.
Rangers are the warriors of the wild, specializing as trackers, hunters, and scouts who possess a mastery of nature. However, rangers are just as at home in a city as in the wilderness, and many become skilled mercenaries, guards, or assassins from within the urban jungle. In Dolsaren, halfling drifters patrol the reaches of the YaneLi fields, elven rangers move effortless through the Enarem forests, and dwarven wardens tirelessly traverse the rugged peaks of Frostknell.
Rogues are skillful combatants who strike with precision, utilizing their uncanny knowledge and reflexes to overwhelm stronger opponents. While they are often known for thievery, some rogues are just nimble individuals who play to their strengths. However, others form the criminal underground of Dolsaren, be it as assassins, thugs, or even as diplomats who operate under a disguise of lawful intentions.
Sorcerers are magic users with an innate talent for spellcraft. This magic is the essence of Olaesys which flows through the veins of sorcerers giving them powerful magical abilities without the need for intensive arcane study. However, most sorcerers have a drive to hone their arcane gift, and are a driving force among the magic users of Dolsaren.
Soulknives are perhaps the least noticeable of the psychically gifted, partly because they do not actually wield any psionic powers. However, the ability to create a weapon from your mind is a boon unto itself, and soulknives dedicate themselves to utilizing their mind blade as they train to further enhance their skills. In Dolsaren, soulknives are prominently bornura who often use their mind blades in tandem with their already potent natural weapons.
Symbols exhibit strange and exotic powers that seem outlandish, even though many have never even left their homelands. Granted the use of arcane magic through blessings of ancient beings of magic, symbols are the avatars of these powers, and versatile martial warriors as well. In Dolsaren, symbols are common among the elves who are sanctified by the fey and dragons, while dwarves and halflings are commonly endowed by the powers of the elementals and giants.
Warlords are the combat masters of the battlefield, and range from charismatic brawlers to seasoned veterans who command hundreds of combatants. Each warlord is unique in his style although every one commands a sense of control and strength brought on by their considerable prowess. In Dolsaren, warlords are found in the ranks of every nation, from the chivalric Knights of Leridriem to the goblinoid armies of Mutaan.
Wilders are controlled warriors who unleash their inner fury into bursts of energy that enhance their already potent psionic energies. Often working alongside monks and psychic warriors, wilders seek to reach the pinnacles of inner control, while others heartily let loose their emotions despite the harm that they may bring unto others. In Dolsaren, halflings and humans are the most common wilders, alongside troglodytes who seem easily capable of mastering such abilities.
Wizards are the self-proclaimed masters of arcane magic and are among the most versatile magic users in the world. A wizard's expanded understanding of the arcane arts comes from years of training and practice, both of which are easily found upon Dolsaren. Most common are elven conjurers and gnomish diviners, alongside aranea enchanters and humans who regularly master all forms of the arcane.
You might want to break the table of height and weight by male and female so it is easier to read and not as big.
__________________
"We've all been raised on television to believe that one day we'd all be millionaires, and movie gods, and rock stars. But we won't. And we're slowly learning that fact. And we're very, very pissed off."
-Tyler Durden
"He who makes a beast of himself gets rid of the pain of being a man."
-Samuel Johnson
Optional for Dungeons and Dragons 3.5 players, The Lords of Avramir offers slightly modified versions of the 15 classes introduced within the Player's Handbook and the Expanded Psionics Handbook. The changes introduced are the additions of Skill Sets and Prowess. *(Skill Sets and Prowess by Fax Celestis)
Skill Sets
Upon taking the first level of a class, the player chooses a number of "Skill Sets" for that class. This skill set determines the class skills for the class and cannot be changed at a later time. Certain classes (such as most spellcasters) have one skill set that they must take automatically, plus one additional skill set. All classes treat the Profession and Craft skills as a class skills, regardless of skill sets.
Prowess
Each class receives an amount of "Prowess" each level, in a fashion similar to skill points. This prowess must be invested in an applicable feat before completing the level-up process or it is lost: prowess cannot be stored from level to level. The maximum capacity for a Investing feat is your Base Attack Bonus plus three.
Classes
Classes have skill sets, skill points, and prowess per level as shown on the table below.