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Dudukain
2006-07-28, 05:22 PM
Interrex kINGDOMS

CHARACTERS
ALIGNMENT: There is no alignment in Interex Kingdoms. They are arbitrary and they do not restrict what you do at all.

Favor Rating: This is sort of a different method of alignment. Favor decreases, even into negative numbers, but it also increases. Favor decreases when you do very evil or chaotic actions, and favor increases when you do very good or lawful actions .All characters start with 0 favor. If your favor is positive, you may add it to any roll once per day for each point of your charisma modifier (If you have 16 charisma, you may use it 3 times per day, for example). If you have negative Favor, you may do the same thing, except you use it as a penalty to another person’s actions. Using favor is a swift action. I prefer this system because it rewards consistency in a character’s actions without terribly restricting their abilities.

Classes:
Arcane and Divine magic; GONE. Interex, a skill based system of magic which allows casters to overtax themselves and take damage to have a chance of casting spells of incredible power. Interex has no principle practitioners, but Paladins and monks gain three Interex skills at character creation. Everyone else gets one unless they are gnomes, in which case they gain two at character creation, or four if the are Paladins or monks. That’s right! Everyone in the campaign setting can use magic, at least to a limited extent.

Paladins: Paladins have been replaced by knights of aspects of deities, and they gain abilities instead of their usual ones, based on their aspect. In addition, they start with 3 Interex skills instead of the usual 1. Check out the aspect to see what abilities you get.
Knight’s Code: Must always act in interests of their aspect, must never willingly work with members of an opposite aspect (Aspect of woman working with Aspect of men is an exception, other than that, aspect of fire and aspect of water working together is no-no, for example)

Prestige Classes:

Interex Master
Once in many years, a child is born with massive skill in the Interex he was born in. Sometimes a kindly peasant, other times an evil noble, the Interex Master can wield Interex with little effort, for good or evil. Interex masters represent the best of the best, and most go on to become great rulers, generals, heroes, or villains.




Prerequisites
To become an Interex Master, a character must meet the following requirements:
Skill: 12 ranks in any Interex skill
Feats: Interex Mastery, Improved Interex Mastery, Spell Penetration.

Class Skills: An Interex Master’s class skills are:
Concentration, Craft, Knowledge [Interex], Profession, Spellcraft, Search
Skill points per level: 2+Intelligence modifier, +1 free skill point to invest in an Interex skill.

Hit Die: D4

Level BAB Fort Ref Will Special
1 +0 +0 +0 +2 Ability Enhancement +1, Interex Bonus +2, Skill Dedication
2 +1 +0 +0 +3 Toughened Mind
3 +1 +1 +1 +3 Ability Enhancement +2, Interex Bonus +4
4 +2 +1 +1 +4 Greater Interex Mastery
5 +2 +1 +1 +4 Ability Enhancement +3, Interex Bonus +6
6 +3 +2 +2 +5 Enduring Mind
7 +3 +2 +2 +5 Ability Enhancement +4, Interex Bonus +8
8 +4 +2 +2 +6 Eternal Mind, Quick as Interex
9 +4 +3 +3 +6 Ability Enhancement +5, Interex Bonus +10
10 +5 +3 +3 +7 Soul of Interex

Skill Dedication: At 1st level, the Interex Master selects an Interex skill for which he has Improved Interex Mastery. This is the skill that all his abilities modify.

Ability Enhancement: At 1st level, and every odd numbered level thereafter, the Interex master gains a +1 cumulative bonus to the key ability of his dedicated skill

Interex Bonus: At 1st level, and every odd numbered level thereafter, the Interex Master gains a +2 cumulative bonus on his rolls for his dedicated skill. This stacks with bonuses from other sources.

Toughened Mind; At 2nd level, the Interex master only takes three fourths of the damage from failed Interex checks.

Greater Interex Mastery: At 4th level, the Interex Master gains Greater Interex Mastery as a bonus feat even if he does not meet the prerequisites.

Enduring Mind: At 6th level, the Interex Master takes one-half damage from a failed spell.

Eternal Mind: At 8th level, the Interex Master takes one-fourth damage from a failed spell.
Quick as Interex: At 8th level, the Interex Master gains the ability to cast spells considerably faster. All spell’s action time is halved. Full round becomes standard, standard and move-equivelent becomes free (You can only do one of these in a round, but they do not count against your quickened Interex limit) and free becomes swift (This includes quickened spells.)

Soul of Interex: At 10th level, the Interex Master undergoes an amazing transformation. His type permanently changes to Outsider [native], and his failed Interex skills now have a 75% chance of succeeding anyway, provided that they failed by less than 50. He also gains a distinctive mark of his Interex abilities, such as faintly glowing eyes, a distinctive mark, or the pupils of the eyes changing to resemble their Interex Foci.

RACES
Humans: Still a dominant race, blah, blah, blah, same old.

Elves: Very rare and not available as a PC race.

Half-Orcs: Humans and Orcs cannot have children together.

Half-Elves: Elves and humans cannot have children together.

Gnomes: Principle practitioners of Interex, live mostly in human lands.

Dwarves: Nonexistent. Became extinct ages ago due to strange plague.

NEW RACES
Wolf-Folk: Wolf-Folk are thin, strong, furred humans with elongated faces and slit-like eyes. They are known as Wolf-Folk to other races, and they call themselves a word that is totally unpronounceable to anyone except themselves. Other races can learn the Wolf-Folk’s language, but they struggle with it at some points, and sometimes have to switch between common and wolf-folk. Wolf-folk typically live in the wilderness areas in nomadic tribes.

RACIAL TRAITS
- +2 Strength, +2 wisdom, +2 constitution, -2 Intelligence, -4 charisma
- Low light vision
- Natural 40 foot running speed.
- -4 penalty on bluff checks. Wolf-Folk do not learn to tell lies, and they have difficulty saying anything but the truth even in adulthood. They have no problem relating myths and fiction, however.
- Can take scent as a feat
- Weapon familiarity: Bolas
- Cold Weather Protection Level 1 (If using Frostburn)
- +1 racial bonus on attacks with slings and bolas.
-Favored class: Ranger

Ancus: Ancus are thin, agile humanoids who can float slowly through the air. They usually live among humans, though a select few live in tiny floating communes, most of which are above the cloud-line and therefore unknown to most people.
RACIAL TRAITS
-+2 Dexterity, -2 Wisdom, -2 Strength: Ancusi are fast, but very trusting of most people. The ones who live in floating communes have a charisma penalty instead of a wisdom penalty, because they are distrustful and rude to outsiders. Their near-constant floating means that their muscles are not as developed as other race’s.
- Fly 5 feet (Perfect): Ancus can manipulate Interex instinctively into one form: A cushion of air they almost constantly ride on.
-Cold Resistance 3: Ancus are adapted to life at high altitudes.
-Hearty respiratory system: Ancus can breathe the thin air of high altitudes with no problem whatsoever.

Geography:
The endless plains: The vast majority of the world is taken up by plains and hills, full of nomadic tribes of wolf-folk, and the wolf-folk’s mortal enemies, the Gnolls. Villages interrupt the plains rarely, about once every thirty miles. The plains, particularly the hilly areas, are full of monsters, so most villages have walls and guards. Evil doppelgangers are fairly common, meaning travelers are wise to have a guard, and villages wiser to check to make sure no one coming in is a shape-changer. But even more deadly are the flying creatures: The tribes of the harpies, manticores, and the Han (Winged, incredibly strong, very intelligent Minotaurs) pose constant threats of raids, not to mention all three are constantly at war with each other, meaning the worst possible thing that can happen to a traveler who goes by flight is to be caught in a crossfire between the tribes. To the far south lies the icy and mountainous kingdom of Appin, where the dwarves once lived. In the center of the world lies the main plains and hill area- the kingdom of Gunth, to the north lies the kingdom of Tormond. In the west lies the Empire of Nofri, and to the east lies the kingdom of Ruga.

Deities and Aspects
The three principle deities are: Hotu (Ho-Two) , Ygrof (Ya-Grof) , and Arnos (Are-Nos)
Each of them has several aspects:
Hotu: Surtur, Mede, Inoke, Veneri, and Nede
Ygrof: Ofa, Lia, Teo, Tipi, Taine, and Rangi
Arnos: Uki, Vai, Hagi

ASPECT DESCRIPTIONS
NOTE: All turn/rebuke abilities are gained at third level.
Knight Explanations: Knights have paladin levels, but they gain different abilities.

Surtur: Aspect of fire, Surtur’s followers tend to love fire and be excellent blacksmiths at that. His followers typically were born with the Interex of Elements. His Knights gain a fire weapon ability instead of lay on hands, they can deal extra damage with melee attacks. They may add up to their (paladin level+Charisma modifier)x7 fire damage per day.in this way. Instead of remove disease, they may use fireball using their paladin level as their caster level, and they may use it a number of times per day instead of a number of times per week. They cannot turn or rebuke anything. They can sense water and fire when they are within a number of miles equal to their paladin level, and know how to get to where they are.

Mede: Mede is the Aspect of Woman. Her followers are born with any Interex skill. Her Knights gain the usual paladin abilites, and can sense undead and disease within a number of miles equal to their paladin level.

Inoke: Aspect of Balance, Inoke believes in a close balance between anarchy and tyranny, Health and plague, etc. It’s followers were typically born with the Interex skill of Illusion or Enchantment. Inoke’s Knights gain the ability to detect whether a person’s favor rating is positive, negative or zero (But not the number, unless it’s zero, of course)), and can smite people with a favor rating of 5 or higher in any direction a number of times per day equal to their charisma modifier. The can also knock someone’s favor rating to zero with a successful melee touch attack a number of times per week appropriate to their Knight level (Meaning: the number of times a week a normal paladin could use remove disease), and if their favor rating is zero, it counts as ten in either direction of the Knight’s choosing. They lose this bonus if it goes above or below zero, but it returns if it returns to zero. Inoke’s knights can also turn creatures that are embodiments of good and evil, law and chaos (Meaning: Demons, Devils, Celestials, Formorians, Inevitables, and Slaad.) They can do this 3+CHA mod times per day.

Veneri: Aspect of the Sun. Her followers typically were born with elements or healing as their Interex skill. Her knights can use lay on hands like a normal paladin, and can cast searing light the same number of times per day as a paladin could use remove disease. They can smite creatures from the shadow plane once per day. They can also tell what time it is as long as they can see the sky.

Nede: Aspect of Men. His followers are born with any Interex skill and his knights gain the usual abilities, and can sense undead and disease within a number of miles equal to their paladin level.

Ofa: Aspect of the Moon. His followers were typically born with illusion or influence as their Interex skill. His knight’s can cast invisibility a number of times per day equal to their paladin level divided by three (Minimum one), can cast deeper darkness a number the number of times per day a normal paladin could cast remove disease in a week.
They can also tell what time it is as long as they can see the sky.

Lia: Aspect of Love. It’s followers were typically born with influence. It’s knights can cast charm person a number of times per day equal to their paladin level divided by three (Minimum one) and can cast dominate monster a number of times per week equal to the number of times a paladin of equal level can cast remove disease. They may rebuke succubus and erinyes instead of undead.

Teo: Aspect of War. It’s followers are typically born with damage, elements, or augmentation. It’s knights gain a +2 bonus on all damage rolls and they may summon a mount a number of times per week as a normal paladin could cast remove disease. The mount stays for six hours. Teo’s followers can also cast rage once per day.

Tipi: Aspect of Charity. It’s followers are typically born with creation. It’s paladins may cast purify food and drink a number of times per day equal to half their paladin level (Minimum one), can cast create water a number of times per day equal to half their paladin level (Minimum one), can cast hero’s feast once per week, and can cast remove disease as a normal paladin can.

Taine: Aspect of Light. His followers were typically born with illusion. His paladins may cast light at will, can cast continual flame once per day, and can cast Daylight a number of times per day as a normal paladin could cast remove disease in a week.

Rangi: Aspect of Nature. It’s followers were typically born with travel or changing. It’s knights gain woodland stride at first level, as the druid ability. They can cast liveoak or awaken a number of times per month as a paladin could cast remove disease in a week.

Uki: Aspect of Darkness. Her followers were typically born with illusion. Her paladins may cast darkness a number of times per day equal to half their paladin level (minimum one), can cast deeper darkness a number of times per day as a paladin could cast remove disease in a week, and may cast shadow walk once per week.

Vai: Aspect of Water and Ice. Her followers were typically born with elements. Her paladins may lay on hands, cast create water at will (Only enough to fill a waterskin at a time, however), and they can cast ice storm a number of times per day as a normal paladin could cast remove disease in a week.

Hagi: Aspect of the sky and the earth. His followers were typically born with elements or changing. His followers may cast stone to mud day equal to one third their paladin level (Minimum one) and can cast call lightning a number of times per day as a normal paladin could use remove disease in a week.

INTEREX
Interex is basic magical force which can be tapped into by almost anyone. Note that no sorcerers, wizards, clerics, druids, or bards exist in Interex Kingdoms. Almost everyone is born with the ability to tap into some kind of Interex.

Who has Interex?
Almost everyone. Everyone starts with one Interex skill, unless they are destined to become a paladin or monk, in which case they start with three. They have had these skills since birth. Gnomes gain an extra Interex skill, and Rangers gain an extra one at fourth level. Hexblades start with two.

Interex Feats and flaws

Unblessed [Flaw]
You have no magical talent
Effect: You can never learn Interex skills. This counts as two flaws if you are a paladin or monk.

Blessed [Interex]
You have been blessed.
Prerequisite: Ability to use Interex
Effect: Add an additional Interex skill to your class skills.
Special: You may select this feat multiple times. Each time it gives you a new Interex skill.

Interex Mastery [Interex]
Choose one Interex skill. You are particularly adept at using that Interex skill.
Prerequisite: 6 ranks in Interex skill to be chosen.
Effect: You gain a +4 bonus on checks made to use that Interex Skill.
Special: You may take this feat multiple times. Each time it applies to a new Interex skill.

Improved Interex Mastery [Interex]
You gain further ability using Interex
Prerequisites: 9 ranks in Interex Skill to be chosen, Interex Mastery in skill to be chosen.
Effect: You gain a +6 bonus on checks made with the selected skill. This does not stack with Interex Mastery.
Special: You may take this feat multiple times. Each time it applies to a new Interex skill.

Greater Interex Mastery [Interex]
You are one of the most powerful people alive.
Prerequisites: 14 Ranks in Interex skill to be chosen, Improved Interex Mastery in skill to be chosen.
Effect: You gain a +8 bonus on checks made with the selected skill. This does not stack with Improved Interex Mastery or Interex Mastery.
Special: You may take this feat multiple times. Each time it applies to a new Interex skill.

Great Power [Interex]
You were born with great power in Interex.
Prerequisite: Ability which governs the Interex you choose score: 16
Benefit: Choose an Interex Skill. You gain a +4 bonus on all checks made with that Interex, this bonus increases to +6 at 5th level, +8 at 10th level, +10 at 15th level, and +12 at 20th level.
Special: This feat may only be selected at first level.

Interex and metamagic
You may use metamagic feats on Interex. In which case the feat increases the DC by twice the amount it would increase a spell’s level.

Interex Focuses:
Interex requires a special focus to work, and it varies from person to person. It must cost at least 50 gold pieces however. If you lose your focus, you must spend 150 GP to get a new one and spend 8 hours meditating (50 GP for the focus, 100 GP for special incenses and liquids to attune it to yourself)

Interex and Spell Resistance
Creatures with spell resistance that are targeted by Interex must succeed at an opposed check against the user’s Interex skill, and the creature must roll 1D20+SR, if it fails this check, the spell gets through. Feats such as spell penetration give the user bonuses on their check.

INTEREX SKILLS
Failing an Interex Skill Check: If you fail to pass an Interex check, you take damage equal to the amount that you failed the check by. This does not count for enchantment. However, even if you fail the check, there is a 50% chance the spell still succeeds as long as you did not fail by more than 30.Youi take three times as much damage if the spell succeeds when it should fail.

Saving against Interex: Unless otherwise listed, the DM should use his best judgment to choose what save is appropriate. It is usually the same as a similar spell. The DC of a saving throw is equal to the amount rolled on the check.

Cross-Class: Interex skills cannot be learned cross-class.

Note: The spells listed to duplicate are just guidelines. This system is freeform enough you can accomplish almost any effect with the right Interex skill. If it says “DC #+spell level” and the player is attempting something new, we recommend that the DM come up with it on the fly.

Another Note: Casting times are just “guidelines”- The DM may change them to fit the situation.

Animation [Intelligence]
Animation is the ability to animate and control objects.

DC: 20+CR of animated creature.
Animated creatures are animated until they are destroyed, but an Animator may never have more than a one third his level of animated creatures at one time. It can also be used to create golems. People born with the animation skill are known as Animators.
MAKING GOLEMS
Golem Name DC
Flesh 22
Clay 25
Stone 28
Iron 32

Using Animation: Animating an object takes 5 rounds. It does not provoke an attack of opportunity, but if you are attacked you must make a concentration check to sustain animating. Creating a golem requires the materials, a golem manual, the craft construct feat, and the appropriate amount of time.

Augmentation [constitution]
Augmentation is the ability to add to physical skill, persuasiveness, and combat prowess. Augmentation can be used to duplicate effects of spells like bull’s strength, enlarge person, righteous might, magic fang and similar spells. People born with Augmentation are called Fulcios.

DC: A good starting point for Augmentation spells is take the level of the spell, multiply it by two, and add ten to it.

Using Augmentation Skill: Making an Augmentation check is a standard action that provokes an attack of opportunity.

Barriers [Constitution]
Barriers is the ability to impose magical force to protect you or others. It can duplicate effects such as wall of stone, prismatic wall, and wind wall. It can also duplicate effects like shield or mage armor. People born with skill of barriers are called Wallmasters.

DC: Barrier DC is 20+spell level. Regardless of what spell they are duplicating, Barriers created with this spell last a number of hours equal to how much you succeeded this check by.

Action: Using barriers is a full round action that provokes an attack of opportunity.

Changing [Constitution]
Changing is turning something into something else. From turning yourself into a bear to turning a pencil into a dresser. People born with changing are called changelings.

DC: 20+Spell level

Action: Using changing is a full-round action that provokes an attack of opportunity.

Creation [Intelligence]
Creation is the ability to create objects out of nothingness. It can duplicate effects such as minor creation. It can also create food or water. People born with creation are called Craftsmen.

DC: Difficulty classes for Creation is 15+spell level.
Creation can be used to make homunculi and boguns provided the creator has the craft construct feat. The DC to create these is 25.

Action: Using a creation spell takes one hour.

Communication [Charisma]
Communication is the skill to communicate with people over long distances. Those born with Communication are called Deferos.

DC: 10+Spell Level

Action: 1 standard action to communicate with a person and back, or one minute to establish an enduring link.

Damage [Strength]
Damage is the ability to deal pure magical damage. Effects like disintegrate, inflict light wounds, and similar spells. This is a melee attack unless the ranged attack option is added. The target may make a will save for half. People born with damage are called Destroyers.

DC: 15+1 for each D8 of damage dealt. DC 30 for a save-or-die effect.

Other factors to DC:
Touch attack: +2
Ranged attack (Short range): +1
D6 used for damage: -2
D4 used for damage: -4
D10 used for damage: +2
D12 used for damage: +4
D20 used for damage: +6
Backlash (per 1D6): -2
Increase range to medium: +1
Increase range to long: +3
Make effect a line/burst/area etc: +4
Change save to reflex or fortitude: +2
Change save to Will negates: -2
No save: +5 (+20 if a death effect)
No attack roll required: +5

Action: Using a damage spell is a standard action that provokes an attack of opportunity.


Elements [Constitution]
Elements is the ability to use spells like lightning bolt, fireball, ice storm. That kind of thing. It is similar to Damage, but it deals elemental damage instead of just damage. People born with Elemental Interex are called elementalists.

DC: 15+spell level

Action: Using elements is a standard action that provokes an attack of opportunity.

Enchanting
Enchanting is the skill that creates magic items large and small. Enchanting requires the appropriate feat to make an item. Note: If wands or scrolls are made, they are usable without use magic device checks by anyone whose Interex skill is similar to the spell within. People born with Enchanting are called Makers.

Crafting the Item:
Enchanters pay the price of the raw materials. Then you remove two digits from the price. This is the total DC. Each day, an Enchanter makes a check and subtracts the result from the total DC. When the DC is down to 0, the item has been made. The enchanters have to spend experience points as normal. If they every roll a one, add 40 to the current total DC.

Enchanting can also be used to duplicate Permanency, with a DC 25 check required along with the Experience point expense.

A DC 28 Enchanting check is required to discern the abilities and command word of a magic item.

Temporary Improvements: With a check against DC 20+Bonus to be granted, a Enchanter may give a item enhancements and powers for 1 minute.

Farseeing [Wisdom]
Farseeing is the ability to see into the past and future, to divine whether an action is good or bad, and similar effects. It can also be used to discern the properties of magical items. Those born with farseeing are called Seers.

DC: 20+spell level

Action: Using farseeing takes one hour.

Healing [Wisdom]
Healing is the most rare and coveted of all Interex skills, for the least are born with it. Healing is the ability to heal wounds, mend broken bones, purge weakness and disease, and even restore the dead. Those born with healing as their skill are called Healers (How original…)

DC: One third the amount to be healed, or 20+damage or drain(Each point of drain counts as 2 points of damage for this purpose) to restore level loss or ability damage, or 30 to raise the dead with a complete body and level loss (The healer must have 5,000 GP in gems and incense to do this), 35 to raise the dead with most of a body and level loss (The healer must have Gems and Incense totaling 7,000 GP to do this), 40 to raise the dead with no body and level loss (Healer must have 10,000 GP of gems and incense to do this), or 50 to raise the dead with no body and no level loss (Healer must have 15,000 GP in gems and incense to do this.)

Action: Healing up to 100 HP or two points of ability or level drain or damage at once is a full round action that provokes and attack of opportunity. Anything beyond requires six hours, or twelve hours to restore the dead.

Knowledge (Interex) [Intelligence]
Not an Interex skill, Knowledge [Interex] is a class skill for anyone who has priesthood in their background, is a priest currently at a church (Not if priesthood was gained during the game), and it is also a class skill for Monks, Paladins, Hexblades, and Rangers.

Influence [Charisma]
Influence is the ability to trick creatures into doing things, or simply controlling them.

DC: 15+Spell level

Action: Using Influence takes a full-round action that provokes an attack of opportunity.

Nature [Wisdom]
Nature is the ability to affect the weather, give animals intelligence, and bring trees to life. Those born with nature as their skill are called naturalists.

DC: 20+Spell level

Action: Using nature takes half an hour.

Reanimation [Charisma]
Reanimation is the ability to create and control undead. A body is required to reanimate it. You can control Hit die in undead up to twice your ranks in this skill. Those born with Reanimation are called Spiritualists if they focus on incorporeal undead, or Necromancers if they focus on corporeal undead.

DC: Controlling Undead: DC 15+Undead’s hit dice+Undead’s intelligence score.
Creating undead
Skeletons or zombies: 10+Hit dice of skeleton or zombie to be created.
Ghouls: 16
Ghasts: 17
Shadow: 18
Wight: 19
Mummies: 20
Wraith: 21
Mohrg: 23
Spectre: 25
Vampire, Death knight, or ghost: 20+Hit dice of vampire, death knight, or ghost to be created
Spawn of Kyuss: 26
Bodak: 30
Devourer: 35
Prepare self for lichdom: Cost of phylactery and DC 40.
Nightwing Nightshade: 36
Night Walker Nightshade: 38
Night Crawler Nightshade: 50
Other Undead: 25+Hit dice

Spellcraft [Intelligence]
Not technically an Interex skill, but it is a new use for this skill. A Spellcraft check with a DC equal to the number rolled on the Interex check can Identify what kind of Interex skill is being used.

Summoning [Charisma]
Summoning is the ability to rip creatures from other planes and put them into another.
Those born with summoning as their skill are called summoners.

DC: 20+CR of creature to be summoned.
The creature remains summoned for 1 minute/level. For a +2 DC modifier, it stays one hour per level, for a +4 DC modifier, it stays one day per level, and four a +8 DC modifier, it stays until it is slain.

Action: Summoning a creature takes three full rounds and does not provoke an attack of opportunity, but if you take damage you must roll concentration to sustain it until the creature appears.

Travel [Dexterity]
Traveling is the ability to speed travel. It can give a person the ability to fly, speed their movement, or cause them to react faster, or even cause them to teleport to other planes of existence. Those born with travel as their skill are called Runners.

DC: 20+Spell level

Action: Using travel is a move-equivalent action.

Telekinesis [Strength]
Telekinesis is the ability to lift things from a distance. Those born with Telekinesis are called Telekinetics.

DC: 15+1 for every 50 pounds of weight. A reflex save to negate is allowed if Telekinesis is used against a creature or attended object, with a DC equal to the amount rolled on this check.

Action: Using telekinesis is a standard action that provokes an attack of opportunity.

Weakening[Intelligence]
Weakening is the ability to deal ability drain and damage and give negative levels. Those born with weakening are called Maceros.
DC: 20+4 for each point of ability damage.
20+6 for each negative level
20+10 for each point of ability drain
Weakening may also be used to hold people in place, interfere with their movement, and destroy their senses.

NATIONS

APPIN

Pop 6 million
49% Neanderthal
48% Human
2% Gnome
1% Other

Ruler: Emperor Appin XXIII

Appin is a frigid land with flat wastes of ice and tall mountains. If you are using Frostburn, the temperature band is cold. If you are not using Frostburn, see cold weather dangers in the DMG, and replace Neanderthals with wolf-folk. The church of Vai is very active in this area. Appin holds a very large celebration on the Autumn Equinox, and another one on the Winter Solstice. A great many people hunt in the Ice Wastes, though it is usually for profit, seeing how dangerous it is.

Locations of Note
The Ice Wastes: These take up about 75% of Appin, and are full of creatures of all sorts. People going into the Ice Wastes must be prepared, since the temperature can fluctuate wildly at night, not to mention the monstrosities that lurk.

Appin: Population 2 million, the largest concentration of people in Appin. Appin is the capital city of Appin, and most of the nation’s commerce goes on there. Appin is often the best place to stop for equipment for being in the ice wastes, since the people there make the highest quality survival gear around.

Mountains of Ice: This range of mountains is located towards the edge of the continent. The Mountains of Ice are incredibly dangerous, full of monsters, sheets of ice, the constant threat of avalanches, and supernatural precipitation. It is also, however, where the Dwarvish ruins lie, waiting for a brave adventurer to explore them.

Politics
Appin, like almost every other nation, has a caste system. At the very top of this are the nobles, who sometimes lobby the king for laws and other such things. One step down from the nobles is the priests, those Interex practitioners who serve a church. Two steps down are the monks and paladins. Three steps down are the soldiers, craftsmen, and merchants. Four steps down are peasants.


GUNTH

Population: 7 million
76% human
15% Gnome
3% Wolf-Folk
2% Ancus
4% Other

Ruler: King Brahim the Just (So named because he abolished the caste system. He is called King Brahim the Just by most, but called King Brahim the Devil by the nobles.)
Royal Council (Group of 120 elected individuals who vote on laws before the king is allowed to implement them.)

Gunth is a flat land with many streams, in the center of the continent. Gunth is home to every Aspect’s church. Gunth holds a large celebration on both equinoxes and both solstices. It’s climate is temperate.

Locations of Note

The Royal City: Pop 500,000 Actually not the main commerce zone of Gunth, The Royal City is the center of government. Mostly populated by families that used to be of the Noble Caste, The royal city is also holds the houses of the Royal Council.

Aneri: Pop 3 million. Not the capital, but certainly one of the more influential cities in the Kingdom of Gunth, most commerce goes on here. Gunthish craftsmen are well known for their fine jewelry.

The Forbidden Spire: A gigantic structure rising hundreds of miles into the air, the Forbidden spire is visible almost everywhere in Gunth, and in some other places as well. The Forbidden Spire is about 13 day’s ride south of Aneri. No one knows much about the Forbidden Spire, except that it rose out of the ground during the night about 120 years ago.

Politics
King Brahim, called the Just or the Devil, rules kindly. King Brahim abolished the caste system and established the Royal Council, consisting of 120 people of all religions, races, and genders. Every 10 years, around 450 people run for Royal Council, and the 120 of them who get the most votes throughout the nation are put on the royal counsel. Brahim also outlawed slavery, which was rampant throughout Gunth until his rule. He wisely outlawed slavery before he established the Royal Council, meaning that they could not prevent him from doing so. The Royal Council could overturn this law, but they do not, mostly because about a fourth of the Royal Council were freed by this ban. Because the population was mostly peasants, mostly former peasants get elected, along with some progressive former nobles.

Tormond

Pop 4 Million
40% humans
30% Wolf-Folk
10% gnome
13% Ancus
7% other

Ruler: General Kerr Urskin

Tormond, an unreligious, military state that believes Interex is no blessing, but a tool to be used to crush those that stand in their way. Death or mutilation without trial is just about the only form of punishment in Tormond, and priests hold no power. Monks and Paladins are regularly questioned on the streets to make sure that they aren’t “planning” anything.

Locations of Note:

The Great Barracks: Pop 1 million: This is where the soldiers and support (Chefs, medics, blacksmiths, etc.) live. Every healthy nonslave (Slaves serve until they are too old to fight) in Tormond is required to spend at least 1 year in the military, and the military is always in fighting shape. Tormond’s military is well known for distinctive, risky maneuvers and odd weapon choices. Tormond’s military is well known for training all their soldiers in the use of bolas to capture fleeing enemies for questioning. The Great Barracks also holds the fortress of General Kerr Urskin.

The Great Wall: Tormond is surrounded by a massive stone wall, nearly 4 feet thick, with gates every 3 miles, and guards every 300 feet. They have beacons every 1000 feet, and the guard’s armor is enchanted to explode in a plume of light over a mile high upon their death, and the gates are made of oak nearly 6 feet thick and reinforced with iron and magic, making Tormond nearly impossible to break into.

Politics
Slavery is more of the rule than the exception in Tormond, and all slaves must serve until they are too old or injured in Tormond’s military. All other people are required to serve at least one year in the military upon reaching the age of 16. Tormond has a caste system, with Generals at the very top, one step down are career military officers, two steps down are blacksmiths, medics, and similar people who work for the military, three steps down are blacksmiths, chefs, and other artisans who do not work for the military, along with merchants. Four steps down are Peasants and Priests, and five steps down are slaves.


NOFRI

Pop 7 million

46% human
14% Ancus
20% Gnome
10% Wolf-Folk
10% Other

The Kingdom of Nofri is a peaceful, religious nation that gives much attention to the needs of the general populace. Nofri was once invaded by Tormond, the military of Tormond taking advantage of their peacefulness. Nofri expelled them after 3 years of trying to negotiate them out. The government got tired of it and expelled them-Literally. The entire army of Tormond was teleported back to Tormond in one night. The specifics of how the Nofri did this are state secrets, to prevent other nations from using the power as a weapon.

Ruler: Church Circle: One representative from each aspect’s church make up this council, which makes laws.

Locations of Note:

The Abandoned Barracks: Located a few days’ ride south of Dalmazio, Almost no one has been in the Abandoned Barracks for over a hundred years. The Abandoned Barracks are eerie, the location where the entire Army of Tormond was forcibly hurled back to Tormond, meaning many supplies, weapons, and who knows what else is still lying their.

Dalmazio: The capital city of Nofri, Dalmazio holds the building where the Church Circle meets, along with a temple to every aspect. Dalmazio is also famous for its’ fine cuisine.

The Proving Grounds: Abandoned and buried far underground, almost no one knows of their existence. The Proving Grounds are the last remnants of the era when people were ascending to godhood. The Proving Grounds are a deadly series of tests to see whether or not someone is worthy to become a god.


Ruga

Pop 2 million

60% human
39% Ancus
1% other

Ruler: Council of an elder from each village.

Ruga is a small, desert kingdom that recently seceded from Tormond about five years ago. Ruga consists mostly of villages near oasises and nomadic tribes. The largest city is Huner, also where the Elders meet.

Locations of Note:

Huner: Pop 500,000. Huner is the center of commerce where the Nomads come to sell their goods and the elders meet. Huner is also home to the barracks and training grounds of Ruga’s small military, which concerns itself with repulsing the groups Tormond deploys to harass and pillage Ruga.

Politics
Ruga consists mostly of former peasants and slaves from Tormond, when they successfully defeated Tormond’s military using guerilla tactics. Ruga must deal with parties of 100 or so soldiers Tormond sends over about once a week to destroy villages and generally reek havoc on Ruga. Due to the people’s former status, slavery is outlawed.

Dudukain
2006-07-30, 10:34 PM
Bump.