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LordErebus12
2013-03-05, 12:50 AM
COSMOLOGY
“Each planar layer of the Great Beyond represents a grossly simplified concept. It is used to teach the structure of the cosmos to those without the patience and mental fortitude to understand what is really occurring on a multi-planar scale. Imagine, if you will, an immensely complex and ever-changing spectrum of various energies that collide together to create all that you could experience. Even then you have barely scratched the surface…”

Planar Layer: The Material Plane
1) The Dark Tapestry
2) The Planet of Belladonis

Planar Layer: The Transitive Planes
1) Astral Sea
2) Endless Mindscapes*
3) Ethereal Plane*
4) Shadowed Expanse*
5) The Faewilds*
* Coexistent with the Material Plane.

Planar Layer: The Elemental Chaos (The Inner Planes)
1) Positive Energy Plane
2) Elemental Plane of Fire
· Para-Elemental Plane of Radiance
· Para-Elemental Plane of Steam
3) Elemental Plane of Air
· Para-Elemental Plane of Rain
· Para-Elemental Plane of Ice
4) Elemental Plane of Water
· Para-Elemental Plane of Ooze
· Para-Elemental Plane of Silt
5) Elemental Plane of Earth
· Para-Elemental Plane of Metal
· Para-Elemental Plane of Magma
6) Negative Energy Plane

Planar Layer: The Spiritual Nexus (The Outer Planes)
1. Abaddon
2. Elysium
3. Heaven
4. Hell
5. Limbo
6. Nirvana
7. Purgatory
8. The Abyss
9. Utopia



THE GREAT BEYOND
In the cosmology of the Pathfinder Roleplaying Game, the planes are collectively known as the Great Beyond, and form a vast, nesting sphere. At the heart of the sphere lie the Material Plane and its twisted reflection, the Shadowed Expanse, bridged by the mists of the Ethereal Plane and the Astral Sea. The Faewild fluctuating alongside the material plane, under the effects of the stars, moons and seasons. The Elemental Chaos surrounds this heart, seeping into it from time to time with mighty bursts of energy. Farther out, beyond the void of the Astral Sea, sits the unimaginably vast Spiritual Nexus, which is itself surrounded and contained by the innumerable layers of the Abyss.

The planes that make up the Great Beyond are briefly detailed below.


MATERIAL PLANE
The Material Plane is the center of most cosmologies and defines what is considered normal.
The Material Plane has the following traits, in addition to their specific traits:
· Normal Time
· Alterable Morphic
· No Elemental or Energy Traits: Specific locations may have these traits, however.
· Mildly Neutral-Aligned: Though it may contain high concentrations of evil or good, law or chaos in places.

A. The Dark Tapestry
The Dark Tapestry is the name given to the infinitely expanding void surrounding the planets. The black void of empty space, punctured by distant stars and planets is a sound, if uncomfortable reminder that we are not alone out there. Over these unimaginably vast distances, life exists.
· No Gravity
· No Air
· Extreme Elements: Temperatures range from almost -300 degrees in the dark, up to almost 300 degrees in the light.
· Enhanced Magic: Spells and spell-like abilities that are of the divination and transmutation schools are enhanced. All abilities/spells that use those schools gain a +2 bonus to the save DC (if any).
· Impeded Magic: Spells and spell-like abilities that are of the conjuration and evocation schools are impeded.

B. The Planet of Belladonis
This is the place most campaigns will occupy.
· Normal Gravity
· Normal Magic


TRANSITIVE PLANES

The Faewilds
The Faewilds is a brilliantly colored, primal dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, but the distances often change. The plane often shifts; Distances cannot be accurately be judged. A journey down a road might take a hour one way and ten hours on the way back. The Faewilds is only coterminous with the material plane. The Faewilds is a world of intense color and energy; all colors appear bold and pronounced, seeming to become somehow more than they once were. While travel in the faewilds is treacherous, the plane empowers the muscles and minds of those within the plane. Life in this world is overwhelming, the very air you breathe is saturated with life.

The Faewilds has the following traits:


Morphic Landscape: Parts of the Faewilds continually flows and shifts around, with distances changing at random. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. Non-magical technology, such as compasses, do not work while within the Faewilds, as the needle just spins randomly. Since there is no magnetic north, navigation is extremely difficult. Raise all survival checks to navigate while in the Faewilds by 5. This does not apply to tracking creatures, only navigation.
Empowered Body: Those within the Faewilds feel well-rested and invigorated all the time. They are immune to fatigue and exhaustion effects. Furthermore, you heal twice as much hit points from a full night of rest.
Strongly Neutral-Aligned


Shadowed Expanse
The Shadowed Expanse is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Shadowed Expanse to cover great distances quickly. The Shadowed Expanse is also coterminous to other planes. With the right spell, a character can use the Shadowed Expanse to visit other realities. The Shadowed Expanse is a world of black and white; color itself has been bleached from the environment. It otherwise appears similar to the Material Plane. Despite the lack of light sources, various plants, animals, and humanoids call the Shadowed Expanse home.
The Shadowed Expanse has the following traits:


Magically Morphic: Parts of the Shadowed Expanse continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks. In addition, certain spells, such as shadow conjuration (http://paizo.com/pathfinderRPG/prd/spells/shadowConjuration.html#_shadow-conjuration) and shadow evocation (http://paizo.com/pathfinderRPG/prd/spells/shadowEvocation.html#_shadow-evocation), modify the base material of the Shadowed Expanse. The utility and power of these spells within the Shadowed Expanse make them particularly useful for explorers and natives alike.
Mildly Neutral-Aligned
Enhanced Magic: Spells with the shadow descriptor are enhanced on the Shadowed Expanse. Furthermore, specific spells become more powerful on the Shadowed Expanse. Shadow conjuration (http://paizo.com/pathfinderRPG/prd/spells/shadowConjuration.html#_shadow-conjuration) and shadow evocation (http://paizo.com/pathfinderRPG/prd/spells/shadowEvocation.html#_shadow-evocation) spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater (http://paizo.com/pathfinderRPG/prd/spells/shadowConjuration.html#_shadow-conjuration-greater)shadow (http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#_armor-shadow) conjuration and greater (http://paizo.com/pathfinderRPG/prd/spells/shadowEvocation.html#_shadow-evocation-greater)shadow (http://paizo.com/pathfinderRPG/prd/magicItems/armor.html#_armor-shadow) evocation are 70% as powerful (not 60%), and a shades (http://paizo.com/pathfinderRPG/prd/spells/shades.html#_shades) spell conjures at 90% of the power of the original (not 80%). Despite the dark nature of the Shadowed Expanse, spells that produce, use, or manipulate darkness are unaffected by the plane.
Impeded Magic: Spells with the light descriptor or that use or generate light or fire are impeded on the Shadowed Expanse. Spells that produce light are less effective in general, because all light sources have their ranges halved on the Shadowed Expanse.


Ethereal Plane
The Ethereal Plane is coexistent with the Material Plane and often other planes as well. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct; colors blur into each other and edges are fuzzy.
While it is possible to see into the Material Plane from the Ethereal Plane, the latter is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. A traveler on the Ethereal Plane is invisible, insubstantial, and utterly silent to someone on the Material Plane.
The Ethereal Plane has the following traits:


No Gravity
Alterable Morphic: The plane contains little to alter, however.
Mildly Neutral-Aligned
Normal Magic: Spells function normally on the Ethereal Plane, though they do not cross into the Material Plane. The only exceptions are spells and spell-like abilities that have the force descriptor and abjuration spells that affect ethereal beings; these can cross from the Material Plane to the Ethereal Plane. Spellcasters on the Material Plane must have some way to detect foes on the Ethereal Plane before targeting them with force-based spells. While it's possible to hit ethereal enemies with a force spell cast on the Material Plane, the reverse isn't possible. No magical attacks cross from the Ethereal Plane to the Material Plane, including force attacks.


Astral Sea
The Astral Sea is the space between the Inner and Outer Planes, and coterminous with all of the planes. When a character moves through a portal or projects her spirit to a different plane of existence, she travels through the Astral Sea. Even spells that allow instantaneous movement across a plane briefly touch the Astral Sea. The Astral Sea is a great, endless expanse of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Sea is an endless, open domain.
The Astral Sea has the following traits:


Subjective Directional Gravity
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Astral Sea, though they resume functioning when the traveler leaves the Astral Sea.
Mildly Neutral-Aligned
Enhanced Magic: All spells and spell-like abilities used within the Astral Sea may be employed as if they were improved by the Quicken Spell (http://paizo.com/pathfinderRPG/prd/feats.html#_quicken-spell) or Quicken Spell-Like Ability (http://paizo.com/pathfinderRPG/prd/monsters/monsterFeats.html#_quicken-spell-like-ability) feats. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell (http://paizo.com/pathfinderRPG/prd/feats.html#_quicken-spell) feat, only one quickened spell or spell-like ability can be cast per round.


Endless Mindscapes
The Endless Mindscapes can only be opened to travel by using psionic powers or psi-like abilities. Since the planar landscape is based off of the manifester’s perceptions and esthetics, the landscape is often extremely morphic and will take on truly strange or dangerous terrains to benefit the manifester. The Endless Mindscapes is both coexistent and separate from the Material Plane and often other planes as well. Whenever the manifester leaves the Endless Mindscapes, all those that entered with them are forced to leave as well.
The Ethereal Plane has the following traits:


Subjective Directional Gravity and Normal Gravity: On the few islands of stability within the Endless Mindscapes, gravity is more likely to be normal (down is toward the center of mass). Everywhere else, gravity is subjective directional.
Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in the Endless Mindscape, though they resume functioning when the traveler leaves the Endless Mindscape.
Highly Morphic: A creature who manifested the Endless Mindscape can make a concentration check (DC 20+ manifester’s ML) to alter a 10 foot cube of material into difficult terrain, normal terrain or any material, and shape within those size specifications.
No Elemental or Energy Traits: Specific locations may have these traits, however.
Mildly Neutral-Aligned: Though it may contain high concentrations of evil or good, law or chaos in places.
Enhanced Psionics: powers and psi-like abilities are enhanced, gaining a +2 bonus to the save DC to resist the power/psi-like ability. Furthermore, reduce the power point cost by 2, applying this after level limitations are applied.




ELEMENTAL CHAOS (THE INNER PLANES)
The Elemental Chaos is a vast expanse of elemental energies in its purest form. While they are all referred to as separate elemental planes, they are in fact part of a single whole, each attempting to become more dominate over the other elemental planes.

Negative Energy Plane
To an observer, there's little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life. The Negative Energy Plane is the most hostile of the Inner Planes, the most uncaring and intolerant of life. Only creatures immune to its life-draining energies can survive there.
The Negative Energy Plane has the following traits:


Subjective Directional Gravity
Major Negative-Dominant: Some areas within the plane have only the minor negative-dominant trait, and these islands tend to be inhabited.
Enhanced Magic: Spells and spell-like abilities that use negative energy are enhanced. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability.
Impeded Magic: Spells and spell-like abilities that use positive energy (including cure spells) are impeded. Characters on this plane take a –10 penalty on saving throws made to remove negative levels bestowed by an energy drain attack.


Positive Energy Plane
The Positive Energy Plane has no surface and is akin to the Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is forced upon her. Then, because her mortal frame is unable to contain that power, she is immolated, like a mote of dust caught at the edge of a supernova. Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected.
The Positive Energy Plane has the following traits:


Subjective Directional Gravity
Major Positive-Dominant: Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to be inhabited.
Enhanced Magic: Spells and spell-like abilities that use positive energy are enhanced. Class abilities that use positive energy, such as channel positive energy, gain a +4 bonus to the save DC to resist the ability.
Impeded Magic: Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.


Plane of Air
The Plane of Air is an empty plane, consisting of sky above and sky below. It is the most comfortable and survivable of the Inner Planes and is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage.
The Plane of Air has the following traits:


Subjective Directional Gravity: Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
Air-Dominant
Enhanced Magic: Spells and spell-like abilities with the air descriptor or that use, manipulate, or create air (including those of the Air domain and the elemental [air] bloodline) are enhanced.
Impeded Magic: Spells and spell-like abilities with the earth descriptor or that use or create earth (including those of the Earth domain, spell-like abilities of the elemental [earth] bloodline, and spells that summon earth elementals or outsiders with the earth subtype) are impeded.


Plane of Earth
The Plane of Earth is a solid place made of soil and stone. An unwary traveler might find himself entombed within this vast solidity of material and crushed into nothingness, with his powdered remains left as a warning to any foolish enough to follow. Despite its solid, unyielding nature, the Plane of Earth is varied in its consistency, ranging from soft soil to veins of heavier and more valuable metal.
The Plane of Earth has the following traits:


Earth-Dominant
Enhanced Magic: Spells and spell-like abilities with the earth descriptor or that use, manipulate, or create earth or stone (including those of the Earth domain and the elemental [earth] bloodline) are enhanced.
Impeded Magic: Spells and spell-like abilities with the air descriptor or that use or create air (including those of the Air domain, spell-like abilities of the elemental [air] bloodline, and spells that summon air elementals or outsiders with the air subtype) are impeded.


Plane of Fire
Everything is alight on the Plane of Fire. The ground is nothing more than great, ever-shifting plates of compressed flame. The air ripples with the heat of continual firestorms and the most common liquid is magma. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without needing fuel or air, but flammables brought onto the plane are consumed readily.
The Plane of Fire has the following traits:


Fire-Dominant
Enhanced Magic: Spells and spell-like abilities with the fire descriptor or that use, manipulate, or create fire (including those of the Fire domain or the elemental [fire] bloodline) are enhanced.
Impeded Magic: Spells and spell-like abilities with the water descriptor or that use or create water (including spells of the Water domain, spell-like abilities of the elemental [water] bloodline, and spells that summon water elementals or outsiders with the water subtype) are impeded.


Plane of Water
The Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium.
The eternal oceans of this plane vary between ice cold and boiling hot, and between saline and fresh. They are perpetually in motion, wracked by currents and tides. The plane's permanent settlements form around bits of flotsam suspended within this endless liquid, drifting on the tides.
The Plane of Water has the following traits:


Subjective Directional Gravity: The gravity here works similarly to that of the Plane of Air, but sinking or rising on the Plane of Water is slower (and less dangerous) than on the Plane of Air.
Water-Dominant
Enhanced Magic: Spells and spell-like abilities with the water descriptor or that use or create water (including those of the Water domain or the elemental [water] bloodline) are enhanced.
Impeded Magic: Spells and spell-like abilities with the fire descriptor or that use or create fire (including spells of the Fire domain, spell-like abilities of the elemental [fire] bloodline, and spells that summon fire elementals or outsiders with the fire subtype) are impeded.


Para-Elemental Plane of Ice
This generally subterranean world is entirely made of ice; vast sections of it extend thousands of miles below the surface. On the surface, mountains of diamond hard ice shards slowly grow from the ground. The sky constantly snows and the surface is covered in waterfalls, lakes and oceans of icy water. Icy cold winds ravage the surface, polishing the landscapes into smooth curves.
· Normal Gravity


Air-Dominant and Water-Dominant
Enhanced Magic: Spells and spell-like abilities with the water or air descriptor or that use or create air, water or rain (including spells of the water/air domains, spell-like abilities of the elemental [water/air] bloodline, and spells that summon water/air/ice elementals or outsiders with the air or water subtype) are enhanced.
Impeded Magic: Spells and spell-like abilities with the fire or earth descriptor or that use or create lava, fire and earth (including those of the earth/fire domains or the elemental [earth/fire] bloodline, and spells that summon fire/magma/earth elementals or outsiders with the fire or earth subtype) are impeded.


Para-Elemental Plane of Magma
The Para-Elemental Plane of Magma is an endless landscape of oceans of lava that are perpetually in motion, wracked by currents and tides. With a surface world porous and floating on an entirely fluid environment of magma, constant eruptions occur on the surface. The ground is crusted over with hardened rock and soil, and the air is filled with dust and poisonous gases. It is one of the more inhospitable of the Inner Planes, creatures immune to both poison and fire can generally withstand this plane and its fury.
Throughout the surface landscapes, permanent settlements are carved from the volcanic rock.
The Plane of Magma has the following traits:
· Extreme Cold: The air is only rarely above freezing and can dip far below that in areas.
· Normal Gravity


Earth-Dominant and Fire-Dominant
Enhanced Magic: Spells and spell-like abilities with the fire or earth descriptor or that use or create lava, fire and earth (including those of the earth and fire domains or the elemental [earth/fire] bloodline, and spells that summon fire/earth/magma elementals or outsiders with the fire or earth subtype) are enhanced.
Impeded Magic: Spells and spell-like abilities with the water or air descriptor or that use or create air, water or rain (including spells of the water and air domains, spell-like abilities of the elemental [water/air] bloodline, and spells that summon water and air elementals or outsiders with the air or water subtype) are impeded.


Para-Elemental Plane of Metal
Para-Elemental Plane of Ooze
Para-Elemental Plane of Radiance
Para-Elemental Plane of Rain
Para-Elemental Plane of Silt
Para-Elemental Plane of Steam


SPIRITUAL NEXUS (THE OUTER PLANES)


Abaddon (Neutral Evil)
A realm of vast wastelands under a rotten sky, Abaddon is perpetually cloaked in a cloying black mist and the oppressive twilight of an endless solar eclipse. The poisoned River Styx has its source in Abaddon, before it meanders like a twisted serpent onto other planes. Abaddon may be the most hostile of the Outer Planes; it is the home of the daemons, fiends of pure evil untouched by the struggle between law and chaos, who personify oblivion and destruction. Daemons, which are ruled by four godlike archdaemons, are feared throughout the Great Beyond as devourers of souls.
Abaddon has the following traits:


Divinely Morphic: Deities with domains in Abaddon can alter the plane at will.
Strongly Evil-Aligned
Enhanced Magic: Spells and spell-like abilities with the evil descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the good descriptor are impeded.


The Abyss (Chaotic Evil)
Surrounding the Outer Sphere like the impossibly deep skin of an onion, the layered plane of the Abyss begins as gargantuan canyons and yawning chasms in the fabric of the other Outer Planes, bordered by the foul waters of the River Styx. Coterminous with all of the Outer Planes, the infinite layers of the Abyss connect to one another in constantly shifting pathways. There are no rules in the Abyss, nor laws, order, or hope. The Abyss is a perversion of freedom, a nightmare realm of unmitigated horror where desire and suffering are given demonic form, for the Abyss is the spawning ground of the innumerable races of demons, among the oldest beings in all the Great Beyond.
The Abyss has the following traits:


Divinely Morphic and Sentient: Deities with domains in the Abyss can alter the plane at will, as can the Abyss itself.
Strongly Chaos-Aligned and Strongly Evil-Aligned
Enhanced Magic: Spells and spell-like abilities with the chaotic or evil descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the lawful or good descriptor are impeded.


Elysium (Chaotic Good)
A vast land of untamed wilderness and wild passions, Elysium is the plane of benevolent chaos. Freedom and self-sufficiency abound here, personified in the azatas native to the plane. In Elysium, selfless cooperation and fierce competition clash with the violence of a raging thunderstorm, but such conflicts never overshadow the lofty concepts of bravery, creativity, and good unhindered by rules or laws.
Elysium has the following traits:


Divinely Morphic: Deities with domains in Elysium can alter the plane at will.
Strongly Chaos-Aligned and Strongly Good-Aligned
Enhanced Magic: Spells and spell-like abilities with the chaotic or good descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the lawful or evil descriptor are impeded.


Heaven (Lawful Good)
The soaring mountain of Heaven towers high above the Outer Sphere. This ordered realm of honor and compassion is divided into seven layers. Heaven's slopes are filled with planned, orderly cities and tidy, cultivated gardens and orchards. Though they began their existences as mortals, Heaven's native archons see law and good as indivisible halves of the same exalted concept, and array themselves against the cosmic perversions of chaos and evil.
Heaven has the following traits:


Divinely Morphic: Deities with domains in Heaven can alter the plane at will.
Strongly Law-Aligned and Strongly Good-Aligned
Enhanced Magic: Spells and spell-like abilities with the lawful or good descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the chaotic or evil descriptor are impeded.


Hell (Lawful Evil)
The nine layers of Hell form a structured labyrinth of calculated evil where torment goes hand in hand with purification. A plane of iron cities, burning wastelands, frozen glaciers, and endless volcanic peaks, Hell is divided into nine nesting layers, each under the malevolent rule of an archdevil. Torture, anguish, and agony are inevitable in Hell, but they are methodical, not spiteful or capricious, and serve a deliberate master plan under the watchful eyes of the disciplined ranks of Hells' lesser devils. The nine layers of Hell, from first to last, are Avernus, Dis, Erebus, Phlegethon, Stygia, Malebolge, Cocytus, Caina, and Nessus.
Hell has the following traits:


Divinely Morphic: Deities with domains in Hell can alter the plane at will.
Strongly Law-Aligned and Strongly Evil-Aligned
Enhanced Magic: Spells and spell-like abilities with the lawful or evil descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the chaotic or good descriptor are impeded.


Limbo (Chaotic Neutral)
A vast ocean of unrestrained chaos and untapped potential surrounds and is coterminous with each of the Outer Planes. This is Limbo—beautiful, deadly, and truly endless. From its unplumbed depths were born all the other planes, and to its anarchic deeps will all creation eventually return. Where the formless sea of Limbo laps against the shores of other planes, its substance takes on some measure of stability, and it is within these borderlands that travel is safest, though it is still fraught with danger from Limbo's chaos-warped inhabitants. Deeper into the plane, Limbo's native proteans cavort in the Primal Chaos, creating and destroying the raw stuff of chaos with unfathomable abandon.
Limbo has the following traits:


Subjective Directional Gravity and Normal Gravity: On the few islands of stability within Limbo, gravity is more likely to be normal (down is toward the center of mass). Everywhere else, gravity is subjective directional.
Erratic Time
Highly Morphic
Strongly Chaos-Aligned
Wild Magic and Normal Magic: On the few islands of stability within Limbo, magic is more likely to be normal. Magic is wild everywhere else.


Nirvana (Neutral Good)
Nirvana is an unbiased paradise existing between the two extremes of Elysium and Heaven. Its stunning mountains, rolling hills, and deep forests all match a visitor's expectations of a pastoral paradise, but Nirvana also contains mysteries that lead to enlightenment. Nirvana is a sanctuary and a place of respite for all who seek redemption or illumination. Nirvana's native agathions have willingly postponed their own transcendence to guard Nirvana's enigmas, while celestial beings fight the forces of evil across the planes.
Nirvana has the following traits:


Divinely Morphic: Deities with domains in Nirvana can alter the plane at will.
Strongly Good-Aligned
Enhanced Magic: Spells and spell-like abilities with the good descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the evil descriptor are impeded.


Purgatory (Neutral)
Every soul passes through Purgatory to be judged before being sent on to its final destination in the Great Beyond. Vast graveyards and wastelands fill its gloomy expanses, along with dusty, echoing courts for the judgment of the dead. Purgatory is home to the aeons, a race who embody the dualistic nature of existence and who are constantly both at war and at peace with each other and themselves.
Purgatory has the following traits:


Timeless: Age, hunger, thirst, afflictions (such as diseases, curses, and poisons), and natural healing don't function in Purgatory, though they resume functioning when the traveler leaves Purgatory.
Divinely Morphic: Deities with domains in Purgatory can alter the plane at will.
Strongly Neutral-Aligned
Enhanced Magic: Spells and spell-like abilities with the death descriptor, or from the Death or Repose domains, are enhanced.


Utopia (Lawful Neutral)
Utopia is a bastion of order against the chaos of Limbo and the countless demonic hordes of the Abyss. A great city of eternal perfection, Utopia's streets and buildings are paragons of architecture and aesthetics; everything is ordered and nothing happens by chance. While no one race rules Utopia, axiomites and inevitables make their homes here, forever striving to expand their perfect city.
Utopia has the following traits:


Finite Shape
Divinely Morphic: Deities with domains in Utopia can alter the plane at will.
Strongly Law-Aligned
Enhanced Magic: Spells and spell-like abilities with the lawful descriptor are enhanced.
Impeded Magic: Spells and spell-like abilities with the chaotic descriptor are impeded.



HISTORY AND THE AGES

"The eight ages of Belladonis are quite familiar to the warforged. Our lore masters have compiled hundreds of thousands of years of history in our previous travels through time, although we will not reveal future events from our vaults, much of what is the past is freely available to visitors to Rift."
~Teacher, Warforged Lore Master~


1: Age of Tyranny (21,000 BAI ~ 6,000 BAI)
The first age to be recorded by the people of Belladonis, spanning some fifteen thousand years. Very few pieces of written lore exist from that time, as the years turned much of it into dust and sand. What remains of a once all-expansive empire are extremely remote, taking the form of grotesque ruined cities built in nauseating and cyclopean styles. Since the Age of Tyranny, most of these ruins have been buried in earthquakes, worn away by erosion or sunk beneath the waves, although a few could potentially have remained intact over the millennia.

The Deep Tyrants, a collection of near immortal aberrations and magical beasts, dominated the oceans and much of the coast lands. Worshiped as gods by their slaves, the Deep Tyrants ruled over a global empire. Life was brutal and short lived as a rule, but those slaves who were devout enough and hardworking could potentially become an immortal Deep Tyrant (via cerebromorphosis) if chosen. Writing was outlawed by slaves, as was reading. This made arcane magic extremely rare and basically illegal to slaves. Divine magic, granted by the three oldest and most powerful Deep Tyrants, was the main source of all magic known to the slave races.

The races that were enslaved are: Human, Halfling, Dwarf, Kobold, Lizardfolk, Sahuagin, Orc, and Goblin.


2: Age of Psionics (6,000 BAI ~ 4,000 BAI)
In this age, the Deep Tyrants become less in control, becoming less focused on controlling all aspects of society. The enslaved races begin mastering psionics at higher rates, with some Deep Tyrants actually assisting the races in learning psionics, although this was surely a rare practice. Over time, as the slave races grew and spread out, they began to rebel against their masters. Several substantial battles occurred in this age between the slave races and their Deep Tyrant masters, as did several assassinations of high clerics of the masters. Writing became more widely spread, although it was still considered a crime among the Deep Tyrants. Arcane and Psionic magics prosper, becoming as wide spread as writing was growing to be. Eventually, war and revolution between slave and master became inevitable.

The Deep Tyrants were slowly pushed back into the depths of the oceans as their numbers began to decline. In a final act of rebellion, a combination of arcane and psionic magic was devised to put the eldest Deep Tyrant (known as the Devouring Mother) in a permanent sleep, imprisoned her inside the planet's core for all of time. As the years went by, fewer cities were being ruled and much of the surface world became free lands, with free people. The last few Deep Tyrants begin vanishing from the world, hiding deep within the oceans or even on other planes.

The races that were freed and rose to providence are: Human, Halfling, Dwarf, Kobold, Lizardfolk, Sahuagin, Orc, and Goblin.


3: Age of Migration (4,000 BAI ~ 1,000 BAI)
The third age was marked by several mass migrations of various races, in addition to several new races. With the Deep Tyrants gone, people were free to travel and experiment. The adopted a new pantheon of deities. Once they had no need to worship the Deep Tyrants, they quickly acquired their own. Divine magic returned to the world and all magic (both arcane and divine) and psionics become very prevalent throughout all races, with advancements coming daily.

In what would eventually culminate in permanent magical gateways that allow travel between the moons and planet, a combination of Teleportation spells and astronomy (dealing with lunar cycles and viewing of the lunar surfaces) leads to the first few travels to the two moons. Wild Elves, Gnomes and Grippli come from the smaller green moon. Kasatha, Trox and Thri-Kreen come from the larger brown moon.


4: Age of Darkness (1,001 BAI ~ 1 BAI)
The Deep Tyrants, gone for nearly six thousand years, return with revenge in their twisted minds... First the largest Hurricane ever created tore in from the ocean, producing a storm that drowned cities. The magical storm from the Deep Tyrants was followed with hundreds of thousands of a newly created species of creature. These creatures lost their original racial name by the end of the Age of Darkness —only the most erudite and wise of their kind remember that they were once known as the ulat-kini. Most identify themselves with the racial epithet applied to them by surface-dwellers—“Skum.” Within weeks the remaining surface cities burned as tens of thousands are slaughtered by the Skum. Many of the races attempt to escape to distant locations, heading far inland to avoid the incoming storm and hordes of Skum.

As the Deep Tyrants learn of their former slave's worship of other deities, their revenge takes on genocidal levels. They use their combined magic to destroy the brown moon, creating massive meteors that rained down on the world. Entire nations were wiped out, despite most of the larger pieces falling in the central ocean. The Deep Tyrants went nearly extinct, crippled by this final act, they all either fell into eternal slumber or were converted to stone. The Skum were set adrift on their own, most clustering together around broken cities and wept in terror as their whole culture and gods vanished.

On the surface, half of the world was destroyed along side of the entire brown moon. The three races on the brown moon had already colonized sections of the planet and were generally spared from outright extinction, despite losing half of their population and their ancestral moon home. Furthermore, Halflings would have gone extinct if not for the large group of Halflings that had traveled to the green moon to colonize it. Their nation was one of the first to be eliminated by the Skum.

Populations of races were divided from each other from this devastation. The portals leading to the moons became extremely unstable and malfunction from the changes to the planet and its moons. Wild elves on the planet became isolated from their people on the green moon. Two populations emerge, the planet wild elves (which later become dark elves) and the wild elves on the green moon.

Then set in a thousand year period in which the sun was blocked by ash knocked into the atmosphere by the impacts. As populations died out, the world became quite isolated. Dwarves, humans and gnomes went underground. Orcs and goblins fled into the forests between the Stoneshield mountains, becoming the first to encounter the infection.


5: Age of Infection (0 AI ~ 1102 AI)
The fallen shards of the brown moon are extremely radioactive, causing a surprising number of effects on those exposed to it. First, the radiation seems to have a strong effect on emotions; especially those that make the blood run hot. Anger, passion, and jealously are among the emotions most strongly affected. Second, birth rates of those exposed sky rocket, with a massive increase in the number of twins and triplets. Finally, exposure to extreme amounts of radiation over a longer duration causes paranoia, aggression, confusion and even death.

Towards the end of 1090 AI, something far more terrible arose... held dormant within the brown moon's shards until their accidental release, mutating spores... The brown moon had been a barren world, almost devoid of organic matter and acted like a prison to the spores. Released in the northern continent, which is rich in organic life, the spores began to devour all organic matter until it found an intelligent host. These spores take over the minds of its host, allowing it to spread across the northern continent like a wildfire.

Within twelve short years the spores had consumed almost 10% of the jungle landscape. The dead mutating spores became a rich compost for thousands of newly developed mushrooms and other fungi. Generally these secondary fungi are harmless to others, although several species are extremely dangerous. Furthermore, numerous types of creatures began appearing within the region. aberrations, oozes, and plants began to take over a new ecosystem, while the edges of the growing fungal jungle expanded. Eventually its spread encountered the goblinoids and began infecting them. Those that fled into the southern regions met with the allied races at the walls of the dwarven fortress-metropolis of Hammerhold. The meeting marked the end of the Age.


6: Age of Madness (1103 AI ~ 1366):
A: The Initial Meeting:As the meeting began the goblinoids were nervous, surrounded by the quarter-mile high walls of the dwarves, they realized that they were as close to their racial enemies as they've ever been. Led by High Shaman Goluud Breska, the goblinoids kept loose ranks and a close eye on the forest to the north, their only escape route. The goblinoids were met by one representative from each of the allied races: Dwarves (King Hammerhold XXVI, plus his advisers), Humans (Lord Mercella Brell), Gnomes (Burbee Flintwhistle), Gnolls (Lady Jasmine Heckleholt), Timeforged (Queen), and Wild Elves (Arch-Druid Ellik Winterhair).


As the Goblinoids plead their case to the council, the room was tense... The Goblinoids were tired of running from and fighting the plague-carriers that attempted to spread the spores to their people. Their people suffered from the effects of the radiation, were wounded in battle and were starving. They spoke of their own people sowing their fields with salt, killing their own healers who attempted to help them, their terrible open sores that appeared from exposure. Those present were unaffected from the worst of it, but they were not far behind, unable to travel at the pace the leader could. They asked for small rations of food, healing and passage through the dwarven lands to safety.


When the high shaman finished, silence filled the room. The dwarven king sat tense, his knuckles white on the arm of the chair and jaw clenched. As Queen spoke first, the dwarven king cut her off with a growl... The dwarven king declared it would mean treason and war for anyone aiding the goblinoids through their land, making it clear that such attempts would be met with fire and steel. The advisers echoed the king's decision, voicing that the people would not stand by as their people became infected and the countryside turned barren. The other members of the alliance races were shocked by this outburst. They attempted for the better part of the hour, but in the end they could not persuade the dwarves. It became so tense that the timeforged queen rose and turned to leave. When he reached the door, she turned and told the council that her people would have no part in such an alliance led by those who were maddened by fear.

Arch-Druid Ellik Winterhair, the elven representative, offers the goblinoids their full support, declaring that they will aid them in all ways if the dwarves allow them to pass through. However, the dwarven king would not hear of it. The dwarves would not look beyond their racial hatred and fears of what the plague might do to their people if the refugees, nearly two million in total, passed through their lands. As the meeting went even more sour and ended, the goblinoids left to explain what had happened there to their people, the dwarves began readying their walls for siege. The dwarven king assumed that they would be overrun when their enemies learned that they would be forced to deal with their fate in the expanding wastes in the north.

B: The Secret Meetings and Plan:
The wild elves, however, decided to meet secretly with the goblinoid leader. They informed High Shaman Goluud Breska that they could not cure the plague or fight a war to help the people through the dwarven lands, but they could find another solution... They would build a perimeter around the refugees and begin helping the wounded, but would keep the sick from infecting others with their madness and plague. Those who were sick would be left behind for last, for their was no cure that worked so far, not even miracles cast invoking the god's power worked. They would then open gates between the elven lands and the refugee camps for short periods, allowing some to pass through in bursts, assuming they were not plagued.

Within the month, the camp was fortified with high walls and other defenses, under the guise of protecting those that stayed there while a cure could be found. They began opening gates and letting the uninfected through and things were going smoothly. They managed to get several thousand through, when dwarven spies discovered the plot.

C: The Goblinoid Genocide:
Infuriated beyond reason, they launched a full scale invasion on the encampment. As their most powerful casters, led by thousands of soldiers, breached the walls, the genocide of a people began. Those remaining, nearly a million and a half in total, were met with fire and steel. Those elves that remained in the camp were encased alive in stone to die.
The dwarves then sent messengers to the elves declaring war on them, and to the alliance declaring that any other races aiding the 'traitor elves' would also provoke the dwarves to war.


D: The Gate Wars:
As the realization of what had occurred set in, the allied races broke away from the dwarves and wild elves. Only the gnomes remaining with the dwarves, their racial ties spanning many centuries. On the opposite end was the wild elves. Already quite removed from the rest of the allied races, the wild elves accepted their similar situation with little response. They had too much to deal with, considering they had to aid the goblinoid refugees in settling into their new homes and help them deal with the loss of most of their race.


7: Age of the Skale (1367 AI ~ 2654 AI)
As the northern continent battled against the infected hordes, a new threat loomed to the east. A new union between the lizardfolk, kobold, and sahuagin races and the dragons led to the founding of the Skale Empire. Dragons of Belladonis are embodiment of calamity and destruction, and they soon lead massive campaigns to dominate most of the known world. The dragons demanded hundreds of bloody sacrifices daily. Millions of captured slaves were used as sacrifices. The capital of the empire was soaked in blood at all times. Many of the treaties still in place today were signed to meet against this growing threat. Most of the free races joined together to stop this war. for almost the last hundred years of the age, the dragons reigned destruction down on the world.


8: Age of Technology (2655 AI ~ Present Day)
This last age marked the turn. The dragons were routed and most were exterminated or otherwise driven into hiding. The warforged were discovered in their untimely prison. The ability to harness electricity to be used as power for lighting and other uses became more prevalent. Wooden ships gave way to hydro-electric and alchemical powered ships. While still experimental and temperamental, technology is catching up with magic in some ways. Alchemical devices, such as flamethrowers and more advanced firearms began to be created.


The present day is Mid-Summer 2680 AI

LordErebus12
2013-03-05, 12:55 AM
Religion


Organizations

The Worshipers of Radiance

Race(s) Involved: Goblins and Orcs, sometimes Humans
Member(s): Estimated around three to four thousand members.

The Council of Heartforge

Race(s) Involved: Humans, Dwarves, Gnomes, Wild Elves, Warforged
Member(s):
King Jorgeim of Heartforge (LG Dwarf Male Paladin 14)
Queen, the blind leader of the Warforged nation, known as Rift (LN Warforged "Female" Oracle of 18)
Valos Desmyr, Lord of Desmyr and Hand of the King (LG Human Male Magus 10)
Elric Fallanhold, Lord of Orin (CN Gnome Male Gunslinger 10)
Lady Mandriah of the Evening Light (CG Wild Elf Female Samurai 12)
Elder Allentria (NG Wild Elf Male Druid 12)
Grand Maester Sapphire Thronin (LN Dwarf Female Alchemist 10)

The Bard's College of Thrin

Race(s) Involved: Humans, Dwarves, Gnomes
Member(s): 211 bards

The Skale Empire

Race(s) Involved: Lizardfolk, Kobolds, Sahuagin

The Deep Tyrants

Race(s) Involved: Aboleths, Mind Flayers, Kraken

The Desert Moon

Race(s) Involved: Trox, Thri-Kreen, Kasatha

The Forest/Swamp Moon

Race(s) Involved: Halflings, Wild Elves, Grippli

LordErebus12
2013-03-05, 06:52 AM
Humans
The humans adapted quickly to their lives in Belladonis, supplying an abundance of blood, sweat and tears into a new life here. As such the humans have been found themselves in a wealth of new knowledge and intellectual growth.


+2 Intelligence.
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
base land speed: 30 feet.
Adaptive: 1 extra feat at 1st level.
Automatic Language: Common.
Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.



Elves
Elves are a varied bunch, with several different subspecies living in various parts of the world.


High Elves
High Elves have built quite a life among the other races in urban settings. They have devoted much of their lives to academics, some in the attempt to educate the other races and help lead them on a path of learning, while others have devoted themselves to trying to understand the forces that brought them to this world. So far, the latter has come up short, although some potentially powerful secrets about the world have been discovered.


+2 Intelligence, +2 Wisdom, –2 Constitution. High elves value wisdom, study and contemplation over the feats of agility learned by most other elves.
Medium Humanoid (Elf)
Base land speed: 30 feet.
Low-light visionA high 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.
Elven Resistances: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Elven Senses: +2 racial bonus on Listen, Search, and Spot checks. An elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Academic: +1 racial bonus on all knowledge checks.
Weapon Proficiency: Elves are automatically proficient with the hand crossbow, the longsword, and the shortbow (including composite).
Automatic Languages: Common, Elven.
Bonus Languages: Draconic, Dwarven, Gnome, Halfling.
Favored Class: Wizard or Arcane Archer (http://www.giantitp.com/forums/showpost.php?p=15123574&postcount=1)



Wild Elves
Wild Elves have adapted well among the branches of the Tanglevine Jungle, building directly into the gigantic vines that twist high though the air, over superheated vents of steam. They have adapted to living high in the air and even have found creative modes of travel through their cities. These elves have become closer to nature than their elven cousins, bonding to the world in ways that differ from the others.


+2 Strength, +2 Dexterity, –2 Intelligence. Wild elves are stronger and hardier than other elves, but favor physical action and feats of athleticism instead of learning to solve problems.
Medium Humanoid (Elf)
Base land speed: 30 feet.
Low-light vision: A Wild 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.
Elven Resistances: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Elven Senses: +2 racial bonus on Listen, Search, and Spot checks. An elf that merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Sensitive: +2 racial bonus on sense motive checks.
Weapon Proficiency: Elves are automatically proficient with the longbow (including composite), the rapier, and the shortbow (including composite).
Automatic Languages: Common, Elven.
Bonus Languages: Auran, Giant, Orc, Sylvan.
Favored Class: Ranger or Swordsage



Dark Elves
The dark elves (or Drow) live within the Undervault within two massive metropolises and one surface city. They are known to be traitorous and ruthless in their dealing with those of the other races, leading them to be mistrusted or even hated. Bad blood exists between the Drow and the Elves from before their arrival on Belladonis, and although they are bitter enemies, outright violence or war between the two has yet to reach the boiling point. One nation of drow have breached the surface from below, what they have in store, well... that’s their secret.


+2 Dexterity, +2 Charisma, –2 Constitution. Drow are nimble and manipulative, but slight.
Medium Humanoid (Elf)
Base land speed: 30 feet.
Darkvision: 120 feet.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Drow Resistances: Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Drow Senses: +2 racial bonus on Listen, Search, and Spot checks. A Drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Balanced: +1 racial bonus on balance checks.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the shortsword.
Automatic Languages: Common, Elven, Undercommon.
Bonus Languages: Abyssal, Draconic, Drow Sign Language, Goblin.
Favored Class: Favored Souls or Clerics
Level Adjustment: +1



Half Elves
Half-elves have become an important asset to the other races, working in diplomatic relations between the races. They have come out of their shells, finally finding their place in the world. The peace between the races would surely have failed if it were not for the half-elves, who have made great strides in uniting the various races into an alliance of equals. Because of this, many half elves are highly respected among the other races and no longer have the stigma common to those of mixed bloodlines.


+2 Charisma. Half-elves are social creatures, bonding and communicating well with others.
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Base land speed: 30 feet.
Elven Resistances: Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
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.
Perceptive: +1 racial bonus on Listen, Search, and Spot checks.
Adaptive: One extra feat at 1st level.
Elven Blood: For all effects related to race, a half-elf is considered an elf.
Automatic Languages: Common and Elven.
Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class: Any.




Dwarves
Dwarves have done the impossible, they have worked tirelessly to rebuild both their nations and other nations, as well as drafting every able warrior to fight the invading orc forces. Dwarves have embraced others more since their arrival, and have become less gruff and rude because of it.


+2 Constitution.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
base land speed 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Dwarves can see in the dark up 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 Search 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 a Search check as if he were actively searching, and a dwarf can use the Search 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.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A dwarf gains 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).
Dwarven Resistances: +2 racial bonus on saving throws against poison, radiation, spells and spell-like effects.
Racial Hatred: +1 racial bonus on attack rolls against orcs and goblinoids.
Earthshaper: +2 racial bonus on Appraise and Craft checks that are related to stone or metal. Dwarves add +1 to the Difficulty Class for all saving throws against earth spells they cast. This adjustment stacks with those from similar effects.
Automatic Languages: Common and Dwarven.
Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter.



Halflings
Halflings are a race of semi-nomadic wanderers, completely immune to fear. This leads them to be almost foolishly brave in situations that might otherwise dictate caution. They have a very 'communal' outlook on property ownership. They are known to wander off while still holding, looking at, or even after pocketing an item that catches their fancy. They do not consider this stealing, but rather borrowing the item. Halflings have a tendency to discard items for what they deem more valuable (what catches their eye more), at the time of acquiring a new item if they need more space in their pouches.


+2 Dexterity, –2 Strength.
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Base land speed: 20 feet.
Resistant: +1 racial bonus on all saving throws.
Immunity to Fear: Halflings are completely immune to fear, even if magically generated.
Stone-thrower: +1 racial bonus on attack rolls with thrown weapons and slings.
Stealthy: +4 racial bonus on Move Silently checks.
Sticky Fingers: Halflings have a +2 bonus on sleight of hand checks and the sleight of hand skill is always a class skill.
Automatic Languages: Common and Halfling.
Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Barbarian or Rogue.



Gnomes
Tireless tinkerers, the gnomes have invented a fighting force to combat the orc forces. Constructs roll off of their design boards in massive numbers. Mass producing much of the tools used in the war effort, gnomes have also aided in rebuilding cities and tunnels. They are master mechanics, repairing of all their creations with relative ease.


+2 Constitution, –2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
base land speed: 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. He retains the ability to distinguish color and detail under these conditions.
Natural Illusionists: Gnomes add +1 to the Difficulty Class for all saving throws against illusion spells they cast. This adjustment stacks with those from similar effects. They also receive a +2 racial bonus on saving throws against illusions.
Racial Hatred: +1 racial bonus on attack rolls against kobolds and goblinoids.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Perceptive: +2 racial bonus on Listen and Spot checks.
Artisan: +2 racial bonus on Craft checks.
Weapon Familiarity: Gnomes may treat gnome hooked hammers and gnome spearscythes (see weapon entry below (http://www.giantitp.com/forums/showpost.php?p=14891203&postcount=9)) as martial weapons rather than exotic weapons.
Automatic Languages: Common and Gnome.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Favored Class: Artificer or Bard.



Goblins
The goblin race has grown bold and smart in recent years. Their racial resistance to acid and a homeland rich in rare materials has led them to nearly monopolize trade on the Venom Sea. they have become shrewd traders over time, but also some of the most ruthless pirates around. Their highly adaptive skin gives them the ability to blend in, making them even more skilled at stealth.


+2 Dexterity, +2 Intelligence, –2 Strength, –2 Wisdom.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
base land speed: 30 feet.
Darkvision: 60 feet.
Shrewd: +2 racial bonus on appraise checks.
Skilled Riders: +2 racial bonus on ride checks. Goblins often keep these strange giant rats, known as goblin dogs, which they ride into battle.
Sneaky: +2 racial bonus on bluff and move silently checks.
Acid Resistant: Goblins have resistance to acid 5.
Color Thief: A Goblin's skin is an odd tint that somehow absorbs background colors, allowing them to better blend into the terrain. A goblin gains a +4 racial bonus on hide checks, providing it wears only light armor or no armor.
Automatic Languages: Common, Goblin.
Bonus Languages: Draconic, Elven, Giant, Orc.
Favored Class: Rogue or Swashbuckler.



Kobolds
Kobolds live in the Lavaridge mountains, and are considered a plague on the city of Lavaridge, stealing supplies and killing Hammerhold soldiers from the caravan, as well as making it difficult for Lavaridge to hollow the two inactive mountains nearby. Kobolds have many Clans, each granted power and status from their dragon masters. The kobolds are servants of the Dragons in all things and worship them as gods. They steal treasure from the caravans to give as gifts to their dragon "gods", pleading for blessings or promotions within the clans. Some dragons will also grant a blessing of a half-dragon child to the kobold clan, a great honor and potential future clan leader.


+2 Dexterity, +2 Charisma, –4 Strength.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
base land speed: 30 feet.
Darkvision: 60 feet.
Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Armored: Kobolds have scaled hides that grant it a +1 natural armor bonus.
Fire Resistant: Kobolds have resistance to fire 5.
Industrial: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Automatic Languages: Draconic.
Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer or Ranger



Orcs
Due to the war between the alliance and those living in the wastes, orcs have become a plague that must be burned from the surface of Belladonis, before it spreads to every shore. Sadly, this has transitioned to the Half-orcs, as well. Many of half ancestry aren't accepted in most societies, and are required to hide their half-orc ancestry over fear of death.



Orcs
Orcs have become the biggest threat to peace in the years after arrival, they have been driven into the wastes for their wish to cause destruction and death wherever they go. They have no allies, save the savage Deep Orcs and the trolls and nowhere to call home, but the wastes. Blessed with robust reproductive cycles, orcs can double their population in a few months, reaching maturity in only five years. The orc population has swelled to immense proportions within the wastes, among the many gifts of their living goddess, the Radiant One. Empowered, most orcs have forsaken their old god Gruumsh, all restraint, and their sanity; vowing to do all in their power to accomplish their goddess’s wishes.


+4 Strength, –2 Intelligence, –2 Charisma.
base land speed: 30 feet.
Darkvision: 60 feet.
Orcish Resistance: Radiation 20
Smash: An orc's unarmed attacks are always treated as being lethal. Any item an orc attempts to sunder, including weapons, is treated as having a hardness 5 points lower than its actual hardness (cannot be lower than 0). Orcs suffer a -6 penalty on attack rolls in which they attempt to deal nonlethal damage, as opposed to the normal -4.
Ferocity: A orc remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered and loses one hit point each round. A orc with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Tougher Than The Wastes: +4 racial bonus on all Intimidate and Survival checks.
Weapon Proficiencies: An orc is automatically proficient with one martial weapon of his choice, and the orc double-axe is always treated as being a martial weapon.
Automatic Languages: Common, Orc.
Bonus Languages: Dwarven, Giant, Goblin, Undercommon.
Favored Class: Barbarian or Cleric.
Level Adjustment: +1


Deep Orcs, Mutants of the Wastes
Many orcs that were exposed to their newfound goddess directly, becoming warped by her power. Now they are horribly deformed and almost feral, attacking all who fall upon their paths. They hold no love for their normal Orc brethren, often attempting to kill them if opposed by them, only accepting that they are part of their goddess’s plan. Most only care for pleasing their goddess, all willing to tear their own throats out if She would only will it. In the meantime they will do that to all other races, for She wishes the world wiped clean of all who have failed Her design.


+6 Strength, +2 Dexterity, +4 Constitution, –2 Intelligence, –6 Charisma
Medium Aberration
Base land speed: 30 feet.
Darkvision: 60 feet.
Light Sensitivity: Deep orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Immunities: Radiation
Tough Hide: +1 Natural armor bonus.
Foul Odor: You emit a foul odor that makes others mildly nauseous. You suffer a –2 penalty to Diplomacy and Gather Information. This is an overpowering smell for creatures with the scent ability, sickening them as long as they remain within range.
Resistant: +2 racial bonus on Fortitude saves against poison and disease.
Smash: A deep orc's unarmed attacks are always treated as being lethal. Any item an orc attempts to sunder, including weapons, is treated as having a hardness 5 points lower than its actual hardness (cannot be lower than 0). Deep orcs suffer a -6 penalty on attack rolls in which they attempt to deal nonlethal damage, as opposed to the normal -4.
Ferocity: A deep orc remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered and loses one hit point each round. A deep orc with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
Mutations: Deep orcs have different types of mutations, depending on numerous factors. Each deep orc comes with Two minor mutations, Two moderate mutations, One major mutation, and One incidental mutation (see Chaositech’s Chapter 4).
Tougher Than The Wastes: +4 racial bonus on all Intimidate and Survival checks.
Natural Attacks: 2 Claws (1d4)
Weapon Proficiencies: A deep orc is automatically proficient with one martial weapon of his choice, and the orc double-axe is always treated as being a martial weapon.
Automatic Languages: Common and Orc.
Bonus Languages: Dwarven, Giant, Goblin, Undercommon.
Favored Class: Barbarian or Cleric.
Level Adjustment: +4



Half-Orcs
The Half-orcs have become deeply spiritual and reclusive since their orcish parents lost control, turning to shamanistic faiths or else carry the faith of Gruumsh. They have grown to become wiser, learning to choose their dealings cautious in their dealings with others, and have taught this to their next generation as a core principle. Oddly, Halflings have been the most aiding to the Half-orcs, since so many are outspoken to the madness their orcish parents have caused. Humans and most of the other races barely tolerate their presence within their walls. Some, such as the elves, refuse and distrust them entirely.


+2 Strength, +2 Wisdom, –2 Intelligence
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
base land speed: 30 feet.
Darkvision: 30 feet.
Orc Blood: For all effects related to race, a half-orc is considered an orc.
Orcish Resistance: Radiation 10
Automatic Languages: Common and Orc.
Bonus Languages: Abyssal, Giant, Goblin.
Favored Class: Barbarian or Spirit Shaman.





Troll: (partially based off of Admiral Squish’s work)

The humanoid creature standing before you looks like a very large orc, complete with green skin and short tusks. However, a pair of long, pointed ears emerge from it’s long black hair and a long tail tipped with fur swishes behind it. It stands before you in a suit of studded leather, with a massive club over it's shoulder. They inhabit the foothills of mountains, living in small clans and dwelling in wood-walled villages. They have a strongly battle-oriented society and are almost entirely devout worshippers of the Radiant One. Those who don’t follow her are killed or at least forced to escape.


+4 Strength, -2 Dexterity, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Trolls are strong and tough opponent, but their bulk makes them less than agile, and they are not known for their mental skills.
Medium Size: No special bonuses or penalties based on size
A troll's base land speed is 30 feet.
+2 natural armor bonus
Natural weapons: Bite (1d8)
Scent
Powerful Build: The physical stature of a troll lets him function in many ways as if he were one size category larger. Whenever a troll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the troll is treated as one size larger if doing so is advantageous to him. A troll is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A troll can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Regeneration: A troll regenerates one hit point per round. A troll's regeneration is overcome by acid, cold, and fire damage. If a troll loses a limb or body part, the severed portion regrows over the next hour. Only the largest portion of the troll will regenerate, so lost limbs will not grow into full trolls.
Automatic Languages: Giant.
Bonus languages: Common, Orc, Goblin
Favored Class: Barbarian or Warhulk (http://www.giantitp.com/forums/showpost.php?p=15682884&postcount=1)
Level Adjustment: +1



Kreen, mantis-folk of the desert. (partially based off of Rizban’s work)
The kreen are a mantis-like race known for their massive subterranean caverns that grow thousands of varieties of plants and fungi, used in both their medicines and poisons. There are no better jumpers than the kreen, powerful legs propel these four armed warriors into combat as well as over the open desert.

They have talented riders of the various types of worms that dwell within in the sands, typically the ashworm or dunewinder and on rare occasions, a purple wurm. While legends tell of Kreen riding the mighty sandworm, none have attempted it in recent memory but its said that if one could accomplish it, they would become leader of their people by right.


+2 Strength, +4 Dexterity, –2 Intelligence, +2 Wisdom, –4 Charisma. Kreen are lightning fast mantis-like beings. While not as intelligent or social towards outsiders, they are strong and wise warriors of the desert.
Monstrous Humanoid: Kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium: As Medium creatures, kreen have no special bonuses or penalties due to their size.
Kreen base land speed is 40 feet.
Darkvision out to 60 feet.
Immunity to magic sleep effects.
+3 Natural Armor: A kreen’s exoskeleton is tough and resistant to blows.
Multiple Limbs: Kreen have four arms.
Natural Attacks: Kreen can have four claws and a bite attack. The claws and bite deal 1d4 damage, but the bite is a secondary attack. A kreen can attack with weapons and its bite or claw attacks as secondary attacks.
Leap (Ex): Kreen have a +30 racial bonus on Jump checks.
Weapon Familiarity: Kreen can treat gythkas and chatkchas as martial weapons rather than exotic weapons.
Kreen have a +4 racial bonus on Hide checks in sandy or arid settings.
Automatic Languages: Common, Kreen.
Bonus Languages:Dwarven, Elven.
Favored Class: Thri: Green Mantis Assassin or Tohr: Cleric (Klik'chak only)
Level Adjustment: +1.





Lesser Giants, Remnants of the Giant Empire
A native race of medium-sized giants, the last remnants of the giant empire. They were experiments that bred true after the extinction of the greater giants. Descended from the giant's breeding experiments, the Lesser Giants are a race bred from the giant's own stock. Lesser Giants are much smaller than their close cousins, but are much stronger and tougher than those without giant blood. Lesser giants hold no ancestry to the other lesser races of Belladonis. Lesser giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women. Because of their giant ancestry, lesser giants are able to use weapons sized for creatures larger than normal humans. They gain considerable satisfaction in using these large weapons in combat against their foes.


+2 Strength, +2 Constitution, –2 Dexterity. Lesser Giants are tough and strong, but not too nimble.
Medium Giant: Lesser Giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Base Land Speed[B]: 30 feet.
Acid Resistant: Lesser Giants have a +2 racial bonus on saving throws against all acid spells and effects, as well as energy resistance to acid 5.
Low-Light Vision: A Lesser Giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Powerful Build: The physical stature of Lesser Giants lets them function in many ways as if they were one size category larger. Whenever a Lesser Giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Lesser Giant is treated as one size larger if doing so is advantageous to him. A Lesser Giant is also considered one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Lesser Giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Endurance: Lesser Giants have Endurance as a bonus feat.
Weapon and Armor Proficiency: A Lesser Giant is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
Automatic Language: Common and Giant.
Bonus Languages: Draconic, Gnoll, Ignan, kobold.
Favored Class: Barbarian or Sorcerer
Level Adjustment: +1


Hissi, The Serpents of Kura (http://www.giantitp.com/forums/showthread.php?p=14998067)
Hissi resemble monstrous snakes with humanoid bodies from the waist up, but maintain some very snake-like features, such as slit eyes, scaled skin and a split tongue. The snakelike features of a Hissi may reflect any of a variety of venomous snakes, so a Hissi may have a black mamba’s glossy scales or a coral’s distinct color pattern. These features are usually consistent within a single troupe of Hissi, and often mark a troupe’s status within a tribe. Hissi grow throughout their lives, reaching lengths of sixteen feet long and weighing up to a thousand pounds.


COMBAT
Hissi are geniuses and fight as such. They plan elaborate traps and utilize their surroundings superbly in combat, preferring ambushes to direct confrontation. They also prefer ranged attacks and spells to melee. In a mixed group, the least valuable and powerful attack first. The group leader may order particular members forward before others if that makes for better strategy. Their evilness, cunning, and ruthlessness are legendary. Hissi constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary, but they always put their own interests first.

HISSI SOCIETY
The Hissi are devout worshipers of Hidris. They also hold all reptiles in high esteem. The center of Hissi life is the temple, and their rituals often involve elaborate sacrifices of livestock, adventurers or convicted criminals, using alcohol and other poisons to dull the sacrifice's senses of the coming sacrifice. They tend toward isolated, old ruins of the giant empire. Their architecture favors curves, with ramps and poles replacing stairs.

The chief deity of the Hissi is Hidris. The clerics of Hidris rule over the Hissi and are the temple leaders, with the high priest above all. A Hissi cleric of Hidris has access to two of the following domains: Celerity*, Evil, Hatred*, Law, Plants, Renewal*, Skalykind*

* from Spell Compendium.

HISSI AS CHARACTERS
Hissi character’s have the following base statistics.


Dex -2, Int +2, Wis +2. Hissi are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium Monstrous Humanoid:
Base Land Speed: 30 ft. (6 squares). They also have a climb speed and a swim speed of 20 ft.
Darkvision: 60 feet.
Natural Armor: The Hissi has tough scales along their snake-like tail, but have micro scales that cover their upper body as well. Hissi has a +2 natural armor bonus.
Natural Attacks: The Hissi has a primary bite attack (1d6 piercing). When the Hissi’s size increases, it increase to 1d8, then 2d6.
Constrict (Ex): A Hissi deals 1d4 + Str modifier points of damage on a successful grapple check. This increases to 1d6 as a large creature and 1d8 as a huge creature.
Skilled Swimmer: +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Starting Languages: Common, Hiss.
Bonus Languages: Abyssal, Common, Draconic, Giant and Skale
Favored Class: Cleric (Hidris only)
Level Adjustment: +0


Hissi Racial Class (http://www.giantitp.com/forums/showpost.php?p=14998077&postcount=2)


Skale (Skale), the Scaled Tyrants (http://www.giantitp.com/forums/showthread.php?t=278057)
Giant armored lizard-like creatures with a nasty temper and bloody history. Bred by the giants for gladiatorial combat, violence and bloodshed has grown strong in this species of lizardfolk. After the fall of the giant empire, the skale set out in eradicating all other species of lizardfolk, until only the skale remained.


+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom. Skale are strong and tough, but have slower minds and short tempers. They often are crude or even violent when they don't understand a new challenge or task.
Large Monstrous Humanoid (Reptilian): –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space / Reach: 10 feet / 10 feet.
Movement Speeds: A Skale’s base land speed is 30 feet. Skale also have a burrow speed of 20 ft.
Racial Hit Dice: A Skale begins with five levels of Monstrous humanoid, which provide 5d8 Hit Dice, a base attack bonus of +5, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
Racial Skills: A Skale’s humanoid levels give it skill points equal to 8 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim.
Racial Feats: A Skale’s humanoid levels give it two feats.
Powerful Charge (Ex): A Skale typically begins a battle by charging at an opponent, slamming their spiked body into their target. In addition to the normal benefits and hazards of a charge, this allows the Skale to make a single primary slam attack at full attack bonus that deals 3d6 points of piercing and bludgeoning damage.
Spiked Tail (Ex): Because of their powerful tails, Skale have a +4 racial bonus on Jump, Swim, and Balance checks. They also have a natural tail attack. They can also perform trip attempts with their tails, sweeping their powerful tail, striking low at the target’s footing.
Spiked Hide (Ex): Skale have thick hides with bony spikes covering them, proving them a +5 natural armor bonus and allows the Skale to deal automatic 1d8 piercing damage on a successful grapple attack.
Weapon Familiarity (Ex): The Skale treats Bolas and Nets as martial weapons. They Skale attempt to capture targets in combat if possible, using them for dark ritual sacrifices and as a food source.
Weapon and Armor Proficiency: A Skale is automatically proficient with simple weapons and shields.
Natural Weapons: A primary tail slap (1d8 bludgeoning and piercing plus trip), two secondary Claws (1d6 Slashing), a secondary Bite (1d6 Bludgeoning, Piercing, and Slashing).
Automatic Languages: Skale
Bonus Languages: Common, Giant, Goblin, and Terran
Favored Class: Ranger or Warhulk
Level adjustment: +0




Tali, The Children of the Glade (http://www.giantitp.com/forums/showthread.php?t=276984)
A native race of generally nocturnal fey present around the jungles of the Tanglevine. Their appearance is that of little children, with sharp elven-like features with butterfly/moth wings. They tend to be less often tricksters than other fey, most Tali would rather be your friend than your enemy. Their only real enemies appear to be the wilder races, such as Orcs and Trolls, whom they mistrust and even sometimes hate.


-4 Strength, +2 Dexterity, -2 Intelligence, +2 Charisma. Tali are a child-like race of fey; they are very weak and often times forgetful, but what they lack in ability, they make up with a quick hand and a quicker tongue.
Small Fey: Tali gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –4 penalty on grapple checks, and a +4 size bonus on Hide checks. Tali have a space of 5 feet and a reach of 5 feet. Because they are not humanoids, they are unaffected by any spell or effect that affects only humanoids, such as enlarge person.
Movement: Tali have a 20 ft. movement speed. Tali also have a natural Fly speed of 40 ft. with poor maneuverability.
See in Darkness: Tali can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Innocence: +2 racial bonus on bluff and handle animal checks.
Perceptive: +2 racial bonus on spot checks.
Starting Languages: Sylvan
Bonus Languages: Common, Elven, Kreen, and Undercommon
Favored Class: Druid
Level Adjustment: +1



Timeforged, the Stranded Constructs (http://www.giantitp.com/forums/showpost.php?p=13334438&postcount=7)
A race of time-traveling constructs, stranded in the past without a means of escape.


[B]+4 Strength, +4 Constitution, −2 Wisdom, −4 Charisma. Timeforged are inherently tough and are known to be very strong; however, Timeforged are usually withdrawn and socially inept. Primarily programmed for warfare, Timeforged often have difficulties adjusting to peace and a sedentary lifestyle.
Medium Construct (Living)
Darkvision: 60 ft.
Construct Constitution: Timeforged are vastly different physiologically to humanoids. Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Construct Origin: Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell. However, spells from the healing sub-school provide only half effect to a living construct.

The stone and metal materials that make up the body of a timeforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A timeforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a timeforged is affected by repel metal or stone as if he were wearing metal pr stone armor. The iron in the body of a timeforged makes him vulnerable to rusting grasp. The timeforged takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A timeforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh or stone shape affect objects only, and thus cannot be used on the stone and metal parts of a timeforged.

A timeforged doesn’t need to eat, drink, or breathe, but this doesn’t render it immune to any effect if they do eat, drink, or breathe and can still benefit from the effects of consumable spells and magic items such as potions.
Regen State: Does not need to sleep; however, Timeforged may chose to enter a low power state, refraining from any strenuous activity. If they maintain this low power state, they can begin a period of intense self repair after it ends. While resting in this low-exertion state, the Timeforged are fully aware of its surroundings and can notice approaching enemies and other events as normal. However, during this state the Timeforged is flat-footed against attacks and loses any magical effect currently applied to themselves until the state ends.

If they rest of the full four hour period, the hundreds of panels and rune edges glow and open slightly, as if venting heat or taking in air. When the panels are open, thousands of fine creatures that the Timeforged call nanos (a symbiotic construct that lives within them) begin to crawl out over the Timeforged, repairing any damage present. The Timeforged effectively gains Regeneration 10 after the initial four hours of rest, allowing any wounds to be healed if they maintain the state longer than the minimum four hours. While in this state, can reattach limbs by holding them back together.

The Timeforged needs to spend 4 hours in this state to gain the same benefits as other races gain from taking a full 8 hours of rest. If the Timeforged is forced to break the cycle, it requires a full round action, retracting the nanos and closing the panels. Timeforged can also enter this state for longer periods, remaining deactivated effectively indefinitely until it reactivates, but while this happens the panels are closed. If the timeforged is reduced to 0 hit points, it is disabled, like any other construct. If no repairs/healing is applied, after a full day has passed the nanos automatically release and begin restoring the timeforged.
Platings: Each Timeforged is plated differently, each material having different properties. They cannot wear armor, but clothing, robes and cloaks can be altered to fit the larger frame at extra cost, and plates can be enchanted like armor. Each type has a different array of slam attacks with different types of damage as shown in the Third post (http://www.giantitp.com/forums/showpost.php?p=13333595&postcount=3).
Weapon Proficiency: Timeforged are masters of warfare and combat, are proficient in all weapons, and suffer no penalties for using improvised weapons in combat.
Curse of Babel: Timeforged are gifted with languages, their minds easily grasping the phonics of languages. Timeforged gain two languages for each rank spent into the Speak Language skill.
Built For A Cause: Timeforged were created to hate Mind Flayers, to end their all impressive grasp on the Planes of Existence. Timeforged are treated as having a Ranger's Favored Enemy ability, but functions only against Mind Flayers and their Brood. They gain a +2 bonus on Bluff, Knowledge, Listen, Sense Motive, Spot, and Survival checks against them. Likewise, they gets a +2 bonus on weapon attack and damage rolls against them. A Timeforged may make Knowledge skill checks untrained when attempting to identify them. This does stack with a ranger who takes aberrations as a favored enemy; again only applying against Mind Flayers and their brood.
Automatic Languages: Common and Binary (see below).
Bonus Languages: Any
Binary: The Timeforged language sounds like rapid fire beeps and clicks that does not follow the normal patterns of languages. This language requires spending two ranks in linguistics to learn, instead of one. If learned, It can be understood and written; However, it is next to impossible to speak for those who are not Timeforged. The Written form appears to be a series of two symbols written in different sets of eight.
Favored Class: Artificer or Monk
Level Adjustment: +2
Aging Effects: Timeforged are effectively immortal, although aging effects still do occur; However, physical penalties only lower by one as mental scores increase at the normal rate. Also, this change is measured in millenias, not years.
Middle Aged: 7,000+ years
Old: 14,000+ years
Venerable: 21,000+ years

LordErebus12
2013-03-05, 07:07 AM
New Classes and Class Changes

Fighter 2.0 (http://www.giantitp.com/forums/showpost.php?p=14682711&postcount=1)

Wild Shaper 2.0 (http://www.giantitp.com/forums/showthread.php?t=279135)

Totemist (http://www.giantitp.com/forums/showthread.php?t=275300)

Living Hive 2.0 (http://www.giantitp.com/forums/showthread.php?t=276433)

Green Mantis Assassin (http://www.giantitp.com/forums/showthread.php?t=277072)

Hammerhold Archer (http://www.giantitp.com/forums/showthread.php?t=278594)

Hammerhold Knight (http://www.giantitp.com/forums/showthread.php?t=277890)

Hammerhold Scout (http://www.giantitp.com/forums/showthread.php?t=277943)

Arcane Archer (http://www.giantitp.com/forums/showthread.php?t=281025)

Warhulk (http://www.giantitp.com/forums/showthread.php?t=294084)



New Skills

Knowledge (Belladonis)



New Feats

LordErebus12
2013-03-10, 03:05 AM
Radiation Damage
radiation damage works rather like the opposite of temporary hp, you lose health off of the top of your hit point total, rather than your current pool. If this radiation damage reaches 50% of your total hp, you begin suffering radiation sickness. Healing spells return either normal hp back, or remove radiation damage, not both.

If travelling through radiated areas, creatures begin suffering radiation damage. The creature must make a fortitude save at each instance of a save or suffer full radiation damage. Those who successfully save only take half the damage in radiation. Those who beat the save DC by 5 or more take no radiation damage.

{table=head]{colsp=4}
Areas of Radiation
Radiation Severity|Fortitude Save DC|Radiation Damage|Frequency of Damage
Light|DC 15|2 Radiation|1/day
Moderate|DC 20|1d4+1 Radiation|1/day
Heavy|DC 25|1d6+2 Radiation|1/hour
Lethal|DC 30|2d6+3 Radiation|1/minute
[/Table]

Radiation Sickness
Whenever your total health is reduced by 50% by radiation damage, you are fatigued and begin suffering 1 point of constitution damage per day until the radiation damage is healed below this 50% point. There is also a 5% chance of gaining a mutation for each point of constitution damage taken.

Storms
In a hot atmosphere full of airborne salts, metals and radiation. (much like our own on earth, although magnified several times), several consequences take place.

First, extremely powerful hurricanes and tropical storms would happen often enough to slow travel and trade. Terrible heat lightning and duststorms are common. Those with Con scores less than 8 or have no Con score are required to make suffocation checks for one hour, right before the storm hits. During the storm, the suffocating air becomes cleaner and roughly breathable, although other threats exist.

d%|Weather Type|Produces
01–30|Normal weather|Hot, calm
31–50|Abnormal weather|Hot, windy
51–80|Inclement weather|Hot, windy
81–89|Storm|Duststorm
90-100|Powerful storm|Downpour






"Day 1 (since exposure): Subject #1 shows no signs of abnormalities. Subject performs well under stressful situations and all physical and mental exercises show normal results.
Day 3: Subject #1 shows beginning signs of increased frustration with mental exercises, taking nearly twice as long to complete than the baseline, while physical exercises show improvement. Appearance is ragged and unkept.

Day 5: Subject #1 appears to show the beginning stages of spore growth on the body. Subject is paranoid and is confused easily, resorting to violent outbursts when confusion occurs. Physical exercises show drastic improvements in strength and speed, but mental exercises seem to provoke the subject to violence.

Day 7: Subject #1 mutters to itself throughout the day, showing extreme aggression to all requests of exercises. Subject speaks of hearing voices, knowing that they want the subject to do what they want. Subject shows massive increases to strength, denting the steel walls and steel door of the test areas, forcing us to sedate the subject. Subject has fully mature spore pods on most of its body, although the spores are not yet airborn.

Day 9: Subject #1 shows signs of airborn spores, therefore concluding the experiment. Subject is terminated and the test areas have been sterilized with extreme cold and incineration. Test concludes the reports of the infected to be accurate. Acid, Fire, and cold seems to be the best way to deal with the infected. Electricity seemed to just irritate the subject. Our suggestion is to proceed with caution.

We request another subject, to confirm our results."

~Amir Stonehide, Dwarven Scientist

Each day, the subject must succeed on a fort save or suffer the following acclumative effects:

1 int and cha damage (to a minimum of 3 on each).
+1 bonus on str, dex and con.
Regeneration 1 (stacks to a max of 5)
Resistance to electricity 10 (stacks to a max of 50)
Vulnerability to acid, fire and cold
Spell resistance (5+hd)

Upon suffering for the fifth time to these spores, the creature's type changes to aberration and they gain a spore attack. Their alignment shifts to NE.

Launch Spores (Ex):
Every 1d4 rounds the carrier can launch a cloud of spores in a 30 foot cone (no reflex save to avoid). Any organic targets in the area must succeed on a fortitude save or contract the spores.

LordErebus12
2013-03-12, 03:45 PM
Monster Changes and Bestiary

Vermin and Aberrations add Resistance to Radiation 5 to their list of traits.
Oozes add Immunity to Radiation to their list of traits.




Bestiary


Behemoth, Tempest

http://i.imgur.com/auQukxw.png

Three pairs of wings beat rhythmically, churning up hurricane-force winds around this vast, birdlike monstrosity.

Name: Tempest Behemoth
Size and Type: Colossal magical beast (air, behemoth)
Hit Dice: 33d10+264, (445 hp); Regeneration: 20
Initiative:+10
Speed: 40 ft., fly 200 ft. (Perfect)
Armor Class: 39 (+5 Dex, +32 natural, -8 size), touch 7, flat-footed 33
BAB/Grapple:+33 / +65
Attack: bite +41 (4d6+16/19-20 plus bleed), 2 talons +41* (2d8+16 plus bleed), wings +36 (8d8+8)
Attack: 6 scales +31 (1d10+16/19-20 plus bleed)
Full Attack: bite +41 (4d6+16/19-20 plus bleed), 2 talons +41* (2d8+16 plus bleed), wings +36 (8d8+8) or 6 scales +31 (1d10+16/19-20 plus bleed)
Space/Reach: 30 ft. / 30 ft.
Special Attacks: bleed (2d6), gale, ruinous, thunderbolt
Spell-Like Abilities (CL 20th): 3/day — storm of vengeance (DC 21)
Special Qualities: Blindsense 60 ft., Darkvision 60 ft., DR 15/epic, Immunities, Lightning Stance, Polymorph, Spell Resistance 33, Unstoppable, Vulnerable to Miracles and Wishes, Wind Stance
Saves: Fort +26, Ref +24, Will +14
Abilities: Str 43, Dex 22, Con 26, Int 3, Wis 16, Cha 14
Skills: Fly +30, Hide -6, Listen +31, Move Silently -6, Spot +31, Survival +15; Racial Modifiers +20 Fly, +10 Listen, and +10 Spot
Feats: Awesome Blow, Combat Reflexes, Flyby Attack, Improve Flight, Hover, Improved Bull Rush, Improved Critical (feathers*), Improved Critical (bite), Power Attack, Snatch, Weapon Focus (feathers*).
Environment: Warm Deserts (Ruins of Vol)
Organization: Solitary or Pair
Challenge Rating: 22
Treasure: None
Alignment: Neutral
Advancement: 20th-50th (Colossal)
Level Adjustment: —

Riding the winds on a triple set of wings, tempest behemoths fly above all, death riding in their shadows. In battle, they snatch up foes only to cast them away from great heights, smash enemies with their wings, or hurl razor-edged scales at distant targets. A tempest behemoth's divine heritage wards its body, mind, and soul against harm. Only the most powerful magic or attack can pierce its defenses. Serene in their immortality, tempest behemoths fear no other being.

The advent of a tempest behemoth is presaged by foul weather and terrific storms that drive flocks of birds before their headwinds. The day before the behemoth arrives, the storms suddenly abate—ironically encouraging victims to emerge into the open just as the behemoth strikes.

As living forces of divine retribution, tempest behemoths are sent forth into the world to raze far-flung cities, ravage towns with mighty storms, level remote mountain temples, and tear apart siege fortresses impregnable from the ground.

Tempest Behemoths cannot speak, but understand draconic and sylvan.

Combat:

Gale (Su)
A tempest behemoth can generate winds of up to hurricane force as a free action, blowing in as many as three different directions at once. The winds blow either away from or directly toward the behemoth in a 30-foot-wide path that extends for 1,000 feet.

Immunities
ability damage, aging, bleed, disease, electricity, energy drain, fire, mind-affecting effects, negative levels, paralysis, permanent wounds, petrification, poison

Lightning Stance (Ex)
The speed at which a Tempest Behemoth moves makes it nearly impossible for opponents to strike it. If it takes two actions to move or a withdraw action in a turn, it gains 50% concealment for 1 round.

Scales (Ex)
A tempest behemoth can hurl up to six scales from its wings (range increment 100 feet) as a standard action.

Thunderbolt (Su)
As a swift action once every 1d4 rounds, a behemoth can shoot a bolt of lightning that deals 15d6 points of electricity damage and 15d6 points of sonic damage, and that causes permanent deafness in a 200-foot line (DC 34 Reflex save halves damage and negates deafness). The save DC is Constitution-based.

Unstoppable (Ex)
If a tempest behemoth starts its turn suffering from any or all of the following conditions, it recovers from them at the end of its turn: blind, confused, dazed, deafened, dazzled, exhausted, fatigued, nauseated, sickened, slowed, staggered, and stunned.

Wind Stance (Ex)
A tempest behemoth’s erratic movements make it difficult for enemies to pinpoint its location: If it moves more than 5 feet this turn, it gains 20% concealment for 1 round against ranged attacks.


Dinosaurs

Dragons

Fey
Teeth Eaters (http://www.giantitp.com/forums/showpost.php?p=15162471&postcount=1)
Teeth Eaters are ugly little fey that love to steal children, feeding on teeth and bones. They call to them, luring them away from safety then swarm over their prey before dragging them away. Teeth Eaters about 1 foot tall and weigh only 3 lbs. They have long dragging arms that have powerful clawed hands. Oddly, their legs are frail and not as strong in proportion to their arms.

There is no playing fair with these fey, they lean towards coercion to get teeth, promising lies until they cannot get what they want; at which point they seize what they want, even if its still attached to the jaws of their living prey.

Teeth Eaters are typically found within the caverns in the mountain range and dark forests, referred to as The Teeth of Unseelie. Within this southern-most area of Belladonis, the dark fey known as the Unseelie Court rules both the mountains and the forests, seeming to control the entire landscape without exception. Patrols of dark fey often spill into the lands to the north, attacking at nightfall to the early hours of dawn.

Plants
Guardian Tree (http://www.giantitp.com/forums/showpost.php?p=14968353&postcount=1)

Modified Assassinvine

{TABLE]Size/Type:|Huge Plant
Hit Dice:|15d8+75 (135 hp)
Initiative:|+2
Speed:|10 ft (2 squares), climb 10ft
Armor Class:|19 (-2 size,+2 dex, ++9 natural), touch 10, flat-footed 17
Base Attack/Grapple:|+11/+27
Attack:|slam +17 melee (1d8+8)
Full Attack:|slam +17 melee (1d8+8)
Space/Reach:|15ft,10ft
Special Attacks:|constrict 1d8+12, entangle, improved grab
Special Qualities:|camouflage, low-light vision, plant traits
Saves:|Fort +14, Ref +7, Will +7
Abilities:| Str 26, Dex 14, Con 20, Int 0, Wis 15, Cha 10
Skills:|
Feats:|None
Environment:|tropical jungle
Organization:|solitary or patch (2-4)
Challenge Rating:|
Treasure:|1/10th coins; 50% goods; 50% items
Alignment:|always neutral
Advancement:|16 hd (huge); 17-32 hd (gargantuan); 33+ hd (colossal)
Level Adjustment:|None
[/TABLE]

Mutants

Oozes

Undead

LordErebus12
2013-03-12, 03:46 PM
History

BFA means Before First Arrival and AFA means After First Arrival, referring to the point of the more Human-like races reached the world. Before this turning point years were only measured back about 3000 years, primarily because the Mants were the first to keep an actual calendar (I'm gonna use earth's 365.25 day calender for simplicity).

The First Age (The Age of Paradise; Years Undetermined):
In this age the world was a paradise, where the world of Belladonis was still a rich tropical world with steamy jungles and vast seas of salt water. In this age the Aboleths ruled the seas, as they have always. The young Giant races were just beginning their rise to greatness. Dragons and Fey wandered freely from sea to shining sea. The mants, still quite primitive in the jungles, had yet to mastered writing or counting higher than six (the number of fingers they have and the number of legs they have).

The Second Age (The Age of Enslavement; 3000 BFA ~ 501 BFA):
In this age the giants reached their zenith, they enslaved much of dry land and had great cities of might and magic. During this age the Mant had reached its current state; they mastered Writing and Mathematics, but were forbidden to practice magic under the control of the Giants (though they were gifted with natural magic, they just kept its practice secret). During this age the Goblins, Trolls, Ogres, Orcs, and Hags first made their appearance; created by the Giants through magical experimentation. The Dragons also spawned forth Kobolds and other species of draconic bloodlines. The Tali began appearing in tribes within the Tanglevine Jungle.

The end of the age saw the Uprising of the lesser races against the giants, the war between them ended with the world being struck with massive cataclysm as punishment from the Orcish Goddess Athmerah, who reached divinity through the sacrifice of her former lover at the worlds highest mountain; a lesser giant by the name of Bo.

Its said that Athmerah inflicted the world with death. Most of the Giants died under her power, but she went beyond this; her magic tore the land into its current barren state and inadvertently killed much of her former people along with nearly every other race, plant and animal.

The Third Age (The Age of Recovery; 500 BFA to 1 BFA):
During this age the Orcs rose to power, until the other races worked out a rough alliance to push the Orc horde into the wastes. Later within the age, Clan Mother Taiv first rose to a leader position and began her first trading routes to distribute food and supplies to areas populated with the non-giant races. The Tali joined the fight against the Orcs.

First Arrival (The Beginning of the Fourth Age; Year 0):
all came to the world through various means of travel over a one month period, all against their wills. Trapped within the world they found themselves in, the travelers learned quickly that those who were unprepared would die from exposure.

The Meeting of the Mant (1 AFA):
After wandering for months, the elven survivors of the first arrival discover the Tanglevine Jungle. They enter into the jungle for shelter, discovering the first traces of the Mant as they began building their new city within the jungle. After several near violent encounters, a group of Mants enter the outer perimeter the elves had set up. The elves were cautious but sent a group of mages to meet with them, they found the mants carried gifts with an offering of peace. The first alliance of the races had begun.

Settling Down (2 AFA - 3 AFA):
The races begin settling in, working alliances and fighting off orc invasions from the wastes. A time of rebuilding lives lost in the transit and to recover a bit.

The Deep Orc Uprisings (4 AFA - 10 AFA):
Over this six year span, the first reports of strange mutated orcs. At first it was just rumors, but soon it became evident that the orcs were changing in larger numbers, becoming mutated by their goddess's hatred for all life. They began forming Warbands with the lesser orcs, striking the other races with greater ferocity than before. The Green Mantis Assassins was first formed in 10 AFA.

The Final Arrivals (11-13 AFA):
The last of the arrivals were the gnomes and dwarves, arriving from a separate time and place than the rest of the races did. They held greater knowledge of the other races, as they had lived in a world were technology was just beginning to blossom. Clockwork inventions and steam-powered devices had just been discovered and were still full of kinks to be worked out. The dwarves and gnomes were known to the other races, such as the humans and elves, but they did not share the same timeframe. The dwarves and gnomes must have traveled from the distant future, or so it seemed.

The Founding of the Guilds (14 AFA):
Known primarily for the founding of the Stormchaser Guilds and the Desmyrian
Mage Guild.

The Discovery of Black Powder (15 AFA):
By mixing sulfur, charcoal, and potassium nitrate (saltpeter), the Gnomes leveled their first building to the ground (Not the first nor last accident to occur by a gnome's experiments). The dwarves took notice and began experimenting with the mixture themselves, improving the formula. Still in its earliest form, Guns are not yet Invented as the powder has been deemed too dangerous to continue experimentation (much to the gnome's protest and for safety to all within blast range).

Year of Ice (16 AFA):
known primarily for being the last year for any snowfall across Belladonis.

The Skale Expansion (393 AFA):
Ven. Corvil and Havik fall, becoming territories controlled by the Skale Empire. refugees flee to Ridgeside, River's End and Myrn.

The Skale-Alliance War (423-441 AFA):
The Siege of Thrin kick-started a war between the Kingdom of Belladonis and the Skale Empire. Emer falls silent, its people walling themselves off until the Siege ended in the beginning of 424 AFA.

Present Year (442 AFA):
The Skale-Alliance War has just ended with the death of Goluudbreska, supreme warchief of the Skale. In fighting has broken out among the Skale, allowing the once massive nation to nearly crumble. Reparations are beginning to be sent out from settlements once dominated by the Skale and their former Goblin allies in an attempt to allow the remaining Skale to join the Alliance, although this has been met with some hostility.

LordErebus12
2013-03-13, 05:05 AM
Cosmology and Domains

{colsp=5}
Pern, goddess of purification| LG| Celestial^, Exorcism**, Good, Healing, Law, Protection, Purification*| Celestials, healing| Greater
Moradin, god of the dwarves| LG| Creation*, Dwarf*, Earth, Good, Law, Rune*, Wealth*| Dwarves| Intermediate
Yondalla, goddess of the halflings| LG| Charm*, Commerce**, Community*, Good, Halfling*, Law, Trade*| Halflings| Intermediate
Avos, god of magic| LN| Knowledge, Law, Magic, Meditation**, Oracle*, Spell*, Summoner*| Knowledge| Greater
Ava, goddess of war| LN| Herald^, Inquisition*, Law, Mysticism*, Protection, Retribution*, War| Warfare| Lesser
Kurtulmak, god of the kobolds| LE| Celerity*, Evil, Law, Luck, Pride*, Scalykind*, Trickery| Kobolds| Intermediate
Vernask, goddess of the skale | LE| Bestial^^, Evil, Hunger*, Law, Pain^^, Scalykind*, Wrath*| Skale| Intermediate
Hidris, god of serpents| LE| Celerity*, Evil, Hatred*, Law, Plants, Renewal*, Skalykind*| Hissi| Lesser

Sprynga, goddess of nature| NG| Animal, Fey^, Good, Illusion*, Joy^, Mentalism*, Plant| Fey, nature, tali| Greater
Garl Glittergold, god of the gnomes| NG| Artifice**, Craft*, Creation*, Gnome*, Good, Planning*, Trickery| Gnomes|Intermediate
Belladonna, goddess of the elements| N| Air, Cold*, Death, Earth, Fire, Life**, Water| Life, Death, Elementals| Greater
The Spark, god of the timeforged| N| Balance*, Fate*, Force*, Metal*, Portal*, Renewal*, Time*| Timeforged|Intermediate
Frey, goddess of the giants| N| Tyranny*, Magic, Mysticism*, Nobility*, Pride*, Rune*, Strength| Giants, Hags|Intermediate
Klik'chak, god of the kreen| N| Cavern*, Endurance^, Mind*, Plant, Sand~~, Sun, Windstorm*| Kreen|Intermediate
Radiant One, goddess of radiation| NE| Corruption^^, Decay**, Evil, Madness*, Pestilence*, Renewal*, Summoner*|Mutants, trolls| Greater
Vecna, god of eternal unlife| NE| Death, Deathbound*, Deathless**, Evil, Necromancer**, Pact*, Undeath*| Undead| Lesser

Wrest, the dreaming goddess| CG| Chaos, Dream*, Glory*, Good, Healing, Knowledge, Fate*| Sleep|Lesser
Corellon Larethian, god of the elves| CG| Chaos, Courage*, Elf, Family*, Glory*, Good, Nobility*| Elves, half-elves| Intermediate
Tryst, goddess of earthy pleasures| CG| Chaos, Envy*, Good, Liberation*, Lust*, Passion**, Pleasure^| Passions|Lesser
Grendar, god of excess| CN| Chaos, Competition*, Feast**, Gluttony*, Greed*, Slime*, Sloth*| Excess|Lesser
Lunia, goddess of the moons| CN| Chaos, Moon*, Ocean*, Shadow**, Storm*, Travel, Weather**| Moon, weather|Lesser
Gruumsh, god of the orcs| CE| Chaos, Domination*, Evil, Orc*, Strength, Tyranny*, War| Half-orcs, orcs|Intermediate
Lolth, goddess of the drow| CE| Chaos, Darkness*, Demonic^^, Drow*, Evil, Spider*, Trickery| Drow|Greater
The Devourer, god of the dragons| CE| Chaos, Dragon*, Evil, Greed*, Hatred*, Destruction*, Suffering*| Dragons| Greater

* Spell Compendium
** Eberron Campaign Setting
^ Book of Exalted Deeds
^^ Book of Vile Darkness
~~ Sandstorm



Magic

Spells with the Teleportation subtype fail unless a successful caster level check of DC 20 + Spell level is made, in addition to all other requirements for casting the spell.

LordErebus12
2013-03-13, 09:35 PM
Clothing

Elven Gliding Robes (Clothing):
These unique set of elven robes have many different design features that allow the wearer to be able to glide on the hot thermals that rise from beneath the Tanglevine Jungle.

When used within the Tanglevine, these robes grant the wearer the ability to glide through the air, decending by 5 ft. for each 20 ft. they move forward, as long as they are unarmored and carrying only a light load. These robes have gloves and boots that feature hooks that allow the wearer to climb with more ease, granting a +4 bonus on climb checks.

Cost: 100 gp



Weapons
{colsp=7}
Exotic Weapons
Name | Hands | Cost | Small | Medium | Critical | Weight
Sawtooth Sabre* | 1-Handed | 35 gp | 1d6 S| 1d8 S | 19-20/×2 | 2 lbs.
Spearscythe, Gnome** | 2-Handed | 120 gp | 1d8 S or P / 1d6 P | 2d4 S or P / 1d8 P | 20×4 / 20x3 | 10 lbs.

*Sometimes treated as a light weapon, see text.
**Double weapon

Sawtooth Sabre:
A sawtoothed sabre may be used as a Martial Weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (sawtoothed sabre), you treat the weapon as if it were a light weapon for the purpose of two-weapon fighting—the sabre remains classified as a one-handed melee weapon for all other purposes.

Spearsythe, Gnome:
http://i.imgur.com/oYpUQxA.jpg?1
A gnome spearsythe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The weapon’s spear point is a piercing weapon that deals 1d8 points of damage (crit x3). Its scythe blade is a piercing or slashing weapon that deals 2d4 points of damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome spearscythe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.

You can use a gnome spearsythe to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome spearsythe to avoid being tripped.

Gnomes treat gnome spearsythe as martial weapons.



Black Powder Keg:
This explosive mixture of sulfur, charcoal, and potassium nitrate (saltpeter); this black sand will detonate with explosive force if lit with fire or electricity. If adjacent to an exploding keg, the target takes 10d6 points of half-fire & half-bludgeoning damage and is shoved back 10 ft. and knocked prone (Reflex DC 20 to remain standing). If 10-15 ft. away, the target suffers 6d6 fire/bludgeoning damage unless the target makes a DC 20 reflex save to drop prone, avoiding half the fire damage.

Craft (Alchemy) DC: 25
Cost: 500 gp.
Weight: 10 lbs.



Magical Items

Mantis Helm
Price (Item Level): 120,000 gp (21st)
Body Slot: Head
Caster Level: 15th
Aura: Strong; (DC 22) enchantment
Activation: —
Weight: 1 lb.
A complete helmet carved in the appearance of a mantis's head, covering the entire head of the wearer.

A Mantis Helm protects you from view by all devices, spells, or powers that detect, influence, or read emotions or thoughts, as well as those with mind-affecting or scrying descriptors. It even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to affect your mind or to gain information about you (however, meta-faculty can pierce the protective quality). In the case of arcane eye, remote viewing, or a scrying spell used to scan an area you are in, the effect works but you simply are not detected.

Prerequisites: Craft Wondrous Item, mind blank or psionic mind blank (EPH 119).
Cost to Create: 60,000 gp, 4,800 XP, 120 days.

Goods

Standard Trail Rations:
All grown and raised by the Kreen. Mostly consists of plants and edible fungi, with a small portion of meat and cheeses; typically either from monstrous insects (meat only, obviously) or from the rarer herding animals or herbivorous dinosaurs that the Kreen breed. The fungi is known as Faefire Caps, a greenish-white glowing mushroom that tastes slightly bitter but is very nutritious and is the main staple of the Glowing Caverns.

Radiation poisons much of the food gathered within the wild, both the rare chance of plant life and the more common beasts wandering the landscape. the food is edible, but carries larger concentrations of radiation within the meat and plants. Eating irradiated food causes similar effects for minor exposure to radiation.

Cost: 2 gp per day (4x times the normal cost)

Charcoal Filters
Used in the breathing masks in Lavaridge, these charcoal filters are soaked in alchemical solutions before being allowed to dry. Afterwards, the filter prevents all inhaled dust, poisons, diseases, and other irritants in the environment.

Each filter lasts for about a week of use, after which it becomes clogged and air will not pass through it.

Cost: 350 gp.

Materials

Darkwood (Material):
This type of wood is native only to the islands of the Skale empire, is a major material used in all ship building and many sailing items.

LordErebus12
2013-03-13, 11:07 PM
Guilds and Organizations of Belladonis

Desmyrian Mage Guild

Sea King's Pirates

Stormchaser Guild

Thieves Guild

Hammerhold Soldiers

Green Mantis Assassins

LordErebus12
2013-03-16, 07:49 PM
http://i.imgur.com/6UUp1NP.jpg



Race
Ability Bonuses
Ability Penalties
Average


Dwarves
+2 Constitution
-2 Charisma
+0


Elves, Wild
+2 Dexterity
-2 Charisma
+0


Gnolls
+2 Charisma
-2 Wisdom
+0


Gnomes
+2 Intelligence
-2 Strength
+0


Goblin
+2 Dexterity
-2 Constitution
+0


Halflings
+2 Charisma
-2 Strength
+0


Half-Elves
+2 Any
None
+2


Half-Orcs
+2 Any
None
+2


Humans
+2 Any
None
+2


Orcs
+2 Strength
-2 Intelligence
+0




Dwarves

Standard Racial Traits
Ability Scores: +2 Con, -2 Cha
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed (Slow and Steady): Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
2. Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
3. Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
4. Mountaineer: Dwarves are skilled at climbing and navigating narrow ledges. Dwarves are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces.
5. Rock Stepper: Dwarves can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step.
6. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.


Elves, Wild

Standard Racial Traits
Ability Scores: +2 Dex, -2 Cha
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
2. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
3. Keen Senses: Elves receive a +2 racial bonus on Perception checks.
4. Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
5. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
6. Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.


Gnolls

Standard Racial Traits
Ability Scores: +2 Cha, -2 Wis
Type: Gnolls are Humanoid creatures with the Gnoll subtype.
Size: Gnolls are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed (Fast): Gnolls have a base speed of 40 feet.
Languages: Gnolls begin play speaking Common and Gnoll. Half-Gnolls with high Intelligence scores can choose from the following: Orc. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Curiosity: Gnolls are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
2. Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.
3. Lucky: Gnolls gain a +1 racial bonus on all saving throws.
4. Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.
5. Scavenger: Gnolls gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
6. Sociable: When Gnolls attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.


Gnomes

Standard Racial Traits
Ability Scores: +2 Int, -2 Str
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
2. Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
3. Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
4. Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
5. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
6. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.


Goblin

Standard Racial Traits
Ability Scores: +2 Dex, -2 Con
Type: Goblins are humanoids with the goblinoid subtype.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, and Orc. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Darkvision: Goblins see perfectly in the dark up to 60 feet.
2. Eat Anything: Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.
3. Over-Sized Ears: While goblins' ears are never dainty, these goblins have freakishly large ears capable of picking up even the smallest sounds. Goblins gain a +4 bonus on Perception checks.
4. Shrewd: +2 racial bonus on Appraise checks.
5. Skilled Riders: Goblins gain a +4 racial bonus on Ride checks. Goblins often keep these strange giant rats, known as goblin dogs, which they ride into battle.
6. Weapon Familiarity: Goblins' traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons.


Halflings

Standard Racial Traits
Ability Scores: +2 Cha, -2 Str
Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed (Slow Speed): Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
2. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
3. Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
4. Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings gain a +1 bonus on critical confirmation rolls against opponents larger than themselves.
5. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
6. Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.


Half-Elves

Standard Racial Traits
Ability Scores: +2 to any one ability score.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Half-elves have a base speed of 30 feet.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
2. Elf Blood: Half-elves count as both elves and humans for any effect related to race.
3. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
4. Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
5. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
6. Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.


Half-Orcs

Standard Racial Traits
Ability Scores: +2 to any one ability score.
Type: Half-orcs are Humanoid creatures with both the human and goblinoid subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs have a base speed of 30 feet.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. City-Raised: Half-orcs know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.
2. Darkvision: Half-orcs can see in the dark up to 60 feet.
3. Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
4. Orc Blood: Half-orcs count as both humans and goblinoids for any effect related to race.
5. Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws.


Humans

Standard Racial Traits
Ability Scores: +2 to any one ability score.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Bonus Feat: Humans select one extra feat at 1st level.
2. Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one Ability Scores of the character's choice.
3. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.


Orcs

Standard Racial Traits
Ability Scores: +2 Str, -2 Int
Type: Orcs are humanoids with the goblinoid subtype.
Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Orcs have a base speed of 30 feet.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages.

Specific Racial Traits
1. Acute Darkvision: Orcs have exceptionally sharp darkvision, gaining darkvision 90 feet.
2. Bestial: Orcs manifest particularly prominent features, exacerbating their bestial appearances, but improving their already keen senses. They gain a +2 racial bonus on Perception checks.
3. Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
4. Hatred: Orcs gain a +2 racial bonus on attack rolls against humanoid creatures of the dwarven subtype because of their special training against their hated foes.
5. Squalid: Orcs exist in surroundings so filthy and pestilent that even other races would have difficulty living in them. Orcs gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease.
6. Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

sktarq
2013-03-16, 08:13 PM
okay.....Who are the big players here?
Food guilds perhaps? Are we in standard D&D world tech etc unless otherwise noted? You mentioned post apocalyptic-what kind of apocalypse? are there any survivors of the group that DID it?

You've given yourself very little history to work with, since other races are 'showing up as is' basically. How did they show up? Perhaps a write up on how that effected each group. Are any trying to get home? Did they bring their gods with them or were they here on the poisoned planet first?
You basically have a group of shipwrecks here (just without the ships) and the survivors trying to build their lives anew. I'm guessing? How old is this place anyway. You have a history that goes only to year one. But you ancient forts used to hold off Aboleth. I'm not following.

Also with all the acid storms, death dust etc. What do people eat? What do they drink? No I'm serious. You have Lavaridge a town on a river of lava (which starts where and where does it end up? countering the venom sea by building new land?) Built of madness, ingenuity and some manner of support of food and water that I'm not seeing. Mule train (or Kank train mayhaps) it in? Fine but from where? and the supply of the city will be a big part of its design - it won't be ad hoc. Lots of good adventure ideas too. bounties for hunting down threats to the caravans and all that.

LordErebus12
2013-03-18, 01:54 AM
okay.....Who are the big players here?
Food guilds perhaps? Are we in standard D&D world tech etc unless otherwise noted? You mentioned post apocalyptic-what kind of apocalypse? are there any survivors of the group that DID it?

Food caravans, check.
Standard Magic plus Clockwork, Steam-Power and Black Powder. No Guns, just crude explosives. Divine Punishment and the Orcs did it.

You've given yourself very little history to work with, since other races are 'showing up as is' basically. How did they show up? Perhaps a write up on how that effected each group. Are any trying to get home? Did they bring their gods with them or were they here on the poisoned planet first?
You basically have a group of shipwrecks here (just without the ships) and the survivors trying to build their lives anew. I'm guessing? How old is this place anyway. You have a history that goes only to year one. But you ancient forts used to hold off Aboleth. I'm not following.

I just needed to work it out, i hope its a bit clearer now.

Also with all the acid storms, death dust etc. What do people eat? What do they drink? No I'm serious. You have Lavaridge a town on a river of lava (which starts where and where does it end up? countering the venom sea by building new land?) Built of madness, ingenuity and some manner of support of food and water that I'm not seeing. Mule train (or Kank train mayhaps) it in? Fine but from where? and the supply of the city will be a big part of its design - it won't be ad hoc. Lots of good adventure ideas too. bounties for hunting down threats to the caravans and all that.

Caravans are led by groups of Green Mantis Assassins (mostly goblin, gnome, mant and halflings). Food will probably be mostly plant based, with a bit of dinosaur and megafauna meat thrown in.

sktarq
2013-03-19, 05:06 PM
Caravans are led by groups of Green Mantis Assassins (mostly goblin, gnome, mant and halflings). Food will probably be mostly plant based, with a bit of dinosaur and megafauna meat thrown in.

Great start. Now ask yourself what kind of society would that grow. Especially one only 16 years old. Most adult humans and just about all of the longer lived demihumans would remember the event and probably be influensed by their old lives. For the dino/megafauna meat-are their specialty hunting lodges-guilds who provid meat to a settelment-and who probably would be minor celebraties, possibly for hire mercenaries? compeditive with other lodges either in the same settelment or nearby ones? Or does the meat come from then entire comunity comming together to act as a team to drive the animals and share in the feast? Both provide good adventure cues iconic backdrops etc. Both could also be true in different areas and would provide solid differeniation between cultures. As for the plant based farming, where to they get the water for it? are there centrally controled water sources, rainfall dependent agriculture? Each would lead to very different settelment patterns and social dynamics. When you are wiritng up how each culture has reacted to the shift also think about what kinds of groups came over? Was it all one elf nation inhabitants? a few scattered settelments of culturally related nations? Two opposed armies awaiting the next days battle? Was it a single surge of each race or did Dwarves show up in a half dozen places at once? Also in adapting to their new home, especially in such a harsh one I'd bet a rather to very large percentage of the population died. How has that effected each culture? Urge to get home? use bodies to claim land as new home? death becomeing so common that life looses much of its value? hyperfocus on family and breeding? lots of possibilities.

also now that yo have caravans being led into the lavacliff city for example-you need sources to grow that food. And how are those places governed? Are they part of a lavacliff citystate? independent towns who rely on trade with lavacliff for many finished goods but have little other trade? slave pens run by food magnates with contacts in lavacliff? All options and all give the place different charater and adventure hooks. Plus how to they defend themselves from a rather harsh world? town malitias? can they summon the lavacliff army? are they dwarven majority too?

Then when you've got those cycle back and exampine the nessesities and/or consequences of the new set up. and repeat. Ask who does major jobs, who protects, feeds, governs and why them?

LordErebus12
2013-03-19, 05:15 PM
Great start. Now ask yourself what kind of society would that grow. Especially one only 16 years old. Most adult humans and just about all of the longer lived demihumans would remember the event and probably be influensed by their old lives. For the dino/megafauna meat-are their specialty hunting lodges-guilds who provid meat to a settelment-and who probably would be minor celebraties, possibly for hire mercenaries? compeditive with other lodges either in the same settelment or nearby ones? Or does the meat come from then entire comunity comming together to act as a team to drive the animals and share in the feast? Both provide good adventure cues iconic backdrops etc. Both could also be true in different areas and would provide solid differeniation between cultures. As for the plant based farming, where to they get the water for it? are there centrally controled water sources, rainfall dependent agriculture? Each would lead to very different settelment patterns and social dynamics. When you are wiritng up how each culture has reacted to the shift also think about what kinds of groups came over? Was it all one elf nation inhabitants? a few scattered settelments of culturally related nations? Two opposed armies awaiting the next days battle? Was it a single surge of each race or did Dwarves show up in a half dozen places at once? Also in adapting to their new home, especially in such a harsh one I'd bet a rather to very large percentage of the population died. How has that effected each culture? Urge to get home? use bodies to claim land as new home? death becomeing so common that life looses much of its value? hyperfocus on family and breeding? lots of possibilities.

all excellent ideas, im gonna work in a leader for the Rendlands, as they gather immense amounts of water. If there was a median for transit to the rest of the areas yeah, but i need to think of a different way of doing it.

Perhaps simple divine magic will suffice. We have a water deity, hmm.

What if the clerics had a monopoly on water? just wondering...

Grinner
2013-03-19, 05:23 PM
Perhaps simple divine magic will suffice. We have a water deity, hmm.

What if the clerics had a monopoly on water? just wondering...

I feel like that cheapens the setting a bit, as the easy solution to all of life's problems is to just take a level in Cleric. Besides, holding out on people like that doesn't seem very cleric-y to me. :smallconfused:

LordErebus12
2013-03-19, 05:24 PM
Decanter of Endless Water:
If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.

“Stream” pours out 1 gallon per round.
“Fountain” produces a 5-foot-long stream at 5 gallons per round.
“Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.

The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.

Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp;Weight 2 lb.

LordErebus12
2013-03-19, 05:25 PM
Gushing Geysers, Batman!
--Robin--

LordErebus12
2013-03-19, 05:26 PM
gifts from the water god. decanters of endless water to the leaders of each free people. a most treasured and protected gift.

sktarq
2013-03-19, 05:30 PM
As for the water issue. Since water is going to be rare in most of your world how a local population handels it could be a major distiguishing point to their culture. An identifier to drive new adventures and give each settelment or area its own tone and feel.
Some ideas

Clerical monopoly-especially in areas of extreme scarcity

Magocracy Monopoly-or possibly a broken one. What if a mage made a gate to the plane of water? Even if the mage died whoever controled the gate would have a major resource. What if the mage uses the money from the water to fund his research or even an acadamy?

Mage Civic-What if say a single mage or sorcerer who can cast control weather was with a group dumped somewhere. His spell a day in lieu of taxes would very much help the local economy-if not over the whole area then over a catchment zone. People would probably want to have them train replacments-which they may not want as it would dilute their influence in the village...I smell adventure.

Local Nobles-Particualary in a river system or seep hole area - they control access to irrigation and are able to use that to make the improvments in their own irrigation systems to make even more food that they can sell a greater surplus from to make more money to pay for more.... and a new aristocracy is born.

Mercant Guild-Bringing water from where it is to where it is wanted is a business. Payable in food gold etc. Tank Girl goes here

No control-water falls from the sky, maybe not often but enough for farmers if they spread out and cast their crops over a wide area they can grow enough in one year to last them through a few bad years when the rains don't come.

LordErebus12
2013-03-19, 06:26 PM
As for the water issue. Since water is going to be rare in most of your world how a local population handels it could be a major distiguishing point to their culture. An identifier to drive new adventures and give each settelment or area its own tone and feel.
Some ideas

Clerical monopoly-especially in areas of extreme scarcity

Magocracy Monopoly-or possibly a broken one. What if a mage made a gate to the plane of water? Even if the mage died whoever controled the gate would have a major resource. What if the mage uses the money from the water to fund his research or even an acadamy?

Mage Civic-What if say a single mage or sorcerer who can cast control weather was with a group dumped somewhere. His spell a day in lieu of taxes would very much help the local economy-if not over the whole area then over a catchment zone. People would probably want to have them train replacments-which they may not want as it would dilute their influence in the village...I smell adventure.

Local Nobles-Particualary in a river system or seep hole area - they control access to irrigation and are able to use that to make the improvments in their own irrigation systems to make even more food that they can sell a greater surplus from to make more money to pay for more.... and a new aristocracy is born.

Mercant Guild-Bringing water from where it is to where it is wanted is a business. Payable in food gold etc. Tank Girl goes here

No control-water falls from the sky, maybe not often but enough for farmers if they spread out and cast their crops over a wide area they can grow enough in one year to last them through a few bad years when the rains don't come.

any ideas directly on where i should put them, or...

sktarq
2013-03-19, 06:37 PM
Clerical monopoly-especially in areas of extreme scarcity

Magocracy Monopoly-Funny Id't put this in Lavacliff-starkly unnatural, possiblely his estate is still involved. Magic acadamy perhaps. Major figure in town's history. Remember industry uses allot of water-seperating ores from the lava, smelting, tempering, cooling plus hot baths for hte locals.

Mage Civic-I could see this being almost standard is either half elf regions or perhaps in elf lands in general but also scattered elsewhere.

Local Nobles-All over the rend and highlands

Mercant Guild-Marginal areas-near the edge of the wastes or venom seas as long as there is a pull to draw people to settle there.

No control-in many better watered area. perhaps the same regions the merchant guilds get their water from. probably allot of the mant agriculture as they are native.

Really most of them work in most places. SO far you only have a few settelments maps out. and most of these work better for smallish to medium sized places anyway.

inuyasha
2013-03-19, 06:37 PM
I like the setting :D cool

but I have to ask, is there any chance ye could use a bloodline or something? because I could make ye one

also, once its finished I have a sewer priest ye could use if needed :) but its not finished

LordErebus12
2013-03-19, 08:32 PM
I like the setting :D cool

but I have to ask, is there any chance ye could use a bloodline or something? because I could make ye one

also, once its finished I have a sewer priest ye could use if needed :) but its not finished

bloodline for?

inuyasha
2013-03-19, 08:38 PM
anything in general, I mean since this is a post apocalyptic setting (right?) are there any extinct races that could have descendants? or I could make a mantid bloodline/half mantid. I just suddenly feel the urge to have fun and help out with this :smallredface:

LordErebus12
2013-03-19, 08:48 PM
anything in general, I mean since this is a post apocalyptic setting (right?) are there any extinct races that could have descendants? or I could make a mantid bloodline/half mantid. I just suddenly feel the urge to have fun and help out with this :smallredface:

Giants did alot of cross breeding with the lesser races in the first age, but there are bloodlines for them. a mant bloodline wouldnt work well in my mind, how about you? could you breed with a species like that? somehow i dont envy the dwarf who makes attempt. He would definitely be a leg man, lol, cause they have four. I imagined them to lay eggs, like mantis's do.

This by no means is me saying no to your help, i just dont imagine that route making much sense.

inuyasha
2013-03-19, 08:52 PM
Giants did alot of cross breeding with the lesser races in the first age, but there are bloodlines for them. a mant bloodline wouldnt work well in my mind, how about you? could you breed with a species like that? somehow i dont envy the dwarf who makes attempt. He would definitely be a leg man, lol, cause they have four. I imagined them to lay eggs, like mantis's do.

This by no means is me saying no to your help, i just dont imagine that route making much sense.

just remember, this is D&D genetics, how do ye breed with a slaad (yucky :smallyuk:) or who even says that the giths have the right body parts (:smallyuk:) or my favorite, how do ye breed with a choker (look in my homebrewers sig for that one :smallcool:)

LordErebus12
2013-03-19, 08:57 PM
just remember, this is D&D genetics, how do ye breed with a slaad (yucky :smallyuk:) or who even says that the giths have the right body parts (:smallyuk:) or my favorite, how do ye breed with a choker (look in my homebrewers sig for that one :smallcool:)

good point... a full grown dragon breeding with humanoids doesnt sound so nice if they cannot shapeshift, yet it happens. i dont envy the walking after that one, or the cleric hired for the healing spells needed to fix the damage. and we mustnt forget the half-illithids.

inuyasha
2013-03-19, 09:03 PM
so I still shall leave it up to ye but I will stat it if you think it it would be :smallcool:

LordErebus12
2013-03-19, 09:05 PM
so I still shall leave it up to ye but I will stat it if you think it it would be :smallcool:

Make it so, Number One.

inuyasha
2013-03-19, 09:23 PM
{table=head] Level |
Minor

4 | +2 on hide checks
8 | Radiation resistance 5
12 | +1 dexterity
16 | +2 racial bonus on saves vs. poison and disease
20 | Mant affinity +2
[/table]

not sure how to make this a medium or major, and I am still wondering how to make the half mant :) but tell me how ye like ti

LordErebus12
2013-03-19, 09:43 PM
not too bad, although i cannot imagine what it would look like. *shivers*
Added it to the Mant's section.

Realize though that these bloodlines wouldnt be present in the newer races at all.

inuyasha
2013-03-19, 09:56 PM
thats ok :) I included it just as a tool for you to use :)

inuyasha
2013-03-27, 07:14 PM
whoa...dude deca-post...dont do that :p

LordErebus12
2013-03-28, 09:36 PM
the map's been updated with completed terrain.
Bestiary entry: Tempest Behemoth added.
Lizardfolks are getting a revamp.

Debihuman
2013-04-05, 01:42 AM
Your tempest behemoth has too many feats. It either needs more hit dice or you need to remove some feats. If it has bonus feats, those should be noted with a superscript or bolded B.

Debby

LordErebus12
2013-04-05, 07:31 AM
Your tempest behemoth has too many feats. It either needs more hit dice or you need to remove some feats. If it has bonus feats, those should be noted with a superscript or bolded B.

Debby

i missed that. pathfinder uses more feats, i forgot to fix that.

its fixed, 12 feats.

LordErebus12
2013-04-05, 10:02 AM
Added a slightly better kobold and some more stuff about Thrin.

Deepbluediver
2013-04-05, 10:20 AM
Sorry to throw a wrench into the conversation, but I have a question that I need to have answered before I proceeed.

How does basic biology function? I don't normally require things to be realistic, but I think is important, because it's so obvious. Storms raining acid is a badass image, but it kind of short-circuits the whole water cycle, which forms the basis for life as we know it. And if there's enough acid to form seas of the stuff, even underground water supplies would likely be contaminated, and without non-acid rain, how do they get replenished.

If all your species have adapted to use acid in place of water, then it's not really quite the problem, unless you're a visitor from another dimension. Do your races purify the acid to obtain clean water in some way? Or is it just SOME storms that are acid rain? I'm still reading, so many you answered this elsehwere, but I wanted to ask in case you haven't thought about it.

LordErebus12
2013-04-05, 10:49 AM
Sorry to throw a wrench into the conversation, but I have a question that I need to have answered before I proceeed.

Im glad you did

How does basic biology function? I don't normally require things to be realistic, but I think is important, because it's so obvious. Storms raining acid is a badass image, but it kind of short-circuits the whole water cycle, which forms the basis for life as we know it. And if there's enough acid to form seas of the stuff, even underground water supplies would likely be contaminated, and without non-acid rain, how do they get replenished?

Well I haven't figured it all out yet. Belladonis has normal water rain too, its just the acidic content is a lot higher. I imagine roughly 1/4th of storms have only mild acidic content, which can be filtered out or purified in several ways.

The main way ive been thinking is that Charcoal from the Caustic Felwood can be powdered and used to absorb the acid.

The second way was through special plants and the porous rock from the rendlands, the ashy stone seems to neutralize acid, while being porous enough to let water filter down into caverns.

If all your species have adapted to use acid in place of water, then it's not really quite the problem, unless you're a visitor from another dimension.

Most species did not adapt, some did. A lot of the plants are immune or resistant enough to survive living underneath larger immune plants. Many types of fungi are extremophiles and are flat out surviving on acid.

Do your races purify the acid to obtain clean water in some way? Or is it just SOME storms that are acid rain? I'm still reading, so many you answered this elsewhere, but I wanted to ask in case you haven't thought about it.

I havent given much thought to magical purification of water. i figured several decanters of endless water and create water spells can be used to fuel several small towns, but bigger cities need either a natural ways of doing it. Plus water is shipped around a bit, too.

Water isnt worth as much as it would on Arrakis (Dune), but it holds value on par with gold, id imagine. Any help you can offer would be nice.

Zireael
2013-04-05, 01:04 PM
I love the idea.

Will post something constructive tomorrow, right now I'll ask: what is known about the Undervaults? Is it as dangerous as the surface? Does it have any inhabitants?

LordErebus12
2013-04-05, 03:31 PM
I love the idea.

Will post something constructive tomorrow, right now I'll ask: what is known about the Undervaults? Is it as dangerous as the surface? Does it have any inhabitants?

massive fungal jungles that survive on heat from vents, many edible glowing fungi, dinosaurs and creatures that like the dark. Im positive there are plenty of magical beasts and aberrations down there.

Drow have several cities down there, as do the kobolds. otherwise, i havent had time to think about it much. its pretty much open for editting, since nothing is set in stone yet.

As for the danger, yes. In the darkness, you are the prey. The underdark of faeruin is my source material for much of the design. I like the concept of menzoberranzan and the other drow societies of Faeruin.

LordErebus12
2013-04-06, 08:49 PM
Faefire Caps
http://i.imgur.com/4ZZTmI2.jpg

Special fungi used underground as lighting, as well as for a main staple food for half of Belladonis.

Rendland Caverns got a rename. Glowing Caverns, and the map is updated.

Aka-chan
2013-04-14, 06:50 PM
One idea regarding scarce water resources might be to have professional "storm chasers" who collect water from storms that occur out in the wilderness and bring it back to nearby towns/cities. I played in a Dark Sun one-shot that worked with that premise, and it was pretty interesting--we had to deal with air elementals that had come to "play" in the storm while we were actually collecting the water, and then bandits tried to steal the barrels from us on the way back to town. In Belladonis, "Go out into this dangerous storm and bring back some water" or "Stop the bandits who keep stealing our storm-chasers' water" might be common adventure hooks. There could even be storm-chasers' guilds.

LordErebus12
2013-04-15, 02:27 AM
One idea regarding scarce water resources might be to have professional "storm chasers" who collect water from storms that occur out in the wilderness and bring it back to nearby towns/cities. I played in a Dark Sun one-shot that worked with that premise, and it was pretty interesting--we had to deal with air elementals that had come to "play" in the storm while we were actually collecting the water, and then bandits tried to steal the barrels from us on the way back to town. In Belladonis, "Go out into this dangerous storm and bring back some water" or "Stop the bandits who keep stealing our storm-chasers' water" might be common adventure hooks. There could even be storm-chasers' guilds.

i like this idea, ill give it some thought.

Edit: Desmyr (formally Brambletown) has a small reference to a Stormchaser Guild, although I havent worked the whole thing out yet. if you got any ideas or some actual written up material, that would be awesome as im having a hard time with certain parts of how it would work.

Could it work also as an adventurer's guild or should they remain separate? I could see reasons for both.

Deepbluediver
2013-05-15, 10:11 AM
I need an idea for several cities. can someone give me an idea?

Most cities in the real world tend to be built on flat land, preferably near a river (good for trade and resources).

In a fantasy world, however, I've always really liked to emphasize the more unusual types of cities. Places like Venice (water) or Machu Pichu (mountains). Several indigenous North-american groups also built cliff-side dwellings, which in a world that has killer acid-rain is probably a good idea.
The dwarf city of Ironforge (from the Warcraft universe) is also built inside a mountain, and I'm sure you could find pics for inspiration.

An underwater city (think aquadome) might also be viable (assuming that lakes and oceans dilute the acid signigicantly), though obviously they'd need significant magical or mechanical resources to keep things dry and provide air.

Basically, I think any decent-sized city is going to want to emphasize protection from acid rain. If you need cities in flat, open areas, they will probably be composed mostly of stone buildings, and still have an extensive cellar and/or tunnel network.

LordErebus12
2013-05-21, 02:22 AM
Hmm, the map is coming together. im taking the landscape into account more for the changes im making, since it would effect how the races would build, more the most part.

Biggest change are the mant are going to altered, moved or removed. Thri-kreen are coming to the deserts/cavernous sections of the world, building advanced tunnel cities through the undervault, as well as in certain points. The Skale are being shoved to where bo's mountain used to be, in a heavily forested region of the world. Cities are gonna be moved around to fit riverways and other terrain variations.

The deeper wastes have become giant fungal jungles that belches forth a constant cloud of radioactive spores. the massive openings into the undervault are removed, replaced by random openings via the caverns of the deserts and jungles of the world. three spots have been scorched, representing where the giant nations once stood, now in disintegrating and infested ruins.

LordErebus12
2013-05-21, 05:40 PM
maps been updated.
jungles are now included, clustered throughout the areas with more water. All of the trees within are acid resistant or have luckily been in locations where the rains could not touch them. Been thinking that perhaps the water from deep within the earth is only slightly acidic/radioactive, in comparison to the rains falling. Some plants might survive beneath the larger tree's canopy, if the plants are lucky.

Edit: Map got updated, now lavaridge has lava, giant empire ruins are around the meteor crash sites, slight dusting all around for sand.

need to start placing the labels and cities on the map, but i wanted to finish them more before i did. I really need someone to proofread this stuff, or something. I need more to make them seem more like living cities, with things going on.

LordErebus12
2013-05-31, 03:35 AM
Realized that acid AND radiation is bad... removing all acid references from this. gonna go for a more fallout approach (minus the tech). Lots of changes i have to make. its basically a rewrite of the entire entry. Mant are being moved out for Kreen. nations are moving around a bit. nations are taking shape.

now... should guns be allowed...?

EDIT: No Guns.

Maps are pretty much finished now.

LordErebus12
2013-06-14, 06:05 PM
okay, starting to clean up the city and area text, got labels and places for each area. city names are not set in stone, and if someone comes up with a good city design/name then it is fine to change.

LordErebus12
2013-06-18, 09:08 PM
Adding my Timeforged race to the mix. I need to adapt it to 3.5 still.

EDIT: Added photos to each area, so you can see which area is being referred to.

LordErebus12
2013-07-14, 06:25 AM
I think i got the deities down now. I adopted several racial deities from the core books, since most of the newer races were immigrants to this world, so they have their racial gods/goddesses roughly intact. I did alter the domains a bit, using a wider variety of domains, with each deity having 7 domains to offer.

LordErebus12
2013-08-17, 05:12 PM
finally got a campaign running in the setting, its helping me expand a bit of the world to the middle of the continent. got a war brewing there.