Nonanonymous
2008-04-14, 09:25 PM
Intro
I've been working on this idea for some time now, and I've decided to go ahead and post this part. As far as campaign setting background goes, I haven't got much, except that the tech level is significantly higher than the standard D&D, and in fact varies from race to race by quite a lot. This has given me something of a snag to work out, which is mostly trying to figure out the relationship (if any) between purchase DCs and GP values. I've also run into some scientific-ish problems, such as the cartographical/locational/whatever relationships between different climates and ecologies. So, help with these areas would be greatly appreciated, although don't ask me about the races unless I say so specifically for now, I'll deal with that myself.
Geography and Citizenry
Rasuran
Lecire'akh Tsafon – A vast and mountainous desert region, the Lecire'akh Tsafon is home to very little aside from small bands of nomads and, in the southern-most edges, the holy-lands of the Ecclesiastical Empire of the Binding Light. Lecire'akh Tsafon is an exceptionally inhospitable land, and the cultures it breeds are similarly so. While the nomads range from humble wanderers simply trying their best to eek out a living to vicious raiders pillaging and looting any other settlements they come across, the Ecclesiastical Empire of Pzarus is a tyrannical combination of church, state, and merchant classes which has spread like a foul plague across the majority of Rasuran. Separating Lecire'akh Tsafon from the other regions is the largest mountain chain in the continent, Glanurgen, a place untouched by any of the subterranean cultures due to many superstitions surrounding it and its supposed inhabitants, though there are a small number of key passes which are considered safe enough to be used as trade and travel routes.
Glanurgen and Olthenoak – Olthenoak is a rather large region that comes to meet the Glanurgen mountain range, the history of both being full of superstitious tales of the dreadful Dueranlon, a mysterious, evil race which is said to live beneath the mounds of Olthenoak and the peaks of Glanurgen and crawls out at night to murder, pillage, and kidnap all who intrude on their lands, and are also said to be responsible for the hilly and, by some descriptions, bloated appearance of the region. Recently, it would appear that the Dueranlon's attacks against those brave or foolish enough to try crossing or settling the area have increased in frequency, and a bizarre curtain of shadows seems to be falling on the lands closest to the mountain. All who pass within say they feel as though they are in a nightmare rather than the 'real world', and any action, magical or not, involving light or flame seems to have a tendency to flicker out, and seems thoroughly subdued even if it does work. According to recent scouting expeditions, the shadow seems to be spreading every few months or so by an average of 6” or more.
Erihelurni Belkral – At the southernmost tip of Rasuran, Erihelurni Belkral is the ancient home of the dwarves and darfellan. An ancient rift valley, legend posits that it was formed from the remains of an Outer God slain by Falainauk. Despite being one of the most heavily civilized regions on the continent, giants and aberrations are fairly common threats to any mode of travel, and for this reason the dwarves have powerful defensive forces and structures forming networks of iron and steel stretching across the peaks and through the catacombs.
Ruarathaira Ellonal
An archipelago situated far to the east of Rasuran, Ruarathaira is the ancestral home of the elves, who keep the ancient secrets and forgotten cities of their creators, the Adam Kadmon. Massive adamantine pyramids and other structures (evocative of a Mayan architectural style) dot the landscapes, typically covered with plant overgrowth. In some places, they come together in a denseness comparable to a highly populated city, though the general lack of activity would suggest otherwise. The pyramids often are said to be the source of odd buzzing noises, though these are only heard by a few individuals, and have been confirmed to glow slightly from the openings at night. In the southernmost half of the archipelago, the jungles thin and the ground becomes slightly more craggy. Here, you might come across the monolithic onyx fortresses of the drow, markers of subterranean societies lurking just below the surface. Indeed, there are plentiful tunnels and waterways running through the whole of the archipelago, however the vast majority of these are flooded, and those that run below the pyramids have been sealed off with great stone doors.
Gloronaent
At the south pole of the world is the continent of Gloronaent. This desolate waste of frozen earth appears to bear the vague remnants of some great civilizations long passed, as well as a few particularly terrifying scars of madness inflicted upon the world by the Old Ones. The most prominent denizens of the area are a few dwarven and darfellan colonists, though beneath the waves of this area live the much hated anguillans, as well as a vast number of aquatic dinosaurs and mammals that have adapted to the cold and lightless depths.
Amochma (Nightmare Derelict) – A war relic of the now legendary war of the Adam Kadmon and the gods against the forces of the Old Ones, Amochma is a frozen crashed 'bio-ship,' its long-dead flesh kept preserved by the frost. Though the front end of the ship is lodged deep within the glaciers, the back is still visible, and a few testaments from various veterans of planar war and travel have confirmed that the 'bio-ships' resemble gigantic narrow-mouthed fish with hideous mechanical protrusions in place of fins, with eyes sewn shut, and several 'port-hole' like structures scattered haphazardly across the surface. They are reputably capable of floating through air and void as easily as water, release legions of hideous beasts through their mouth and other artificial openings in their bodies, have a massive array of techno-magical weaponry that can be turned against assailants, and are capable of walking by means of several stilt-like legs that fold up against the under-side as with a dead spider. It seems that the 'Amochma' is unable to function anymore, or the forces of the Abyss don't care to retrieve it. Still, no one who has ventured inside of the vessel has returned as of yet, so it's a safe bet that the inside is a tad more lively than the out.
Moons
The planet of Tei Tenga has a number of natural satellites, some of which are habitable. The closest is Beokas, which also possesses the fastest orbit. After that is Ayise, which orbits in a direction and speed that are opposite and equal to the revolution of Tei Tenga. The third moon is Salyndar, with the same orbit as the Earth's moon. Finally, drifting in the dark and distance, is Quaend, with the slowest orbit overall.
Beokas - For the most part deep grays and blacks, Beokas also contains vast deposits of psionically reactive crystals, often flung to Tei Tenga's surface as a product of volcanic activity, random bursts of force or energy, or the struggles of sentient creatures on the surface. It has a breathable atmosphere and vegetation, though it consists entirely of bizarre, fleshy plants of primarily purples and blues. It orbits at about three times the speed of Salyndar, appearing in the same spot in the sky every eight hours. The primary inhabitants of Beokas are doppelgangers, changelings, diaboli, and gray renders, though there are more nightmarish creatures to be found lurking in the deeper forests and caverns. The doppelgangers have managed to establish a rather powerful civilization, and their shining cities of violet crystal are clearly visible from the surface of Tei Tenga.
Ayise - Perhaps the most familiar seeming to residents of Tei Tenga, Ayise is literally covered with dense jungles, though the residents of the moon are perhaps more alien than those of the others.
Salyndar -
Quaend - [Ocean moon, contains a single island fortress which serves as the divine realm of a god I've yet to write up enough for.]
[B]Races (In no particular order)
Koehathara (Warforged) -- Created by the master artisans of the Drow people, Koehathara are at once an experimental art-form, an inexpensive source of labor, and a sentient and free people. Many Drow Koehathara are crafted in thoroughly unique and detailed designs, and often at least parts of them are made from or decorated with precious metals and gemstones. Still, some are much less expensive to create and these often serve a more general purpose such as labor or combat, as opposed to those that are primarily designed as art. While many find the treatment of the Koehathara morally questionable, their lack of a need to sleep or eat leave them with so much time on their hands that most Koehathara prefer to spend their lives working on a chosen profession, and their lack of needs makes payment much less important to them as well. Koehathara culture tends to reflect that of where they spend their lives, and an adventuring Koehathara is often an artist of some kind.
Changelings and doppelgangers –- The doppelgangers and changelings both spontaneously formed from leftover psychic impulses from the dreams of the natives of Tei Tenga absorbed by the consciousness of Beokas. As near copies of the humanoid races intellects and fantasies, their individual personalities are infinitely varied, as are their alignments. The doppelgangers have created loosely controlled city-states which all operate independently of each other, and are populated primarily by changelings. Those that live outside these cities are the most likely to leave for the planet, though the reasons for this are generally unclear.
Gomatüg and Orgha (Goblins and Orcs) – Collectively known as the Karrghed, these creatures got their start as the rather simple Varags in the wastes of Vaagdush. Before their own civilization could get underway aside from a few beginning cultural ideas, they were captured and enslaved by the Kaskéyarba, and over many generations subjected to cruel experiments which eventually produced their easily mutable genetic structure and varied breeds. These are the Gomatüg (goblins), Hugomatüg (hobgoblins), Brughed (Bugbears), and the Orgha. Karrghedaagh clans are referred to as Hüshnak, and fellow members call each other with the epithet Kranklük (Brother)or Kranklüb (Sister). Karrghed society is a loosely structured sort of collectivism, which emphasizes a strong warrior tradition, personal freedom, and unyielding loyalty and support for one's fellow clansmen. Karrghedaagh society possesses a number of distinctive traits. One is their belief that eating the flesh of a slain foe (aside from aberrations, evil outsiders, and undead, which are considered spiritually poisonous) will grant the victor a modicum of their power. Karrghed disdain cowardice, and would rather die in battle than flee an enemy. A Karrghed who is spotted while skulking their way to an objective is expected to do their best to defeat the ones who have found them, rather than escape. They have also inherited some of the sciences of their Kaskeyarba captors, having developed a strong tradition of technomages, and devices which allow them to experiment with the genetic material of unborn Karrghed in order to create new breeds to suit the needs of the clan. A number of madboys are strictly devoted to this science, their most well known creations being the Gothlobs (Queens), which are similar to the queens of insect colonies, and the Burz, animals based on Karrghed which are used for beasts of burden, war, and an easily replenish-able source of meat for the clans.
Gomatüg Racial Traits
-2 Str, +2 Dex, +2 Int, -2 Cha.
Small: As a small creature, a Gomatüg gains a +1 size bonus to Armor Class, a +1 size bonus on attack roles, 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.
A Gomatüg's base land speed is 20 ft.
Darkvision out to 60 ft.
+4 racial bonus on Move Silently checks.
(Racial bonus on either some skills or weapon types.)
+2 racial bonus on a Craft skill of your choice.
Automatic languages: Karrghedaagh, Tlaqua. Bonus languages: Any.
Favored class: Technomancer.
Herlien (Gnomes) – Once possessing a magnificent and vast empire, the gnomes managed to enjoy such longevity and prosperity that they incited Mirdallyn to create the first undead in his rage at their achievements. As their empire began to wither at the hands of these creatures, their wizards strove for a solution. Eventually, they discovered the first secrets of necromancy, and controlled the spreading plague of undeath. After finding that the orcwort tree's fruit could sustain the undead, the gnomes reached a new, if not macabre, height of power amidst the crumbling remains of their empire. Following this onset of events, Mirdallyn threw a nearly endless wave of maruts, fey, and loyal undead at the empire of the gnomes, finally bringing them to their knees. What remains of the gnomes now are stoic, bitter masters of the dead and their servants.
Make the following changes to the base gnome traits: +2 racial bonus on saving throws against necromancy. (Replaces bonus on saving throws against illusions)
Add +1 to the Difficulty Class for all saving throws against necromancy spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. (Replaces bonus to the Difficulty Class of illusion spells)
+1 racial bonus on attack rolls against fey and undead. (Replaces bonus against goblinoids and kobolds)
Spell-Like Abilities: 1/day—speak with dead (duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—bane, cause fear, bestow wound. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. (Replaces standard spell-like abilities)
Favored Class: Dread Necromancer
Dragons -- Dragons are nearly as old as the gods themselves, and seem to be one of the preferred forms among deities. Despite their vast age as far as continued existences go, there seem to be no more than 300 true dragons. The dragons attest this, and their great wisdom, to being a relatively exclusive incarnation, and that most dragons carry the same souls that the very first of their species had. Their relatives are much more plentiful however. Because of their physiology, dragons have little interest in technology, and instead prefer magic. Still, the odd dragon might be an expert scientist, and even more metal than reptile. There are no alignment restrictions related to dragon colors.
Gargoyles -- One of the few races that eeks out a living on limbo, the gargoyles have begun to seep into the different planes by one method or another, finding common employment as guardians. They are naturally patient, and come in any variety of shapes and sizes. Gargoyles of all alignments exist, and are outsiders with the extraplanar and earth subtypes.
Genies -- Native to both limbo and the outer planes, genies are a rather populous race and apparently a form of petitioner. They spend more time on the material plane than most varieties, and most are often highly active in human societies. Djinn are nomadic champions of good, efreet tyrants and power brokers, and jann dilettantes, and occasionally mercenaries.
Minotaurs -- Minotaurs are a race created by the Obyrith to wreak havoc on the material planes. When not simply left to their own devices, minotaurs can be found in the abyss and similar locales, often with all of the hair apparently scorched from their bodies and covered with cybernetic enhancements.
Ogres –- Once nothing more than the average elementally charged dimwits living in small tribes that occasionally ransacked villages, they were eventually converted by Pzarus and 'blessed' with the four varieties of Ogre Magi. Ogre and Elemental Magi or 'Diresab' as they're properly called, are constantly racked with pain from the energy that suffuses and flows through them, driving them to unparalleled heights of sadism, and as they're generally revered as holy by their lesser kin, such is also the mindset of ordinary ogres.
Slaadi -- While native to the chaos of limbo, slaadi seem to be found easily on the material plane, and those that arrive there by any means whatsoever seem to have no great desire or intention to leave.
Naga (Yuan-ti) -- The naga are a creation of Corvaatus, imitations of the Adam Kadmon. They are common in the jungles of Ruarathaira Ellonal, but can be found almost anywhere. The more populous cities are typically underground, and sometimes partially submerged. The smaller settlements are constructed in the treetops, and almost all of their settlements are located near water or in extremely damp environments. They are notorious for bringing good fortune to those who appease them, and are very rarely evil.
Giants -- Giants seem to form spontaneously in areas of excess elemental or creative energy, though this process is rare in occurrence, they apparently breed true and therefore their numbers have suffered little. Trolls resemble roughly humanoid shaped mounds of dirt with moss covering their scalp, back, and arms, and are typically neutral.
Hellfire wyrms -- Typically found in charge of efreet cities, the hellfire wyrms are the master power brokers of the tempting and sinister members of the LE outsiders. When not working by themselves and rearing a tyrannical fist over a countryside or two, they can generally be found enslaved to an extremely powerful rakshasha.
I've been working on this idea for some time now, and I've decided to go ahead and post this part. As far as campaign setting background goes, I haven't got much, except that the tech level is significantly higher than the standard D&D, and in fact varies from race to race by quite a lot. This has given me something of a snag to work out, which is mostly trying to figure out the relationship (if any) between purchase DCs and GP values. I've also run into some scientific-ish problems, such as the cartographical/locational/whatever relationships between different climates and ecologies. So, help with these areas would be greatly appreciated, although don't ask me about the races unless I say so specifically for now, I'll deal with that myself.
Geography and Citizenry
Rasuran
Lecire'akh Tsafon – A vast and mountainous desert region, the Lecire'akh Tsafon is home to very little aside from small bands of nomads and, in the southern-most edges, the holy-lands of the Ecclesiastical Empire of the Binding Light. Lecire'akh Tsafon is an exceptionally inhospitable land, and the cultures it breeds are similarly so. While the nomads range from humble wanderers simply trying their best to eek out a living to vicious raiders pillaging and looting any other settlements they come across, the Ecclesiastical Empire of Pzarus is a tyrannical combination of church, state, and merchant classes which has spread like a foul plague across the majority of Rasuran. Separating Lecire'akh Tsafon from the other regions is the largest mountain chain in the continent, Glanurgen, a place untouched by any of the subterranean cultures due to many superstitions surrounding it and its supposed inhabitants, though there are a small number of key passes which are considered safe enough to be used as trade and travel routes.
Glanurgen and Olthenoak – Olthenoak is a rather large region that comes to meet the Glanurgen mountain range, the history of both being full of superstitious tales of the dreadful Dueranlon, a mysterious, evil race which is said to live beneath the mounds of Olthenoak and the peaks of Glanurgen and crawls out at night to murder, pillage, and kidnap all who intrude on their lands, and are also said to be responsible for the hilly and, by some descriptions, bloated appearance of the region. Recently, it would appear that the Dueranlon's attacks against those brave or foolish enough to try crossing or settling the area have increased in frequency, and a bizarre curtain of shadows seems to be falling on the lands closest to the mountain. All who pass within say they feel as though they are in a nightmare rather than the 'real world', and any action, magical or not, involving light or flame seems to have a tendency to flicker out, and seems thoroughly subdued even if it does work. According to recent scouting expeditions, the shadow seems to be spreading every few months or so by an average of 6” or more.
Erihelurni Belkral – At the southernmost tip of Rasuran, Erihelurni Belkral is the ancient home of the dwarves and darfellan. An ancient rift valley, legend posits that it was formed from the remains of an Outer God slain by Falainauk. Despite being one of the most heavily civilized regions on the continent, giants and aberrations are fairly common threats to any mode of travel, and for this reason the dwarves have powerful defensive forces and structures forming networks of iron and steel stretching across the peaks and through the catacombs.
Ruarathaira Ellonal
An archipelago situated far to the east of Rasuran, Ruarathaira is the ancestral home of the elves, who keep the ancient secrets and forgotten cities of their creators, the Adam Kadmon. Massive adamantine pyramids and other structures (evocative of a Mayan architectural style) dot the landscapes, typically covered with plant overgrowth. In some places, they come together in a denseness comparable to a highly populated city, though the general lack of activity would suggest otherwise. The pyramids often are said to be the source of odd buzzing noises, though these are only heard by a few individuals, and have been confirmed to glow slightly from the openings at night. In the southernmost half of the archipelago, the jungles thin and the ground becomes slightly more craggy. Here, you might come across the monolithic onyx fortresses of the drow, markers of subterranean societies lurking just below the surface. Indeed, there are plentiful tunnels and waterways running through the whole of the archipelago, however the vast majority of these are flooded, and those that run below the pyramids have been sealed off with great stone doors.
Gloronaent
At the south pole of the world is the continent of Gloronaent. This desolate waste of frozen earth appears to bear the vague remnants of some great civilizations long passed, as well as a few particularly terrifying scars of madness inflicted upon the world by the Old Ones. The most prominent denizens of the area are a few dwarven and darfellan colonists, though beneath the waves of this area live the much hated anguillans, as well as a vast number of aquatic dinosaurs and mammals that have adapted to the cold and lightless depths.
Amochma (Nightmare Derelict) – A war relic of the now legendary war of the Adam Kadmon and the gods against the forces of the Old Ones, Amochma is a frozen crashed 'bio-ship,' its long-dead flesh kept preserved by the frost. Though the front end of the ship is lodged deep within the glaciers, the back is still visible, and a few testaments from various veterans of planar war and travel have confirmed that the 'bio-ships' resemble gigantic narrow-mouthed fish with hideous mechanical protrusions in place of fins, with eyes sewn shut, and several 'port-hole' like structures scattered haphazardly across the surface. They are reputably capable of floating through air and void as easily as water, release legions of hideous beasts through their mouth and other artificial openings in their bodies, have a massive array of techno-magical weaponry that can be turned against assailants, and are capable of walking by means of several stilt-like legs that fold up against the under-side as with a dead spider. It seems that the 'Amochma' is unable to function anymore, or the forces of the Abyss don't care to retrieve it. Still, no one who has ventured inside of the vessel has returned as of yet, so it's a safe bet that the inside is a tad more lively than the out.
Moons
The planet of Tei Tenga has a number of natural satellites, some of which are habitable. The closest is Beokas, which also possesses the fastest orbit. After that is Ayise, which orbits in a direction and speed that are opposite and equal to the revolution of Tei Tenga. The third moon is Salyndar, with the same orbit as the Earth's moon. Finally, drifting in the dark and distance, is Quaend, with the slowest orbit overall.
Beokas - For the most part deep grays and blacks, Beokas also contains vast deposits of psionically reactive crystals, often flung to Tei Tenga's surface as a product of volcanic activity, random bursts of force or energy, or the struggles of sentient creatures on the surface. It has a breathable atmosphere and vegetation, though it consists entirely of bizarre, fleshy plants of primarily purples and blues. It orbits at about three times the speed of Salyndar, appearing in the same spot in the sky every eight hours. The primary inhabitants of Beokas are doppelgangers, changelings, diaboli, and gray renders, though there are more nightmarish creatures to be found lurking in the deeper forests and caverns. The doppelgangers have managed to establish a rather powerful civilization, and their shining cities of violet crystal are clearly visible from the surface of Tei Tenga.
Ayise - Perhaps the most familiar seeming to residents of Tei Tenga, Ayise is literally covered with dense jungles, though the residents of the moon are perhaps more alien than those of the others.
Salyndar -
Quaend - [Ocean moon, contains a single island fortress which serves as the divine realm of a god I've yet to write up enough for.]
[B]Races (In no particular order)
Koehathara (Warforged) -- Created by the master artisans of the Drow people, Koehathara are at once an experimental art-form, an inexpensive source of labor, and a sentient and free people. Many Drow Koehathara are crafted in thoroughly unique and detailed designs, and often at least parts of them are made from or decorated with precious metals and gemstones. Still, some are much less expensive to create and these often serve a more general purpose such as labor or combat, as opposed to those that are primarily designed as art. While many find the treatment of the Koehathara morally questionable, their lack of a need to sleep or eat leave them with so much time on their hands that most Koehathara prefer to spend their lives working on a chosen profession, and their lack of needs makes payment much less important to them as well. Koehathara culture tends to reflect that of where they spend their lives, and an adventuring Koehathara is often an artist of some kind.
Changelings and doppelgangers –- The doppelgangers and changelings both spontaneously formed from leftover psychic impulses from the dreams of the natives of Tei Tenga absorbed by the consciousness of Beokas. As near copies of the humanoid races intellects and fantasies, their individual personalities are infinitely varied, as are their alignments. The doppelgangers have created loosely controlled city-states which all operate independently of each other, and are populated primarily by changelings. Those that live outside these cities are the most likely to leave for the planet, though the reasons for this are generally unclear.
Gomatüg and Orgha (Goblins and Orcs) – Collectively known as the Karrghed, these creatures got their start as the rather simple Varags in the wastes of Vaagdush. Before their own civilization could get underway aside from a few beginning cultural ideas, they were captured and enslaved by the Kaskéyarba, and over many generations subjected to cruel experiments which eventually produced their easily mutable genetic structure and varied breeds. These are the Gomatüg (goblins), Hugomatüg (hobgoblins), Brughed (Bugbears), and the Orgha. Karrghedaagh clans are referred to as Hüshnak, and fellow members call each other with the epithet Kranklük (Brother)or Kranklüb (Sister). Karrghed society is a loosely structured sort of collectivism, which emphasizes a strong warrior tradition, personal freedom, and unyielding loyalty and support for one's fellow clansmen. Karrghedaagh society possesses a number of distinctive traits. One is their belief that eating the flesh of a slain foe (aside from aberrations, evil outsiders, and undead, which are considered spiritually poisonous) will grant the victor a modicum of their power. Karrghed disdain cowardice, and would rather die in battle than flee an enemy. A Karrghed who is spotted while skulking their way to an objective is expected to do their best to defeat the ones who have found them, rather than escape. They have also inherited some of the sciences of their Kaskeyarba captors, having developed a strong tradition of technomages, and devices which allow them to experiment with the genetic material of unborn Karrghed in order to create new breeds to suit the needs of the clan. A number of madboys are strictly devoted to this science, their most well known creations being the Gothlobs (Queens), which are similar to the queens of insect colonies, and the Burz, animals based on Karrghed which are used for beasts of burden, war, and an easily replenish-able source of meat for the clans.
Gomatüg Racial Traits
-2 Str, +2 Dex, +2 Int, -2 Cha.
Small: As a small creature, a Gomatüg gains a +1 size bonus to Armor Class, a +1 size bonus on attack roles, 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.
A Gomatüg's base land speed is 20 ft.
Darkvision out to 60 ft.
+4 racial bonus on Move Silently checks.
(Racial bonus on either some skills or weapon types.)
+2 racial bonus on a Craft skill of your choice.
Automatic languages: Karrghedaagh, Tlaqua. Bonus languages: Any.
Favored class: Technomancer.
Herlien (Gnomes) – Once possessing a magnificent and vast empire, the gnomes managed to enjoy such longevity and prosperity that they incited Mirdallyn to create the first undead in his rage at their achievements. As their empire began to wither at the hands of these creatures, their wizards strove for a solution. Eventually, they discovered the first secrets of necromancy, and controlled the spreading plague of undeath. After finding that the orcwort tree's fruit could sustain the undead, the gnomes reached a new, if not macabre, height of power amidst the crumbling remains of their empire. Following this onset of events, Mirdallyn threw a nearly endless wave of maruts, fey, and loyal undead at the empire of the gnomes, finally bringing them to their knees. What remains of the gnomes now are stoic, bitter masters of the dead and their servants.
Make the following changes to the base gnome traits: +2 racial bonus on saving throws against necromancy. (Replaces bonus on saving throws against illusions)
Add +1 to the Difficulty Class for all saving throws against necromancy spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. (Replaces bonus to the Difficulty Class of illusion spells)
+1 racial bonus on attack rolls against fey and undead. (Replaces bonus against goblinoids and kobolds)
Spell-Like Abilities: 1/day—speak with dead (duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—bane, cause fear, bestow wound. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. (Replaces standard spell-like abilities)
Favored Class: Dread Necromancer
Dragons -- Dragons are nearly as old as the gods themselves, and seem to be one of the preferred forms among deities. Despite their vast age as far as continued existences go, there seem to be no more than 300 true dragons. The dragons attest this, and their great wisdom, to being a relatively exclusive incarnation, and that most dragons carry the same souls that the very first of their species had. Their relatives are much more plentiful however. Because of their physiology, dragons have little interest in technology, and instead prefer magic. Still, the odd dragon might be an expert scientist, and even more metal than reptile. There are no alignment restrictions related to dragon colors.
Gargoyles -- One of the few races that eeks out a living on limbo, the gargoyles have begun to seep into the different planes by one method or another, finding common employment as guardians. They are naturally patient, and come in any variety of shapes and sizes. Gargoyles of all alignments exist, and are outsiders with the extraplanar and earth subtypes.
Genies -- Native to both limbo and the outer planes, genies are a rather populous race and apparently a form of petitioner. They spend more time on the material plane than most varieties, and most are often highly active in human societies. Djinn are nomadic champions of good, efreet tyrants and power brokers, and jann dilettantes, and occasionally mercenaries.
Minotaurs -- Minotaurs are a race created by the Obyrith to wreak havoc on the material planes. When not simply left to their own devices, minotaurs can be found in the abyss and similar locales, often with all of the hair apparently scorched from their bodies and covered with cybernetic enhancements.
Ogres –- Once nothing more than the average elementally charged dimwits living in small tribes that occasionally ransacked villages, they were eventually converted by Pzarus and 'blessed' with the four varieties of Ogre Magi. Ogre and Elemental Magi or 'Diresab' as they're properly called, are constantly racked with pain from the energy that suffuses and flows through them, driving them to unparalleled heights of sadism, and as they're generally revered as holy by their lesser kin, such is also the mindset of ordinary ogres.
Slaadi -- While native to the chaos of limbo, slaadi seem to be found easily on the material plane, and those that arrive there by any means whatsoever seem to have no great desire or intention to leave.
Naga (Yuan-ti) -- The naga are a creation of Corvaatus, imitations of the Adam Kadmon. They are common in the jungles of Ruarathaira Ellonal, but can be found almost anywhere. The more populous cities are typically underground, and sometimes partially submerged. The smaller settlements are constructed in the treetops, and almost all of their settlements are located near water or in extremely damp environments. They are notorious for bringing good fortune to those who appease them, and are very rarely evil.
Giants -- Giants seem to form spontaneously in areas of excess elemental or creative energy, though this process is rare in occurrence, they apparently breed true and therefore their numbers have suffered little. Trolls resemble roughly humanoid shaped mounds of dirt with moss covering their scalp, back, and arms, and are typically neutral.
Hellfire wyrms -- Typically found in charge of efreet cities, the hellfire wyrms are the master power brokers of the tempting and sinister members of the LE outsiders. When not working by themselves and rearing a tyrannical fist over a countryside or two, they can generally be found enslaved to an extremely powerful rakshasha.