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Thread: The Blades of Keran [Setting]

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    Firbolg in the Playground
    Milo v3's Avatar

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    Aug 2010

    Default Re: The Blades of Keran [Setting]

    In the beginning of the Second Era Karmainian's were created by Dylian, Patriarch God of Good, from the bodies of elves. These first Karmainians wandered around the forest and plains of Karma, slowly learning how to live off the land. This eventually formed small farming villages. But as they start to develop into a true society they were attacked by wild magical beasts. On the verge of extinction Dylian gave them two gifts, Divine Magic and Dead Iron. The Dead Iron imbued within their blood resisted the magic of the beasts and soon the towns started to flourish.

    In the Third Era the Karmainian's have control over the nation of North Karma.

    The Karmainians are a diverse people. They are as likely to be hot-headed as calm. They are more varied than any other race. But there are still similarities. Most Karmainians are judgmental and will normally see people for their heritage and profession (Especially North Karmainians) rather than who they actually are.

    Karmainian's are very proud and see them as being the favourite of the Divines as they were the first to be gifted Divine Magic.

    They also act on emotion more than logic and are prone to rash decisions.

    Physical Description
    Karmainians are normally slightly taller and heavier than elves, but there are hundreds of humans which are exceptions to this. Karmainians come in various different shapes. Their skin tones can range from a dark brown to a pale white. Karmainians generally grow long hair, which can range from blonde, brown, raven coloured, and rarely red. They have oval shaped eyes which are generally a green tinted brown, but variants often occur. Such variants are Amber eyes, Blue eyes, Green eyes, and in some amazingly rare cases purple and eyes which change with the weather.

    Karmainians also have a small quantity of Dead Iron in their bodies. This amount increases over time, which causes minor side-effects of Dead Iron. This means that eventually a Karmainian will faintly glow blue in moonlight.

    The people from North Karma are currently in a war with the Sumran Empire causing distrust with the Dunesti and some Newesti. This also causes hostilities with the allies of the Dunesti such as the Kobolds and the Aegis.

    Because of the War of Sands the Karmainians have enlisted the help of the Gnomes to combat Sumra despite the gnomes past. So Gnomes are free to travel in North Karma and it isn't uncommon to see Gnomish merchants traveling through North Karma. They treat Aasimar, Half-Elves, and Tieflings as outsiders because of their Non-Karmainian blood makes them untrustworthy.

    They are normally neutral, but they all do have a small pull towards good.

    The Karmainians were first created in the Northern Sections of Karma and spread from there. As such they quickly forged the nation of Karma. But during the War of the Dunes they lost huge portions of the south to the Lizardfolk and Ranx armies from the Moonshadow Isles. Once the war started to die down the Lizardfolk and Ranx had taken full control over South Karma forming a nation seperate to the North.

    In addition to North Karma, Karmainian's are also commonly found in Kratoa and they have a good number of control in the Kratoan government.

    Most Karmainians are religious at an extreme level. They nearly always worship their creator Dylian and his children.
    As they are mainly fanatics they will generally do whatever the Leader of their religion says even if it makes no sense believing that they must have more knowledge and wisdom.

    As the Karmainians are so focused when it comes to religion, worshiping gods which oppose Dylian such as Jaccob, and Electren, are seen as blasphemous and are severely discouraged.

    They all to learn to speak Trade Tongue, and either Karmainan or Kratoan.

    They first names are from other languages. Their last names are normally titles only gained upon an achievement. This is why all Nobles in Karmainian society have adventurers in their blood. These titles are normally the combination of two Karmainian words.

    Racial Traits
    • Karmainian: Karmainians are humanoids with the Karmainian subtype.
    • Karmainian base land speed is 30 feet.
    • Medium: As Medium creatures, Karmainians have no special bonuses or penalties due to their size.
    • Innate Talent: Karmainians gain a +2 bonus to any two ability scores.
    • Dead Blood: The strange mineral known as Dead Iron flows through the blood of the Karmainians, forcing the species to be resistant to magic. Karmainians have Spell Resistance equal to 11 + your character level.
    • Innate Adaption : Karmainians are very good at adapting, and they are known to grow in skill to suit their changing needs. At 1st, 8th, and 16th level, Karmainians gain Skill Focus in a skill of their choice as a bonus feat.
    • Language: Karmainians begin play speaking the Karmainian and Traderís Tongue languages. Karmainians with high Intelligence scores can choose from the following: Celestial, Draconic, Estilex, Kratoan, Turvani, Umbrese.


    Favoured Class Options
    Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a Karmainian has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all Karmainians who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

    Cleric: ?
    Fighter: ?
    Paladin: ?


    Racial Archetypes
    Inquisitor (Paladin)

    Class Features
    All of the following are class features of the Inquisitor.


    Vital Statistics

    {table="head"]Karmainian Random Height and Weight| | | |
    Gender|Base Height|Height Modifier|Base Weight|Weight Modifier
    Male|4'10"|+2d10|120 lb.|x (2d4) lb.
    Female|4'5"|+2d10|85 lb.|x (2d4) lb.[/table]
    Last edited by Milo v3; 2013-02-09 at 01:58 AM.