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Thread: My starting homeworld ideas.

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    Default Re: My starting homeworld ideas.

    Races of Ajur.


    The people of Ajur fall into six distinct races, each with their own strengths, weaknesses and distinct outlooks on life and their place within the world.

    Humans.
    Once a disparate bunch, rife with petty squabbles between nations and city states, humanity was the dominant race of Ajur, their adaptable and pragmatic nature allowed humanity to venture across the face of Ajur.
    With the coming of the Elves however, the Humans of Ajur have been forced back from their ancient homelands and made to coexist with each other despite their tribal and cultural differences.
    Today the Humans of Ajur, collectively known as the Ajurites, live within fortress like cities, united, somewhat delicately under one banner, cloistered off from the predations of the Hakarite elven scourge. This state of perpetual war and bloodshed has bred a race of driven individuals, each one giving their all to their chosen profession or path in life.
    Physically humanity is a mixed bunch, this is due to the melting pot of different ethnicities, each with varying characteristics, and therefore humanity runs the gamut.
    The Humans of Ajur use the rules listed in the Player’s Handbook.

    Elves.
    The ‘Hakari’ loosely translated as "first and only". Xenophobic to the point of genocidal tendency, proud to the point of arrogance and preternaturally graceful, the Hakari believe they are meant to rule all of Ajur. They wish to wipe clean its skies, surface and underworld from the taint of the "lesser races" or "vermin scourge". This genocidal mindset has come not through some divine mandate of cleansing, as the Hakari bow to no spiritual master and no god would heed their call if they did.
    The Hakari are a parasitic race from the coterminous plane of Erisor that bleeds through onto Ajur where the planar borders have been breached.
    Erisor is a frozen and harsh place eroded with glacial ice and sweeping tundra, bereft of warmth from its distant giant red sun, the sky a burnt fiery umber in colour, doused in perpetual twilight.
    Deep coppery tan skin, black and lavender eyes, dark bronze-blue hair, chiseled delicate features and an arrogant self absorbed, cat like, demeanor are the five basic traits of all the Hakari. Genetic variances are not common due to their long life spans offering little in the way of evolution, however rare Hakari are born with ice blue eyes. These individuals are seen as the "Chosen of Erisor", destined for great things.
    Hakari Elves use the following racial rules.

    HAKARI ELF RACIAL TRAITS
    • +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma. Graceful and smart, the Hakari are frail due to living in harsh freezing conditions and their arrogant mindset often leads to rash decision making and flippancy.
    • Medium Humanoid.
    • Hakari Elf base speed is 30ft.
    • Low Light Vision. Hakari Elves can see twice as far as a human in bad lighting. Elves retain all colours and detail while in poor illumination.
    • +2 racial bonus on saving throws against spells and spell like abilities. Due to their innate magical nature, Hakari Elves can shrug off harmful magical effects.
    • Weapon Proficiency: Hakari Elves receive martial training during their childhood. All Hakari have the Martial Weapon Proficiency feats for the longsword, longbow (including composite) shortbow (including composite) and shortsword. Edged and piercing weapons are favored by Hakarian elves.
    • +2 racial bonuses on Balance, Listen, Spot and Survival checks. Elven senses and physiology are preternaturally keen.
    • Automatic Languages: Hakarian. Bonus languages, Common, Undercommon, Infernal and Abyssal.

    Illumian.
    Cautious and studious, Illumian individuals are also ambitious in the extreme, carefully analyzing any given situation before mastering all the options open to them.
    Illumians appear humanlike at a distance; however up close several disparaging physical attributes become clear. Illumians have no body hair whatsoever, their milky pink skin often covered in pale sky blue tattoos instead, strong vertical and horizontal lines a common choice. Illumian eye colour is most often a sky blue as well; however ocean green is another often noticed shade. The most notable feature of any Illumian however is the luminescent sigils that float, halo like, around their foreheads, endlessly circling.
    The Illumian psyche is complex, taught during childhood through strict doctrine to be all they can be, each Illumian strives to master as many skills as they can during their lifetime, nothing is worth doing by halves. This trait can be seen as somewhat single minded to other races; Illumians coming off as aloof and stubborn.
    The complex array of differing sigils that hover around each Illumians head are insubstantial bioluminescence, bright as any normal candle. Each differing sigil gives an Illumian an innate power; these sigils were a divine gift to the first Illumians by several spirit deities who held the power of the spoken word as their highest form of divine expression. The progenitor Illumians were humans given this spark, which through generations of isolation bred true, developing into a distinct species.
    Illumian culture began beneath the earth millennia ago, their glowing sigil nimbi illuminating the way into a surreal underground environment full of wonder, both a part and apart from other races, these first speakers of the word as they would come to be know themselves sought private refuge to plumb the depths of their new powers.
    In the present age of war Illumians have ventured from their subterranean cities to the surface in an effort to help aide against the Hakari blight that seeks to quash all other life from Ajur. Combining their strong support of Ajur’s spirit deities and all Illumians inbuilt drive to master new experiences, they are a shining beacon of hope against the near immortal elven tide.
    Illumians speak their own language derived from the ancient runic sigils atop their brow; this language can be difficult for non Illumians to read due to its fluid script and archaic syntax.
    Illumian use the following racial rules.

    ILLUMIAN RACIAL TRAITS
    • Humanoid (human): Illumians are humanoid creatures with the human subtype.
    • Medium: As Medium creatures, Illumians have no special bonuses or penalties due to their size.
    • Illumian base land speed is 30 feet.
    • Luminous Sigils (Su): The sigils that orbit an Illumian’s head glow softly, providing illumination equal to that of a candle. Illumians can make their sigils disappear by concentrating for a moment (as a standard action), but they don’t receive the sigils’ benefits. Restoring the sigils to visibility is a free action.
    • Luminous sigils are insubstantial and disappear into any matter they touch. Each Illumian has a power sigil which infuses her soul with energy. An Illumian character chooses this power sigil at character creation.
    Aesh: +2 bonus on Strength checks and Strength based skill checks.
    Hoon: +2 bonus on Wisdom and/or Constitution checks and Wisdom and/or Constitution based skill checks.
    Krau: +1 bonus to caster level for all spells and spell like abilities.
    Naen: +2 bonus on Intelligence checks and Intelligence based skill checks.
    Uur: +2 bonus on Dexterity checks and Dexterity based skill checks.
    Vaul: +2 bonus on Charisma checks and Charisma based skill checks.
    • Superior Literacy: Illumians are always literate, regardless of their character class. Speak Language is always a class skill for Illumians.
    • -2 Dexterity, +2 Intelligence.
    • Automatic Languages: Common, Illum.

    Jezzik.
    The Jezzik, both a noun and the plural, are a created race, forged many millennia ago by the Hakari to construct their Erisor spanning empire. The Jezzik were relentless in their crafting of great citadels and impregnable bastions, however over the centuries they developed a spark of sentience and a want for freedom, why should they bow to the whims of these willowy meat creatures? Eventually the Jezzik rose up against their masters, the Hakari, who after a terrible clash, cast the Jezzik down onto Erisor’ empty wastes, dismissed as the failed creations the elves saw them to be.
    Here the Jezzik, free, but trapped in a greater icy prison, simply waited, knowing that they were basically immortal, many assumed their masters would simply die out, and that the Jezzik would become the dominant form of life upon Erisor.
    When the Hakari breached the planar boundary to Ajur however, the Jezzik saw their chance for a new life, an escape from the frigid hell much of Erisor had become. Freedom was theirs for the taking, however many came to blows with Ajur’s natives in the first decades of the Elven incursion; it wasn’t until negotiations were made that many Jezzik were allowed amnesty in human lands. Jezzik are tireless and unrelenting beings, a great attribute for many human business owners, or military officials, and thus the Jezzik have found a niche for themselves to exist upon Ajur.
    Jezzik stand near 7 feet tall, genderless ceramic statues, weathered by Erisors’ harsh climate they are mighty beings to behold. Twin fiery orbs and a flame wreathed mouth is a Jezzik’s most distinguishing feature, all situated where one might expect its head to be and in the right places.
    Jezzik speak in a monotone rumble much like stone scraping coal. Despite their genderless appearance and inability to procreate, many see individual Jezzik as either male or female, however this is simply a means of other species to differentiate many of the golem like creatures differing personalities. The Jezzik have no need for such frivolous notions as gender and sex.
    Despite their fearful appearance, many Jezzik are both wise and chatty, having spent millennia simply waiting and existing, they have had a lot of time to think upon the nature of all things, and often wish to share their knowledge.
    Jezzik can be of any colour, sometimes where repairs have been made, they are many different shades of fired earth, from a dusty white to deep terracotta.
    Jezzik use the following racial rules.

    JEZZIK RACIAL TRAITS
    • Living Construct Subtype (Ex):
    - Jezzik derive their Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
    - Jezzik have a Constitution score.
    - A Jezzik does not have low light or darkvision.
    - A Jezzik is not immune to mind effecting spells or abilities,
    - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
    - Jezzik cannot heal damage naturally.
    - A Jezzik is affected by any supernatural ability that cures hit point damage or any spells of the healing subschool, however only receives half of their effects.
    - Jezzik, once reduced to 0 hit points is disabled, only allowing a single move or standard action in each round. When his hit points reach -1 to -9, a Jezzik is inert and falls unconscious, making him unable to perform any actions. A inert Jezzik does not lose additional hit points unless more damage is dealt to him, as with any living creature treated as stable.
    - A Jezzik can be raised or resurrected.
    - A Jezzik need not eat, sleep or breathe. However Jezzik who still require the minimum time to prepare spells.
    • +2 Strength, -2 Dexterity, +2 Constitution, -2 Wisdom, -2 Charisma. Powerfully built and overly strong, Jezzik are somewhat frightening to many of Ajur’s natives and are still trying to understand their new adoptive world.
    • Medium. As medium constructs, Jezzik have no special bonuses or penalties due to their size.
    • Jezzik base land speed is 30 feet.

    Killoren.
    With the coming of the Hakari the Killoren were awoke from their eon slumber by the spirits of Ajur. The Killoren are an ambitious and aggressive race when it comes to defeating the Hakari, they are a force of powerful beings bent on defending Ajur to their last breaths.
    Often seen as the guardians of places of natural beauty and power by other races, Killoren seek to send back the scourge of the Hakari to Erisor, before returning to their dream sleep.
    Killoren are quick to react but patient to anger, knowing that often the best offence is a good defense. Their mannerisms are often odd to other natives of Ajur, however all these races can see the benefit of having manifested nature spirits as aides.
    The Killoren are a three caste society, however each individual Killoren can channel the energies of each caste, only one at a given time however. The Ancient caste are the lore gatherers and preservers of sacred sites for the Killoren, they are ethereal beings who are both wise and powerful. The Destroyer caste are a Killoren armies’ frontline, their powerful attacks smash the enemy with nature’s fury, tearing them asunder. Finally the Hunter caste, comprised of the sharpest and stealthiest of the Killoren, woe betide any being caught in their trap, for death will be their only friend.
    In the present age Killoren provide Ajur with the hope of turning back the Hakari tide, their fey nature and basically immortal lifespan allowing the Killoren to be steadfast guardians and tireless warriors.
    Killoren use the rules listed in Races of the Wild.

    Tesh.
    The Tesh are a small slender race of omnivorous beings that live upon and in the sprawling savannah canyons and within the shaded depths of Ajur’s woodlands.
    Tesh appear child like at a distance, wrapped in hugging cloaks for warmth, these shawls however are membranous skin wings that allow Tesh to glide and eventually fly when stretched out from their ankles to the wrists. Tesh often tattoo these skin wings as they get older, spiral and wide eye motifs are popular as well as individual clan markings.
    The average Tesh stands a little over three feet tall, males slightly taller than females, their bodies covered in a thin coat of protective hair, barring their face, ears, hands and feet, however males have been known to grow fetching side burns, moustaches and goatee. Teshlan hair and eyes can be of any colour; however a deep chocolate black-brown coat and dark crimson red eyes are often the most prevalent.
    Tesh favor brightly coloured and loose clothing that does not hinder their flight, cloud, air and sun symbols often dot these garments.
    Tesh facial features are somewhat bestial, their mouths sporting an extra two pairs of incisors compared to humans, their ears slightly pointed and their noses slightly more round and flat.
    Carefree, jovial, social and quick witted the Tesh have come to be accepted by both Human and Illumian civilization, some see them as precocious childlike figures however, and treat them as such, something the Tesh frown upon.
    Tesh live a semi nomadic lifestyle, situated around a large permanent settlement, often crafted straight into cliff faces or gorges. Forest dwelling Tesh weave complex spherical abodes linked with spider web rope structures for strength and support.
    Tesh are not a savage species however, simply more attuned to the natural world than many of the other species, they embrace their freedom and seek to explore, rather than be confined by urban sprawl.
    With the coming of the Hakari, many Tesh have been forced from their homes to retreat into Human lands, many signing into active military service, their reconnaissance abilities highly prized.
    Tesh use the following racial rules.

    TESH RACIAL TRAITS
    • -2 Strength, +2 Dexterity, -2 Wisdom, +2 Charisma. Graceful but fragile the Tesh are also well liked but can be somewhat glib.
    • Small Humanoid. As a small creature, Tesh receive a +1 size bonus to Armour Class, a +1 size bonus to attack rolls, and a +4 size bonus on hide checks. They use smaller weapons than humans use however, and their lifting and carrying limits are three-quarters of those of a medium character.
    • Tesh base speed is 30ft. despite their size, Tesh are nimble on their feet.
    • Low Light Vision. Tesh can see twice as far as a human in bad lighting. Tesh retain all colours and detail while in poor illumination.
    • Gliding (Ex): A Tesh can use his wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Tesh glide at a speed of 40 feet (average maneuverability). Even if a Tesh’s maneuverability improves, she can’t hover while gliding. A Tesh cannot glide while carrying a medium or heavy load.
    If a Tesh becomes unconscious or helpless while in midair, his membrane wings naturally unfurl and powerful ligaments stiffen the wings. The Tesh descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
    • Flight (Ex): When Tesh reach 5 Hit Dice, she becomes able to fly at a speed of 40 feet (average maneuverability). A Tesh can’t fly while carrying a medium or heavy load or while fatigued or exhausted.
    Tesh can safely fly for a number of rounds equal to their constitution modifier (minimum 1 round). They can exert themselves to fly for up to twice as long, but then they’re fatigued at the end of the flight. Tesh are likewise fatigued after spending a total of more than 10 minutes per day flying. Because Tesh can glide before, after, and between rounds of actual flight, they can remain aloft for extended periods (even if they can only use flight for 1 round at a time without becoming fatigued).
    At 10 Hit Dice, Tesh have enough stamina and prowess to fly for longer periods. They can fly at a speed of 40 feet (average maneuverability), and flying requires no more exertion than walking or running.
    A Tesh with flight can make a dive attack. A dive attack works like a charge, but the Tesh must move a minimum of 30 feet and descend at least 10 feet. A Tesh can make a dive attack only when wielding a piercing weapon; if the attack hits, it does double damage.
    A Tesh with flight can use the run action while flying, provided she flies in a straight line.
    • +2 racial bonuses on Climb, Jump, Tumble and Use Rope checks. Tesh are agile and athletic.
    • Unerring Direction: Tesh have an instinctive sense of which direction is north, even underground or otherwise unable to see the sky or other visual cues. This ability only works upon Ajur.
    • Automatic Languages: Teshlan, Common. Bonus languages: Undercommon.
    Last edited by cabbagesquirrel; 2007-12-24 at 06:02 AM.