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Thread: Dragon Born - Campaign Setting

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    Default Re: Dragon Born - Campaign Setting

    There were a good amount of "Major" races in Dragon Born, most of them various flavors of standard races, with some more exotic, and one "unique" one, with every race, there were at least two varieties, some just a separate ethnicity, others had much more diversity. All of them are modified from their DnD incarnation in some form.

    The Base races found in the PHB that were to be part of the setting were: Humans, Dwarves, Elves, and Gnomes, none of the others even exist in this setting (including Half-Elves). Four more races from standard DnD, Ogres, Kobolds, Goblins and Lizardfolk. Finally, there were the Draken, who were "Dragon Touched" similar to plane touched. Beyond these races, there were no intelligent or civilized races in the world, no orcs, no Illithids, and so on. The cataclysm somewhat changed this, but the "new" creatures have not had any time to build anything resembling a society.

    Your character's race would be made up of two parts, the actual race/ethnicity, and the culture they grew up in. The race and ethnicity would determine starting attributes, while the culture would give various bonuses, usually in the form of two weapon proficiencies, one of which is exotic normally, two or three skills to receive a bonus in, and a small special ability.

    Also as a note, Draconic is the "Trade Language" in Crosskeep, similar to common which does not exist, most cultures have their own language as well, anyone from Crosskeep knows Draconic. The stats are also created with 3.5 in mind, but could probably be converted to another system, D20 Modern might be a good system for this, but I've never looked at it.

    I've also been using "Generic" as a word for someone who's ancestry is spread quite a bit between more than one racial culture.

    Humans
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    Humans are one of the most widespread of all races, adapting to all types of terrains and lifestyles. Humans are renown for, at least attempting to, assimilating into all manner of cultures, They are ambitious, and often can be seen leading all manner of happenstance.

    Playing a "generic human" grants no stats beyond those granted by culture. But being unassociated with any culture in particular gives a generic human an additional +1 bonus to any skill the culture already grants skill to (netting to +3)

    Unless otherwise noted, all Humans have a favored class of their highest level class, this overrides the Cultural favored classes. Humans also all have a speed of 30ft.


    Abdu (Badlands)
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    Generations of living in desert like climates, where one mistake could quite possibly end your life have left the Abdu people a hardy people.

    - +2 Con
    - 4 resistance when dealing with hostile environments

    Karzi (City)
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    The ancestral natives of Crosskeep, these people have developed a culture focused around cunning and street smarts. Part of the top-three power groups of Crosskeep, the Karzi are the most accepting of outsiders. People of Karzi blood can be found in just about any culture, and the Karzi culture accepts any other race into itself. Any "Half-breeds" with humans are generally assumed to have Karzi blood, though this is not necessarily even the usual case.

    - +2 Int for skill and Language Purposes, +1 int for other purposes.

    Magi (Magic)
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    The Magi people are natural born spellcasters, magic is in their blood, and it is rare for a Magus to exibit no magical capability.

    - +2 Charisma

    - Favored Class (Sorceror) this is in addition to the cultural favored class.

    Mune (Plains) (pronounced Moo-nay)<hr>
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    The Mune lived out in the great grasslands of Crosskeep originally, making a simple living has farmers, hunting to supplement their food. They have passed down simple wisdom throughout the generations.

    - +2 Wisdom


    Human Cultures:

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    Karzi History: The Karzi had been already living in the area when the first Dragons came. They did not remember the fall of the keep, nor how they came to reside there. It was passed down that they were descended from the residents of the keep, but as the dragons would tell them, this was not the case. It was they who made the first alliance with the Dragons. The Karzi did the fine labors of society, construction, crafts, processing, in exchange for the Dragons' protection from the increasingly hostile wilderness, physical strength, and were granted divine capabilities. The Karzi were the closest with the Dragons until the Kurzu came along, and even when they came along, the three factions formed to core of power within Crosskeep.
    Modern Times: The Karzi have two distinct groups, the main grouping are the general inhabitants of the central, Karzi district.The standard of living is high, yet cutthroat, and Karzi learn at a very young age street smarts. The other main group, the councilors are among the most powerful people in the city, second only to the dragons, or possibly the Kurzu.

    - Draconic
    - Proficiency with the Butterfly knife, and the Court Blade
    - +2 to Diplomacy and Gather Information
    - Favored Classes: Any Draconic, Divine, or Craft.


    I had one other culture for Humans, but I decided to cut it, it doesn't really add anything to the world. If you read the Mazika entries, you can probably tell I'm going to be overhauling the Human descriptions.

    Dwarves
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    The Dwarves are a stout, prideful people. Both major cultures of the Dwarves have a mixture of national zeal, and a belief that everything has its place.

    Generic Dwarves have +2 to constitution, -2 to charisma

    All Dwarves have Darkvision out to 60ft, a speed of 20ft, are not slowed down by encumbrance or armor, and may survive on alcohol as if it were water.


    Arnite (Mountain)
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    The Arnite are from the mountains, far to the South, and past the sea. They have a deep fondness for technology, which they share with the Gnomes. With the Dwarves' industrial might, and the Gnomes' mechanical prowess, the mountains of Crosskeep are the source of much of the technological advances that came around. The Arnite have a reputation of being the best marksmen of all when it comes to firearms, and are the group with the most demand for them.

    - -2 Strength, +2 Dex, +2 Con, -2 Wis
    - Stability

    Durunite (Stone)
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    The Durunite dwarves lived far below the mountains. They detected rumblings on the surface, investigated, and ended up being fused with a society they barely understand.

    Stone dwarves are a hardy people, but the light gives them no shortage of troubles on the surface, thus they rarely venture beyond the mountain districts of Crosskeep. Their native industry is primarily relating to stone, and have a tendency to create "new" weapons by tacking two other varieties together. The Durunite Sledgeaxe is the most common result of this.

    - +4 Con, -2 Int, -2 Cha
    - +2 resists against poison and magic of all sorts.
    - Light Sensitivity: Durunite Dwarves take a -1 on all rolls when exposed to light brighter than a torch, they tend to be irritable when in this sort of lighting.


    Dwarven Cultures
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    Not ready yet.


    Elves
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    The Elven Cultures are secretive, family ties are unbreakable, and a promise is never made if it cannot be kept. The two major cultures are closely related, so much to the point that they could be considered two different sides of the same. Each culture has a role to perform as a sworn duty to beings that the elves will not share knowledge of.

    There are no "Generic Elves" the two cultures are forbidden from intermingling, the elves have their duty, and the two duties cannot be mixed together.

    An elf may be found outside of their own culture to an extent, but have two restrictions with culture. An elf of one culture's decent is forbidden from joining the other elven culture. Elves who join a culture other than their native are expected by their ancestors to continue to perform their duty, an elf who turns away from their ancestral duty is an enemy to both cultures.


    Daimar (Mystic)
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    Not ready yet.


    Zentahr (Night)

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    Elven Cultures
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    Gnomes
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    The Gnomes are often considered to be the children of the earth, no other race has found so many uses for the various minerals in their ancestral homes deep underground. Gnomes are a relatively recent addition to surface society, first venturing onto the surface a couple centuries after the rebuilding of Crosskeep by the Dragons and Karzi.

    While still preferring underground areas over the surface land, they closed off access to their original homelands, driven out by something, but not even the modern gnomes know what it was, they just know they don't want to find out. Gnomish Alchemists and Engineers, are one of the biggest reasons for the technology advancing to the heights it reached before the cataclysm.

    Generic Gnomes receive a +2 to Dexterity, but a -2 to Wisdom. Gnomes seem to have required action before thought in ages past, and it sticks with them to this day. Were it not for this trait, Gnomes would not have advanced technology as far as they did, but many more would have survived to the cataclysm.

    All Gnomes have Darkvision out to 60ft.


    Ka'Zun (Cave)
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    Not ready yet.

    Na'Zun (Deep)
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    Not ready yet.

    Gnomish Cultures
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    Not ready yet.


    Think of the apostrophe in the Gnomish culture names as a click of the tongue, giving it a sound kind of along the lines of "KA-Tk-zoon" and "NA-Tk-zoon"



    Goblins (Mazika Clan)
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    The Mazika Goblins followed the Gnomes in their Exodus, the Mazika found the Gnome's knowledge of geography, and digging essential to their survival during the flight, and offered their own innate magical ability, and heightened awareness in an effort for mutual survival. While the Mazika warred with the Na'Zun back in time immemorial, the three cultures in modern times have become very close.

    Mazika Goblins in early life are divided into castes, and even outisde of Mazika culture, this practice is continued. This sacred tradition gives the Mazika special properties in comparison to each other.
    All Mazika, except for the Washika, have 30ft Tremorsense.


    Krzika (Electric)
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    Krzika goblins, more than any other caste, have embraced the new technology of Crosskeep. With these new "electronics" that have appeared, many have an interface that allow Krzika goblins to power them themselves without needing to use them in the rare area with electricity. Krzika Goblins sometimes find work powering objects in areas that require temporary electricity in the city.

    In ancestral times, the Krzika were the protectors of the Mazika, channeling electricity was found to be a good way to dissuade potential predators, and during the wars, the Ka'Zun disliked fighting the Krzika that managed to incorporate electricity into their fighting style.

    -+2 Dexterity, -2 Constitution
    - Small Size
    - Speed 30ft
    - Electric loop (su) The Krzika have a powerful electric current flowing through their bodies. If they wish to, they may touch an enemy as a standard action, and deal 1 electric damage, +1 for every HD the Krzika has. If the Krzika is in contact with metal during this everyone touching this piece of metal, including the Krzika himself, take twice this amount. A Krzika electricuted by himself passes out for (10 - his constitution modifier) rounds for a minimum of 1 round.


    Sazika (Water)
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    The Sazika Goblins held two rolls in ancient society, they provided agriculture underground, and they kept the clan healthy. They can pull the moisture in the air out of the immediate area, several Sazika working together were able to create pools of water for growing plants in. Their other ability was to purify water, to keep clean drinking water, and keep their irrigation clean.

    -+2 Wisdom, -2 Constitution
    - Small Size
    - Speed 30ft
    - Condensation (su) In a temperate environment, a single Sazika can draw enough moisture out of the air to provide water for 1 goblin, +1 for every 3 HD he has, In a particularly moist environment he can draw out enough moisture to keep 1 goblin for every HD he has hydrated. In a dry location, he can draw out enough moisture to keep one goblin hydrated for every 5 HD he has. These numbers assume he is attempting to do this for 14 hours throughout the day.
    - Purify Water (su) A Sazika Goblin can Purify up to 1 gallon of water per HD he has a day. The Sazika can split this up between several bodies of water, and does not need to use this all at once. The Sazika cannot wait several days to purify more water than he would normally be able to.


    Ragika (Fire)
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    Were it not for the Ragika, the Mazika would not have survived their initial few days under the earth. The Ragika, gave the Mazika light, allowing the Goblins to find a suitable cavern to try and figure out how to escape. While escaping took centuries longer than they expected, the Ragika were always happy to lend some light.

    -+2 Charisma, -2 Constitution
    - Small Size
    - Speed 30ft
    - Torch (su) A Ragika with a free hand may form a flame within his palm as a move action. This flame sheds light as a torch, or may be focused into a line as a bulls eye lantern, extending its range to twice the range of a torch. This counts as a Light spell equal to half the Ragika's HD (0 at level 1) and is at a caster level equal to the Ragika's HD. Optionally, the Ragika may ignite combustibles as a standard action while using his "torch."


    Washika (Wind)

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    The Washika were the spiritual guides of the Mazika in ancient times, and still to this day it is their duty to lead the Mazika, and perform the caste binding ritual. The Washika pass down the stories of their people, as Mazika does not have a written language, their manipulation of the winds also proved useful in navigating the joint group of the Mazika, Ka'Zun and Na'Zun out of the depths of the earth.

    -+2 Wisdom, -2 Constitution
    - Small Size
    - Speed 30ft
    - 30ft Blindsense (this replaces the 30ft Tremorsense typical of Mazika Goblins).
    - Washika goblins can adjust the direction of the wind by 5 degrees per HD per hour, and can boost or reduce the windspeed of the area by 1 mile per hour, per HD the Washika has. The Washika in a closed space can use this ability to lead towards open spaces, whether that is underground or above ground.

    Mazika Clan Culture
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    History:
    ...Then suddenly all went black. What was once their mountaintop home had been swallowed up by the earthquake. They didn't know how far they had fallen, but even with the extra dense air, their small size, and some cushioning from thatched roofs, many did not survive the fall.

    They had lived on the surface, never having to deal with this sort of darkness, and with all the panic ensuing after the fall, it seemed night-blindness would be their undoing. A sorcerer who had landed on the thatch roof of his own home managed to crawl off and light a fire. As the fire grew and illuminated the cavern, the panic died down, and a plan was formed.

    Sorcery was the only source of magic in their community, but it quickly became obvious that magic was their only way to survive until a way back to the surface was found. Yet sorcery was too limited in scope, a sorcerer is quite likely to bring destruction on himself before he learns any control of his magic, and even a sorcerer who does have full control is not capable of the variety that would be required of such a small portion of the population.

    The handful of surviving sorcerers attempted to find a solution, yet always they came back to the problem that there simply were not enough sorcerers to keep the population alive. Then, one of the five had an idea, Mazik proposed that in order for there to be enough magical ability throughout the populace for survival of their people--yet not so focused like that of a sorcerer that the population would be destroyed from within--that the sorcerers were to dilute their magic over the entire cavern that it would infuse all with their abilities. Ragik, who was first to light the fire, was also first to agree, and one by one, the other three agreed, reluctantly or otherwise.

    The five performed the ceremony of Mazik's design, knowing that from that point on, they would never be able to wield their arcane might again. Mazik had kept a secret from every goblin though, the resultant backlash from the magical energy knocked all the goblins who had gathered around to the ground. When they recovered, there was no trace left of the five sorcerers.

    From that day on, the goblins honored the sacrifice of the five, each variety of power that the goblins inherited was named after the goblin who's signature was that ability. The Ragika, wielders of the protective flame of Ragik. The Krzika, wielders of Krzik's savage lightning. The Sazika, inheriting Sazik's healing water. The Washika, who inherited Washik's guiding wind. Finally, their clan was re-branded Mazika, for without her ritual, none would have survived.

    Modern Times:
    Since the Mazika have rejoined the surface world, they have begun accepting people of non-goblin decent into their clan. Anyone accepted into the clan is given the same rite of passage as a young goblin being ushered into his caste, and while the ritual does not pass on the supernatural abilities of the Mazika Goblins, it is taken seriously regardless. Non goblins in the various castes are encouraged to find means of imitating the special abilities of that caste.

    Each caste has a different role to play in the Mazika society. The Ragika, as their ancestors in the caves keep the Mazika warm, and their path lit. They are also the second line of military if the Mazika must war. The Krzika are the warriors, and live a very regimented life. Sazika deal with the clan's agriculture, and tend to the sick. The Washika are spiritual advisors, and have taken to being the clan's ambassadors as well. It is the Washika who determine which caste a goblin is meant to be in, and are the sole keepers of the specifics of the ritual.

    As each caste has a different way of life, they all have different bonuses, non-goblins gain full benefits for being in the culture. All castes share automatic languages:

    - Draconic, Mazika
    - Proficient with the Mazikan Band, and the Longbow

    Ragika
    - +2 to survival and spot
    - Favored Classes: Sorcerer, Incarnate, Archer, Barbarian, Monk

    Krzika
    - +2 to perform(weapon drill) and intimidate
    - Favored Classes: Fighter, Soldier, Brawler, Duelist, Duskblade

    Sazika
    - +2 to heal and profession(agriculture) checks
    - Favored Classes: Healer, Druid, Ranger, Totemist

    Washika
    - +2 to knowledge(history), knowledge(Dragons) and Diplomacy checks
    - Favored Classes: Bard, Druid, Naturalist, Shaman


    Reading the history of their culture, you can probably tell the "a" at the end of every caste means "of."


    Kobolds (Kurzu Clan)
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    The Kurzu lived as nomads in the grassland neighboring Crosskeep for a long time, the Kurzu themselves would say since before time. They were peaceful astrologers and astronomers, and would shelter lost travelers who had an alarming tendency to stumble into Kurzu camps. Just before Crosskeep really started to flourish, the Kurzu settled right on the edge of town. After the Karzi accepted the first other culture to settle in the area, the Kurzu started revealing the secrets of the stars, and convinced the Karzi into the creation of the districts. Often, when a new culture would immigrate to Crosskeep, the Kurzu had already set the new district up.

    Each opposing breed (Flame/Frost and Sun/Moon) forms a symbiotic sort of relationship with its opposite. The inbred shortcomings of own breed are the strengths of the other, and as such, close bonds of two kobolds are more likely to be of opposite breed than with any other.

    The Kurzu come in four varieties, each with various abilities that are used in day to day life. These varieties do not breed true, two Kurzu Li kobolds might have Kurzu Ni Hatchlings, regardless of their own lineage as well. Due to this, there are no generic Kurzu Kobolds.

    All Kurzu have low-light vision.


    Kurzu Gi (Flame)
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    Not ready yet.


    Kurzu Li (Moon)
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    Kurzu Ni (Frost)
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    Kurzu Wa (Sun)
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    Not ready yet.

    Kurzu Clan Culture
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    Not ready yet.



    SiSatrhi Lizardfolk
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    The SiSathri had difficulty gaining acceptance into Crosskeep, they were (correctly) perceived as a wild society, far outside their own climate, and nobody was quite sure why they were there in the first place. The Karzi and Kurzu were most adamant of blocking the SiSathri settlement, but SiSathri ambassadors managed to make a deal. The SiSathri district is more of a band around the landlocked districts of Crosskeep, a jungle maintained by the collective magic of the SiSathri and Daimar. While the outer walls of the city do not extend to their district, the SiSathri have been considered the greatest defense of the city besides the Dragons themselves.

    Post cataclysm, the band of jungle around Crosskeep still exists, but the wildlife the SiSathri kept populating the jungle has become much more fierce, and a great deal of horrible hazards have appeared in the jungle, from poisonous plants and insects, to strange "life forms" that drain the fluids out of anyone unfortunate to get caught. Then there's the fact that most of the dead don't stay dead.

    Once again, there are no "Generic" SiSathri, much like the Kurzu Kobolds, SiSathri are born as a random breed, though SiSathri have much larger variety between their breeds.

    All SiSathri have poison resist +2, and are counted as one size larger for several purposes, varying by type. SiSathri are also cold blooded. While the Karzi have relaxed their guard to the SiSathri, the Kurzu will not accept the lizardmen into their culture.


    SaZu (Iron)
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    The SaZu are the warriors of the SiSathri, bred for battle, their scales are the thickest of the lizardmen. A vibrant, yet solid orange, is the main difference from the other breeds, they are not a foe to be taken lightly.

    The bite of the SaZu is the least painful of the SiSathri, but remains very unpleasant nonetheless. SaZu rarely resort to biting.

    - +2 Con, -2 Dex
    - +2 resistance to poisons
    - +2 Natural Armor
    - 1d4 damage bite
    - Speed 30ft
    - Counts as large size for equipment, eating, drinking, breathing and carrying capacity, but nothing else.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.


    SeBiLe (Venom)
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    The SeBile are the smallest of the SiSathri, coupled with their vibrantly colored scales, were often considered a liability to the SiSathri. While their poison is potent, it was difficult for them to actually close in during combat and actually make use of it. The SeBile started to find ways to camouflage themselves to better blend in with their environment, and have slowly become more prominent in SiSathri military tactics.

    The SeBile have also started to become the ambassadors of the SiSathri, they have found the vibrant patterns is slightly more pleasant to the eyes of the warm bloods.

    - + 2 Cha, -2 Dex
    - +2 resistance to poisons
    - 1d6 damage bite with injury poison
    - Speed 30ft
    - Poison, injury 20 DC + 1 DC per 4 levels. initial damage: 1d4 con, secondary damage: 1d4 wisdom.
    - Counts as large size exclusively for eating, drinking, and breathing requirements.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.


    SiZo (Feral)
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    The SiZo are the largest of the SiSathri. Living up to the translation of their name, the "Feral" lizardfolk have not proved incredibly capable of becoming civilized. They are crude, their scales are rough and brown, and when they open their mouths, they reveal a mouth of huge, needle sharp teeth, bending in various directions. Even when their mouths are closed, many teeth penetrate out, making them always appear to have a crocodile smile.

    Very few cultures will actually accept a SiZo, but a few of the more marital cultures will. The Ragika and Krzika castes of the Mazika are the most frequent place to find SiZo out of SiSathri Culture.

    - +2 Str, -2 Dex, -2 Cha
    - +2 resistance to poison
    - +1 Natural Armor
    - 1d8 damage bite
    - Speed 40ft
    - Counts as large size for equipment, eating, drinking, breathing, and carrying capacity exclusively.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.


    SuDe (Shadow)
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    Much as can be surmised from their name, the SuDe have scales of deep black, almost seeming to absorb the light around them. They are actually very coordinated, which completely defies the rest of the SiSathri, but have difficulty in other regards. They frequently are not seen by outsiders, and even keep their distance from the rest of the SiSathri.

    SuDe are amphibous, and have difficulty without moisture, but do not require moist scales to survive.

    - +2 Dex, -2 Str
    - +2 resitance to poison
    - +2 to hide in swamps, water, and particularly dark areas.
    - 1d6 damage bite
    - Speed 30ft
    - Amphibous: SuDe are amphibous, and have a swim speed equal to their land speed, and may breathe water as well as air. If a SuDe does not completely submerge himself in water at least once a day in a moist environment, he suffers 1 subdual damage every day from that point. This damage cannot be healed until the SuDe is able to submerge himself. The requirements go up to every 12 hours in a moderate environment, and every 4 hours in a dry environment. SuDe heal subdual damage when completely submerged in mild-temperatured water at a rate of 1 per minute. This subdual damage cannot come within 2hp per hitdie the SuDe has to knocking the SuDe out.
    - Counts as large size for the purpose of equipment, eating, and drinking purposes exclusively.
    - Cold Blooded: Takes double damage from any effect dealing with temperature, whether hot or cold. DC's for resisting effects brought about by temperature are increased by 10. Energy resistance applies after the doubling of damage.

    SiSathri Culture
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    Not ready yet.


    Every capitalization for the SiSathri is very sharp, they have a tendency to slur various soft consonants, and any syllable not capitalized (like thri in SiSathri) is voiceless.


    Ogres
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    The two breeds of Ogres are very different from each other, in fact, being bigger than practically everyone else is about the only thing they share in common.

    Generic Ogres are uncommon, but have the following stats: +2 strength, -2 Intelligence, -2 Wisdom, -2 Charisma.

    All Ogres count as large size for equipment and food requirements.


    Mardu (Badlands)
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    Not ready yet.


    Urzu (Ocean)
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    Ogre Cultures
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    Not ready yet.


    That's every "playable" besides the Draken, which really shouldn't be played post cataclysm. Some of the descriptions I already have, like the Human ethnic groups, need to be expanded on, but I'm going to be giving the others descriptions first.
    Last edited by Jjeinn-tae; 2010-12-16 at 02:18 AM.
    Game systems I play: DnD 3.5, Pathfinder, Star Wars Saga, Vampire: The Masquerade, Dungeons: The Dragoning, AFBME, Atomic Highway, Dark Heresy, Legend of the 5 Rings 4E, MAID and... EQRPG... Does anyone actually play that?