Showing posts with label Teredahar: Races. Show all posts
Showing posts with label Teredahar: Races. Show all posts

Friday, January 9, 2015

Races of Teredahar: Drakoni

The first Drakoni were found on a remote island in the Dragon Sea around TR 500. The Dragons found them living among a tribes of Lizardfolk, who worshiped them as physical gods. They were disturbed by the implications raised by the existence of the Drakoni, so it was decided to bring several specimens back to the Home Islands for study.

The Drakoni as a species share a common ancestor with Lizardfolk and lesser Dragons. They are not hybrids of any living species. On the Dragon Home Islands a small colony of Drakoni were settled and allowed to flourish (much like the Elves in Goldgrace; see last week's article). Within greater Dragon society the Drakoni became a class of servants and foot-soldiers.

When the Dragons invaded Teredahar in the late 6100s it was the Drakoni doing most of the fighting on the on the ground and in the skies.

In recent years with the Dragonblight killing off many of the world's dragons (more on this in a later article), the Drakoni have come to take over Draconic society. They now rule the Home Islands and have only intermittent contact with Teredahar.

Drakoni are fully reptilian and have crocodile-like features. They're cold-blooded, hatch from eggs, and only need to eat every few days at most. Average Drakoni height is 7 feet and they weigh about 250 pounds. Female Drakoni are bulkier than males but otherwise hard to tell apart visually. They don't have the bold colouring of true dragons; rather their scales are mostly mottled grey with a hint of colour. They have broad wings capable of flight which fold tightly behind their backs when standing. Some Drakoni have small horns on the tops of their heads. Some have modified scales growing from the backs of their head that resemble thick, cable-like strands of hair. All Drakoni have clawed hands and feet though most file their claws to be better able to use tools and weapons.

A Male Drakoni Paladin

Drakoni Racial Stats (24 RP)

Ability Score Racial Traits: +2 Strength, Dexterity, and Constitution; +4 Wisdom; -2 Charisma
Type: Drakoni count as Dragons despite being more closely related to Lizardfolk.
Size: Medium
Base Speed: 30 feet. A Drakoni wearing light or no armour can fly with a speed of 30 feet and clumsy maneuverability. Drakoni wearing heavier armour cannot fly but can use their wings to slow their fall or glide.
Starting Languages: Common (Elvish) and Draconic.

Defense Racial Traits

Natural Armour: Drakoni scales provide +2 natural armour.
Immunities: Drakoni are immune to sleep and paralysis effects.

Offense Racial Traits

Claws: Drakoni have claws that can be used as nautral weapons. Drakoni have two claw attacks that deal 1d4+Strength damage. These cannot be used if wielding a weapon or carrying a shield.

Senses Racial Traits

Darkvision: Drakoni have darkvision to 60 feet.
Low-Light Vision: Drakoni can see twice as far as Humans in dim light.

Starting Age

Drakoni reach adulthood of 90 years of age and live about 800 years.

Drakoni Monster Stat Block

Drakoni Soldier
CR 1
XP 400
Drakoni Warrior 1
Medium Dragon
Init +1; Senses Perception +3, Darkvision 60', Low-Light Vision

Defense

AC 18 (+4 Armour (Chain Shirt), +1 Shield, +1 Dex, +2 Natural); Flat-footed 17; Touch 11
HP 6 (1d10+1)
Fort +3, Ref +1, Will +1
Immune Sleep, Paralysis

Offense

Speed 30', fly 30' (clumsy)
Melee Warhammer +4 (1d8+3, x3)

Statistics

Str 16, Dex 12, Con 12, Wis 12, Int 10, Cha 6
Feats Power Attack
Skills Fly +1, Perception +3
Languages Common, Draconic

Next Time

Next week's article will cover the religion practiced by the majority of Drakoni.

Friday, December 5, 2014

Races of Teredahar: Humans

Humans are native to Prime but their cultural evolution has been profoundly shaped by the coming of the Elves. The earliest Human kingdoms are Nahydra and Argonia, which are located at opposite ends of the western continent. The lands of the western continent are dotted with old fieldstone castles and hundreds of acres of farmland. For much of their history, these two kingdoms had to contend with the constant threat of Dragons. So much food and wealth concentrated in one place made the Humans' cities irresistible targets, and in this time before magic they were often easily taken.

Jump forward to the Elvish Age of Exploration: sailing ships from Tan'Rar landed on the shores of Argonia and first contact between Elves and Humans was made. Captain Atwood, leader of the expedition, was disturbed how similar Humans were to Elves and ordered his men to capture a dozen Argoni Humans to bring back to Tan'Rar to study. Several more expeditions followed, bringing hundreds of Humans from Argonia to Tan'Rar.

Humans were the second intelligent race the Elves encountered on Prime, after Dragons. Unlike Dragons the Humans proved easy to capture, keep, and study. Humans in Tan'Rar were set up in contained villages far from Elvish settlements where scholars could observe and study their ways. Over time the Elves began to recognize the potential of the Human race and started granting them greater freedoms, up to the point of recognizing Humans as citizens of their empire. They would always be looked down upon, though.

The re-discovery of magic was a turning point for Humans as well as Elves. Scholars discovered that Humans could wield magic just as well as Elves, and despite opposition they began to learn how. This knowledge was eventually transferred back to Argonia and Nahydra where it allowed these kingdoms to stand against the Dragons and expand outward into powerful nations.

When Teredahar was created, Humans went with Elves on the expedition ships. They settled alongside each other and today Humans are a common presence in many Elvish cities on the continent. Some have taken to living among Dwarves and Halflings as well. Humans and Dragons remain bitter enemies.

Pathfinder treats Humans as the "versatile and widespread" race, so instead of different racial stat blocks I'm going to provide cultural/appearance notes and a suggested alternate trait if you wish to RP a character with a particular cultural background.

General change: Elvish is the common tongue of Teredahar, so replace "Common" with a new language called "Human". New characters starting play on Teredahar usually start knowing Elvish for free to make play easier.

The Kingdom of Argonia

Humans from Argonia are called Argoni (same word for singular or plural, like "sheep"). They're taller than Elves and most Humans. They have pale skin and dark hair. Men often have decorated beards. Argonia controls the tropical southern end of the western continent. They have fewer mages than other Human populations and as a result are often more familiar with science and technology. Their culture values gaining supremacy over one's surroundings through co-operation.

Suggested racial trait changes: Replace Skilled with +2 to Diplomacy and Bluff, reflecting Argoni values of teamwork over independence.

The Kingom of Nahydra

Humans from Nahydra are called Nahydrans. They often have dark skin and hair and are of the same height as Elves. Nahydra is located in a colder, dryer region at the northern end of the west continent. Nahydrans have embraced the Elvish style of magic but are also more likely to tap Draconic or even Demonic sources of power as well. Nahydrans believe in self-betterment and recognizing talent. Young Nahydrans are encouraged to learn what they're good at and refine it into a potent skill.

Suggested racial trait changes: Replace Skilled with gaining Skill Focus as a bonus feat at levels 1, 8, and 16.

Descendents of Tan'Rar Settlements

Tan'Rar first took Humans to study but later allowed them to adopt their culture. Descendents of these captives often have more than a little Elvish blood in their heritage. They're more likely to have light-coloured hair and skin tones ranging from Argoni pale to the olive tones of Syldarri Elves. Green and purple eyes are a definite sign of Elvish heritage as these are not found in other Human lines. Generations of living with Elves has caused these Humans to pick up their culture as well.

Suggested racial trait change: Replace the 1st-level Bonus Feat with proficiency in Elvish weapons (See Elf Weapon Familiarity racial trait) and the ability to speak Elvish in addition to Human.

The Wind People

Consider this a bonus race for GMs who want to use psionics. 
A breakaway group of Humans descended from Tan'Rar's settlers living in seclusion amid the peaks of the Torran Spine mountains. These people are shorter than most humans, often no more than 5 and a half feet tall. They have copper skin and black hair, though many shave their heads and wear elaborate face and scalp tatoos instead. These tattoos are extensive and often include geometric shapes and writing in their own secret language. They are called the wind people for the strong winds that often sweep the high passes where they live, and for their ability to sweep down from the mountains, trade what they need, and disappear without a trace. They shun contact with outsiders and have learned a third way to harnass the fundamental cosmic forces that power magic: using the power of thought.

Stat changes (compared to normal Humans):
  • Bonus language: Gish
  • Replace +2 to one ability score with +2 DEX, -2 CON, +2 WIS
  • Replace 1st level bonus feat with Wild Talent as a bonus feat, or Psionic Talent if possessing levels in a psionic class. 

Next Time

I'll be covering The Kingdom of Rime, a Dwarven domain in the north near Syldar.

Friday, November 21, 2014

Races of Teredahar: Halflings

Halflings are not indigenous to Teredahar, or indeed to Prime at all. Like the Elves they came from Ceratharidoun's world and traveled across the Shards after their world was destroyed by the cataclysm. Halflings, however, did not settle on Prime until long after the Elves arrived.

When their world was shattered in the cataclysm, the nomadic Halflings were flung outwards into the Void upon many of the Shards. There they continued to live a nomadic lifestyle, moving between shards where they touched and settling only briefly when they found a Shard to be particularly habitable.

When the Elves created Teredahar by intentionally crashing a Shard into Prime, they unknowingly chose one that was inhabited by Halflings. Those that survived the merging of worlds found themselves upon the vast plains and lowlands of southern Teredahar. Already used to the world-hopping lifestyle, Halflings spread out and flourished in their new land.

Contact with the Elves of Tan'Rar came quickly. Within a decade Tan'Rar structured the largest nomad tribe into a vassal state ruling the region called Kurudar ("Land of the Wind" in Old Elvish). Statehood led to the end of the nomad lifestyle for many of the Halflings, but some calling themselves simply "travelers" still maintain the old traditions even in the midst of Kurudar's agrarian majority.

Eldari - Shard Halflings

Not all of the Halfling race were on the Shard that crashed into Prime. There are millions of halflings still living out among the Shards. These are the Shard Halflings: a hardy, rugged people forged by generations of world-hopping and contending with the ever-changing magical forces of the Shards. They keep to their own and avoid outsiders unless necessary for trade or protection. The remains of Shard Halfling settlement can be found all over the Shards, but they never stay in one place for long and are near impossible to find if they know you're looking for them.

Stats: (Compared to Kurudari)
  • Replace racial ability mods with +2 Dexterity, +2 Constitution, -2 Charisma. Eldari are much hardier than their descendents but are unfriendly towards outsiders.
  • Speed 30
  • +2 Racial bonus on Knowledge (planes) and Survival
  • Remove sure-footed
  • Remove fearless

Nokuri & Kurudari

When Teredahar was conquered by the Elves of Tan'Rar, the largest of the nomadic Halfling tribes were granted authority over all of the lands of Kurudar to rule as a vassal state of Tan'Rar. All they had to do was conform to an Elvish-style civilization based around farming and cities instead of nomadic herding. The descendents of those that settled became the Kurudari. Those tribes who clung to the old ways and did not settle remained nomads were forced to live on the outskirts of Kurudari civilization. They call themselves Nokuri, but are commonly called Travelers in the Elvish tongue.

Kurudari - Settled Halflings
Stats: These are the standard, unmodified Halflings

Nukuri - Traveler Halflings
Stats: (Compared to Kurudari)
  • +2 Racial bonus on Bluff and Sleight of Hand. Sleight of Hand is always a class skill. 
  • +1 Initiative
  • +1 on attack rolls while flanking
  • -2 on saves against fear
  • Remove sure-footed
  • Remove fearless

Next Time

Next week's article will be on Kurudar, the dominion of Halflings on Teredahar.

Friday, October 31, 2014

Races of Teredahar: Dwarves

Happy Halloween! Now back to your regularly scheduled campaign setting. 

Like Dragons, Dwarves are endemic to Prime and have lived there since long before the coming of the Elves. They were never encountered by the surface-dwelling races at that time, though. For most of their existence the Dwarven race have lived deep below ground in the cavernous depths underneath Prime's Shallow Ocean. It wasn't until the Elves' world-altering conjuration of the Teredahar continent directly above their heads that they finally took notice of the surface-dwellers. As the Elves of Tan'Rar sent forth their ships to begin settling the new land, the Dwarves sent their settlers upwards into the light.

The First Settlers - Mountain Dwarves

The first wave of Dwarven settlers emerged upon the surface of Teredahar from caverns in the continent's Northeast. From there they expanded to other mountainous regions on the continent. Presently Mountain Dwarves can be found living in all parts of Teredahar, mostly in clan-centered communities fortified deep inside mountains. Mountain Dwarves are often pale-skinned, around 4 feet tall, and with a broad, tough build. In certain clans there is a strong tradition of elaborate beardage, but that rule is not universal and beardless Dwarves can often be found living among other races.

Stats: These are the standard, unmodified Pathfinder Dwarves.

The Second Settlers - Plains Dwarves

The second wave of Dwarven settlers to emerge from the underground came up in the vast plains of central Teredahar. They have migrated less than their mountain-dwelling cousins, building large towns and cities upon the plains using stone quarried from underground. A diet of grains and meat of surface-animals has helped the Plains Dwarves to grow taller than Mountain Dwarves. They're 5' tall on average, almost as tall as Humans, often with tanned skin and light-coloured hair. Beards continue to be a matter of tradition, and are more common among farmers than city-dwellers. Plains Dwarves are better adapted to the light and have lost their darkvision almost entirely.

Stats: (compared to Mountain Dwarves)
  • Replace racial ability score mods with +2 DEX, +2 INT, -2 WIS. Generations of interacting with other surface-dwelling races and eating surface-grown foods have had profound changes on the minds, bodies, and cultural attitudes of Plains Dwarves.
  • Replace Darkvision with Low-Light Vision
  • Base speed is 30'. Still not encumbered by heavy loads
  • Remove Stonecunning

The Ancestors - Deep Dwarves

There haven't been any major migrant waves since the second settlers came, but occasionally an individual or small group will make their way up into the light. These are Deep Dwarves, who most closely resemble to original settlers but have developed quite a bit on their own path. They have white skin, and loose, shaggy hair and beards. Their eyes are larger than other Dwarves, often dark-coloured with over-sized pupils. They're seen as strange outsiders and savages by many other societies and often live in small communes among Mountain Dwarves or traveling the shadowy parts of the world as nomads.

Stats: (compared to Mountain Dwarves)
  • Racial ability score mods are +2 CON, +2 WIS, -4 CHA. Their odd appearance and alien culture makes them even harder to deal with than Mountain Dwarves.
  • Darkvision increase from 60 to 120 ft.
  • Light Blindness - Dazzled while exposed to bright light (such as direct sunlight)
  • Replace Hardy with immunity to poison, paralysis, and phantasms

Duergar

Deep Dwarves are often mistaken for Duergar by uneducated people. Duergar are a distinct off-shoot from the Deep Dwarves who inhabit much of the same underground territory but have a distinct culture that often puts them at odds with their neighbours. Duergar are less common than Deep Dwarves.

Stats: See Duergar in your Bestiary.

Next Time

More maps! Think I'll do the northern regions next.

Friday, October 17, 2014

Races of Teredahar: Elves

During the Age of Settlers much of the newly-summoned land in Teredahar was claimed and settled by the Elvish Empire of Tan'Rar. Different ethnic groups within Tan'Rar set out from Tan'Rar on the southern continent Loraida to found homelands for their people on the new continent. The differences in these settlements and the distance between them have caused ethnic differences to only grow between the populations.

Common (Syldarri) Elf

Syldarri elves are descended from the general bulk of settlers from Tan'Rar and show the widest variety of traits within a single population. They're on average between 5 and 6 feet tall, slender of build and have lightly tanned to pale skin. Their natural affinity for magic means they tend to settle in large cities around magical sites such as universities and fixed portals. The largest population of these Elves is in the nation of Syldar in north-central Teredahar. They are also found all over the continent as traders, magic instructors, craftsmen and businesspeople.

Stats: These are standard, unmodified Pathfinder Elves. 
* As Elvish is the common language of Teredahar, Elves begin play speaking Common(Elvish) and Human

Reddin Elf

The Reddin were a distinct religious and cultural group that broke off from Tan'Rar during the Age of Settlers. They landed on the west coast amidst a rainforest of immense redwoods and made it their home. Reddin shun arcane magic and technology and believe in living among nature rather than conquering it. They live in small settlements deep in the forest where they believe they are closer to their fey ancestry. Several physical traits differentiate them from Syldarri elves. They are shorter in stature (usually under 5'5"), but also more muscular. Their skin has a distinct reddish hue (which some wrongly assume gave them their name) and they most commonly have black hair and brown eyes. They are insular and do not welcome outsiders, nor do they travel much beyond their lands.

Stat changes (compared to Syldarri):
  • Remove Human as a free starting language.
  • Replace racial ability score traits with +2 STR, +2 WIS, -2 CHA
  • Replace Elven Magic with new ability: Woodcraft - +1 on Knowledge(nature) and Survival. Bonus increases to +2 in forest terrain. 

Mountain Elf (aka Drow)

Mountain-dwelling elves have lived from some time within Tan'Rar. They were often seen as outcasts living on the fringes of civilization and hiding in shadowy mountain valleys. During the Age of Settlers small groups of Mountain Elves braved crossing the ocean in search of lands to call their own. There they encountered Mountain Dwarves and many found living underground to be more pleasant than mountain valleys. Whether from the valleys or below, members of this sub-race share the same traits, but valley-dwelling Mountain Elves consider being called "Drow" a racist insult, so traveler beware. Moutnain Elves are roughly the same size and build as their lowland-dwelling cousins. What sets them apart is their dark, almost purple skin-tone and predominantly silver hair. Many also have red or white-coloured eyes with almost invisible pupils.

Stats: See Drow; lose the "always evil" nonsense. They do tend to be chaotic, though.
* Undercommon is only spoken by subterranean-dwelling members of this subrace. Substitute for another language if you grew up on the surface.

Grey Elf (aka Highborn Elf)

The oldest bloodlines in Elvish society can be traced back to the noble houses of Tan'Rar itself. Though the Empire is long-since dead many old families still carry the blood of emperors in their line. Once every few generations of Syldarri, a child will be born with exceptionally pale, almost white skin, silver hair, and above-average affinity for magic. Many highborn elves go on to become great leaders of mage schools or rulers of nations.

Stat changes (compared to Syldarri):
  • Replace Weapon Familiarity with new ability: Arcane Focus - +2 on concentration checks to cast arcane spells
  • Replace racial ability score traits with +2 DEX, -2 CON, +2 CHA
  • +1 on caster level checks (such as to defeat spell resistance)
  • Increase racial saving throw bonus against enchantment to +3

Next Time

Didn't I say this was going to be shorter than normal? Next week's article will continue exploring the map of Teredahar.

Friday, October 3, 2014

Races of Teredahar & Beyond - Pyren

Bonus article! This week's Birth of a World talked a bit about the Pyren so I figured I'd better put their info up for the curious to see. Stat blocks are for Pathfinder, although I've started on a 5E conversion you can find over here.

The Pyren
Pyren by chillier17.deviantart.com

The Pyren aren't technically from Teredahar the continent. They're not even from Prime. The Pyren are a race of beings from one of the Shard worlds, a world they call Terfeu. The Pyren homeworld is a Shard much closer to the Plane of Fire. It's a world of dry heat, long days, and strange plant life. There the Pyren formed a militaristic society that greatly values physical and mental strength, personal fortitude, and discipline.

Pyren females are rare, comprising as little as a quarter of the population. Pyren all have some magical aptitude, but females' raw power often exceeds that of males. Their abilities place them above Pyren men in the social order. Females are often the nucleus of households, rulers of nations, and leaders of armies. Men on the other hand are often foot-soldiers, labourers, and artificers.

Stats

Since these were created as enemies and not as a player race, they're presented here in stat-block format:

Pyren Footsoldier

This tall humanoid has ashen skin, a bald head, and eyes that glow like embers. The falling rain steams off its skin and half-plate. The longsword in its hand glows as though fresh from the forge.

Male Pyren Fighter Level 3,
Medium Humanoid [Fire] [Extraplanar]
HD 3d10+3,  (15-33 avg 26hp)
Initiative +5
Speed 30’
AC 21 (Half-plate +8, Large Steel Shield +2, DEX +1), 11 touch, 20 flat-footed
Attacks
Longsword – 1d6+2, crit 19-20/x2, melee +5
Power Attack with Longsword -  1d6+4, crit 19-20/x2, melee +4
Searing Touch – Anything hit by longsword, or touching it, 1d6 fire damage, no save, no sr
Space/Reach 5' / 5'
Saves +4 Fort, +2 Reflex (Scatter and Dive for Cover), +0 Will (+1 vs Fear, Rally)
CMD 16 (BAB (+3), STR (+2), DEX (+1)
CMB +5 (BAB (+3), STR(+2))
Ability Scores STR 14 (+2), DEX 12 (+1), CON 12 (+1), INT 7 (-2), WIS 9 (-1), CHA 9 (-1)
Class Features Bravery, Armor Training 1
Feats Improved Initiative, Power Attack, Infantry Tactics*(Dive for Cover, Scatter, Shield Wall)
Skills Stealth +4, Perception +2


Pyren Warmage

This tall, ashen-skinned humanoid glares at you with eyes that burn like hot coals. It's bare to the waist and wearing a kilt made of overlapping metal plates. Crimson motes of energy dance around its fingertips as it points them at you.

Male Pyren Warmage** Level 6
Medium Humanoid [Fire] [Extraplanar]
HD 6d6 (11-36, avg 22)
Initiative +5
Speed 40'
AC 17 (Plate Kilt (+2), DEX (+1), Shield Spell (+4), 11 touch, 17 flat-footed
 +Shield spell protects from magic missiles
Attacks
Spells per day (6/7/5/3):
Level 0:
Acid Splash – 1d3 acid damage, no save, no sr
Level 1:
Burning Hands – 15’ cone, 5d4+3 fire damage, reflex DC 14 half
Magic Missile – 3 missiles, 1 missile does 1d4+4, the rest do 1d4+1, no save, no sr
Orb of Fire, Lesser – 3d8+3 fire damage, ranged touch +5, no sr
Shocking Grasp – 5d6+3 electricity damage, melee touch +2, no sr
Level 2:
Fireburst – 5’ burst, 5d8+3 fire damage, reflex DC 15 half
Scorching Ray – 1 ray, 4d6+3 fire damage, ranged touch +5, no sr
Level 3:
Fireball – 20’ blast within 640’, 6d6+3 fire damage, reflex DC 16 half
Lightning Bolt – 120’ line, 6d6+3 lightning damage, reflex DC 16 half

Searing Touch – Anything hit in melee or toughing it, 1d6 fire damage, no save, no sr
Saves +1 Fort, +3 Reflex, +4 Will
CMD 12 (BAB (+3), STR (-2), DEX (+1)
CMB +4 (BAB (+3), DEX (+1)
Ability Scores STR 7 (-2), DEX 12 (+1), CON 9 (-1), INT 12 (+1), WIS 9 (-1), CHA 14 (+2)
Class Features Armored Mage (light), Warmage Edge +1+2, Advanced Learning [Fire Burst]
Feats Improved Initiative, Combat Casting, Spell Focus (Evocation), Extra Edge
Skills Spellcraft +9, Disable Device +6, Stealth +6, Perception -1

*Infantry Tactics are a set of abilities granted at the cost of a Fighter feat that represent soldiers being trained in basic medieval infantry tactics as well as to survive combat with mages who could otherwise just AoE them to bits. These were adapted from the 3.5 Complete Warrior.

Dive for Cover - As an immediate action following a failed Reflex save against an area-effect, a soldier with this ability can drop prone to re-roll the Reflex save. He must take the second result. This does not provoke attacks of opportunity, and why are you standing in friendly fire anyways?

Scatter - As an immediate action while standing in a formation with other soldiers, all members of the formation who have not spent their swift/immediate action this round may take a 5' step away from the formation's centre. This does not provoke attacks of opportunity.

Shield Wall - Two or more soldiers with this ability standing next to each other in formation and using the Full Defense action provide concealment equivalent to a Tower Shield to soldiers directly behind them, as well as gaining a +2 circumstance bonus to AC and +8 CMD bonus to resist a Bull Rush, Grapple, Pounce, or other action that would enter their space.

**Using Pathfinder conversion of Warmage found here: http://www.pathfinderdb.com/character-options/classes/full-class-list/1453-warmage