Races

Contains information needed to create Dawnforge characters.
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Gnomes

Post by Eanwulf » Mon Jul 10, 2006 5:23 pm

Gnomes
Gnomes are a primal race that dwells in wooded dells and secluded mountain valleys. They have maintained a closer bond with their fey heritage than even the elves of Sildanyr, even though the gnomes have existed in the world for much longer than the elves. They have built no grand civilizations, and their communities are often loosely organized tribes of extended families. The gnomes have few natural enemies in the world and have managed to remain neutral in all of the conflicts that rage across Ambria. Like children, they are often ignored wherever they go '€" gnomes are not seen as a threat to anyone, rather just a part of the surroundings.

Because of this, while they are most common in Sildanyr, gnomes can be found in all the lands of Ambria, the islands of Ebernath and Valhedar, as well as in Tamerland and even in the cities of Erenak and Saredrin in the Azran Desert on the continent of Zangala. Since gnomes have an undeserved reputation as tricksters and illusionists, they are often met with polite suspicion in human lands. They are accepted by the dwarves of Aradath, and there are a few small gnome communities in the wild hills of northern Anderland. The tieflings of Valhedar are interested in the gnomes because of their strong connection to the fey realm, an attribute the tieflings would like to understand to help them with their own summoning rituals.

Gnomes move within these societies, observing all they can while staying out of the natives' way. Gnomes are little understood creatures who are sometimes mistaken for lesser beings because of their intense connection to nature and the strange phenomenon known as the Fading. Sometimes as a gnome grows older he begins to fade out, existing simultaneously on more than one plane. Most sages assumed that gnomes are in contact with the fey realm of Itheria when this happens, but no one except the gnomes is really sure. This eerie phenomenon is as likely to get a gnome driven out of town, as it is to provoke awe and wonder.

To a greater degree than their fey cousins, gnomes are sustained by the magic of the world. They do not require food or water to survive, though they often eat and drink for the simple pleasure of it. The gnomes' physical appearance follows the changing seasons as they age. The skin and hair of gnome children are tinted with the green of springtime and summer, and humans often mistake them for true fey folk. When a gnome enters adulthood, his coloration gradually changes to the brown and gold of autumn, and then slowly fades to white in his elder years. Gnomes tend to only wear clothing when going into areas with other creatures, and adventuring gnomes are often seen wearing no clothing at all. They do not mark their bodies, instead respecting them as they respect all other parts of the natural world. Gnomes never eat meat, and always bless any plant before they eat it or its fruits. They tend to carry seeds with them wherever they go, planting new trees and bushes on the course of their travels.

Gnomes have little in the way of ambition for worldly things '€" power, money, lands, and titles. Instead they seem content to wander the land and ensure that the natural world is not affected by the conceits of the other races. They are most welcome in the lands of the dwarves and the elves who view them as kin. The elves identify with the fey nature of the gnomes, while the dwarves regard them as an elder race that transcends the others who have come after. Gnomes are very curious about the untamed arcane and divine energies of the world, and seek magic items and places of power to satiate this curiosity. All gnomes have some knowledge of magic, and there are elder gnomes whose knowledge may hold the key to unlocking the path to the divine.
Gnome Racial Traits
+2 Wis, +2 Cha, -2 Str.
Small size.
Gnome base land speed is 20 feet.
Low-light vision.
+2 racial bonus on Handle Animal checks.
+2 racial bonus on Listen checks.
Weapon Familiarity: gnome exotic weapons treated as martial.
Gnomes do not eat or drink, but often do so for the simple pleasure of it.
+1 racial bonus to attack and damage rolls with bludgeoning weapons.
Wild Empathy: d20+class lvl+Cha mod, gnome shamans add double their class levels.
Automatic Languages: Common and Gnome. Bonus Languages: Anderlar, Elven, and Sylvan.
Favored Class: Shaman.

Last edited by Eanwulf on Sat Jul 15, 2006 11:49 pm, edited 1 time in total.

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Halflings

Post by Eanwulf » Mon Jul 10, 2006 5:47 pm

Halflings
Halflings are found in all corners of Ambria, but they are not builders of empires, kingdoms, or even permanent settlements. The largest halfling culture is a nomadic one, and its people travel the land in great caravans of brightly colored wagons. These halflings call themselves the Faring Folk, and they are encountered most often in Anderland. A few small caravans are seen occasionally in the Kingsmarch and Emerlyn, but the Faring Folk are sometimes persecuted by the human and tiefling lords of those lands. They have a reputation in some places as thieves and scoundrels, but Faring Folk caravans are tolerated in many isolated communities because of the exotic trade goods they bring from far away lands.

Halflings do not have traditional families. Instead the whole village or wandering troupe acts as a family to all new halflings born. The group shares responsibility for the protection of the weak and elderly, and most possessions are shared between the individuals of the group. They understand the laws of personal property, but simply care little for ownership of material things. This leads them into trouble sometimes '€" especially where young halflings are concerned '€" with cultures that do not share their carefree notions of property.

The Faring Folk's wagons are large even by the standards of other races, and they are drawn by sturdy hill ponies bred in northern Anderland. These halflings are notorious for their love of animals, and their caravans are often accompanied by herds of goats and pigs, along with packs of barely domesticated dogs that serve the halflings as mounts and guard animals. These wagons hold trade goods from all over Ambria as well as from the far-flung reaches of Tamerland. Portable stages are built into the sides of man of these wagons, allowing the faring Folk to put on shows no matter where they go. Sometimes a wandering bard will take up with a group of halflings, adding his own talents to those possessed by his dexterous and joyful hosts.

The Faring Folk accept silver and other remuneration for their performances, but they prefer to trade for local foods and handiworks. It is good luck for a halfling to make a stranger smile, so they work toward these ends constantly.

Halflings look like small elves, standing between 3 and 3 ½ feet tall. Their eyes and hair are a variety of colors, reflecting the chaotic nature of their lifestyle. Halfling men favor wearing their hair straight and tied back in a ponytail, while the women curl their hair and either cut it close to their heads or allow it to curl into flowing designs. The Faring Folk dress in brightly colored, loose-fitting clothing that they can use to conceal spell components, small weapons, and other items that may be of use. Of course, the potential for larceny has not escaped the notice of the cultures into which the halflings bring their entertainment and trade.

The Faring Folk are most prevalent throughout Anderland. The region's inhabitants have taken a liking to the 'œsmall folk' and they are always welcome sights at harvest festival and neighborly meets. Since the Anderlar travel very little, the halflings bring them knowledge of the world outside their borders. The halfling traveling shows also move among the elves of Sildanyr, and the troupes stare with aw and wonder at the elven citadels and homes that seem to grow from the trees themselves.

Rounding the Stormfells to journey into the Emerlyn peninsula or the Kingsmarch is risky business for a troupe of halflings, as neither the tieflings nor the trueborn hold them in high regard. Still, the Faring Folk favor the exotic spices and appearance of the tieflings and seem to enjoy taunting the trueborn who by all appearances have lost their sense of humor. It is also necessary to cross the Kingsmarch to get to Avennar, where a troupe can buy passage to Seagarden and the mysterious realm of Tamerland beyond. Halflings that have crosses the Sunset Reach and returned are assured of being feted by their fellows.
Halfling Racial Traits
+2 Dex, +2 Cha, -2 Str, -2 Wis.
Small size.
Halfing base land speed is 20 feet.
+2 racial bonus on all Bluff, Perform, and Sleight of Hand checks.
1 extra feat at 1st level.
+1 racial attack bonus with all light weapons (including thrown).
Weapon Familiarity: halfling exotics are considered martial weapons.
Automatic Languages: Common and Halfling. Bonus Languages: Anderlar, Clan Speech, King's Tongue, Goblin, Orc.
Favored Class: Bard.

Last edited by Eanwulf on Sat Jul 15, 2006 11:51 pm, edited 1 time in total.

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Trueborn

Post by Eanwulf » Sat Jul 15, 2006 11:42 pm

Trueborn
The noble lines of the Kingsmarch call themselves the trueborn and trace their lineage from the first barbarian princes that settled the banks of the Hound and the Horn. While the trueborn of the Kingmarch have built a remarkable civilization from this barbarian legacy, their noble houses are no more unified today than were the clans that first began building mud huts and wooden forts between the great rivers. Despite their many accomplishments-their castles and cathedrals, their culture of chivalry and their devotion to honor and duty-the only thing that seems capable of finally uniting the trueborn are the periodic invasions of the Kingsmarch by the legions of the Valhedar Dominion.

Trueborn humans can be found throughout Ambria, thought they are by far most common in the Kingsmarch. The trueborn found elsewhere are typically exiles or adventurerers, or the children of such wanderers. Those who make lives for themselves beyond the Kingsmarch often rise to positions of leadership and prominence in their communities. Trueborn who remain in their ancestral homeland are often lords, knights, courtiers, soldiers, or their devoted servants.

The trueborn are admired by the peoples of Anderland, whether lowlander humans or the Faring Folk. They are distrustful but not overly hostile to the saltbloods, as they resent what they view as the Dreaming Isles' collaboration with the Valhedar Dominion. Many houses of the northern Kingsmarch have suffered periodic border wars and raids from the Durning clans, but there is nevertheless a mutual respect between most trueborn and highlanders. The trueborn, as a whole, have little contact with elves, dwarves, giants, or other races. They reserve their true enmity for the tieflings of the Valhedar Dominion. Most trueborn view tieflings as inherently evil and unredeemable and believe the sword is the only remedy for their blight upon the world.

The appearance and unique racial traits of the trueborn have led many sages to speculate that the blood of celestials flows in their veins. This would certainly seem to explain the enmity between the trueborn and tieflings, which no discourse or diplomacy seems capable of appeasing. If this is true, no one has yet identified the source of the celestial influence on the trueborn. Many believe that an eldritch well of celestial energy-the counterpart of the great volcano in Valhedar-must be located somewhere in the Kingsmarch. Regardless of its source, the celestial heritage of the trueborn is far more subtle an unpredictable than the fiendish legacy of the tieflings. Many trueborn possess no obvious celestial traits, while others are blessed with angelic features and the innate ability to wield divine magic.

The different human tribes that settled the Kingsmarch gave rise to a people with diverse physical traits. Nevertheless, some traits are more common among the trueborn of the Kingsmarch than others. The trueborn are often slightly taller than other humans, averaging more than six feet in height. Their hair is most often blond, although sandy brown and reddish gold are not unknown, and they typically have fair skin and blue, gray, or green eyes. Trueborn humans are comfortable in heavy armor and prefer to fight with a weapon in one hand and a shield in the other.

The trueborn often find themselves engaged in adventures whether they seek them or not. They have a natural tendency to want to protect the weak and to see justice done at any cost, although some have intentionally turned away from this heritage for reasons that vary depending on the individual. The trueborn are by nature creators and builders-they feel a deep-seated need to leave a mark on the world. Whether a trueborn is building a family, a castle, or a kingdom, this need drives and directs his ambitions in life.

The trueborn are excellent riders, and most houses favor heavily armored cavalry using traditional lances and swords. Other military roles, including archery, are relegated to the soldiers and footmen that the knights support on the field. Both the Durning highlanders and the Valhedrin legions have sometimes taken advantage of the trueborns' lack of fast, lightly armored cavalry and mounted archers. When on the ground, trueborn knights fight with sword and shield.
Trueborn Racial Traits
+2 Wis, +2 Cha, -2 Dex.
Medium size.
Trueborn base land speed is 30 feet.
Extra feat at 1st level. Can select any armor or weapon proficiency or any feat from the fighter's list of bonus feats.
Four extra skill points at 1st level.
+2 racial bonus on Handle Animal and Ride checks with horses.
Automatic Languages: Common and King's Tongue. Bonus Languages: Anderlar, Celestial, Clan Speech, and Valehdrin.
Favored Class: Any.


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Lizardfolk

Post by Eanwulf » Sat Jul 15, 2006 11:54 pm

Lizardfolk
Lizardfolk were unknown to the civilizations of Ambria until the first brave adventurers crossed the Sunset Reach and landed on the shores of Tamerland. They were at first mistaken for an elder race of yuan-ti, but the humans soon learned that the lizardfolk had no knowledge of the serpent people of the Zangalan jungles. Tribal and primitive, the lizardfolk both fear and respect the other races who can build ships to cross the edge of the world.

Lizardfolk are tall humanoids whose powerful bodies are covered with armored scales that range from gray to green. They have extended jaws filled with razor-sharp teeth, and each has a unique set of fins that runs from his skull to his upper back. All lizardfolk have ridged tails that range from four to six feet long that help them swim and with which they can deliver powerful blows. Most lizardfolk wear no clothing, although some have started to mimic the ways and fashions of the newcomers in Landsgate.

The lizardfolk regard the adventurers and residents of Landsgate as strange visitors to their land. Many regard them with suspicion, fearing that they will attempt to subjugate the tribes to their will. Such is the way of the lizardfolk tribes, who often sell captured enemies into slavery. So far there has been no concerted effort to drive off the explorers in Landsgate, although sometimes adventuring parties will be attacked if they venture too far into lizardfolk lands. Some tribes welcome these visitors for their interesting items, methods of dress, and steel weapons. They look upon these things with wonder, and such lizardfolk are quick to adopt the dress and manners of those from the foreign land.

So far the humans of the Dreaming Isles and Anderland have treated the lizardfolk the kindest. Emissaries from the Valhedar Dominion have looked upon them as flesh to be traded and have captured several live specimens to take back to the dominars. The elves admire the lizardfolk's closeness to nature and dedication to their dragon gods, but they are too gentle and their dress to outlandish for the lizardfolk to tolerate. The lizardfolk do not understand the jesting and songs of the Faring Folk, and they dress too much like the elves to warrant much respect.

Lizardfolk are often used as guides for adventurers new to Tamerland. Since they do not value gold or jewels, their rates are generally fairly cheap, consisting mainly of trade goods and food. They are knowledgeable not only about the land but also the creatures that inhabit it. Sometimes a lizardfolk will be curious as to where these explorers come from and will accompany a ship back to Ambria to explore its rich lands. Those that do spend years exploring the plains of the Kingsmarch and the peaks fo the Stormfells, but invariably they either make their way back to Tamerland or settle in Sildanyr or on the Emerlyn peninsula. There are growing communities of lizardfolk in each area, but they do their best to steer clear of the native inhabitants and their wars.
Lizardfolk Racial Traits
+2 Str, -2 Int, -2 Cha.
Medium size.
Lizardfolk base land speed is 30 feet.
Lizardfolk base swim speed is 40 feet.
+8 racial bonus on any Swim check. Can always take 10 on any Swim check. Can use run action while swimming.
+2 racial bonus on all Knowledge (nature) and Survival checks.
+1 natural bonus to Armor Class.
Lizardfolk can hold their breath for a number of rounds equal to three times their Constitution score before suffering the effects of drowning.
Lizardfolk can never gain proficiency in heavy armor as their unique builds prohibit its use.
Automatic Languages: Common and Draconic. Bonus Languages: Any (except secret languages like Druidic, etc).
Favored Class: Barbarian.


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Ogres

Post by Eanwulf » Sun Jul 16, 2006 12:30 am

Ogres
Most of the ogres of Ambria work as thralls to the giants that live in the Stormfells. Skyhold itself is said to boast at least 1,000 ogre thralls, and several thousand more can be found throughout the mountains. Ogres wander alone or in pairs through the foothills of the Stormfells and the plains that lie in the shadow of the Icehammer Front. These wandering ogres are much wilder and bestial than the thralls of the giants, who have been known to become educated to a degree and work their way to freedom.

Ogres are rarely accepted in other cultures. Dwarves hate them for their giant blood, and humans fear them because of the frequent raids they endure in northern Anderland and out of the Stormfells into the Kingsmarch. Elves and tieflings see them as too stupid to deal with, while the halflings pity them for their lot in life. Individual ogres can overcome these prejudices, but it takes some work to do so. Adventurers are often more quick to forgive an ogre because its size and strength are of great benefit to their parties.

An ogre's hair is usually unkempt and long. Some use mud to smooth their hair down, and ogre women often use the tall plains grass of the northern steppes to tie it back. They are not fond of decoration except for war scars, which they often exaggerate on purpose in order to look more fearsome. They have no need for jewelry and other adornments, although sometimes they will hammer precious stones into the greatclubs in imitation of the civilized races of the south.

The wild ogres of the northern steppes wear little to no clothing, other than perhaps armor made from the hide of a great beast. They travel either alone or in pairs, never having more than two in a party except in unusual circumstances. These ogres are very in tune with their surroundings, and make excellent rangers and shamans when they can focus their minds long enough to train. Wild ogres travel with animal companions, with whom they have an uncanny rapport. Large brown bears, elk, and snow tigers can all be found accompanying ogres as they travel in search of food and shelter.

The ogres that serve the giants in the Storm King's domain are cleaner and more civilized than their wild cousins. They prefer to wear simple, round or square garments that slide over the head. These garments are common and unadorned until an ogre curries the favor of his lord, at which time a strip of colored cloth may be sewn to the garment in recognition of this work. This grants the ogre some measure of freedom and usually guarantees him better treatment. These ogres keep their hair short and do not scar themselves as do their wild cousins. The most promising thralls are sometimes educated with the giant young, taught how to wear armor and wield weapons as well as how to write their language and perhaps speak another.

Wild ogres often tire of the constant search for food and shelter on the frozen northern plains. These usually prove dangerous to the inhabitants of northern Anderland, outlying lowland farms and the few permanent halfling communities that dot the upper Imilbar. Sometimes, however, an ogre moves south seeking peaceful coexistence with the native populations. They trade their strength for food, helping to move rocks and wood and doing other large projects for which horses and machines might normally be necessary. The wildness of these ogres often frightens people in these communities, however, leading to persecution or banishment. It is rare than an ogre can ever make a permanent home with humans or halflings, and those who wander into the forest of Sildanyr rarely make it back out alive.

Escaped thralls often band together in caves low in the Stormfells, far from the castles of their former masters in the high peaks. Educated ogres might become free when their master dies in battle, or be sent to represent the giants in Emerlyn or even Tamerland. Sometimes a master will band several of his thralls together as adventuring and raiding parties, tasking them to bring back treasure from the new continent.
Ogre Racial Traits
+4 Str, -2 Dex, -2 Int, -2 Cha.
Medium size.
Ogre base land speed is 40 feet.
Low-light vision.
Automatic Languages: Common and Giant. Bonus Languages: Anderlar, Clan Speech, Dwarven, Goblin, and Orc.
Favored Class: Fighter (Stormfells) or Barbarian (Wild.


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Orcs

Post by Eanwulf » Sat Jul 22, 2006 6:31 pm

Orcs
Orcs live throughout the north, in the Pale Forest, in the peaks of the Icehammer Front, and on the plains between the forest and the mountains, and their tribes extend all the way from the Frostfells in the west to the northern Sildanyr where the trees become evergreen spruce rather than the tall oaks that dominate the southern reaches of the elven kingdom. There is known to be a large horde of orcs in the northern Wildermark Mountains on the continent of Tamerland, but the lizardfolk tribes and dragons give these hordes enough trouble not to descend on Landsgate. The orcs have developed a brutal culture that matches the harsh environment in which they live, making them unpopular with the civilized nations of the world.

Orcs rarely venture south of the Pale Forest, where they know they are not wanted. The orc tribes are too fractious to form a large enough horde to truly threaten Sildanyr, the Three Kingdoms, or Anderland, so they stay where they are and live among the goblinoids and ogres that dominate the wild northern steppes. A different breed of albino orcs lives in the Pale Forest, and it is whispered in the south that these orcs are more than just mortal beings-they are called forest-wights by the superstitious, and the rangers of the Griffin Company number them among their most dangerous enemies. Luckily for both the orcs and goblins to the north and the humans to the south, these orcs never seem to leave the confines of their forest.

The orcs are a somewhat misunderstood race, however. Their wild appearance, bloodlust in combat, and dull features hide a race that desires to live among the broader civilizations of the world. They attempt to emulate human cities, dwarven architecture, and elven harmony with nature, but they are unable to fully master these pursuits. Individual orcs and groups can be found in almost every city of Ambria, hoping to study the arts and sciences of the greater civilizations in order to take the knowledge back home to their tribes. Of course, frustration often sets in and leads to violence, condemning the orcs to the stereotype of big, dumb brutes.

The orcs' appearance does not help in these matters. They are about the same size as lowland humans, but they have disproportionately long arms, thick foreheads, and tusks that sprout from their oversized mouths. They eat a lot of food, and loudly, and their fondness for drink comes into its own in the cities where ale flows seemingly without limit. Most orcs have a thick coat of short hair that covers their bodies. They wear bulky hats made of bearskin and favor lighter armors such as leather and chain over heavy armor. Most favor decorated stone warclubs that they swing with two hands, causing massive damage to both creatures and objects alike.

The orcs are much less populous and less organized than the goblinoid tribes that rule the north, and especially in the Icehammer Front they have had to live in the goblinoids' shadow. The rise of Anlar Icefang had torn the orcs in two directions-some believe they can become a great civilization without conquest, but others believe that it will be easier to take what they want from others rather than working to understand things themselves. Those who have flocked to the banner of the draconic giant have already seen action against the forts and of the Griffin Company and other northern outposts. Having tasted blood and victory, these orcs now dance and drink by firelight every night, which serves to keep them primed for the next raid. An orc civil war has not happened yet, and likely never will because of the forces involved, but the success or failure of Anlar Icegang's war could leave a permanent mark on the development of orc culture across the continent.

One tribe of orcs has migrated southwest past the Stormfells into the Durning Highlands. They seek to completely emulate the clan structure of the humans there, although so far the highlanders have merely kept their distance, discouraging trade and contact between the two. Given the wild nature of the clansmen of the highlands, however, it may not be long before these orcs and humans come together. If this happens, they could be a major force in the Kingsmarch, perhaps uniting the land under a common orc and human banner.
Orc Racial Traits
+2 Str, -2 Int, -2 Cha.
Medium Size.
Base orc land speed is 40 feet.
Low-light vision.
Cold tolerance: never suffer non-lethal damage from cold temperatures and conditions.
+2 bonus on all Fortitude saves.
Automatic Languages: Common and Orc. Bonus Languages: Anderlar, Clan Speech, Dwarves, Giant, and Goblin.
Favored Class: Barbarian.

Last edited by Eanwulf on Sun Jul 23, 2006 12:57 am, edited 1 time in total.

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Tieflings

Post by Eanwulf » Sun Jul 23, 2006 12:56 am

Tieflings
The tiefling lords of the Valhedar Dominion have built an empire on fiendish pacts and dark sorcery. Common tieflings who walk the streets of Valhedar and Gedon can see the fiendish influences everywhere-from the brooding idols that line the broad avenues and plazas to the brutal violence and dark sorcery in the back alleys and poor quarters of the great cities. Tieflings can escape this atmosphere of evil by traveling to the Emerlyn peninsula, where Valhedrin generals wage a bloody war with the Kingsmarch clans for control of the fertile plains between the Hound and the Horn.

Tieflings are dark-skinned humanoid creatures that originated on the volcanic island of Valhedar. Every tiefling has distinct red markings on his torso and face. Tiefling legend tells of a great scroll that is formed of the skin of every tiefling that has ever lived. The markings are said to be fragments of a hellish language that, once completed, will allow a chose tiefling known as the alhazar abhat to rip the planar fabric and thrust the world into the void.

Tieflings are slight of build and shorter on average than the humans they fight on the plains of the Kingsmarch. Their eyes have dark, horizontal pupils and their teeth are more sharply pointed than those of humans. Their hair is always black (or silver as they age), and they wear I long and straight down their backs. All tieflings have horns growing from their heads, but the size and shape of these varies as much as the markings on their skin. Sometimes the horns are barely noticeable ridges beneath their hair, while some more tieflings have large, curved horns that all but cover their ears. Large horns are favored on tiefling women, who often wrap their hair about them in a variety of styles.

The blood of fiends runs thick in tiefling veins, and its most powerful leaders have regular contact with fiends of all kinds. Fiends can be found in the halls of the tiefling lords of Valhedar and the tents of the generals on the Emerlyn peninsula. Their council is considered sacred, even though the fiends enjoy giving false and murky advice to the tieflings in order to sow chaos within the Dominion. Less powerful fiends roam the streets of Valhedar with the common people. These fiends have free reign over the common folk and are left alone as long as they do not interrupt the Dominion's plans too often or too violently.

The race excels at summoning magics, and its wizards believe that they must harness all of the world's untapped arcane power so that the alhazar abhat can throw the realms into a hell where they will rule over all creatures. Visitors to Valhedar and other tiefling-controlled areas must be very careful, lest they be taken and used as sacrifices to placate the called demons of tiefling wizards and shapers. Tieflings are exceptional diplomats as well, having honed their skills dealing with fiends and their cruel masters. Their unearthly presence can unnerve those who are not used to it, giving them an advantage in any negotiations. Only the merchant princes of Ebernath seem to have the upper hand on the Dominion when it comes to the arts of treaties and diplomacy.

Not all tieflings find the company of fiends a pleasant thought, however, and many of these join the battles on the Emerlyn peninsula. Some use this as an excuse to explore new lands, abandoning the legions as soon as they are able. These tieflings usually find themselves unwelcome in human lands, but some of the other races find them tolerable companions. Tieflings roam the halls of the Storm King and his vassals, providing advice and sometimes arcane power to the giant armies. Gnomes have a strange fondness for the tieflings, perhaps because of their shared affinity with the other realms. Tieflings find the northern reaches too cold for their liking, but the southern reaches of Sildanyr resemble the climate of the Emerlyn peninsula and some night elves have begun soliciting the aid of the tieflings in their war with the dawn elves.
Tiefling Racial Traits
+2 Dex, +2 Int, +2 Cha, -2 Str, -2 Con.
Medium size.
Base tiefling land speed is 30 feet.
+2 racial bonus on all Bluff and Diplomacy checks.
Low-light vision.
Automatic Languages: Common and Valhedrin. Bonus Languages: Anderlar, Infernal, King's Tongue, and Sothren.
Favored Class: Wizard.


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Yuan-ti Thinbloods

Post by Eanwulf » Sun Jul 23, 2006 5:41 am

Yuan-ti Thinbloods [/size]
Thinbloods are held in the lowest regard in their society in the jungles of Zangala. They are barred from joining the priesthood and are treated little better than the lizardfolk and other races that the yuan-ti keep as slaves. Some thinbloods spend their entire lives trying to prove their worth to the elders and halfbloods, but these yuan-ti never hold them in anything but contempt. Others abandon their homes and head north or across the Sunset Reach to Tamerland, seeking a life far from the persecution and hopelessness of their society.

Thinbloods are sometimes elevated to the position of special emissary and sent with a halfblood disciple to visit the lands to the north. This type of activity has increased in recent years as the number of yuan-ti attacks across the Blackscale Mountains has decreased. This leads to whispers across Ambria that the tieflings and yuan-ti have reached an accord-an eventuality that could spell doom for all the nations of Ambria and the newly discovered continent of Tamerland. The thinbloods are used as the public face of the true yuan-to, whose frightening appearance can often throw negotiations into doubt. These thinblood emissaries have no voice of their own, and speak solely at the behest of their masters.

Often it is these emissaries who choose to leave the service of their masters rather than return to the jungles of Zangala. Such deserters are branded traitors and hunted by yuan-ti assassins to the end of their days. Many find this a small price to pay for the opportunity to start a new life in a foreign land. Because of their subtle serpentine features, thinbloods are able to walk in other societies without drawing much attention to themselves. Most believe them to be tieflings or elves, although anyone with experience dealing with the other races of Ambria can often see through such a ruse. Thunbloods are treated like any other yuan-ti in most cultures-they are reviled and feared. The caste system of the tuan-ti is mostly unknown outside of Zangala, and now Valhedar, so the thinbloods' reasons for leaving are mostly misunderstood.

Yuan-to thinbloods appear as tall, slight humans with a subtle slant to the eyes, which are always black on white. They have slightly pointed ears like the elves, and two short, sharp fangs in place of two of their upper canines. Their skin has a slight green tint on the forearms, thighs, and neck, and is patched with brown in these places. It is rougher than human skin and can grow into a tough layer of defense against physical blows. Thinbloods tend to dress simply, most often in long, heavy robes that allow them to conceal as much of their body as possible. Thinbloods seldom speak unless absolutely necessary to avoid giving away their heritage through their thick, accented speech.

Yuan-ti thinbloods are masters of their ancient art-psionics. Few other than the yuan-ti even know of these powers and even fewer have gained any notable skill at wielding them. This is perhaps the thinblood's greatest weapon and tool for survival. His strange powers are unknown to the wizards and shapers of Ambria, allowing him the advantage of surprise when confronted by such powerful foes. Because of this rarity, however, a thinblood must do all he can to conceal his powers from those who might be able to identify their true origins.
Many yuan-ti choose to leave their jungle homes in search of nothing more than liberty. They may wish to explore the rest of the world, take in the diversity of cultures, and seek out the great works of the world. Others, however, leave in search of greater power than they could achieve under the thumb of their elders. Many would like to eventually gain enough power to return to their civilization and overthrow those they see as elitist and condescending. These thinbloods never try to establish themselves in other cultures, instead attempting to use them and build enough power to achieve their goals. They become slavers and adventurers, seeking magic and followers to turn against heir former masters.
Thinblood Racial Traits
+2 Int, +2 Wis, -2 Str.
Medium size.
Yuan-ti thinbloods base speed is 30 feet.
+2 bonus on all Diplomacy and Sense Motive checks.
Low-light vision.
Automatic Languages: Common and Yuan-ti. Bonus Languages: Abyssal, Draconic, and Valhedrin.
Favored Class: Psion.


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