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Dwarves The Forsaken, misers, miners, longbeards, stonebrothers Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for drinking ale. Their mysterious strongholds, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade. Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worst it can turn into a thirst for vengeance. Dwarves stand only 4 to 4-1/2 feet tall, but they are so broad and compact that they are, on average, almost as heavy as humans. Dwarf men are slightly taller and noticeably heavier than dwarf women. Dwarves’ skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, red, or brown, and worn long and braided. Dwarf men value their beards highly and groom them very carefully. Dwarves are considered adults at about age 40, and they can live to be more than 400 years old. Dwarves have always had a presence in the lands around the Estuary, and get along civilly with their human neighbors. Dwarves say, “The difference between an acquaintance and a friend is about a hundred years.” Humans, with their short life spans, have a hard time forging

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DwarvesThe Forsaken, misers, miners, longbeards, stonebrothers

Dwarves are known for their skill in warfare, their ability to withstand physical and magical

punishment, their knowledge of the earth’s secrets, their hard work, and their capacity for

drinking ale. Their mysterious strongholds, carved out from the insides of mountains, are

renowned for the marvelous treasures that they produce as gifts or for trade.

Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those

few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these

precious materials, and they have been known to succumb to greed. They fight neither

recklessly nor timidly, but with a careful courage

and tenacity. Their sense of justice is strong, but

at its worst it can turn into a thirst for vengeance.

Dwarves stand only 4 to 4-1/2 feet tall, but they

are so broad and compact that they are, on

average, almost as heavy as humans. Dwarf

men are slightly taller and noticeably heavier

than dwarf women. Dwarves’ skin is typically

deep tan or light brown, and their eyes are dark.

Their hair is usually black, red, or brown, and

worn long and braided. Dwarf men value their

beards highly and groom them very carefully.

Dwarves are considered adults at about age 40,

and they can live to be more than 400 years old.

Dwarves have always had a presence in the

lands around the Estuary, and get along civilly with their human neighbors. Dwarves say, “The

difference between an acquaintance and a friend is about a hundred years.” Humans, with their

short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-

human friendships are between a human and a dwarf who liked the human’s parents and

grandparents. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves

are fair-minded, and they grant individual half-orcs the opportunity to prove themselves.

The Dwarves’ greatest remaining citadel is Thunderhold, far to the north of the City in the

Stormholt Mountains. They call themselves the Forsaken, and sages believe that they are a

remnant of a much greater Dwarven nation that no longer exists. The Dwarves themselves are

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otherwise silent on the matter. There is vigorous trade and a strong alliance between the City

State and the Dwarves of Thunderhold.

In human lands, dwarves tend to be mercenaries, weaponsmiths, armorsmiths, jewelers, and

artisans. Dwarf bodyguards are renowned for their courage and loyalty, and they are well

rewarded for their virtues.

AlignmentDwarves are usually lawful, and they tend toward good. Adventuring dwarves are less likely to

fit the common mold, however, since they’re more likely to be those who did not fit perfectly into

dwarven society.

ReligionThe sole true deity of the dwarves is Moradin, the Soul Forger. Moradin is a remote deity; he

forged the dwarves and expects them to work for their own betterment. Dwarves also worship

the Five Fathers, the semi-mythical founders of their race. In contrast to Moradin, the Five

Fathers are said to be much more involved in the world. Dwarves have never been known to

worship human deities.

LanguageDwarves speak their own language, High Dwarven, which they do not teach to outsiders.

Instead, outsiders may learn Low Dwarven, a common trade tongue. Both languages use a

runic script. Dwarves often speak the languages of their human friends and, somewhat less

commonly, the languages of the orc and giant enemies. Some also learn Terran, the strange

language of earth-based creatures such as xorn.

NamesA dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper

dwarven name has been used and reused down through the generations. A dwarf’s name is not

his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A

dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.

Male Names: Barendd, Brottor, Eberk, Einkil, Rurik, Taklinn, Torderk, Ulfgar, Veit.

Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl, Torgga.

Clan Names: Balderk, Dankil, Gorunn, Holderhek, Loderr, Lutgehr, Rumnaheim, Strakeln,

Torunn, Ungart.

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AdventurersA dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple

greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and

status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn

the respect of other dwarves.

Around the CityTorgot Rakeln. Torgot winters in the City, renting luxurious rooms on the Hill, buying the best wine, feasting on the best food, and hiring the best dancing girls and whores – and always paying in ancient Second Empire coins. Come spring, he sneaks out of the city, and is gone for months. When he returns, he has a new supply of ancient coin. Many adventurers, theives, and mercenaries have tried to follow him, correctly assuming that he must go to some secret tomb or treasury to loot. None have ever returned.

Game StatisticsCost Dwarf Racial Features

5Dwarven weapon training: Gain +1 on attacks and damage with throwing hammers, warhammers, heavy picks, or dwarven waraxes (pick one)

5 Stonegut: + 2 to defenses vs. poison; +2 to saving throws to end poison effects

5 Mind of Stone: +1 to Mental Counter defense; +2 to saving throws to end Charm effects

10 Darkvision: gain Darkvision

5 Dwarven Fortitude +2 to Fortitude defenses

10Stonewise: Gain a +3 bonus on Perception checks to notice unusual stonework such as traps and hidden doors located in stone walls or floors. You have a chance to notice such features whenever you pass within 10 ft of them, whether or not you are actively looking

10Slow and Steady: Your speed (normal dwarf speed is 20 ft) is never reduced due to armor or encumbrance

5Avarice: Gain a +2 bonus on Appraise checks to determine the value of nonmagical goods that contain precious metals or gemstones

5 Sky Sentinel: +2 bonus to AC and +1 attack bonus against flying creatures

5 Dwarven Lorekeeper: +2 bonus to Knowledge or History checks related to Dwarves, orcs, or giants

5 Race Hatred: Gain a +2 bonus on attack rolls against orcs or goblinoids

5 Giant Slayer: +1 to all physical defenses when attacked by giants; +1 on attack rolls against giants

5 Dwarvencraft: +2 to Crafting checks that involve metal or stone

5 Stealth: +2 to Stealth checks while underground

5 Miner’s Step: Ignore difficult terrainwhile underground

5 Mountainborn: +2 to Nature or Endurance rolls to survive in Alpine or underground environments

10 Avalanche Rush: You gain the Avalanche Rush racial power

10 Dwarven Pride: You gain the Dwarven Pride racial power

10 Stone Stubborn: If you are subject to a Stun effect, you are instead Dazed

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Racial Adjustments:Abilities: +2 ConstitutionSkills: +2 Dungeoneering; +2 Endurance

Racial Characteristics: Move 20’ Low light vision Speak Low and High Dwarven

Optional Racial Power:Avalanche RushEncounterNo action

If you successfully bull rush a target, you increase the push by a number of squares equal to your

Constitution modified, shifting into each square the target of your bull rush leaves.

Optional Racial Power:Dwarven PrideEncounterImmediate ReactionTrigger: You are pulled, pushed, or slidUntil the end of your next turn, you gain a +1 power bonus to damage rolls for each square of forced movement.

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HalflingsThe Lirtlefolk

Halflings are clever, capable opportunists that have made a home for themselves among the

humans of the City and in the surrounding lands. It is said that they have some homeland of

their own, variously surmised to be in the west, east, or south, where the inhabitants ride

ostriches and are all rich as princes. No real evidence of this land

has ever been found, and the halflings themselves are silent on

the topic.

Halflings stand about 3 feet tall and usually weigh between 30 and

35 pounds. Their skin is ruddy, their hair straight and black, blond,

white, or red. Their eyes are larger in proporiton to their heads

than found in humans, and are usually pale blue or green. Halfling

men often have long sideburns, but beards are rare among them

and mustaches almost unseen. The tops of their feet are hairy,

and the soles are tough and leathery; halflings rarely wear shoes.

A halfling reaches adulthood at the age of 20 and generally lives

into the middle of her second century.

Halflings like to get along with everyone else. They try to fit in to human communities and make

themselves valuable and welcome. Some halflings try a little too hard to fit in, which can make

humans or other races view them suspiciously. Their natural stealth abilities sometimes

exacerbate this – halflings have a habit of inadvertently startling humans and dwarves by

suddenly appearing behind them when not expected.

Halflings enjoy the peace and comfort of their homes, but, strangely, seem to prefer trouble to

boredom. They are notoriously curious. Relying on their ability to survive or escape danger, they

demonstrate a daring that many larger people can’t match. Although halflings enjoy wealth and

the pleasure it can bring, and they tend to spend gold as quickly as they acquire it. They are

generous with their wealth, especially with others of their kind.

Halflings are also famous collectors. While more orthodox halflings may collect weapons, books,

or jewelry, some collect such objects as the hides of wild beasts—or even the beasts

themselves. Wealthy halflings sometimes commission adventurers to retrieve exotic items to

complete their collections.

Most halflings in the City live in the neighborhood known as Lirtlefolk, located between the Hill,

the Scholars’ Ward, and the Tenderloin, but officially considered part of the Scholars’ Ward.

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This is an enclave of trees and small, well-kept cottages. Some dwellings are brick-lined holes

dug into the Hill itself. Lirtlefolk is patrolled by the halflings themselves, rather than by the Red

Sashes, and is considered one of the safest neighborhoods in the City. Small halfling villages

can be found in the lands controlled by the City State, and along the eastern coast of the

Pazidanian Penninsula.

AlignmentHalflings tend to be neutral. While they are comfortable with change (a chaotic trait), they also

tend to trust in community (a lawful trait).

ReligionHalflings worship the Thousand. Issaries, the Fifty-three Gods

of Chance, Ranca, and Racine are popular.

LanguageHalflings speak their own language, Hin, which uses a cipher

of the Common script. They write very little in their own

language so, unlike humans, they don’t have a rich body of

written work. The halfling oral tradition, however, is very

strong. While the Halfling language isn’t secret, halflings are

loath to share it with others. All halflings in the City speak

Common.

NamesA halfling has a given name, a family name, and usually a nickname. The latter seem to be

specifically chosen to appear disarming, silly, or cute. Family names are usually nothing more

than nicknames that stuck so well they have been passed down through the generations.

Male Names: Aldon, Cade, Eldon, Garret, Lyle, Milo, Osborn, Roscoe, Wellby.

Female Names: Amaryllis, Charmaine, Cora, Euphemia, Jillian, Lavinia, Lidda, Merla, Portia,

Seraphina, Verna.

Family Names: Brushgather, Goodbarrel, Greenbottle, Highhill, Hilltopple, Leagallow, Tealeaf,

Thorngage, Tosscobble, Underbough.

Adventurers

Halflings often set out on their own to make their way in the world. Halfling adventurers are

typically looking for a way to use their skills to gain wealth or status. The distinction between a

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halfling adventurer and a halfling out on her own looking for “a big score” can get blurry. For a

halfling, adventuring is less of a career than an opportunity. While halfling opportunism can

sometimes look like larceny or fraud to others, a halfling adventurer who learns to trust her

fellows is worthy of trust in return

Around the CityHejward Hobblebottom. Hejward is the Sewer Spelunker, famous in some taverns for his exploration of and adventurers in the City’s extensive sewer system. He’s known to have personally destroyed several goblin tribes, at least two wizard’s automatons run amok, and Drago the Rat King. His greatest accomplishment was leading the adventuring party that finally destroyed the Crawling Necromancer, who terrorized the City several years ago from his hidden subterranean lair.

Game StatisticsCost Halfling Racial Features

5 Likeable: +1 Charisma, and humans and allied races tend to react favorably to you

5 Shifty: You ignore difficult terrain when shifting

5Sure-footed: +2 bonus to checks to maintain balance when climbing or in similar precarious positions. Also, you may move your full speed while climbing.

5Questionable Allies: You speak Aklo, the language of some dark Fey. Fey of the Unseelie Court tend to react favorably to you. Or maybe not. You can never tell with the Fey.

5 Sling Expert: +2 to attacks with slings, and you can reload a sling as a free action

5 Fleet of Foot: You normal movement speed is increased to 30’

5Low Blow: Your minor and major critical range against opponents bigger than you are increased by 1 each

5 Nimble Reaction: You gain +2 to defenses against opportunity attacks

10 Swift Recovery: You use Second Wind as a free action rather than a standard action

10 Happy Feet: You gain the Happy Feet racial power

10 Second Chance: You gain the Second Chance racial power

10 Low Light Vision: You gain low light vision

5 Surprising Fortitude +2 to Fortitude defenses

5 Group Assault: +1 to attacks for each ally (not including you) that is adjacent to your target

10 Underfoot Assault: Gain the Underfoot Assault racial power

Racial Adjustments:Abilities: +2 Dexterity or +2 CharismaSkills: +2 Stealth; +2 Diplomacy

Racial Characteristics: Move 20’ Speak Hin

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Optional Racial Power:Happy FeetEncounterImmediate ReactionTrigger: A creature you can see starts its turnYou shift up to 2 squares

Optional Racial Power:Second ChanceEncounterImmediate InterruptTrigger: You are hit by an attackThe attacker must reroll the attack and use the second roll.

Optional Racial Power:Underfoot AssaultEncounterMove actionYou must be adjacent to an enemy. You shift to any other square adjacent to that enemy and gain combat advantage until the end of your next turn

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Half-OrcsBeast-men

In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity,

courage, and combat prowess that they developed in the wilds.

Half-orcs tend to be short-tempered and sullen. They would rather act than ponder and would rather fight than argue. Those who are successful, however, are those with enough self-control to live in a civilized land, not the crazy ones. Half-orcs love simple pleasures such as feasting, fighting, drinking, boasting, singing, fighting, wrestling, drumming, fighting, and wild dancing. Refined enjoyments such as poetry, courtly dancing, and philosophy are lost on them. At the right sort of party, a half-orc is an asset. At the Overlord’s grand ball, he’s a liability.

Half-orcs stand between 6 and 7 feet tall and usually weigh between 180 and 250 pounds. A half-orc’s sloping forehead, jutting jaw, prominent teeth, and coarse body hair

make his lineage plain for all to see. Those with a southern orc heritage tend to be taller, somewhat leaner, and have yellowish complexions. Those with a northern orc heritage are somewhat shorter, more robustly built, and have greenish complexions. Orcs like scars. They regard battle scars as tokens of pride and ornamental scars as things of beauty. Any half-orc who has lived among or near orcs has scars, whether they are marks of shame indicating servitude and identifying the half-orc’s former owner, or marks of pride recounting conquests and high status. Such a half-orc living among humans may either display or hide his scars, depending on his attitude toward them.

Half-orcs mature a little faster than humans and age noticeably faster. They reach adulthood at age 14, and few live longer than 75 years.

Some half-orcs are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). Others simply try to be so tough that others have no choice but to accept them.

Half-orcs generally live among either human or orc cultures — some in bustling human towns or cities, others among remote human or orc tribes. Most half-orcs have two half-orc parents, but sometimes half-orcs marry and have half-orc children with humans or orcs. Orcs show grudging respect to half-orcs for their considerable strength and for their cunning intelligence, which sometimes allows half-orcs to rise to leadership positions in orc tribes. Although possessed of many strengths, half-orcs frequently encounter prejudice in human communities. Thus, most

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half-orcs gravitate to careers involving physical labor or violence. For some, the life of an adventurer is either a natural extension of that trend or a way to throw off the weight of

prejudice. The adventuring life also means finding a place in a group of allies and equals — a simple pleasure that is all too hard for many half-orcs to find in the world.

Alignment

Half-orcs inherit a tendency toward chaos from their orc parents, but, like their human parents, they favor

good and evil in equal proportions. Half-orcs raised among orcs and willing to live out their lives with them are usually the evil ones.

Religion

Although some half-orcs worship Erythnul the Many, the savage god of the orcs, those who live in the City prefer the human deities of the Promise of Heaven. Agrik, the Warlord of the Deities, is especially popular, and half-orcs face surprisingly little prejudice in the clergy of that god.

Language

Half-orcs most frequently speak Orc and Common. Orc writing turns up most frequently in graffiti, when they bother to write anything down at all.

Names

A half-orc typically chooses a name that helps him make the impression that he wants to make. If he wants to fit in among humans, he chooses a human name. If he wants to intimidate others, he chooses a guttural orc name. A half-orc who has been raised entirely by humans has a human given name, but he may choose another name once he’s away from his hometown. Some half-orcs, of course, aren’t quite bright enough to choose a name this carefully.

Orc Male Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth, Krusk, Ront, Shump, Thokk.

Orc Female Names: Baggi, Emen, Engong, Myev, Neega, Ovak, Ownka, Shautha, Vola, Volen.

AdventurersHalf-orcs living among humans are drawn almost invariably toward violent careers in which they can put their strength to good use. Frequently shunned from polite company, half-orcs often find acceptance and friendship among adventurers, many of whom are fellow wanderers and outsiders.

Around the City

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Vorta. Vorta is the proprietress of the Peony Tea-House, located in the Old City overlooking the northern warfs. She tries to keep the Tea-House a place of refinement and manners. The tables have fine linnen tablecloths, although many are threadbare. Tea is served from painted porcelain cups, although most are chipped and none of the patterns match. Vorta herself can usually be found sitting at a back table, drinking fine tea from a tiny cup, her pinky properly extended. The Tea-House is frequented by the more discerning and successful adventurers, and is a good place to learn all the current rumors.

Game StatisticsNote: Select a heritage for your orc ancestry, Southern or Northern.

Southern Ancestry Racial Adjustments:Abilities: +2 Constitution and -1 IntelligenceSkills: +2 Endurance or +2 Athletics; +2 Nature

Southern Ancestry Racial Features: Move 30’ Speak Orcish

Northern Ancestry Racial Adjustments:Abilities: +2 Strength and -1 IntelligenceSkills” +2 Intimidate; +2 Endurance

Northern Ancestry Racial Features: Move 30’ Speak Orcish Low-light vision

Cost Norhtern Ancestry Half-Orc Racial Features5 Axe Bonus: +1 to attack with martial axes5 Slaver: +1 to attack with whips5 Smasher: +1 to Strength checks to break objects or smash through doors

10 Wicked Tusks: You gain a Strength-based bite attack that does 1d6 hp damage. This increases to 1d8 at 10th level and 1d12 at 20th level

10 Berserk: may use the berserk power10 Black-Blooded: +1 to any attribute but -4 to social interactions5 Grapple Bonus: +1 to grab and grapple attacks

10 Headlong Rush: may use the Headlong rush power5 Implement Bonus: +1 to attack with totems or holy symbols

10 Mine-sighted: gain Darkvision5 Menacing Demeanor: +1 to Intimidate

10 Racial Weapons: proficient in orc double-axe and heavy cleaver

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5 Running Charge: may use the running charge power10 Selectively Bred: Endurance training and +2 to defenses vs. fear10 Thick Skin: +1 to Armor defense

10 Race Hatred: +2 to attack rolls against Skanda (humans), Tharbrian Barbarians (humans), dwarves, or orcs (choose two)

5 Warmonger: +1 to damage rolls on a charge5 Beastmaster: +2 bonus to Handle Animal checks

10 Warrior’s Surge: gain the Warrior’s Surge racial ability10 Bonus Feat: choose one extra 5 point feat at creation5 Bonus Skill: one additional skill training at creation5 Environment Adaptation: +2 to checks to survive in Alpine or Underground environments5 Expanded Abilities: one extra 1st level class ability at creation

10 Experience Bonus: +5% experience points earned10 Jotunblood: treated as a large creature if it is advantageous to you10 Will to Live: +1 to Fortitude, Reflex and Will defenses

Cost Southern Ancestry Half-Orc Racial Features5 Bow trained: +1 to attack and +1 damage with the largat-lak, the orcish long bow

10 Berserk: may use the berserk power

10 Race Hatred: +2 to attack rolls against Orichan Barbarians (humans), gnolls, hobgoblins, or orcs (choose two)

5 Slaver: +1 to attack with whips5 Smasher: +1 to Strength checks to break objects or smash through doors

10 Wicked Tusks: You gain a Strength-based bite attack that does 1d6 hp damage. This increases to 1d8 at 10th level and 1d12 at 20th level

5 Filth & Squalor: +4 to saves vs. disease5 Grapple Bonus: +1 to grab and grapple attacks

10 Headlong Rush: may use the Headlong rush power5 Implement Bonus: +1 to attack with totems or holy symbols

10 Low-Light Vision: gain Low-Light Vision5 Martial Scavenger: suffer only half normal penalties for using unfamiliar weapons5 Menacing Demeanor: +1 to Intimidate

10 Racial Weapons: proficient in orc double-axe and heavy cleaver5 Running Charge: may use the running charge power

10 Selectively Bred: Endurance training and +2 to defenses vs. fear10 Thick Skin: +1 to Armor defense5 Warmonger: +1 to damage rolls on a charge

10 Warrior’s Surge: gain the Warrior’s Surge racial ability10 Bonus Feat: choose one extra 5 point feat at creation5 Bonus Skill: one additional skill training at creation5 Elf Ancestry: choose a 5 point elf racial feature5 Environment Adaptation: +2 to checks to survive in dry plains or deserts5 Expanded Abilities: one extra 1st level class ability at creation

10 Experience Bonus: +5% experience points earned

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10 Perseverance: +1 bonus to all saving throws10 Jotunblood: treated as a large creature if it is advantageous to you10 Low-Light Vision: gain Low-Light Vision5 Planar Ancestry: choose a 5 point aasimar or tiefling racial feature

10 Will to Live: +1 to Fortitude, Reflex and Will defenses

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EladrinThe Bright Returned

The wisest sages know that once Elves ruled vast realms under the mighty forests of Zolin.

Eons of years ago, before the Great Cataclysm, the elves retreated into the Feywild. And there,

they changed, becoming more like the true Fey, and losing much of their connection to material

world. A thousand or more years later, at the height of the First Empire, contact with the Eladrin

was reestablished by the Navigators. At its height, the First Empire was so powerful that it ruled

portions of the Feywild and the Shadowfell. Eladrin allied with the Empire, and many returned

to Zolin, making the world brighter by their presence. But it was not to last. Shortly before the

First Empire caused its own destruction in the Lesser Cataclysm, they retreated once more, and

disappeared again.

Only in the last century have Eladrin once more appeared in the world. Nearly all Eladrin still

reside in the Feywild. There are only a small number of these Bright Returned. Some few live

in the City, and more in the League of Tarrantis across the sea. It is said that there are secret

realms of Eladrin in hidden places of amazing natural beauty, but this is doubted by most sages.

Eladrin are of human height, standing between 5'5" and 6'1" on average, but are lighter,

weighing in between 130 to 180 lbs. They are slim, and even the strongest simply look athletic

rather than musclebound. They have stunning complexions of

alabaster, honey, or chocolate shades, though they are more

often fair than dark. Their straight, fine hair is often white, silver,

red, or pale gold, and they wear it long and loose. Their ears

are long and pointed, and their eyes are pearly and opalescent

orbs of vibrant blue, violet, or green, lacking pupils. Eladrin can’t

grow facial hair and don’t have body hair.

Eladrin children grow much as human children do, but their

aging process slows to a crawl when they reach maturity. They

enjoy youth and health for most of their lives and don’t begin to

feel the effects of age until the middle of their third century.

Most live for over 300 years, and even at the end they suffer

few of the infirmities of old age. Once they reach maturity, Eladrin do not show the effects of

age.

Common to all Eladrin is the fact that they don't sleep. Instead, they enter a trance, also known

as a "reverie," for four hours a day. During this time they meditate on recent and ancient events.

While in a trance, Eladrin remain fully aware of their immediate surroundings. Furthermore,

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Eladrin need only rest for four hours to get the same effect that most other humanoids get from

six hours of sleep.

Eladrin are graceful, intelligent beings, with a greater capacity for intelligence than most

humanoid races while also possessing an agility comparable with their elven kin. Eladrin are

also unusually strong-willed and have a natural resistance to the effects of enchantment spells.

Due to their longevity and strong ties to the otherworldly magic of the Feywild, Eladrin have a

detached view of the material world. Eladrin as a whole have difficulty believing that the events

occurring over mere "years" affect them in any major way, with the exception of major

travesties. Eladrin instead look at things from a much longer perspective, unconcerned with

anything that has consequences that stretch over anything less than decades.

This detached view of the world can make Eladrin seem distant and intimidating, not to mention

haughty and arrogant. Furthermore, the powerful fey nature of Eladrin might frighten less

magically talented races. Eladrin, however, take friendships quickly to heart and can react with

rage when their compatriots are threatened. Combined with their general intelligence, bravery,

and arcane power, this loyalty to friends make them formidable allies and dangerous enemies.

Eladrin clothing is often simple in design, but is always

made from the most luxurious materials, often imported

from the Feywild. Most Eladrin prefer clothing of natural

colors such as green, but others wear garments of garish

hues, particularly during holy days or festivals.

In the City, most Eladrin are advisors to the powerful,

scholars, researchers, historians, or mages. Only in their

home in the Feywild does the Eladrin’s true magical

nature become apparent. There, their cities are

magnificent marvels of elegant architecture made of

wondrous towers and structures that blend seamlessly

into places of natural beauty. It is said that in ancient

times Eladrin cities would sometimes appear in material

world. This no longer happens, perhaps because the

Shattering of the Moon disrupted many of the paths between the Feywild and the material world.

Unlike true Fey, who must choose sides, most Eladrin strive to remain neutral in the conflicts

between the Seelie and Unseelie Courts. Instead, they form their own organizations – including

the Winter Court, the Summer Court, and the Court of Thorns. The most powerful Eladrin lords

become so infused with their realms’ inherent magic that they transform into entirely new

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creatures. These noble Eladrin take on characteristics of the seasons and other natural

phenomena.

AlignmentEladrin tend to be of the chaotic and good alignments, given their fey origins, which are intensely chaotic

in nature.

ReligionEladrin live in grace with the touch of magic found throughout their lives. They do not worship gods.

They’re not atheists – they know that deities exist – but instead they believe that gods are powerful but

still limited beings who have no true control over moral souls.

LanguageEladrin have their own language, Lemmath Eladrine. Many also learn Sylvan, the language of

the Fey. In the City, Eladrin also speak Common.

NamesMale Names: Aramil, Arannis, Berrian, Dayereth, Galinndan, Hadarai, Immeral, Mindartis, Paelias,

Quarion, Riardon, Soveliss

Female Names: Althaea, Anastrianna, Andraste, Bethrynna, Caelynna, Jelenneth, Leshanna, Meriele,

Naivara, Quelenna, Sariel, Shanairra, Theirastra, Valenae

AdventurersSome Eladrin adventure for the sheer joy of it. Others are more focused on recovering artifacts of their ancient First Empire or elven heritage.

Around the CityNalevia Silvertine. Nalevia owns an alabaster tower in the High Ward, hosting parties for the wealthy gentry, sponsoring works of civic improvement, raising funds for charities, and collecting great works of art. Unknown to his wealthy friends, Nalevia is also the head of the Porphyry Chamber, one of the City’s moth ruthless crime syndicates. He founded the chamber as a way to get a force who could seek out elven artifacts. But, through boredom and pride, he didn’t stop there. Now, the Chamber imports drugs, murders for hire, and runs protection and blackmail rackets among wealthy merchants. Nalevia himself is not evil, but he is completely amoral regarding non-Eladrins.

Game StatisticsCost Eladrin Racial Feature

5 Ancestral Weapon: Bow: +1 to attack with bows

10 Darkvision: gain Darkvision

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5 Nature Sense: You can detect the presence of aberations

10 Forest Sense: gain a powerful sixth sense in the wilds

5 Identify Magic: +2 to any skill checks to identify magic

5 Implement Bonus: +1 to attacks with wands or staffs

5 Magical Craftsman: +2 to checks to create magical items

5 Eladrin Resistance: +4 to defenses vs. sleep and charm

5 Ancestral Weapon: Sword: +1 to attacks with long swords

5 Sword Focus: You may use a longsword as a magical focus

5 Uncover Secrets: +2 to checks to find secret or hidden doors or objects

5 Wild Step: Ignore difficult terrain when shifting

5 Faerie Radiance: You may use faerie fire once per day as a spell-like action

10Godless: You are 20% resistant to divine spells. You take a -10% penalty to experience to advance in Cleric, Paladin, and certain other divine classes

10 Fey Step: You gain the Fey Step racial power

5 Sense Magic: You have the Sense Magic racial power

10

Fey Sense: You have a power “sixth sense” in natural sylvan environments. In addition, you gain a +4 bonus on Perception checks to notice shallowings (areas where the barriers between Planes of Existence have become thin) or portals to the Feywild. You receive a check to notice such features whenever you pass within 10 ft of them, whether or not you are actively looking.

Eladrin Racial Adjustments:Abilities: +2 Intelligence and +1 Dexterity or +2 Dexterity and +1 IntelligenceSkills: +2 Arcana and +2 History

Eladrin Racial Features: Move 30’ Speak Lemmath Eladrine Low-light Vision Only require 4 hours of reverie (instead of sleep)

Special:All Eladrin have the following features

Never AverageAll Eladrin are beautiful and graceful, but some are proud and vain while others are gentle. At character creation, player must spend or redeem points so that Charisma is below 10 or over 14. Spells such as Eagle’s Splendor or poison or disease can temporarily increase or decrease this score to something between 10 and 13, but permanent magic or normal ability score advancement cannot.

Ironcurse

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Eladrin have Vulnerability 2 v. Cold Iron. Eladrin who remain in constant contact with cold iron for more that a round may contract the Ironcurse disease.

Optional Racial Powers:

Fey StepEncounterMove ActionTeleport up to 5 squares.

Sense MagicEncounterMinor ActionYou sense the presence of magic within 10 squares of you as if you had succeeded on an Arcana check to do so.

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FetchThe Dark Returned; Kayal

Descended from humans trapped in the Shadowfell, Fetch are creatures of darkness and light intertwined. Generations of contact with that strange realm and its denizens have made Fetch a race apart from humanity. While the Fetch acknowledge their origins, they exhibit little physical or cultural resemblance to their ancestors in the material world, and are often insulted when

compared to humans. Some members of the race also take offense at the name Fetch, as it was given to them by humans. Instead, they prefer to be called Kayal, a word that roughly translates as “dark dwellers.”

Infused with the essence of the Shadowfell and possessing human blood commingled with that of Shadowfell natives, Fetch have developed traits and abilities that complement their native plane’s bleak and colorless terrain. Though most Fetch treat the Shadowfell as home, they often travel to trade and deal with creatures of the material world. Some Fetch go so far as to create enclaves in the material world in order to establish trade routes In areas where the boundary between the two planes is less distinct. These Fetch often serve as merchants, middlemen, and guides for races on both sides of the planar boundary.

Superficially, Fetch resemble unnaturally lithe humans. Their adopted home has drained their skin and hair of bright colors. Their complexion ranges from stark white to pale grey. Their eyes are pupiless, and glow with a faint pearly radiance. While their hair tends to be stark white or dull grey, many Fetch dye their hair black. Some that dwell on the material world use more striking colors, often favoring deep shades of violet and blue. Fetch do not cast shadows on the material plane.

Fetch are one of the most common races in the Shadowfell, but are rare in the material world.

They first started to enter Zolin during the height of the First Empire. When that great realm

claimed portions of the Shadowfell and founded the city of Gloomwrought, Fetch became

advisors to the emporer and acted as his viceroys in Shadow. In the centuries since the fall of

the First Empire, many Fetch have become vassals of more powerful Shadowfell creatues, but

they still control decaying Gloomwrought. In the past century, Fetch began to reenter the

material world far to the East. The rise of the Church of the White Flame has driven them away

from those lands, and many have settled in the City-State and in the lands of the World Empire.

Because of their shared ancestry, Fetch generally get along well with humans, and also with

Halflings. Dwarves find them duplicitous and even creepy. Eladrin prefer to ignore their

existence entirely.

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Fetch age at about the same rate as humans until reaching physical maturity. Thereafter, their

aging slows significantly, and they could theoretically live about 300 years. However, the

Shadowfell tends to sap living creatures of vibrancy and the will to live. Many Fetch simply fade

away, giving in to ennui and slipping into shadow and death before their hundredth year.

Nevertheless, Fetch living in the material world are drawn to return home from time to time.

Elder Fetch have the ability to create gates to the Shadowfell in certain places when the time is

right.

AlignmentFetch have tendencies toward Neutrality and Evil, but can be

of any alignment.

ReligionNo one knows what dark gods the Fetch worship in their

shadowy homelands. In the City, they at least Claim to

worship the Thousand gods of the Promise of Heaven. Abasta

is particularly popular.

LanguageShadar-kai speak Heth-kai, a dark, bleak language that has become common among denizens

of the Shadowfell. Many also learn Aklo, the language of the dark Fey.

Names Male Names: Albrek, Baden, Codren, Emul, Horiam, Hutahn, Ioan, Lucyan, Mahahn, Niku,

Ovid, Petru, Razvahn, Serbahn, Shathys, Teodahr, Vasylay, Zahar

Female Names: Afyn, Anka, Bahnka, Codruta, Doru, Dyon, Floahr, Ghita, Helayna, Ioana,

Jenit, Katryn, Lucya, Markella, Nadya, Roduka, Sahyeh, Tabita, Yalda, Zyna

AdventurersFetch often take up adventuring as an escape from the bleak ennui of their lives in the

Shadowfell. Some become mercenaries for more powerful overlords, such as umbral dragons

or shadow demons.

Around the CityHavando the Black-Handed. Havando is the current Master Dyer for the Weavers’ and Dyers’ Guild. He has a large alchemical dye factory in the Fishers’ Ward that employs several Marsh Folk. Havando treats his employees surprisingly well. His hands are stained black from his own days as a dye-worker. Havando is known to commission adventurers to acquire rare or dangerous to obtain dye ingredients.

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Game StatisticsCost Fetch Racial Features

10 Darkvision: gain Darkvision

5 Shadow Blending: Attacks against you in dim light have a 50% miss chance

5 Nature Sense: You can detect the presence of aberations

5Shadowfell Native: Unlike other mortal creatures, you do not lose your sense of direction in the Shadowfell

5 Strange Brew: +2 to Alchemy checks

5 Implement Bonus: +1 to attacks with rods or totems

5 Shadowcrafter: +2 to checks to create magic items related to shadow

5 Without Sight: You take only half the normal penalty for attacking invisible creatures

10 Call forth Shadows: You gain the Call forth Shadows racial power

10 Shadow Step: You gain the Shadow Step racial power

5 Sense Magic: You have the Sense Magic racial power

5 Like Calls to Like: You can use detect evil once per day as a spell like ability

Fetch Racial Adjustments:Abilities: +2 Dexterity or +2 CharismaSkills: +2 Acrobatics and +2 Stealth

Eladrin Racial Features: Move 30’ Speak Heth-kai Low-light Vision

Optional Racial Powers:

Call forth ShadowsEncounterMinor ActionOnce per day as a spell like ability, fetch may call forth shadow in a 20 radius area centered on and moving with themselves. This effect causes illumination level in the area to move one step towards dim light – from bright light to normal light, from normal to dim, or from darkness to dim. The ability has no effect in an area that is aready in dim light. Nonmagical sources of light, such as torches or lanterns, do not increase the light level in the areas. Magical light or darkness instantly dispels this ability, although any magical effect below second level is itself negated at the same time.

Shadow StepEncounterMove Action

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You teleport up to your Dexterity bonus in squares (minimum 3 squares) and gain concealment as if you had succeeded on a Stealth check until the end of your next round. If either the starting or destination square is in bright light, this power fails and is expended.