Races of

topic description
racial modifiers ~ list of all playable races of Qur-tayn with ability modifiers & other info
Draconian modifiers ~ list of the Draconia (half-Dragon) races with ability modifiers & other info
'blooded' modifiers ~ information on the 'blooded' (draconic ancestry) template
common Draconian
& 'blooded' races
~ list of the more common Draconian and 'blooded' racial combinations 

                There are many races which inhabit the countries of Qur-tayn. Some have immense individual power and others band together to apply force with great numbers. Others still are the slaves or servants of more powerful creatures and are but cogs in the wheels of industry and war. Below are the most common (playable) races in Qur-tayn. Click on the race's name to jump down the page to more detailed information on the race.

Notes on the following table:
align signifies the race's most common alignment

races with starting Hit Dice also gain additional feats as if these were class levels (1st, 3rd, 6th, etc.)
DV 60'* signifies that the race is light-sensitive (-1 to hit, damage & saves and -4 to spot checks in bright light)
LA (level adjustment) is the required number of levels to play this race
                (so a 3rd level Karboten character would only have 2 class levels because of the +1 LA)

races of Qur-tayn
 
tiny races   align   str dex con int wis cha   NA +HD reach move vision   LA
Senzainin CN -5 +5 +3 -- +1 +2 1 0' 20' DV 90' +1
 
small races   align   str dex con int wis cha   NA +HD reach move vision   LA
Blue LN -2 +2 -- +2 -- -2 5' 30' DV 60'
Karboten NG -3 +2 -- +3 +1 +2 5' 20' low-light +1
Kobold LE -3 +1 -1 +1 -- +2 1 5' 30' DV 60'*
 
medium races align str dex con int wis cha NA +HD reach move vision LA
Aarakocra NG -1 +5 -- -- +1 -- 1 5' 20' / 90' fly low-light +1
Bugbear CE +5 -- +3 -2 -1 -2 2 1 5' 30' DV 60' +2
Gloridian NG +2 -2 +2 -- -1 +2 20'* DV 60'
Gnoll NE +2 +2 +2 -1 -1 -3 1 1 5' 30' low-light +1
Hobgoblin LE +1 +1 +3 -1 -1 -1 5' 30' DV 60'
Human NG* -- -- -- -- -- -- 5' 30' normal
Kenku LG* +2 +5 -- +3 +4 +3 1 5' 30' / 60' fly low-light +3
Locathah PN -1 +1 -- +2 +2 +1 3 5' 20' / 60' swim low-light +1
Nagan LE +3 -- +2 +1 -1 -4 2 5' 30' normal +1
Rakshasa LE +2 +4 +6 +3 +3 +7 6 3 5' 40' DV 60' +10
Troll CE +1 +3 +8 -4 -2 -5 1 5' 30'* DV 60'* +4
 
large races align str dex con int wis cha NA +HD reach move vision LA
Fire Giant LE +10 -2 +6 -- +2 -- 6 7 10' 40' low-light +9
Jarl CG +8 -2 +6 -- +4 -- 5 6 10' 40' low-light +8
Ursagi NE +6 +2 +4 -- +1 -3 4 4 5' 40' low-light +5
Wymic NG +4 +1 +3 -- +2 +1 3 3 5' 40' low-light +4


Draconians (half-Dragons)

                 Because of the presence of many Dragons in Qur-tayn, and due to the fact that Dragons often enjoy taking humanoid form, there are more than a handful of Draconians (also called half-Dragons). These offspring show a number of physical and mental traits of their wyrm-cousins and often share personality traits (flaws) like stubbornness, arrogance and greed. To make a Draconian character, choose one of the normal Qur-tayn races above and add +2 to the LA. Thus, a 6th level Vigoorian Black Draconian Troll character would only have 1 class level (Troll = +3 LA & Draconian = +2 LA).

Draconian (half-Dragon) races of Qur-tayn (all +2 LA)
 
metallic
Draconians
  align   str dex con int wis cha   NA   4d8 breath type DR 10 +2 skill bonus
Brass CG +2 -- +2 +2 -- +3 +2 line of fire fire Gather Info
Bronze LG +3 -- +3 +2 -- +2 +2 line of lightning electricity Sense Motive
Copper CG +2 -- +2 +2 -- +3 +2 line of acid acid Bluff
Gold LG +2 -- +2 +3 -- +2 +2 cone of fire fire Knowledge (any)
Silver LG +3 -- +2 +2 -- +3 +2 cone of cold cold Diplomacy
 
chromatic
Draconians
align str dex con int wis cha NA 4d8 breath type DR 10 +2 skill bonus
Black CE +2 -- +3 +2 -- +2 +2 line of acid acid Hide
Blue LE +3 -- +2 +2 -- +3 +2 line of lightning electricity Sense Motive
Green LE +2 -- +3 +2 -- +3 +2 cone of acidic gas acid Move Silently
Red CE +3 -- +3 +1 -- +1 +2 cone of fire fire Intimidate
White CE +2 -- +2 +1 -- +3 +3 cone of cold cold Hide

                  Here is a complete list of the modifications made to Draconian characters:

1) DR 10 vs. one energy type (see above)
2)
increased natural armor (stacks if base race already has natural armor but does not stack with magic)
3)
4d8 breath weapon usable once per day (see above for type)
                  (reflex save DC is 10 + 1/2 base race HD + 1/2 Con modifier)
                  lines are 5' by 60'                  cones are 60° arcs out to 30'
4)
+2 saving throw adjustment vs. enchantments
5)
ability score modifiers (see above)
6)
triple low-light vision (this increases to x4 low-light vision if base race already has low-light vision)
7)
60' darkvision (or +30' darkvision if base race already has darkvision)
8)
Alertness (+2 to Listen and Spot checks) as an addition background feat
9)
+2 skill bonus to one skill (see above)
10)
physical distinction -- the character has visible characteristics which identify them as a Draconian


'blooded' (draconic ancestry)

                 Because of the various benefits Draconic blood gives to humanoid-Draconic offspring, further generations of Draconians' children also share some Draconian traits. Though not nearly as strong as a Draconian, 'Blooded' characters have the following additional racial traits at the cost of +1 LA.

1) DR 5 vs. one energy type (see above)
2)
+1 natural armor (stacks if base race already has natural armor but does not stack with magic)
3)
+1 ability modifiers to Strength, Constitution, Intelligence and Charisma (regardless of Draconic ancestor color)
4)
+1 saving throw adjustments vs. enchantments
5)
low-light vision (this increases to x3 low-light vision if base race already has low-light vision)
6)
30' darkvision (or +15' darkvision if base race already has darkvision)
7)
Alertness (+2 to Listen and Spot checks) as an additional background feat
8)
+1 skill bonus to the listed skill (see above)


more common Draconian and 'Blooded' races in Qur-tayn

                 Because of the geo-political separation of the races, some Draconian races are more common than others (and some are simply non-existent). Below is a list by country of the more common Draconians. Keep in mind that 'common' Draconians on this list still represent far less than 1% of the country's population. If the Draconian race isn't shown on the following list, they do not exist in numbers greater than a handful.

country
standard
  Draconic
parent
  humanoid
parent
  frequency
 
Arkanian
White Dragon
Frost Giant
or White Wolf
rare
 
Zlaghinovan
Silver Dragon
Human or
Gloridian
uncommon
Karboten rare
 
Glenneton
Green Dragon
Gnoll* common
 
Jinatran
Gold Dragon
Karboten uncommon
Human
or Gloridian
rare
        
country
standard
  Draconic
parent
  humanoid
parent
  frequency
Murduk
Red Dragon
Fire Giant uncommon
Ursagi or
Kobold
rare
 
Selentine
Blue Dragon
Hobgoblin uncommon
Bugbear rare
 
Vigoorian
Black Dragon
Troll* common
Nagan uncommon
 
Almaroon
Bronze Dragon
Locathah uncommon

 Notes on the above tables:
Glenneton Green Draconians Gnolls are called 'Glennars'
Vigoorian Black Draconian Trolls are called '
Vigoortaks'


Tiny Races


 

Senzainin
(garden Gnome)

  align   str dex con int wis cha   NA +HD reach move vision   LA
CN -5 +5 +3 -- +1 +2 1 0' 20' DV 90' +1

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- fist 1d2 sub -- -- -- -- -- -- 6 + CL 5 vs. blugeoning

Special qualities: tiny size (+2 to hit, +2 AC, +8 Hide, 50% Wound Points rounded up); -4 Balance; -2 Climb; +2 Craft (any); +4 Handle Animal; +4 Knowledge (Nature); +4 Listen; +4 Move Silently; +4 Ride; +2 Tumble; Tumble is always a class skill; provokes attacks of opportunity from melee attacks without 'reach' weapons; +1 HD must be Druid; cannot have draconic blood

Senzainin or Chikaisonohanakyo ('short garden people with big noses') are probably best described as 'Garden Gnomes' in the common tonuge. There appear to be a distant relative of the Karboten in that, although significantly smaller, they have similar physiques. An average Senzainin stands between 1' 6" and 2" tall. They generally weigh between 8 to 12 pounds, making them appear rather stout for their stature. Strangely, however, they are incredibly nimble people. This has no doubt arised from their need to evade capture by larger predators rather than trying to fend them off in combat.

In Konimaru, the Senzainin lived underground for countless centuries, and although they have little interest in keeping written historical accounts, there are numerous tales within their storytelling culture which claim to date back to before the rise of the Kenkus. The slow push of the Konsetsuborra (Eastern Demons) has forced the Garden Gnomes out of their natural home, however. They no longer subsist by tending various kinds of mushrooms (both magical and mundane). Instead, they have found themselves hiding among the vast forests of Konimaru.

In the Kenku-driven Konimaru society, rare Senzainin appearances are looked upon as nothing more than an opportunity for a bit of laughter, as both Garden Gnome visages and goofy mannerisms lend themselves to breaking through the stoic quiet of the Kenkus and Hobgoblins. Some Senzainin live in harmony with Aarokocra, who share a similar love of nature, for this is the creed of the Garden Gnomes -- an adventurous people who prefer to spend their time talking to the animals of the forest.


Small Races


 

Blue
(psionic Goblin)

  align   str dex con int wis cha   NA +HD reach move vision   LA
LN -2 +2 -- +2 -- -2 5' 30' DV 60'

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- fist 1d2 sub -- -- -- -- -- -- -- --

Special qualities: small size (+1 to hit, +1 AC, +4 Hide); +4 Move Silently; +4 Sense Motive; Wild Talent feat available as a background feat; water breathing? (unknown whether this is a psionic or racial ability)

Long ago, the Goblins occupying the northeastern island now known as Gordohemnia came under the thrall of strange beings called Aboleths. (The Goblins left on the mainland have long since been devoured as the fodder of the remaining Qur-tayn races.) These huge terrors of the water are said to have had incredible psionic power, and over the years, some of these abilities rubbed off on the Blues. It is also theorized that the Blues' change in skin coloration from brownish-green to blue is also somehow connected to their enslavement.

It is widely rumored that the Aboleths were overthrown long ago, and that the Blues now single-handedly rule Gordohemnia. Though they often trade with other countries, their major cities are not very accessible and some are actually under water. It is unknown whether this is some learned psionic ability or an innate physical change brought about by their exposure to the water-dwelling Aboleths.


 

Karboten
(purple Gnome)

  align   str dex con int wis cha   NA +HD reach move vision   LA
NG -3 +2 -- +3 +1 +2 5' 20' low-light +1

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- fist 1d2 sub -- -- -- -- -- -- 6 + CL --

Special qualities: small size (+1 to hit, +1 AC, +4 Hide), +2 Alchemy, +4 Listen, +2 Knowledge (Arcana), telepathic touch

Karboten have a purplish tint to their skin, but are otherwise quite ‘Gnomish’: big ears, bigger noses, broad smiles and great senses of humor. They are descendants of the original Gnomes who once held much magical power. Upon the fall of Anapsul Han, the great Gnomish metropolis, which lies somewhere beneath the western Volcano of the Phoenix Egg, the Gnomes were scattered to the winds. For thousands of years, their people migrated and changed. Those who came east to Qur-tayn did so knowing the perils of the Dragons who ruled. They brought their magic with them and allied with Dragons who shared similar pursuits. The Karboten have once again attained great power, and this time, they act to keep it from their Selentine enemies.

One interesting aspect of Karboten culture is that although they are a very long-lived race (often living past 250 years), their physical maturity comes at a very early age. They are, of course, discouraged from bearing children before they are in their 40s, and by 20, their adolescent urges have already past. Upon reaching old age (over 150), however, most Karboten (both men and women) go through a second hormonal transformation in which they once again regain the lustful urges of their youth. Since most of them acted in one way or another on such desires, they tend to only desire youths, and this poignant part of their society is often the reason you can see Karboten teenagers fleeing the presence of some old coot or hag. Some scholars say that this biological mystery may be due to ancient meddling with unknown alchemical concoctions.


 

Kobold

  align   str dex con int wis cha   NA +HD reach move vision   LA
LE -3 +1 -1 +1 -- +2 1 5' 30' DV 60'*

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- claws 1d3 -- -- -- -- -- -- -- --

Special qualities: small size (+1 to hit, +1 AC, +4 Hide); +2 Craft (Traps); +2 Search; light sensitivity (in bright light: -1 to hit, damage & saves, and -4 to spot checks)

Kobolds are awkward-looking creatures. They are about the same height as a Karboten (3' to 3.5' tall), but are quite lithe. They are covered in reptilian scales and have a dog-shaped head. A bare rat-like tail extends a couple feet behind them. Because of their sensitivity to light, they prefer to remain underground in their eastern Murduk mountain lairs. They rarely contact other races, but some of the easternmost clans occasionally trade at Lothar's Outpost.

More yet have been captured and are used as slaves by the Red Dragons, Fire Giants and Ursags alike. Because of their small stature and incredibly powerful neighboring races, Kobolds have had to adapt to extremely rough conditions. It has been ages since a successful slaving raid has returned with Kobold captives -- the Kobold clans learned long ago that in order to ensure their safety, they must work together. Coupling this with their talent for sorceric magic, there is no doubt why they have managed to survive.


Medium-sized Races


 

Aarakocra

  align   str dex con int wis cha   NA +HD reach move vision   LA
NG -2 +5 -1 -- +1 -- 1 5' 20' / 90' fly DV 60' +1

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- x2 talons 1d4 bite 1d3 -- -- -- -- -- --

Special qualities: +4 craft (any one); +4 knowledge (nature); +4 listen; +4 spot; +4 survival; free Flyby Attack feat

Aarakocras are avian humanoids who stand about 5 feet tall and have a wingspan of about 20 feet. Their bones are light, and they weigh only 90 pounds on average. They have three-fingered hands midway along their wings which are nearly as useful as a human's when they are not in flight. Feather color in males ranges from yellow-orange to red-orange, and femals are usually grey- or brown-feathered. Aarakocran faces look somewhere between a parrot and eagle, with sharp, snapping black beaks and dark eyes.

Aarakocras society is organized into nomadic hunting tribes which stick to the mountains usually uninhabited by the Konsetsuborra. They have regular dealings with the Kenkus, whom they generally look up to in awe of their sophistication. They also trade with the Hobgoblin barbarian tribes, but these types of interactions often end in bloodshed.


 

Bugbear

  align   str dex con int wis cha   NA +HD reach move vision   LA
CE +5 -- +3 -2 -1 -2 2 1 5' 30' DV 60' +2

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
+1 claws 1d4 -- -- +0 +2 +2 (2 + int) x 4 -- --

Special qualities: +4 Move Silently; stability (+4 against bull rushes, overruns & trips)

Bugbears are the largest of the 3 goblinoid races, standing just over 6' with a build stout as a Dwarf's. Thus, Bugbears are massive creatures best avoided. They are also covered by incredibly thick skin and brown fur. They have enlarged canines but their jaws are not strong enough for their bite to be a real threat. Inhabiting the north of the Selentine Empire, Bugbear denizens gladly make constant raids on Karboten villages and towns.

Though significantly larger than Hobgoblins, Bugbears' lack of intelligence in comparison to their goblinoid cousins means that they are often left to take orders. They also tend not to learn as quickly as Hobgoblins, but are far stronger and sturdier. When it comes to Selentine armies, the Bugbears always have infantry positions and are armored to the tooth. Strangely enough, these huge humanoids have a knack for sneaking about. Coupled with their darkvision, Bugbears can make surprisingly deadly ambushes in the dead of night.


 

Gloridian
(grey Dwarf)

  align   str dex con int wis cha   NA +HD reach move vision   LA
NG +2 -2 +2 -- -1 +2 20'* DV 60'

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- fist 1d3 sub -- -- -- -- -- -- -- --

Special qualities: +2 to save vs. poison; stability (+4 against bull rushes, overruns & trips); +2 to Appraise, Craft & Search when dealing with stone, gemstones or metal; 20' movement rate even in medium or heavy armor

The Zlaghinovan Gloridians are ancient descendants of the Red Dwarves of Lindengaard. They look much like your average Dwarf except that they have greyish skin and hair. Both the men and women enjoy decorating themselves with various kinds of jewelry to 'spruce up' their appearance, and despite their lack of good manual dexterity, they manage to produce some impressive artwork. Yes, the women are bearded.

Over the millenia, Gloridians have been strongly influenced by their long-time allies, the Karboten, and because of this are far more friendly and outgoing than you might expect of a Dwarf. Althought the Gloridians do not dwell underground, they do tend to prefer to live in the Zlaghinovan mountains rather than along the flat coastlands. Many who do inhabit the mountain cities make a living mining, since their darkvision and intuition with stone & metal gives them an edge.


 

Gnoll

  align   str dex con int wis cha   NA +HD reach move vision   LA
NE +2 +2 +2 -1 -1 -3 1 1 5' 30' low-light +1

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
+1 claws 1d4 -- -- +0 +2 +2 (2 + int) x 4 -- --

Special qualities: +2 Listen & Spot; Power Attack is available as a 'background' feat

These 7' tall hyena-headed humanoids have brown to reddish-grey fur and grey skin. Despite their awkward looking build, they are strong, fast and sturdy. Gnolls comprise about 95% of the population of Glenneton. They are the servants and followers of the Green Dragons, and their most revered diety is Glennere, the Brood Queen. The vast majority of Gnolls worship her and a Gnoll's position in society is based either on military rank or seat in the clergy.

Glenneton has had a long-standing conflict with the Gold Dragons of Jintra to the south. This animosity has fueled the Glenneton army to steadily increase their population to win a war of attrition against their small neighbor. Their alliance with Selentia and Vigooria, however, is conditional upon attacking the Karboten country of Anaptun Abra. The Glennetons believe, however, that the Jinatrans, small in number but unmatched in might, should be their primary target. 


 

Hobgoblin

  align   str dex con int wis cha   NA +HD reach move vision   LA
LE +1 +1 +3 -1 -1 -1 5' 30' DV 60'

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- claws 1d4 -- -- -- -- -- -- -- --

Special qualities: +4 Move Silently

Hobgoblins are humanoids with greyish fur and enlarged canines. They have builds like the stronger of Humans and are about as tall. Hobgoblins tend to have haughty attitudes and think of themselves as being superior to nearly any other race. They are also fiercely aggressive and will abandon their 'honor' in favor of a gang mentality if that is what is required for survival.

Hobgoblins comprise the majority of the Selentine population. They were originally living in isolation on an island to the east of Selentia when discovered by the Blue Dragons. Their race was quickly enslaved into the Blue Dragon empire and were used to overpower their goblinoid cousins, the Bugbears, in what is now northern Selentia. Now, millenia later, the Selentine Hobgoblins have numerous cities east of the great desert participating in the preparations for the coming war.

In Konimaru, far east of Qur-tayn, the Hobgoblins are far less sophisticated, as their neighboring avian races (Aarakocra and Kenku) don't associate them. They are organized into large tribes which are constantly fueding for territory. Their stats have the following modifications (instead of above): +2 str, -2 int, +0 wis, -2 cha. Hobgoblins are often used as slave workers and warriors of the Eastern Demons.


 

Human

  align   str dex con int wis cha   NA +HD reach move vision   LA
NG* -- -- -- -- -- -- 5' 30' normal

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- fist 1d3 sub -- -- -- -- -- -- -- --

Special qualities: +1 skill point per level (+4 at 1st level); extra feat at 1st level (not limited to the list of background feats)

Although Humans tend to be incredibly adaptable and spread quickly because of their early age of physical maturity and short gestation period, the other races of Qur-tayn are far more powerful. Because of this, the vast majority of Humans in Qur-tayn live in the northwestern country of Zlaghinova. Here they live in harmony with the Gloridians and humanoid-loving Silver Dragons.

There, they had lived relatively peaceful lives of farming, herding and fishing until about a century ago. From their southwestern of Murduk, Ursags began to press forward through the mountains and eventually attacked the coastal city of Phalaethes. This city had the best fishing in all of Qur-tayn, but was surrounded by mountains. The Zlaghinovans could not send reinforcements in time and the city was abandoned overnight. If not for concerns regarding the general war between their Karboten allies of Anaptun Abra and their enemies of Glenneton and Selentia, Zlaghinova would have marshalled an army to wipe out the Ursags long ago.


 

Kenku

  align   str dex con int wis cha   NA +HD reach move vision   LA
LG* +2 +5 -- +3 +4 +3 1 5' 30' / 60' fly low-light +3

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- beak 1d4 talon 1d4 -- -- -- -- 9 + CL --

Special qualities: +2 listen; +2 sense motive; +2 spot; wing baffle (Balance check to gain a +2 to hit as a free action); get x2 language points; sound imitation; Ghost Sound and Ventriloquism (at will); can take the Improved Feint feat without its normal prerequisites, also applies a +2 bonus to these Bluff checks; can take Weapon Finess as a background feat; the Weapon Finess feat can be applied to katanas wielded with two hands (but not in conjunction with a wing baffle)

Kenkus are human-sized, bipedal crows with feathered arms, pointed beaks and huge wings. They are an ancient and magical race of scholars and teachers, imparting their wisdom to those who seek them out and prove worthy and honorable. The Kenku are also masters of combat, having fought the Eastern Demons since the dawn of time. Their ability with the katana is unmatched as they can wield this weapon with swift ease thanks to their powerful wings which allow them to quickly shift their balance.

Like many other avian creatures, Kenkus also have the ability to imitate virtually any sound they hear. Because of their talented tongue (and ears), Kenkus are able to learn languages with great ease. In fact, through even the limited amount of contact with the Almaroons of Qur-tayn, most Kenkus can comprehend common. Konimaru is the native land of these people, but their fight with the Konsetsuborra (Eastern Demons) has not gone well...


 

Locathah

  align   str dex con int wis cha   NA +HD reach move vision   LA
PN -1 +1 -- +2 +2 +1 3 5' 20' / 60' swim low-light +1

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- fist 1d3 sub -- -- -- -- -- -- -- --

Special qualities: +2 Balance; +4 Intuit Direction; +2 Survival; +8 Swim; amphibian (can breathe both air and water)

Locathahs live in harmony with the Bronze Dragons, comprising the island country of Almaroon. They are very fish-like in appearance, marked by fins on their fore- and upper- arms and legs. Their heavily webbed feet make running on land a bit of a chore, but give them incredible speed in the water. Locathahs are generally reclusive and would previously have preferred nothing more than to remain in isolation on (and under) their island paradise.

Others prefer to engage in trade with other countries. Because of their affinity with the seas, Locathahs make superb sailors. Their Bronze Dragon-run government has long held to a stance of neutrality when it comes to Qur-tayn politics, and this means that Locathah ships are generally welcomed at every port. Countries unwilling to trade with each other directly have led to the Almaroons becoming rich, indeed, acting as the 'corporate' middleman.


 

Nagan

  align   str dex con int wis cha   NA +HD reach move vision   LA
LE +3 -- +2 +1 -1 -4 2 5' 30' normal +1

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- x2 claws 1d4 bite 1d3* -- -- -- -- -- --

Special qualities: -2 racial penalty to Listen checks; +2 Spot; +2 to save vs. poisons; poisonous bite does initial & secondary d3 temporary Str damage; 5' poisonous spit blinds for 1d4 hours (successful secondary save cancels blindness); (poison can be used once per day per +2 Con bonus; Fort save DC is 10 + Con modifier)

Nagans are the modern descendants of the Nagas, powerful snake-like creatures which were destroyed by the Black Dragons many millenia ago. They stand about as tall as an average Human and have similar builds but are covered in thick snake scales and have cobra-shaped heads. Their necks are a foot longer than a Human's, though, and Nagans therefore stand about 7' tall. They have also retained the strong poison of their Nagan ancestors. 

The main Nagan cities of Vigooria are along the southeast coast and edges of Vigooriama ('the Great Swamp'). This swamp is the home to many rare plants and herbs which are in high demand for alchemical recipes and spell components. The inland city of Voonagar harvest such materials and they are exported to the seas via Goormanon. Trade caravans also travel into the Rakshasa lands from Veloorap.

Although most would agree that the Black Dragons control the country of Vigooria, it is the Nagans who bureaucratically hold the territory and cities together as a country. Because of this, it is quite possible that a Nagan rebellion against the Black Dragons will eventually take place.


  Rakshasa   align   str dex con int wis cha   NA +HD reach move vision   LA
LE +2 +4 +6 +3 +3 +7 6 3 5' 40' DV 60' +10

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
+3 x2 claws 1d4 bite 1d6 +3 +3 +3 (8 + int) x 6 23 + CL 15 / good & piercing

Special qualities:
a)
+4 Bluff (additional +4 when using the Detect Thoughts ability described below)
b) +4 Disguise (additional +10 when using the Change Shape ability described below)
c) spellcasting ability of a 3rd level Sorcerer (this stacks with future Sorcerer class levels) -- note that a Rakshasa is essentially a 3rd level Sorcerer who receives the traits of a 'native outsider' (rapid BAB and good saving throw progession, as well as extra skill points and d8 hit dice) -- future Sorcerer levels use the norms of that class
d) Change Shape (any humanoid form) as a standard action at will
e) Detect Thoughts at will (Will save DC = 12 + Cha bonus, caster level 18)
f) School Focus (Enchantment) and School Focus (Illusion) are available as background feats
g) (please note that holy/blessed crossbow bolts have no special effect other than bypassing their 15 DR)

Rakshasas have similar statures to Humans, but have tiger-shaped heads and are covered in soft, white and orange fur. Despite this, they have a very calm and charismatic nature. The way of the Rakshasa is as an orator. If and when that fails, they can rely upon their talent for magic to affect the minds of those who oppose them. 

According to bardic tales, Rakshasas are a race of ancient demons. In truth, they are the remnants of planar travelers who decided to settle on Qur-tayn ages ago. Either way, it is obvious that the Rakshasas are a powerful people. If not for the socio-economic in-fighting among the 5 Rakshasa families and their respective cities, there is little doubt that they would rule all of Qur-tayn.


 

Troll

  align   str dex con int wis cha   NA +HD reach move vision   LA
CE +1 +3 +8 -3 -2 -5 1 5' 30' / 20' climb DV 60'* +4

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
-- claws 1d4 -- -- -- -- -- -- -- --

Special qualities: Regeneration 1 (damage other than Fire or Acid only does subdual damage); +8 Climb (climb speed of 20' on all but the toughest to climb surfaces); +4 Spot; +4 Survival; Scent; light sensitivity (in bright light: -1 to hit, damage & saves, and -4 to spot checks)

Trolls are only slightly shorter than Humans, but have a very slouched posture. They are green-skinned and generally covered in darkly color boils. Their arms hang down nearly to the ground. Thus, they appear in every way to be a smaller version of the Giant Trolls dotting the heavily forested areas of Qur-tayn.

Despite the fact that most Trolls are intelligent enough to speak at least a little Vigoorian, they are anything but conversationalists. Their incredible metabolisms require that they are almost always eating, and therefore they'd rather eat you than say, "hello." Luckily, they tend to not be well-enough organized to work in groups, and the terrifying Vigoorian Black Draconian Trolls are rare enough.

A note on the Troll's regeneration: Trolls only take real damage from fire or acid. Any other types of damage cause subdual damage, but subdual damage does NOT carry over into Wound Point damage when the character reaches 0 Vitality Points (instead, excess damage is ignored). Trolls suffer the 'fatigued' condition when at 0 VP. Critical hits by non-fire or -acid attacks do subdual Wound Point damage, and the Troll will fall unconscious at 0 Wound Points. 


Large Races


 

Fire Giant

  align   str dex con int wis cha   NA +HD reach move vision   LA
LE +10 -2 +6 -- +2 -- 6 7 10' 40' low-light +9

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
+5 fist 1d6 sub -- -- +5 +2 +2 (2 + int) x 10 -- IM fire, cold vulnerability

Special qualities: large size (-1 to hit & AC, -4 to Hide); +4 Craft (choose one); +4 Diplomacy; +4 Intimidate; +4 Survival; Power Attack available as a background feat

The Fire Giants of southern Murduk are about 12 feet tall and stout like Dwarves. They have dark reddish-purple to reddish-brown skin which is incredibly thick and tough. Their hair, which seems to erupt from their face and head, is fiery red and orange and their temperaments are equally fiery. The only thing Fire Giants like more than arguing is combat.

The Fire Giants are a holy people, and worshippers of the Phoenix. The Fire Giants have the only well-organized government in Murduk, and their standard shows the Phoenix, which makes its nest in the largest volcano in Qur-tayn. The principles of the Phoenix are not so clear, however, and the Fire Giants will do just about anything in the Phoenix's name. Their clan-based society is strongly hierarchical, with the strongest warrior-clerics taking the thrones. Fire Giants rarely leave their geothermally active mountain environment, but some do, seeking the thrill of adventure. They are generally not welcomed in the other countries.


 

Jarl
(frost Giant)

  align   str dex con int wis cha   NA +HD reach move vision   LA
CG +8 -2 +6 -- +4 -- 5 6 10' 40' low-light +8

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
+4 fist 1d6 sub -- -- +5 +2 +2 (2 + int) x 9 -- IM cold, fire vulnerability

Special qualities: large size (-1 to hit & AC, -4 to Hide); +4 Knowledge (Religion); +4 Spot; +4 Survival; Power Attack available as a background feat

Averaging 15' tall, the Jarls are far taller than Fire Giants, but have much thinner builds. Their skin is very tough and bluish-white in coloration, just like their soft hair. Not surprisingly, Jarls are a cool-tempered people who spend much of their time in peaceful contemplation. They are also fierce warriors, however, and must defend their lands from untamed white wolves, frost worms, undead wandering north from Peneloponaea, and the occasional White Dragon.

The Jarls' patron deity is Fjorm Kardas, known to their people as the 'Shining Ice' and the 'Wolf Herder'. Nearly all Jarls follow the tenets of this ancient Frost Giant hero, who promoted a strong belief that the Jarls can protection their lands and live free without the need to expand and conquer. Thus, the Jarls are generally quite content living in their usually serene Arkanian highland mountains and rarely venture to other lands.


 

Ursagi

  align   str dex con int wis cha   NA +HD reach move vision   LA
NE +6 +2 +4 -- +1 -3 4 4 5' 40' low-light +5

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
+3 x2 claws 1d8 bite 1d6 +4 +1 +1 (2 + int) x 7 -- --

Special qualities: large size (-1 to hit & AC, -4 to Hide); +4 Intimidate; +4 Listen; +4 Spot; Multiattack; Scent; cannot hold normal weapons; gets 2 claw attacks (1d6) at full BAB w/ full strength bonus and a bite (1d8) at BAB - 2 w/ half strength bonus; Roar of Terror (full-round action): all within 30' shaken for 1d4 rounds, Will save = 10 + Con bonus

Ursags are strange creatures, indeed. They are perhaps the remnants of some strange magical experiment or the favored offspring of some bizarre god (as is the case with the Owlbears of Enkidu). Ursags are large bear-like creatures with a malevolent intelligence. They differ from bears in that their fur is various shades of dark purple and their front arms are larger and longer than what would normally appear proportionally correct.

Inhabiting the northwestern mountains of Murduk which border Zlaghinova, the Ursagi clans have slowly been advancing. They suddenly attacked the coastal Zlaghinovan city of Phalaethes and the mostly Human settlers fled or died trying. Since then, Zlaghinova has set up Outpost Priam located in the southwest corner of their country to keep an eye on Ursagi advances.


 

Wymic

  align   str dex con int wis cha   NA +HD reach move vision   LA
NG +4 +1 +3 -- +2 +1 3 3 5' 40' low-light +4

BAB
attack 1 damage   attack 2 damage   Fort Refl  Will   skill ranks   SR   Damage Reduction
+2 x2 claws 1d6 -- -- +3 +1 +1 (2 + int) x 6 -- --

Special qualities: large size (-4 hide, -1 to hit, -1 AC); +4 Listen; +4 Move Silently; +4 Spot; Scent; can make 2 claw attacks (1d6) or a normal armed attack and single claw attack (1d6) at BAB - 5 (all attacks at full strength bonus); Wymics prefer not to use their bite attack; Roar of Terror (full-round action): all within 30' shaken for 1d4 rounds, Will save = 10 + Con bonus

Wymics are hybrids with the body of a lion and a humanoid torso & head. Wymic upper bodies are also covered in golden lion fur, and their large heads are characteristically feline. Male Wymics have thick manes which they constantly groom. They are hot-tempered but have learned to curb their attitude over centuries of suppression by the Rakshasas. Many Wymics are also very pious and this also helps them to endure their oppression.

Wymics represent the vast majority of the population of Viswanathan, but hold little power. Many roam the great savannah, but all return to the Rakshasa cities to trade. The city-dwelling Wymics are usually entrenched in the political struggles which go one among and within the five Rakshasa families. Others are mates on fishing ships which sail the southern seas.


 

Last Update:
June 27th, 2005

Previous Update:
Apr 30th, 2005

Contact the GM:
Zakarius [at] mail [dot] com