3E Skylis Rules
Chapter 2: Races.
Races
HUMANS - 2nd draft
Balerians, Duners, Ediuian, Hivalenic, Islanders, Ladish, Orinian,
Nuren, Sothics, Southern Tribes, Stefaners, Tianese, ZianneseHumans are one of the youngest races of sentient beings in the world, and one of the shortest-lived. However, they make up for their fleeting nature by being inventive, adaptive and tenacious. Over the lifespan of the race, they have formed communities, built cities and created many varied and unique cultures. More than any other species, they have developed a great number of races and though some see their tendancy to fight among themselves as destructive, it has equally given rise to advances in so many aspects of their collective culture. It is unknown whether or not they would have made greater strides as a unified and peaceful people, and it remains unseen if they will in the future. However, it is certain that they are now the predominant and most populous people in the world.
Humans, and humans only, may select the feat of Mixed Heritage at the creation of their characters. This feat reflects parents of different racial backgrounds, and allows the character to select two of the following racial descriptions for their characters. The bonus attributes of each race both apply, although racial bonuses do not stack for individual skills, abilities or attributes. This feat may be selected more than once, provided a different sub-race is selected and the feat slots are all available at 1st level.
BALERIAN
Long ago, the Kingdoms of Agul, Baler, Nure and Zianne united to form the grand Kingdom of Forestaine. The Balerian people have long been a hardy and resourceful people, learning to live from the boon of the great forests, the wealth of the mountains, the gifts from the rich soil and the bounty of the sea. Their long history of lumber trade gives them a natural propensity to use the axe as both tool and weapon, and it has become the icon for their way of life. Balerians make for hardy tradesfolk and craftspeople, and the Province of Baler is the most industrious of all the Forestanian provinces.
Balerian characters receive a +1 racial bonus to attack with any sort of axe. They may also pick one bonus feat from the following list: Skill Focus: Craft (any) or Skill Focus: Profession (Farmer, Fisher, Logger, Miner, Trader, or Trapper). Automatic Languages, pick 1: Baleric or Ziannese.
"The sword is a better weapon, the hammer is a sturdier tool and the bow has a farther range, but the axe surpasses these when all three aspects are considered. And as the axe is greater than the sum of its parts, so too are our people."
Henri Joaillier 892-967, Premiere du Baler 938-958.
DUNER [Not available to Player Characters]
From the Rihkmar Flatlands to the Vasdume Desert to the Lihnktamet Desert, Duners is the informal (and somewhat offensive) name given to a collection of tan-skinned people who live in the north-eastern regions of the continent. Some live in regions of the great Alliance of Desertia and Deloran, others in the northern fringes of Forestaine and even into the eastern parts of Steafanoes. They have learned to exist in the hot and harsh environment of the drylands and the coasts of the Melnoc Ocean and Sedrit Sea.
Duner characters receive a racial bonus of +2 to all Intuit Direction checks, when above ground. They have Damage Reduction (DR) 2/+1 against all heat-based damage. They may also pick one bonus feat from the following list: Skill Focus: Profession (Fisher, Jeweller, Miner, or Trader) or Woodwise (Desert). Automatic Language, pick 1: Krantis or Turim.
[Use these racial attributes for Baleradeen, Deloran, Naorese, Oasian, Rahfgani, and Turanian characters]
"Water may be the blood of all life, but rock, sand, mud and soil are the substance. The land provides much of what is needed to sustain. Ignore its power and it will crush you, swallow your toil, grind you down, and impede you in life. Hear its lessons and it will give you shelter, provide you food, ease your burden, and comfort you in death."
Ahmkir Jhereem, Tehrik Onjinn of the Deloran Court.
EDIUIAN [Not available to Player Characters]
From the Empire of Ediuir, come the Ediuians. Their home is a harsh landscape of coarse coastlines, plunging cliffs, frigid climate and turbulent weather. Their Empire is the last nation to continue slavery, and causes them some trouble when dealing with the rest of the world. However, they are skilled sailors, clever traders and convincing merchants.
Ediuian characters receive a +2 racial bonus to all Intimidate and Rope Use checks. They also receive a racial bonus of +2 to all saves against cold-based attacks and may pick one bonus feat from the following list: Charlatan or Skill Focus: Profession (Sailor, Slaver, or Trader). Automatic Language: Diuirin.
"You do not defeat a storm, you only survive it."
Ediuian saying.
HIGHVALENIC or (originally) HIVALENIC [Not available to Player Characters]
This ancient culture is indigenous to the north-western jungle regions of Steafanoes. In days gone by, they were an exclusively nomadic and warlike people, who conquered and moved on. Of all the human, they are the most advanced on horseback, and have a history of war against orcs, humans and even dwarves. In the recent centuries, the Highvalenic began to settle down, in stark comparison to their older roaming of the north-western steppes. Although they, along with the Adgalornic, focused on building the Kingdom of Steafanoes, the Highvalenic never lost their love of the equine lifestyle.
Highvalenic characters receive a racial bonus of +4 to all Ride checks, and suffer no penalty to attack or spellcasting from horseback. As well, they receive a racial bonus of +1 to all attacks with any bow. They also receive one bonus feat from the following list: Skill Focus: Animal Empathy or Skill Focus: Craft (Bowyer, Farrier or Fletcher) or Skill Focus: Handle Animal or Skill Focus: Profession (Horse Trainer). Automatic Language: Highvalenic.
"Life is motion."
Highvalenic credo.
ISLANDER
There are hundreds of islands in the waters of the Laboc Sea, and the people of those islands have learned to live by the tides, through storms and from the salty resources of the sea. They are accomplished fishers, small boat sailors and craftspeople. Long ago, they were enslaved by humans from more 'advanced' cultures, and by seagoing orcs. Since then, the orcs have been driven off and all but the Ediuians have renounced slavery. Islanders, or Xaktomu, are a strong and sturdy people who come from dozens of different subcultures. To know the customs and lifestyles of them all would be more than a lifetime of work.
Islander characters receive a +2 racial bonus to all Swim checks. They may also pick two bonus feats from the following list: Athletic or Skill Focus: Craft (any) or Skill Focus: Profession (Fisher, Sailor, or Trader). Automatic Languages: Native Dialect and Ladish.
"Our people have endured much suffering, but it has strengthened us. Mourning our past trials will only serve to weaken. We must focus our efforts on the future if we are to even begin to realize the potential within us. As my forefathers used to say - You must realize when to swim against the current and when to swim with it."
Juba Botwani, Second Conduitary of Coastlands, Church of Lywillerin.
LADISH
Generations ago, people from the old kingdoms settled along the western shores of the land. They conquered a major portion of the region, and built a feudal kingdom on the foundations of rich gold mines, spice trade and slavery. This was the Kingdom of Coastlands. More recently, the Ladish people, as they are collectively known, put aside the practice of slavery and feudal system. They remained accomplished explorers, skilled sailors, and inventive traders. The Kingdom of Coastlands is one of the oldest and richest of nations in existence. Today, however, they are still rebuilding their economy, stability, military and trade relations, after a difficult war with Steafanoes. Just as they always have, though, the intention isn't just to rebuild their country, but to make it better.
Ladish characters receive a racial bonus of +1 to all Appraise checks. They may also pick a bonus feat from the following list: Skill Focus: Profession (Miner, Sailor, or Trader) or Skill Focus: Swim. Automatic Language: Ladish.
"A tallship is a complex marvel of ingenuity, engineering and craftsmanship. It is an awe-inspiring collection of a thousand different parts, each crafted with care to operate in concert with the others. To behold a tallship is to be witness to one of the greatest achievements in mortal history. It is an elating experience just to be aboard one of these great vessels when they are at full sail and heading toward the setting sun. And all it takes to ruin this powerful and life-affirming experience is one bad cook. A pox on all bad cooks."
Admiral Elias Fulton 898-951, Commander of His Majesty's Fleet 936-951.
NUREN
Long ago, the Kingdoms of Agul, Baler, Nure and Zianne united to form the grand Kingdom of Forestaine. The Nuren people are said to be descended from the people of ancient Arlanuer, and continue their long, although somewhat strained, relations with the elves. Legend has it that, before any animosity existed between them, the Nuren were once instructed by the great master warriors of the elves and the master smiths of the dwarves. Today, that is reflected in the natural skills of the Nuren swordsmen and smiths. They are also accomplished mariners. As well, the Province of Nure is the seat of power for the Forestanian Monarchy and almost all important national organizations are based within its borders. The Nuren people are the greatest advocates of national unity, and the growing unrest in the other provinces will surely test their resolve to keep the kingdom together.
[Use these racial attributes for Normish characters]
Nuren characters receive a racial bonus of +1 to all attack rolls when using a long or short sword. They may also pick one bonus feat from the following list: Skill Focus: Craft (Armourer or Weaponsmith) or Skill Focus: Profession (Fisher or Sailor or Trader) or Trustworthy. Automatic Languages, pick 1: Baleric or Ziannese.
"The great nations and empires of old stood for centuries on the principles of togetherness, fellowship, cooperation and unity. In their times, they provided us with such vast advances in all areas of our existence. To divide ourselves now would be to weaken ourselves, and to invite, once again, the incursion of our enemies. If we conquer the fear, mistrust and differences which sometimes come between us, then we will remain one inconquerable nation, indivisible and great."
Son Majeste Roi Oubacles Megera, reigning Monarch of Forestaine.
ORINIAN
Not actually identifiable as a separate race, these humans are a distinct culture located in the recently established Kingdom of Orion. However, long before The Kingmage etched the borders of Orion into existence, the region had always been one where barter and trade was the rule of the land. The capital, Hawk City, is arguably the centre of trade for the entire civilized world, and it attracts merchants of every kind to its markets. It is said, that once you spend some time in Orion, you begin to forget where you are from, because nobody really cares. Race, religion, colour, and creed are all irrelevant in the eyes of profit.
Orinian characters may give up their other bonus racial features to receive the following features. They receive a +2 racial bonus to all Appraise, Diplomacy, Search and Sense Motive checks involving barter or trade. They may also pick a bonus feat from the following list: Multicultural or Persuasive or Skill Focus: Craft (any) or Skill Focus: Profession (any). Automatic Language, pick 1: Baleric, Galornic, Kithyar, Ladish or Sothic.
"While in Hawk City: If you know the right people, then you can buy or sell absolutely anything. If you know the wrong people, then you are either a victim or a fool. Some cities brand themselves as the City of Dreams, Hawk is the City of Deals."
From The Merchants Guide to Skylis.
SOTHIC
The Sovereign of Soth is built upon the solid foundations of the tallest mountain in the world. It is one of the oldest civilized nations and, despite its comparitively small size, is arguably the greatest power in the land. Their culture is rich and storied, drawn from the ancient empires of Arlanuer and Maritia and the early tutelage of elvan forefathers, in a time when the reach and influence of elves was unparalleled. Since those ancient days, no force has ever successfully breached the border of Soth, and those who tried were met with swift and lethal response. And in their long centuries of safety, the Sothic people have flourished, and have become great scholars, sages, wizards, poets, musicians, philosophers and more. Crime is all but unheard of, as the penalties are considerable. The Sothic are typified by equal parts softness and severity, and many feel that they, above all others, are the paramount of human achievement. Others find their achievements, in the very least, disquieting.
Sothic characters receive 4 extra skill points at first level and 1 extra skill point for every level thereafter, in addition to the normal human bonuses. Sothic characters are also literate in any language that they speak, regardless of class. They also receive the bonus feat of Skill Focus: Profession (any). Automatic Language: Sothic and any one other.
Sothic characters receive a situation penalty of -4 when attempting to use Bluff, Diplomacy, or Sense Motive with any other character who is not a native, or first generation descendant of the Sovereign of Soth.
"Bettering yourself is respectable, but it is not sufficient. Bettering your family is commendable, but it is not sufficient. Bettering your community is noble, but it too is not sufficient. To achieve the height of Sothic principle is to better not only yourself, not only your family, not only your community, but also your country. And anyone who does all this with compassion, fairness, diligence and courage, is not only good enough to live here, but is more than good enough to sit in my chair."
Superator Sammarek, former ruler of Soth."It is compassion which compels you to protect your family from the hungry wolves, but it is strength which allows you to succeed in doing it."
Superator Dorian, current ruler of Soth.
SOUTHERN TRIBAL or BARBARIAN
Although the southern ice wastes are considered by some to be the most inhospitible place in the world, there are whose who manage to not only survive, but to thrive in the harsh conditions. The humans who live there are called barbarians by the rest of the world, and are seen as savages who eke out an existence by brutality and thievery. Indeed, they are most often known for the raids against the southern borders of Coastlands and Forestaine. However, as is often the case, despite popular perceptions, they are not such a one-dimensional people. The humans who live in the southern ice wastes are tribal and focused on survival, as both the weather and the other inhabitants of the region are focused on destroying them. Yet their culture is deeper and richer than most realize. They have a reverence for nature, a fierce bond with family and drive to exist in a world which consistently puts them in mortal peril. There is more to these people than rumour and speculation would have you believe.
Southern Tribal characters receive a racial bonus of +2 to all Animal Empathy checks. They have Damage Reduction (DR) 2/+1 against all cold-based damage. Southern Tribal characters may also select one bonus feat from the following list: Great Fortitude or Skill Focus: Intuit Direction or Skill Focus: Profession (Hunter) or Skill Focus: Wilderness Lore. Automatic Language: Tribal Dialect. Southern Tribal characters do not receive any bonus languages based on their Intelligence bonus and are not literate in any languages spoken. To become literate in a language spoken, they must take 2 additional points in the Speak Language skill for each language.
"Words start fights. Actions finish them."
Tribal saying.
STEFANER
The Kingdom of Steafanoes is also one of the older and mightier nations, although its history tends to be filled with a little more strife than its peers. The largely tropical region has seen more than its fair share of war over the past few centuries, and this has reflected in the nature of the Stefaners. By and large, they are descended from the elder Adgalornic people, who were a peaceful, industrious and compassionate people, and who had a natural ability to bridge cultural gaps. However, their violent history with the Highvalenic, the Tianese, the Ziefish Orcs, the Purlan Dwarves and other various cultures has also made them a wary and defensive lot. More recently, the seizure of power by the despotic General Whitesnake and the ensuing, lost war with The Kingdom of Coastlands, has weakened the nation arguably more than it ever has been before. While the Provisional Government diligently tries to guide Steafanoes back to its former, and hopefully less violent, glory, many feel that a great change may be coming. And perhaps not necessarily a positive one.
Stefaner characters receive a racial bonus of +1 to all Diplomacy checks. They may also pick a bonus feat from the following list: Alertness or Skill Focus: Intuit Direction or Skill Focus: Profession (Trader) or Skill Focus: Ride or Skill Focus: Sense Motive or Skill Focus: Swim. Automatic Language: Galornic.
"You might make the mistake of thinking you've conquered it, but you would be wiser to remember that eventually, the jungle always reclaims what belongs to it."
Stefaner adage.
TIANESE [Not available to Player Characters]
From the north-western jungle regions, to the even farther north tropical islands, the Empire of Tian is a mysterious land whose culture seems somehow different from the rest of the world. This is more than the regional differences that mark all human settlements, as their conventions, their way of life, and even their very thinking seem to bear little to no resemblance to that of any other human culture across the lands. They are also very protective and even secretive of their ways, and when they travel outside their borders they tend to keep to themselves. However, despite their very foreign appearance and demeanour, they are by no means inhuman, only vastly different in lifestyle. One thing they have shared with others, is their ability to make war and to conquer. The Empire of Tian once barely included any territory on the mainland, but now stretches considerably south into the continent. For now, at least, it seems than they have halted in their plans for more bloodshed, for they were also weakened by Steafanoes' recent military campaigns. Little is known about the Tianese, but much of the secrets of human achievement is suspected to have been born in those strange lands.
Tianese characters receive a racial bonus of +1 to attack when using any small or medium sword. They also receive 8 extra skill points at 1st level, above the normal human bonus. Tianese characters also receive an additional bonus feat slot at 1st level, but may only select a feat from the fighter's list of feats. Automatic Language: Tanrin.
"The rain does not ask our permission before falling, so it serves no purpose to chastise it when it does."
"Honour your ancestors as they honour you."
"Only draw the sword to clean it or to spill blood - this is the way of the warrior. Never draw the sword to threaten or to impress - that is the way of the coward."
Some Tianese sayings.
ZIANNESE
Long ago, the Kingdoms of Agul, Baler, Nure and Zianne united to form the grand Kingdom of Forestaine. The Ziannese people, who now live in the Provinces of Agul, Lothloriien and Zianne, are said to be descended from the people of ancient Maritia, and continue their long, although somewhat strained, relations with the elves. Legend has it that, before any animosity existed between them, the Ziannese were once instructed by the great master archers and wizards of the elves. Whether there is truth in that, archery remains a very important aspect of Ziannese lifestyle and they do seem to have a better general understanding of magic than most humans do. The Province of Zianne has seen more than its fair share of conflict in the last century, and much of the armies of Forestaine have been drawn from the Ziannese people. Today, there is a growing discontentment with the status quo, and there is increased talk of independence from the Kingdom of Forestaine, especially in the Province of Agul.
[Use these racial attributes for Rohdese characters]
Ziannese characters receive a racial bonus of +1 to any attacks with a bow. They may also pick one bonus feat from the following list: Alertness or Skill Focus: Profession (Hunter, Trader, or Trapper) or Skill Focus: Spellcraft or Skill Focus: Wilderness Lore or Weapon Group Proficiency (any one). Automatic Languages, pick 1: Baleric or Ziannese.
"Give a man a plate of food and you feed him for a day.
Teach a man to hunt and you feed him for life."
Ziannese adage.