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Some pixies have found life in the Mirrored City to suit them. Player character pixies have their first 4 levels in 'pixie' and can start their player character class careers at level 1 on their 5th character level. Pixies are inhumanly agile and can fly, but are very small at about 2/3 halfling height. Player character pixies do not have the spelllike ability to cast Otto's Irresistable Dance. Pixies often become druids, thieves, or rangers, but some pixies enter careers that would shock their pixie parents. Pixies who have not made a bad name for themselves are given the red carpet treatment by the Way of Air, and make fine lightbenders.
Centaurs are quite individualistic and much less likely than other sylvan races to follow blindly into the Way of Air. Due to their superior size, strength, and speed, they make fearsome warriors.
Occasionally, other fey creatures both harmless and deadly find their way to the Mirrored City. Many find city life full of opportunities they might otherwise be missing. Most are welcomed by the Way of Air which does it's best to provide for their special needs.
The Deep races put aside their animosity, to a certain extent, at least, with the surface folk when they come to dwell in the Mirrored City They retain much of their deep nature, however, both powers and limitations. Drow, being particularily gifted, start with one fewer class levels than character levels.
The small evil races know how to behave themselves when there is a strong enough taks master about. The Way of Earth and the Beurocracy both make good use of these creatures. Some of them take well to city life, stiking it out on their own to find fame and fortune. Given their physical deficiencies, kobolds and gobblins are assumed to have followed their chosen profession for one additional level than their character experience merits. They need all the help they can get.
Mephits roam the Mirrored City, and are often active in the Ways. As elemental creatures, they are sensitive to the balnces between the ways.
The power of the elements is very strong in the Mirrored City, and this power sometimes manifests itself in it's children. Sometimes, powerful creatures of elemental nature sometimes concieve children of mortal blood. The decendants of these creatures remain marked by their elemental heritage for many many generations. The planetouched retain some characteristics typical to their element, weather grey, hard, stoney skin, burning red eyes, or hair like seaweed, the heritage always shows through. The planetouched generally feel called to the Way of their element, though some, with great effort of will, reject their nature.
It is rare that dragon and mortal blood mingle in the same body, but it does happen. The variety of dragonblood in the veins of the half dragon does much to mold the person.
Elves - Air inclined * Halflings - Air or Water
Dwarves, Gnomes - Earth inclined * Half-Orcs - Earth or Fire
Mind Flayers * Dragons * Beholders
New Drakkaris, like many cities of the Deeps, finds itself home to many creatures of extrordinary power. Aaron of Drakkaris plays the beurocracy and the Ways skillfully to insure the balance of power and to maintain the peace.
Strangely enough, the mind flayers eschew the Way of Earth, which would gladly accept them, and instead devote their energies to the Beurocracy. Some see this as ominous, others see it as a natural match with illithid nature. These are not mutualy exclusive views.
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Rangers must chose weather they are rangers of the surface world or rangers of the underground. Underground rangers have silimar abilities to surface rangers, slightly modified to reflect their subteranian preferences. Such rangers sometimes aspire to become darkwalkers.
In addition to the normal range of clerics devoted to various dieties, the various Ways have clerics devoted to their causes. The ways also encourage activity by clerics of deities compatible with the philosophies of the Ways. A cleric of Pelor, for instance, might be active in the Way of Water as a healer, or the Way of Fire as a sun cleric.
Pyromancers are spellcasting alchemists specializing in fire in all it's forms and uses. They are the elite of the Way of Fire. Pyromancers have a way with fire that no other spellcasters or meer fire clerics can match, gaining extra spells and extra proficiency with fire spells. They also gain a bonus to fire-related alchemy and magic item creation. As pyromancers advance in levels they continue to gain caster levels and spells per day in their former spellcasting class or classes.
Prerequisites:
Pyromancer candidates must have at least 8 ranks of alchemy skill, as well as at least two item creation feats and at least one metamagic feat.
In addition, candidates must be able to cast at least three of the following spells: Buring Hands, Flaming Sphere, Fireball, Flame Strike, or Wall of Fire.
Only those who follow to the Way of Fire may become Pyromancers.
Lightbenders have been trained by the Way of Air to be nearly indetectable. Along with the standard techniques of stealth, they have a number of spell-like abilities at their disposal to hide them from prying eyes, ears, and noses, and to let them move where they will. Lightbenders are always devoted to the way of air, though they may excersize their powers how they see fit, either for personal gain, or for the good of the Way of Air, or for some other cause that they might choose. Lightbenders are often spys or assasins, but many are simply thieves.
Prerequisites:
Only people capable of amazing stealth can become lightbenders, and the Way of Air will only train elves and members of the sylvan races who are dedicated to the Way of Air.
Darkwalkers are elite warriors devoted to the Way of Earth. They wield both weapons and magic against their foes, having at their disposal a number of divine spells of the earth. They also have uncanny abilities to navigate the tunnels and protect the underground world. Only proven warriors dedicated to the Way of Earth may become Darkwalkers.
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Visitor's Guide * The Ways * DnD Page
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Kobolds and Gobblins and Orcs, Oh My!
Mephits * Planetouched * Half Dragon
Elves - Air inclined * Halflings - Air or Water
Dwarves, Gnomes - Earth inclined * Half-Orcs - Earth or Fire
Mind Flayers * Dragons * Beholders
Rangers * Clerics * Druids * Rogues * Warriors * Spellcasters
Pyromancers * Lightbenders * Darkwalkers
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