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The Archives => Homebrews (Archived) => Topic started by: deadone on March 30, 2007, 10:46:14 AM

Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:46:14 AM
Introduction and Overview

The surface of the world of Julnar is covered in an endless topical rainforest, interupted only by the vast, shallow seas, filled with titanic coral reefs, giant kelp forests, and massive fields of alge.

In the depths of this verdant paradise, twisted, horrific beasts stalk each other, in a horrid mockery of predator and prey. All that the light touches is corrupt and vile. Strange growths cover the trees, razor sharp ferns grow in lethal clusters, and shambling mounds of mold and rot compete with the horrific abberations in a dance of predator and prey, where everything is prey, even your own species.

Once under the surface, the world changes. The decendants of those who fled to the underdark to escape the corruption of the Light dwell in giant mist veiled cities, wrapped in a Byzantine web of intregue and politics.

Deeper still is a wild realm of fierce, barbarian tribes and strange, primal beasts. The ancient ruins of failed Illithid outposts, Psurlon nests and Aashivak Enclaves dot these dry, empty tunnles. No creature without blindsight, darkvision or some other nonvisual means of perciving their surroundings survive here for long.

And deeper yet, in ancient caverns, dwell the Dragons of Julnar. Old creatures from the dawn of time, the Dragons of Julnar are an adaptable species, growing and changing to become closer to the world they dwell in.


Julnar is a world that is under the throes of an ancient, and powerful curse, laid down in times now fogotten by a nameless enemy.
In its long history, Julnar has been rocked by two great Cataclysms, and is approaching the third.

As it stands now, all light has been corrupted, imbuing that which it touches with a strange vitality, not unlike some vile cancer. Under the light, plants grow quickly, filled with venomous sap or covered in razor sharp leaves, animals are huge, twisted, and filled with a murderous desire to kill. In sentient creatures, like Elves or Humans or Dwarves, the light manifests as the Taint, which takes many forms, some horrific, some seductive, and all compleatly evil.

The people of Julnar dwell underground, in cities shrouded my VeilMist, a substance that makes darkness light and light darkness. 13 great cities dominate the Underworld, balanced in an intricate web of trade, politics, and fear.


The novice scouts hurried along the main trunk after Hargurath, wary of the razor leaves and thorns, their throwing axes at the ready. Hargurath snorted, and shook his horns, before resuming his run, his thick, oily fur matted with sweat.
They broke the canopy, bursting out into the blinding red and green light of the Sun. There they froze, waiting. After several minutes, Hargurath made another gesture to the youngest scout.
The youth advanced off of the trunk, onto the thick matt of moss, leaves and branches, his axes ready. He had not taken seven steps when a flock of reptilian abominations burst forth from the surrounding green, to be met with a hail of axes from the waiting scouts. Hargurath curled his lips in a bovine smile, nodded to the youth, and gestured for two of the best of the scouts to return to the tribe, while he lead the remainder into the beasts' nest. The tribe would sleep in saftey this day, and feast well on the slain beasts when night fell.

The surface of Julnar is covered in a massive rainforest of epic proportions. Trees well over 700 feet tall are the norm, and so thick is the canopy in some places that it can support the wieght of a charging, fully grown and armed Minotaur.
Below the canopy is a festering labrynth of damp branches and trunks, most over ten feet wide.
At the base of the gigantic trees is a forever dark swamp chocked by leaf mold and filled wierd creatures, too weak to survive in the upper branches and canopy.
The higher rises from the ground, the more dangerous life becomes. In the canopy, strange and horrific beasts lurk. Birds and winged lizards of size equal to the greatest Rocs roost in the canopy, and venture forth the devoure each other and any creature that would break the canopy, while reptilian monsters lurk in the canopy itself, preying on each other and the young of the great flyers.
In the branches, giant twisted spiders hunt amphibian wasps, while creatures even more bizzar hunt both.
The greatest danger of the surface of all are the Solar Dragons. The beasts prey on the inhabitants of all layers, tormenting their prey before devouring it.
The lone beacon of civilization in this vile paradise are the Minotaurs. Servants of Edans, lord of the Eclipse, the Minotaurs are immune to the vile corruption of the Light, and tribes of Minotaur stalk the canopy, ever seeking to destroy the abominations of the Light.


Barchrab sniffed at the salt ladden air, testing for the scents of danger. The warm waters of the coral reef rose to his waist, and colorful, razor fined, toxic spined fish swam leisurely around his hairy legs, their fangs unable to pierce the thick leather and seaweed leggings he wore. His hooves crunched on coral as he continued his watch. The blazing sun glinted off the emerald waters, as the sentinle scanned the gently rolling waters for any sign of danger. Satisfied, he hurried back to the Atol. He did not see the dark shadow under the waves resume its journy towards the reef, nor did he smell the stink of rotted fish that accompanied it. Not until it was too late, anyways.

The equator and both poles of Julnar are dominated by vast, shallow seas, a mere 200 ft. deep at their deepest. Dotting the equitorial sea are massive coral reefs surrounding atols. The seas at the poles are dominated by massive forests of kelp and algae.
Filling all three of these oceans are a dizzying array of aquatic horrors. The coral reefs of the equitorial sea are thronged with an unimaginable variety of small, tropical fish, all armed with lethal venoms and razor spines, fins, teeth, or stranger delivery methodes. In the open waters, sharklike beasts hunt tenticled abberations, and massive, twisted beasts covered in spines, blades and strange growths, the decentants of whales, devoure all they find.
The Atols rise like verticle cliffs of vegitation, a continuation of the endless tropical rainforest that covers the mainland.
The kelp forests of the northern and southern sea are filled with strange crustations and horrific beasts reminicent of otters and other seafairing mammales, as well a predatory plants that feast on crustation and abberation alike. The algae beds are home to bizzar plantlike creatures, but little else can survive the choking waters of these stagnant stretches of water.
Minotaurs hunt the atols of the equitoral sea, but dare not venture forth into the northern and southern seas.


The great Baazar of Baij bustled with hundreds of thousands, if millions of thousands, of people, all going about the trivialities that made up every day life. From his suite at the top of the great Fortress, General Vasha Sodân watched the center of comerce of 12 of the 13 great cities with a sneer of contempt. One would not find merchants from Arth in this pit of filth. He watched dwarves and elves and lizardfolk and goblins and all other manners of being swarm through the cavern, and faught to control the deep sense of revulsion that filled him. What disgusted him even more than the demihuman scum were the human. Humans, dealing with these filthy degenerate breeds as if they were equals, and, many times, as if they were better. He wanted to be sick.
A faint cough startled him, and he fought to retain his composure. His secretary, Jan Sola, was standing the suite's doorway.
"The Council has requested your presence, Lord General. The Kigril ambassador has a message from his city for all ears." The General could hear the faint revulsion and indignation in his secretaries voice. Sola was recently from the home city, and had not yet mastered the skill of hiding his feelings. The General felt a great deal of sympathy for the young soldier. He himself had difficulty dealing with the demibreeds. He sighed, nodded to Sola, and headed off to the council hall. One day, he mused, the demibreeds would be put in their place. One day, the world would be ruled by Humans, as was proper. But until that day, humans would have to sully themselves by dealing with these lesser breeds.


Deep below the surface, where the light never shines, a world of tunnles, caverns and subterrainian lakes and rivers hides. Within this darkened web of passages are the decendants of those who fled the surface over 6,000 years before, when the light was Tainted, as well as those who have always dwelled below the surface. These myriad peoples dwell primarily in 13 gigantic metropolises.
Shrouding these cities, filling the tunnles traveled by the trade caravans, and permiating every bastion of civilization, is the black, cloying VeilMist. Each individual dropplet of water that makes up this everpresent fog is the focus of a perminent Darklight spell. No light can penetrate this veil of shadow.


The hulking giant watched the team of orcs with slowly mounting rage. That they dared enter the tribeâ,¬,,¢s territory spoke volumes about their arrogance and stupidity.
The stony warrior roared in challenge as he charged down the cavern tunnel, his warclub swinging. His roar was met with a scream of fury from the orcs, as they rushed forward to meet the Ganreth berserker. As the first orc entered the warriorâ,¬,,¢s reach, the club swung out, smashing the greenskin into a smear of crimson. Then the battle was joined.


The Deeps, the twisted labrynth below the Underworld, is a harsh, unforgiving place. Tribes of Ganreth, giants with an affinity for elemental earth, battle with orcish hordes for control of the meager resources of survival. Outposts of Illithid, Psurlon, Neogi and other horrific enities dot this dark expanse of twisted tunnles. There is no civilization in these depths. Thousands of would be heros have lost their lives in these deep places.
Here, the VeilMist is absent. Only creatures that can see in the absence of light venture into the deeps.


The whisper of the friction between scale and stone filled the cavern, accented by the hissing and chirping of the great dragons that lounged about the dark hall. A dozen dragons, displaying an increadible variety of scales, frills, crests and talons, arrayed in three loose, concentric semicircles waited for the greatest to speak.
The dragons in the outermost semicircle were smaller than those of the inner circles, and also the most in number, being eleven in total. Most displayed only a single, uniform coloration, with only a few crests or frills among them.
The dragons of the next circle were larger, displaying a wide variety of colors and crests on each individual. Six of these mighty beasts lounge in their circle.
The final semicircle was made up of four of the greatest drakes of Julnar, their scales and crests displaying a uniformity lacking in their lesser kin, each with similar streaks of pearlesent color covering scale and fang and claw.
At the center of the cavern, the great pilgrim rested. Titanic beyond reckoning by lessor races, the ancient pilgrim, master of the Six and Eight. His scales perfectly grey, with a pearlescent sheen, his four crests, his fangs and his claws slowly shifting through a rainbow spectrum of color. The most ancient dragon lifted his head to speak, and the surrounding drakes fall into silence.


Deep below the surface of Julnar, where no light ever reaches, where no light is needed, in the Dragon Deeps, the ancient Dragons of Julnar dwell. Unlike the dragons of other worlds, Julnarian Dragons are born grey, untouched by elements or morality. They are adaptable creatures, taking on traits depending on their enviornments. At some point in their lives, most Julnarian Dragons enter the Pilgrimage, a great tour of the world and the planes, attuning themselves to the elements and the aligments. Those who complete the Pilgrimage attain a state similar to their begining, not tied to any element or energy or alignment, but to all.

The Dragons are not alone in the Dragon Deeps, however. Two other races dwell in these dark recesses of the world.
The Graveteth, armed with an instinctive understanding of gravity and momentum and an inate ability to control these forces on an individual level, as well as a mastery of steel and swordsmanship unrivaled in all the depths of Julnar wage an eternal genocidal war on their cousins, the Devun-siü, masters of the crafting of flesh. This is a war with no truces, no cease fires, no possibility for any outcome save the extermination of one side by the other.

Races
Human

The endlessly adaptable nature of humans has served them well in the Underworld.  While they have not supplanted long standing underrealm forces, such as the Deep Elves, Illithids, Psurlons and Dwarves, they have earned their place in the workings of the deep cities.  Most humans fill the middle and lower ranks of society, taking the roles of slaves or common workers.  An exeption to this is the 7th Great City, Arth,  which is ruled entirely by Humans, with other species represented only as slaves and the lowest order of common laborers.
Below of the Underworld, in the Deeps and Dragon Deeps, Humans have faired poorly.  Their lack of Darkvision and other nonvisual means of detecting their enviornment mean that any Humans found in these deep places is either powerful enough to posses the magics needed to see without light, or dead.

Danke

Dwarves

Always a race at home under the earth, and armed with inate darkvision, the Dwarves of Julnar fared well in the Second Cataclysm.  The nation of Dak'zar Dun controlls some of the richest mines in the Underworld, and extends into the upper Deeps.  Elsewere in Julnar, Dwarves are rare.  The only Great City with a notable Dwarf population is Baij, the First City, where the Dwarves control a permanent trade enclave.


Elves[/size]

The Elves of Julnar are a fey people, ephemeral and immortal.  Before the 2nd Cataclysm, myriad elvish subreeds inhabited the surface.  At the height of the war of the gods that brought on the Second Cataclysm, the Elvish Pantheon destroyed the Gnomish Pantheon, and was shattered in return.  As the seas boiled, so did the Sea Elves.  As the forests burned, so did Green and Wild elves.  As the peaks fell, so did the Grey Elves.  And as the Sun was Corrupted, so were the Sun Elves.
Those few bedragled remnants fled with the other surface races into the deep places, to the Underworld and the Deeps.  There they found the Drow.  Centurites of interbreeding between these remnants and the Drow have produced a breed simply called Elf, while the centures of exposure to the twisted energies of the Sun have produced the Solaris Elves, the sworn enemies of the Minotaurs, and the chosen servitors of Kam, the Sunlord.

Elves
Julnarian Elves are a mercantile people, masters of coin and credit.  Trade houses dominate the Elven nation of Ley Deka, In direct competition for power with the merchant houses is the Grove, a council of Druids responsible for caring for the strange dark growing trees and plants that are the Merchant House's primary ware.
Elves tend towards dark skin, often decorated with tatoos displaying which House they belong to, and pale hair.

Elf Racial Traits
As Elves in the Player's Handbook exept as follows.
â,¬Â¢ Fey type: Elves are fey, and are thus immune to spells that do not effect fey.
â,¬Â¢ Elves receive a +2 racial bonus to the Appraise, Bluff and Sense Motives skills when dealing with merchandise and trade.  This replaces the Elves normal racial skill bonuses
â,¬Â¢ Favored class Druid.  Elves do not consider Druid levels when determining experience penalties for multiclassing.


Solar Elves
The twisted descendent's of the Sun Elves, the Solar Elves are vile monstrosities who desire to spread the light to the depths, and to render the world unto the Nothing.

Gnomes

At the height of the Second Cataclysm, when gods waged war at the Throne in the Void, the Elven and the Gnomish Pantheon met and slew each other.  Devastated by the loss of their gods, the Gnomes fled under the earth.  In the deep caverns, they hid, relying on their wits and their skills at alchemy and magic to survive.
This lost existence ended with the discovery of a strange dual being named the Jakaza Mir'kav Lein.  A Fallen Archon and a Risen Baatezu that had first merged their separate existences, then fled to Julnar in the wake of the First Cataclysm.  There it had hid in the deep places, and become part of Julnar itself.
The Jakaza Mir'kav Lein took the bedragled Gnomes under its wings, and changed them.  No longer creatures of nature and magic, the Gnomes became the warriors of a new religion, fierce champions of Law, Good,  and Evil.
Gnomes are a serious people, and extreamly orderly in their demenor.  Gnomish society is highly stratified, ruled by the Cleric families of the Jakaza Mir'kav Lein.  All other Cleric bloodlines have been ruthlessly stamped out.

Gnome Traits
â,¬Â¢ -2 dex, +2 wis.  Gnomes are a strong willed people, not given to flights of fansy.  Their diminutive size, along with the outer energies that shape them leave them weak.
â,¬Â¢ Small size.  Gnomes recive a +4 bonus to hide checks, and a +1 size bonus to AC and attack rolls, but uses smaller weapons than a Medium sized character and their lifting capacties are 3/4 of a medium-sized character.
â,¬Â¢ Gnome base land speed is 20 ft.
â,¬Â¢ Darkvision 60 ft.
â,¬Â¢ Weapon Familiarity: Gnomes treat Gnome hooked hammers  as martial weapons rather than exotic weapons.
â,¬Â¢ +1 racial bonus to attack and damage rolls against medium sized or larger humaniods.  Gnomes are trained at the arts of war against those bigger than them.
â,¬Â¢ Agis of Law: Gnomes recive a +4 racial bonus to Armor Class and a +2 racial bonus to all saves against creatures with the Chaos subtype.  The lawful energies used to shape the Gnomes gaurds against the powers of Chaos.
â,¬Â¢ +2 racial bonus to Knowledge (Religion) checks and +2 racial bonus to Listen checks.  Gnomes are well versed in matters of religion, and have a sharp sense of hearing.
â,¬Â¢ Smite Chaos: Once per day, a Gnome may add their Charisma moddifier to their attack roll and their level to their damage roll for a single attack against a creature of chaotic aligment.  The use of this ability must be declared before the attack is made, and a miss wastes the use for the day.  Attempting to smite a non chaotic creature results in the ability being wasted for the day.
â,¬Â¢ Favored Class: Paladin and Despot.

Orcs

The orcs of Julnar are savage brutes that dwell in the eternally lightless Deeps.  They are a gaurdian race, servants of Edans, who seek to smother all light and destroy the abbominations that serve Kam, the Sunlord.  Their natural ability to sense, resist and destroy light makes them one of the most sought after slave races.
Orcs live primarily in large, nomadic, loose knit barbarian tribes that stalk the Deeps.  This puts them primarily in conflict with the Ganreth, with whom they wage merciless wars.  Periodically, Orc tribes will ascende the the Surface, to serve in the garison at Eclipse.

Orc racial traits
As found in the Monster's Manual, exept as follows.

â,¬Â¢ Light Sense (Su): An orc can sense any source of light within 100 ft of their location at all times.
â,¬Â¢ Snuff Light (Sp): Once per day, an Orc may cast Darkness as a sorcerer with caster level equal to their level.  Once per week, an Orc may create a zone of utter darkness with a radius of 50 ft, which lasts for thirty days and cannot be dispelled.  In this zone, all light is utterly suppressed, and all creatures gain full concealment.

Gobliniods
Goblins

The Goblins have always been inhabitants of the Underworld.  The Great Cataclysm affected them little, and for decades after they remained unchanged.
It was the comming of the Prophet Nail that the Goblin race saw its transition into its current form.
In the olden days, Goblins were savage, stupid creatures.  The only danger they presented was their endless hordes with which they overwhelmed their foes.  The coming of the Prophet Nail brought an end to this.  They are now clever creatures, masters of small details,  intricate tinkering, geometry and architecture.

Goblin Racial Traits
As found in the Monster Manual exept as follows:
â,¬Â¢ -2 strength, +2 dex, +2 int, -2 wis.  Goblins are clever and agile, but they lack brawn, and have difficulty concentrating.
â,¬Â¢ +2 racial bonus to Disable Device and Knowledge (Architecture) skills.  Goblins can instinctivly see how things are put togethor, and how to take them apart.

Hobgoblins

Once a strongly militant race, the Hobgoblins changed dramatically with they comming of the Twin Prophets, Prophet Nail and Prophet Root.  Twin hobgoblins, the Twin Prophets were imbued with strange power over both nature and science.
Prophet Nail commanded true mastery of Intricacy and Arcana.  Born with steel grey fur and eyes of molten steel, Prophet Nail could see the pieces of anything he gazed upon, and where they fit togethor and how to take them apart.  He chose as his servants the Goblins, whose agil fingers and keen eyes allowed them to deal with the intricate pieces of the world.
Prophet Root commanded true mastery of Wholeness and Nature.
Born with dappled green fur and eyes of saphire blue, Prophet Root could see the entirety of all he gazed upon, and how they meshed with each other.  He chose as his servants the Bugbears, whose great strength and mighty fortitudes made them ideal for the working of stone walls to make room for the dark dwelling forests of the Underworld, and whose minds were closer to nature.
The Twin Prophets looked upon their kin, the Hobgoblins, and Prophet Root saw what must be said to bring closer to nature, and Prophet Nail saw the words that would say this, and togethor they brought all of Goblinkind under their sway.
It was Prophet Root who saw the divison between the Goblins and Bugbears, and Prophet Nail who saw the division among the Hobgoblins.  Thus did Prophet Nail lead the Goblins and Hobgoblins faithful to him to Mishsath, and there forged a city built on Arcana and Machine.  Thus Prophet Root lead the Bugbears and the Hobgoblins faithful to him to Kigril, and forged a city on Druidic Magic and Nature.
The Twin Prophets conversed, and Prophet Root saw the means for unity, and Prophet saw the method.  Thus did Prophet Root send Bugbears to Mishsath, and Prophet Nail send Goblins to Kigril.  Thus it was the the Hobgoblins took their current form.
Hobgoblins are a divided race.  Those that followed Prophet Nail are skilled practioners of Arcane magic, and their city, and the greatest war mages come from among them.  Those that followed Prophet Root are masters of nature and druidic magic.  Both sides rely heavily on Goblins and Bugbears, the former for their mastery of seeing how things go togethor, and the latter to actually put the former's sight into action.

Hobgoblin Racial Traits
As in the Monster Manual, exept as follows:

â,¬Â¢ +2 str, +2 dex, +2 Int or Wis, -2 Int or Wis.  All hobgoblins are strong and agile.  Followers of Nail are intelligent but not gifted with much common sense.  Followers of Root are wise, but not gifted with sharp intellect.
â,¬Â¢ Favored Class Wizard or Druid.


Bugbear

Once brutish bullys, the Bugbears were changed by Prophet Root.  Still strong, the Bugbears have become adept at construction and making things whole.

Bugbear Racial Traits
As found in the Monster Manual exept as follows:

â,¬Â¢ +2 racial bonus to craft checks.  Bugbears are skilled at making things.

Kobolds
For time out of mind, the Kobolds have been the favored personal slaves of the Illithid.  Small, fast, and extreamly easy to control, almost no Illithid lives without a dozen of the little humaniods as retainers, groomers and snacks.  Their rapid breeding rate results in there being enought to satiate their masters appities.
Kobolds live in a rigid caste based society.  The highest echalons are those that serve the Illithids directly, and the highest regard is given to those consumed by the tentacled ones.  The other castes each specialize, either in a district of the Illithid city that the Kobolds live in, or in a particular task.  Betweem these castes there is a Machiavellan web of intrigue and rank, the Kobolds of each caste trying to elevate themselves and their caste in the pale, milky eyes of their masters.  Within this web or rivalries, which is generally unique to each Illithid community, certain "traditional" rivalries exist.  For instance, all Kobolds who belong to the caste of Streetcleaners hate those who belong to the caste of drainage and sewer workers.
Only one caste is free of these plottings, and that is the Scout.  Elevated from those who serve the Illithids as personal assistants, Scouts are those Kobolds who are skilled, stealthy, smart and obeident enough to be sent out of the community, usually as spies.  Scouts tend to be lethal masters of subterfuge and ambush tactics.  For this reason, Kobolds are regarded as only silightly less dangerous than halflings by the general population of Julnar.

Halflings

In ancient times, beyond all existing record, the Halfling race were the servators of the Umbra.  They were thus spared from the Second Great Cataclysm, and the Taint of the Sun, although not the the corrupting influence it had on others.  However, with the Eclipse, all that changed.
As The Edans drew the Umbra about the world, closing it off from the tainted rays of the Sun, a change was wrought in the souls of the Halflings.  Where once their souls had been gaurded, hidden away where no light ever shone, now they were exposed to the tainted light.  As the sun burned away the parts of the Umbra, the souls of the Halfling race were exposed to its horrific taint as they fled searing light.  As the Eclipse ended, and as the Umbra reconstituted itself in on the dark side of the world, the tainted souls of the Halfling fled back into its inky depths.  There it comforted them, healed them of their wounds, and instilled in them a hatred for The Edans for what he had done.  The souls of the Halfling race had been irrevocably altered by their exposure to the light.  They fled underground, into the Underworld, swearing eternal vengence against The Edans, and begging the Umbra for the means to do so.
The Umbra heard its children's oath, answered their pleas, acting on the hatred it itself had instilled in its charges.  It delivered to them a simple message, to destroy The Edans, you must destroy those that sustain it.  As The Edans is the representetive of Balance, and therefor sustained by the lives of all beings that can understand good and evil, law and chaos, and which are not of the Umbra, you must destroy all such beings.
Thus, have the children of Umbra seek nothing less than the complete genocide of all creatures not of the Umbra.
There are two subreed of Halflings.  Red Halflings, and Silver Halflings.
Red Halflings are pale and gracefully muscled.  Their hair is a vivid red, as are their eyes.  They dwell in hidden nests around the trade routes of the Underworld.  They are known for their vicious savagry, torturing those that fall on the battlefield and eating their still living flesh before their very eyes.
Silver Halflings are small than their red kin, having pale lavender eyes,  and skin, and gleaming sliver hair.  They dwell in the ruins of Aashivak, the Thirteenth city, and those that they capture long for the mercy of the red halflings.  Next to the Devun-siü, no greater master of poison and disease exist.
Both races are inately tied to rats, and all carry within them the spark of the wererat.

Red Halfling

â,¬Â¢ +2 str, +4 dex, +2 con, -2 int, -2 wis.  Red halflings are srong, agile and hardy.  Their minds, however, are beastile and cruel, neither particularly intelligent or cunning.
â,¬Â¢ Small humanoid.  As small creatures, Red Halflings recieve a +4 bonus to hide checks, and a +1 size bonus to AC and attack rolls, but uses smaller weapons than a Medium sized character and their lifting capacties are 3/4 of a medium-sized character.
â,¬Â¢ Base land speed 30 ft.
â,¬Â¢ +2 racial bonus to Spot, Listen, Hide and Move Silently checks.
â,¬Â¢ +4 racial bonus to intimidate checks.
â,¬Â¢ Wererat Spark: If a Red Halfling is reduced to -5 hit points, there is a 1% chance per round that the Halfling automatically stabalizes, then begins to turn into a Wererat.  Over the next two days, during which time the Halfling remains in a coma (treat as helpless), the Halfling slowly changes into its hybrid form, at the end of which time the Halfling must succeed at a Fortitude save (DC 20) or die.  If the Halfling succeeds at its saving throw, it awakens from its coma and gains the Wererat template as a natural lycanthrope, not an infected lycanthrope.  Red Halfling wererats have vivid crimsion fur in hybrid and rat forms.
â,¬Â¢ Umbral Embrace (Ex): The Halfling's soul is tied to the Umbra, a semidivine mass of shadow and darkness.  The halfling is immune to all mind-affecting effects, save those created by another halfling.  The Halfling cannot be raised or ressurected save by another halfling.  The halfling is immune to the effects of the Taint of the Light.
â,¬Â¢ Favored Class: Ranger.
â,¬Â¢ LA: Halflings are not meant to be a PC race.

Silver Halflings

â,¬Â¢ +6 dex, +2 int, +2 wis, +2 cha.  Silver Halflings are disturbingly agile, and their minds are filled with feral cunning.
â,¬Â¢ Small Humaniod.
â,¬Â¢ Small humanoid.  As small creatures, Red Halflings recieve a +4 bonus to hide checks, and a +1 size bonus to AC and attack rolls, but uses smaller weapons than a Medium sized character and their lifting capacties are 3/4 of a medium-sized character.
â,¬Â¢ Base land speed 30 ft.
â,¬Â¢ +2 racial bonus to Spot, Listen, Hide and Move Silently checks.
â,¬Â¢ +4 racial bonus to intimidate checks.
â,¬Â¢ Wererat Spark: If a Silver Halfling is reduced to -1 hit points, there is a 2% cumulative chance per round that the Halfling automatically stabalizes, then begins to turn into a Wererat.  Over the next two days, during which time the Halfling remains in a coma (treat as helpless), the Halfling slowly changes into its hybrid form, at the end of which time the Halfling must succeed at a Fortitude save (DC 15) or die.  If the Halfling succeeds at its saving throw, it awakens from its coma and gains the Wererat template as a natural lycanthrope, not an infected lycanthrope.  Silver Halfling wererats have smooth, shiny silver fur in hybrid and rat forms.
â,¬Â¢ Umbral Embrace (Ex): The Halfling's soul is tied to the Umbra, a semidivine mass of shadow and darkness.  The halfling is immune to all mind-affecting effects, save those created by another halfling.  The Halfling cannot be raised or ressurected save by another halfling.  The halfling is immune to the effects of the Taint of the Light.
â,¬Â¢ Kill Edans (Su): To destroy The Edans, the halfling must destroy his sustanence.  To achieve this, halflings are capable of consuming and destroying the souls of those in balance.
If a halfling spends at least 10 rounds doing nothing but torturing and eating a helpless, still living creature, that creature must succeed at a Will Saving throw (DC 10+1/2 the halfling's HD+the halfling's charisma moddifier) or have their soul destroyed.  For each component of their alignment that is not neutral, they recieve a +4 circumbstance bonus to the save.  A creature who's soul is destroyed cannot be raised or resurrected unless the Umbra is permanently destroyed.
â,¬Â¢ Favored Class: Rogue

Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:47:55 AM
An apology regarding the sometimes horrific spelling and grammar, as well as for the numerous inconstancies.  I started this several years ago, and I have never got around to going back and fixing anything up.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:48:50 AM
The Umbra

Where the light of the sun never touches, hidden by the world of Julnar, the Umbra lies.  Darkness incarnate,the shadow of the world. the place of cool healing and festering hatred.  It is the Umbra, the heart of shadows.

As the world of Julnar spins through the void, it casts a shadow.  In the darkest portion of this shadow a point of absolute darkness coalessed.  This is the Umbra, and infinite pit of darkness and living shadow, the ghostly silloete (sp) of the world.
The Umbra casts off a faint darklight, a radience that makes turns light to dark and dark to light.  This dark illumination turns the night into a dim world of half echoed visions, where perspective can be misleading.
It is not known when the Umbra developed its semidivine nature.  It is unknown if it created the Halflings or merely claimed them as its own.  The Umbra is veiled in secrecy, and few among even the gods know of its existence.


The Eclipse
As the taint of the light twisted the world of Julnar, the Council strove desperatly for a way to counter its terrible influence, for those it touched were separate from them, and granted them no sustenance nor power.  Thus it was the The Edans discovered the Umbra.  Seeing it, and seeing that the souls of the Halfling belonged to it instead of the gods, The Edans saw a perfect solution.  As the Taint was of the light, and as the Umbra was beyond the light, he reached forth, touching not Julnar, which is forbiden, but gathering into his grip the Umbra.  He spun the shadowstuff of the Umbra into a veil, casting it about the world as a shroud against the light.  The Umbra, which existed in darkness, screamed in agony.  But the taint was blocked.  On Julnar, the touch of Kam, the Sunlord, receded.  For five years the Umbra shielded the world of Julnar, screaming a silent cry of pain and agony.  The Edans had crafted the Eclipse.
The Edans's pride turned to ash, however, when he learned the cost of his action.  Durning the five years that the Umbra had shrouded the world, no souls had come to sustain the gods, no belife had filled them with power.  He looked in horror upon the Eclipse, and saw that the souls and belife of Julnar had come to reside within it.  Terrorfied by what he had done, The Edans banished the Eclipse, releasing the Umbra from his grip.  As the shadowstuff boiled away in the light, the Umbra fled to its dark home in the shadow of the world, diminished.

Cosmology
Ethereal[/color]

The void of protomatter,
The eternal mists,
The realm of potential


The Ethereal is a realm of potential.  Here, the unshaped protomatter forms a thick, eternal mist, waiting to take form.  It takes the barest stimuli for this protomatter to take shape, responding to every action, every movement, every thought.  Anything that is real can exist here, if given a little push.
The Ethereal is the seat of Arcane magic.  Those that wield the Arcane greatly benifit from the potential laden mists, while those that wield the divine find themselves at a great disadvantage.

Ethereal Traits
Subjective Directional Gravity: Down is what you make it.
Normal Time
Infinite
Highly Morphic: The ether mists change easily in response to stimulie, and devovle back into their natural state just as easily.
Enhanced Magic: Arcane magic is enhanced.  Arcane casters recive a +1 bonus to their caster level, and all spells they cast are heightened one level.  A successful spellcraft check (DC 20+level of spell+level of spell with desired metamagic+2/metamagic feat applied to the spell) can allow the caster to cast a spell with the benefit of a metamagic feat of their choice, even if they do not have access to that feat.  Check seperatly for each metamagic applied.
Impeded Magic: Divine magic is impeded.  Divine casters suffer a -1 penalty to caster level.  If this would result in a caster level of 0, the caster cannot cast spells.  Additionally, spells cast by divine casters suffer -1 to their DC.

Ethereal Links[/size]
The Ethereal connects to the Prime and to the Elemental Planes.  Portholes to the Prime take the form of small landscapes that resemble the exit location of the porthole.  Portholes to the Elemental Planes appear as swirling vortecies in the mists surrounded by floating chunks of the element in question.
Numerouse demiplanes can be found in the Ethereal, and portholes into these vary widely in appearence, but usually resemble minature landscapes taken from the demiplane.

Ethereal Inhabitants
The Ethereal is home to few beings.  Its unstable nature makes it a poor place to live.  However, those races that do dwell here are often powerful masters of the arcane, as well as masters of shaping the ethermists to suit their needs.

Movement and Combat
Movement forms work normally in the mists.  The beating of wings causes air to form, walking causes stable footholds to appear where you would expect them too, and swiming causes waters to form about the swimmer, allowing full mobility.  The subjective nature of gravity grants vast mobility to any in the mists.
Frienzied actions, such as combat, cause an equal amount of chaos in the mists.  There is a 50% chance each round of combat that the area within 30 ft. of all creatures involved will take on a random elemental trait.

Astral

It is the silver void,
The heart of dreams,
The domain of the mind.


The astral is a manifestation of the dreams of mortals.  It is an eternal void.  Nebulae of pale mist boil and flow throughout this eternal, silvery void, the half-formed images of mortal dreams forming and disolving.
The Astral is the seat of divine magic.  Here, mortal belief becomes tangible, and those that wield it to change reality are enhanced.  Those, however, who wield the power of reality, who manipulate the fundamental nature of existence, find themselves weakened, their powers holding little sway over the subjective nature of the Astral.

Astral Traits
Subjective Gravity: The strength and direction of gravity on the Astral is what you believe it to be.  It can range from the absence of gravity to any imaginable form gravity might take, depending on the individual.
Subjective Time: The passage of time is optional on the Astral.  A creature only ages, needs to eat, needs to breathe, ect. if they think they do.  A Wisdom Check (DC 20) allows a creature to define how time flows for them, in respect to other planes.  Now matter how fast or slow fime passes for a creature in respects to other planes, time on the Astral is percived at the same rate.
Infinite:
Alterably Morphic or Highly Morphic: See below.
Enhanced Magic: Divine magic is enhanced. Divine casters recive a +1 bonus to their caster level, and all spells they cast are heightened one level. A successful spellcraft check (DC 20+level of spell+level of spell with desired metamagic+2/metamagic feat applied to the spell) can allow the caster to cast a spell with the benefit of a metamagic feat of their choice, even if they do not have access to that feat. Check seperatly for each metamagic applied.
Impeded Magic: Arcane magic is impeded. Arcane casters suffer a -1 penalty to caster level. If this would result in a caster level of 0, the caster cannot cast spells. Additionally, spells cast by divine casters suffer -1 to their DC.

Astral Inhabitants
Few beings call the Astral home.  Its unstable nature makes it difficult for most creatures to live there long.  Those that do call it home are powerful masters of the divine, and their command over the subjective nature of the realm lends them great power.
One race that has addapted to survive in the Astral are the Githyanki.  They dwell about the remains of fallen gods

Astral Links
The Astral has links to the Prime Material Plane and the Realm of Dreams.  Portholes to the Prime Material appear as glistening bubbles nestled in the silver mists of the Dream Nebulae, containing the immediate area of their exit.  Entering the bubble causes it to collapse, destroying the porthole.  New portholes constanstly form to replace those that disolve.  Portholes to the Realm of Dream are found at the center of the Dream Nebulae, appearing as a vauge, shifting mass of colored mist filled with half formed visions of the exit loctaion.

Features of the Astral
The Astral is the place where the mind defines reality.  It is undefined, waiting for a mind to give it shape.  Things like hunger and thirst, and even the passage of time relative to the other planes, are entirely subject to the perception and beliefs of the observer.  The longer a being stays on the Astral, the more their surroundings begin to take form and definition, and the closer to the Realm of Dreams they approach.
While survving on the Astral isn't difficult, remaining there for a long period of time is.  The longer one dwells on the Astral, the more likely it is that the location that they dwell in will shift into the Realm of Dreams.  
Dream Nebulae: Massive clouds of silvery mist boil and seethe in the void of the Astral.  Within these Nebulae, ideas take true shape.  With a successful wisdom check, a being can alter to suit their needs.

Check Area Alterable Alterations possible
10    5 ft.               Create nonliving matter.
15    10 ft.            Create a porthole to the Realm of Dreams
20    15 ft.                    Create a porthole to the Prime Material
25     20 ft.                   Create living creatures.

Material created in a Nebula collapses into silver mist as soon as it leaves the nebula.

The Elemental Plane of Fire

It is the home of radiance,
It is the domain of cold,
It is the sea of ice.

The Elemental Plane of FIre is an endless realm of seething flame.  There is no up or down.  Ocasional bubbles of air or earth appear in the endless flame, and in these bubbles strange ecosystems thrive.  There are two other faces to Fire that few see.  Vast bubbles of icy smoke and ash drift through the roaring inferno where negative energy touches the flame.  In other regions, where flame is touched by positive, the inferno is beyond all reconing, incinerating all that it touches, burning away the very essence of that which it consumes.

Flame Traits
No Gravity
Normal Time
Infinite
Alterably Morphic
Fire Dominant
Enhanced Magic: Arcane spells with the fire or cold subtypes are maximised and quickened.  All Arcane Spells cast on the Elemental Plane of FIre are cast at a +1 bonus to caster level.
Impeded Magic: Divine spells with any elemental or energy subtypes cannot be cast on the Elemental Plane of Fire.  All other divine spells suffer a -1 penalty to caster level.  If this would result in a caster level of 0 or lower, the spell fails.

Fire Inhabitants
The primary inhabitants of Fire are Fire Elementals, sentient fragments of the plane itselt.  Swimming through the eternal flame are thoqquas, and in the air bubbles, ecosysems off strange, firey creatures flourish and thrive.  From the icy sections of the plane, ice and smoke para elementals spawn, while from the true infernos, great burning worms spawn, as do strange serpentine creatures radience and flame.

Fire Links
Fire is linked to The Core, The Elemental Plane of Earth, The Elemental Plane of Air and the Etherreal.

Features of Fire
Fire is an inhospitable place to live, unless you are prepared for the monstrous heat and deadly predators.  However, protection from fire and beasts are not the only concerns inherint in the Plane of Fire.
Frozen Voids:  Massive empty pockets in the Elemental Plane of FIre, Frozen Voids suck the heat out of everything they touch.  Frozen Voids have the Cold Dominant elemental trait.
True Infernos: Massive regions of fire hotter than anything else in the planes.  In these regions, fire resistence and immunity are ignored.

The Elemental Plane of Earth
It is the home of stone,
It is the realm of crystal,
It is the place of ash.


The Elemental Plane of Earth is an endless expanse of stone, ash and crystals.  Massive zones of mud and magma mark the locations where Earth overlaps with Fire and Water.  There is nothing to breath on the elemental plane of Earth, nor is there any gravity.

Earth Traits

No Gravity
Normal Time
Infinite
Alterably Morphic
Earth Dominant

Enhanced Magic: Arcane spells with the acid subtype are maximised and quickened. All Arcane Spells cast on the Elemental Plane of Earth are cast at a +1 bonus to caster level.
Impeded Magic: Divine spells with any elemental or energy subtypes cannot be cast on the Elemental Plane of Earth. All other divine spells suffer a -1 penalty to caster level. If this would result in a caster level of 0 or lower, the spell fails.

Earth Inhabitants

The primary inhabitants of Earth are Earth Elementals.  The mud and magma zones sometimes sport water or fire elementals respectivly.  Few other creatures can survive in the solid enviornment.

Earth Links

Earth has links to The Core, The Elemental Plane of Fire, The Elemental Plane of Water and The Ethereal.  Portholes to Fire are found at the center of magam zones, Portholes to Water are foundat the center of mud zones, Portholes to the Core are found at the center of Ash or Crystal zones, and portholes to the Ethereal exist as swirling pools of dust or quicksand.

Eath Features
Earth is a difficult enviornment to survive in.  First of all, there is nothing to breath, so most creatures cannot survive without some sort of magical assistence.  Next comes the problem of movement.  Again, without some magical means of movement, getting anywhere on the plane is next to impossible.
Magma Chambers: These areas a filled with lava, and have the fire dominant elemental trait in addition to the earth dominant trait.
Mud Chambers: These areas a filled with thick, viscous mud, and have the water dominant elemental trait in addition to the earth dominant trait.
Ash Chambers: Surrounding portholes to The Core, ash chambers are filled with thick, white ash and dust.  They have the negative dominant elemental trait in additon to the earth dominant trait.
Crystal viens: Surrounding some portholes to The Core, crystal veins are made of crystals such as diamond, quartz and other covalent network solids.  They have the positive dominant trait as well as the earth dominant trait.


The Elemental Plane of Water
It is the realm of water,
It is the house of currents,
It is the heart of stagnation


The Elemental Plane of Water is an endless expanse of water.  In some areas, currents whirl and rush.  In others, a strange stillness pervades the water.  Massive bubbles of air drift among the currents, as do massive chunks of stone and earth.

Water Traits

No Gravity
Normal Time
Infinite
Alterably Morphic
Water Dominant

Enhanced Magic: Arcane spells with the acid subtype are maximised and quickened. All Arcane Spells cast on the Elemental Plane of Water are cast at a +1 bonus to caster level.
Impeded Magic: Divine spells with any elemental or energy subtypes cannot be cast on the Elemental Plane of Water. All other divine spells suffer a -1 penalty to caster level. If this would result in a caster level of 0 or lower, the spell fails.

Water Inhabitants

The primary inhabitants of Water are Water Elementals.  Myriad other aquatic species make their home in the depths of Water.  The air bubbles are often home to air elementals and other creatures addapted to both water and air.

Water Links

Earth has links to The Core, The Elemental Plane of Air, The Elemental Plane of Earth and The Ethereal.  

Water Features
The Elemental Plan of Water is fairly hospitable, as long as you have some way to breathe.  Besides the lack of air, the danger to survival is minimal.
Tubulent Votexes: Surrounding some gates to the Core, the water boils and churns with wild currents.  These zones have the positive dominant trait as well as the water domiant.
Still Hearts: Surrounding some gates to the Core, the water is filled with a strange, choking stillness.  Nothing moves, and surrounding these zones are clouds of seddement that have settled out of the strange still zones.  The water of such zones is crystal clear and terribly pure.  Such areas have the negative dominant trait as well as the water dominant trait.

The Elemental Plane of Air
The domain of the eternal blue,
The home of the skies,
The eternal void


The Elemental plane of air is an endless void of air and slowly swirling gasses.  Clouds of ash and fog drift through this endless void, amidst tempests and stretches of empty space.  Flitting through this endless void are a myraid of strange creatures, addapted to an eternal life on the wing.

Air Traits

No Gravity
Normal Time
Infinite
Alterably Morphic
Air Dominant

Enhanced Magic: Arcane spells with the electricity subtype are maximised and quickened. All Arcane Spells cast on the Elemental Plane of Air are cast at a +1 bonus to caster level.
Impeded Magic: Divine spells with any elemental or energy subtypes cannot be cast on the Elemental Plane of Air. All other divine spells suffer a -1 penalty to caster level. If this would result in a caster level of 0 or lower, the spell fails.

Air Inhabitants

The primary inhabitants of Air are Air Elementals.  Myriad other avian species make their home in the eternal skies of air.  The fog and smoke banks support water and fire elementals respectivly

Air Links

Earth has links to The Core, The Elemental Plane of Water, The Elemental Plane of Fire and The Ethereal.  

Water Features
The Elemental Plan of Air is fairly hospitable.  There are no problems with breathing, and the only problem is one of mobility.  Creatures that are unable to fly simple hang and drift aimlessly.
Eternal Tempests:  Massive storms surround some gates to the Core.  Hurrican force winds and randomly flying percipitation are lit by arcs of lightning.  These areas have the positive dominant as well as the air dominant traits.
Voids of desolation:  Around some gates to the Core lie stretches of emptyness and desolation.  A strange stillness fills the area, devoid of air or anything.  These areas have the Negative dominant trait as well as the air dominant trait.

The Core
It is the still void,
The nexus of the cracks in reality,
The Throne of the Daza'kra Az


The Core is an eternal void radiating out from an infinite sphere which lies at the heart of an infinite zone a mere 50 miles around.  In the dark void hang gates to the Elemental Planes,  About gates to Fire rage infernos.  Surrounding gates to Earth are fields of debris that slowly spin and drift in the void.  Bubbles of water encapsulate gates to water.  Tempests engulf gates to Air.

Core Traits[/size]
No Gravity
Normal Time
Infinite
Alterably Morphic

Enhanced Magic: Arcane spells are cast with a +2 bonus to caster level, and recive the benefits of the Eschew Materials, Maximise and Quicken Spell metamagic feats.
Impeded Magic: Divine spells suffer a -2 penalty to caster level.  If this would reduce the caster level below 1st level, the spell fails.
Magic Surge: Whenever an arcane spell is cast, there is a 5% chance per spell level that it will trigger a Magic Surge.  When a Magic Surge is triggered, the spell that triggered it recives a +8 bonus to caster level (this stacks with the Enhanced Magic Trait for a total +10 bonus to caster level), and everything within 100 ft/spell level of the caster is hurled into a random location on the Ethereal of Prime Material plane.

Core Links
The Core has links to the Elemental Plane of Fire, the Elemental Plane of Water, the Elemental Plane of Air and the Elemental Plane of Earth.

Core Inhabitants
The only inhabitants of the Core are Energons, who flit between the plumes of positive and negative energy that arc from the Core to the gates to the Elemental Planes.

Core Features
The Core is an inhosibtable plane.  The eternal void and lack of gravity make mobility nearly impossible, and the arcs of positive and negative energy can quickly destroy anything they touch.
The Center and Core:  At the heart of the Core is a region where space and distance become warped.  The zone occupys an area 50 mile in cirumfence.  Yet the spheres radius is infinite.  As one approaches the center of the area, the distence between the edge of the area of warped space and its center grows exponentially.
At the center of the area lies an infinite sphere of grey.  Rising from this sphere across the endless distance between it and the edge of the area are plumes of positive and negative energy.  Thses plumes range from five feet in diameter to up to a mile across.  These plumes confer the minor negative or positive traits to everything within 100 ft. of them and the major negative or positive trait to the area the take up.
color=orange]Bends:[/color]  The farther from the Center and Core one goes, the more frequent these cracks in reality become.  From outside, they are indistinguishable from the lightless void.  When one enters a Bends, the seems to solidify into the walls of a twisting tunnle.  At the end of the tunnle is a gate to a random location on the Prime Material Plane.
Within a Bends, all magic ceases to function,

Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:49:57 AM
Basically, in Julnar, magic takes three forms, based on the fundamental nature of the planes (outer, inner and prime).  Divine magic is based on belief and imagination, and stems from the Astral, which in turn is the seat of the Outer Planes.  When a divine caster casts a spell, they superimpose what they believe to be true over what is true.  This is particularly effective in the Outer and the Astral, but is highly ineffective on the Inner and the Ethereal, where reality is better defined.
Conversly, arcane magic is based on the manipulation of the rules of reality, and stems from the Ethereal, which is the seat of the Inner Planes.  When an arcane caster casts a spell, they insert raw ether into the cracks of reality and use it to redefine what is.  This is particularly effective on the Inner Planes, where both reality and the cracks between bits of reality are well defined and there is plenty of Ether in close planar proximity.
Finally, there are those that practice Druidic magic and Psionics.  Druidic magic is not divine in Julnar, it is a combination of Divine and Arcane.  Psionics, as opposed to Druidic magic, is comprised of no magic, and has to do with manipulating the fundamental essence of your mind and body to alter reality.
Everything is about opposites and balance.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:50:07 AM
Dream
It is the foundation of the Outer Planes,
The domain of the gods,
The seat of the One in Three in Nine.


Dream is an endless realm of sweeping landscapes, blasted wastelands, lush forests, whattever should preside in mortal dreaming, all wreathed in a thin, silver mist.  The landscapes are not entirely stable, and changes with the ebb and flow of the mists, which shift and flow with mortal dreaming.  Though this epic realm of fantasy flit creatures shaped by the imagining of mortals, overseen by the three houses.  The first house is the house of Exstasy, made up of strange, feylike creatures that fill mortal minds with visions of glory, passion and joy.  The second house is Nightmare, dark creatures filled with twisted malice and spite, who fill mortal minds with dread and horror.  The third house is the house of Rimalni, the enigmatic beings that oversee the balance of the outer planes.

Dream Traits
Normal Gravity
Normal Time
Infinite
Divinely Morphic
Enanced Magic:
Divine spells are cast with a +2 bonus to caster level, and recive the benefits of the Eschew Materials, Maximise and Quicken Spell metamagic feats.
Impede Magic: Arcane spells suffer a -2 penalty to caster level. If this would reduce the caster level below 1st level, the spell fails.
Dream Mist: The mists of Dream are easily exited by divine magic.  There is a 2% chance per caster level of a spell that it will gain the Living Spell template found in the Ebberon campaign setting.

Dream Links
Dream has links to the Astral, Aufstieg, Chaparral, The Spire, Chaos, Amoria, Hope, Nacht and Gesetz.  Portholes to the Astral are found in the Sea of Mist at the center of Dream, and are indistinguishable from the roiling vapor they are found ing. Portholes elsewhere appear as swirls in the mists that reveal glmipses of their destination.

Dream Inhabitants
The primary inhabitants of Dream are dreambeasts, creatures made of mist that take shape based on dreams.  Other than the dreambeasts, Dream is ruled by the three houses; Exstasy, Nightmare and Rimalni.  Some mortals make their home in Dream, but most quickly gravitate to one of the aligned planes.

Dream Features
Dream is an endlessly varied realm.  The land flows and changes, and nothing is entirely what it seems.
The Sea of Mist: At the heart of Dream is an eternal sea of roiling fog.  The shores of the sea is littered with detritus from the Astral, bits of matter that became too real for the Astral Mists to support.  In the shallows near the shore are myriad gates to the Astral, and any being that enters dream is ejected from this boiling broth and left on the shore.
The City of Dreaming: Built on the shores of the Sea of Mist, the Dreaming city is a maddening sprawl of palaces and shacks, bazars, open air markets, temples, circuses and a thousand other structures thrown togethor as if by a whirlwind or madman.  The city teems with the people of Exstasy and Nightmare and of all the outer planes.  Mortals of all stripes inhabit the city along side the outsiders and outerplaner beings.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:50:23 AM
Soul Born

The outsider breeds are born of mortal dreaming.  Whisps of belief find shape in the outer planes, granting forms to the abstract concepts that are the faces of the One in Three in Nine.  Most outsiders spawn from their plane of origin spontaneously, echos of thoughts and actions on the Material.
Others however, are forged from an entirely different stock.  When a mortal's existence ends, its soul flees through the Astral to Dream, where it joins with the Dream Mists, tainting them with the residues of their convictions and moralities.  House Rimalni gathers these tainted mists and sells them to the planes that their taint most closely resembles.  Dream Mists tainted with good are sold to Amoria, Hope and Nacth, depending on the balance of chaos and law inherint in them.  Dream Mists primarily tainted by law and chaos are sent to Gesetz and Chaos respectivly.  Dream Mists tainted with evil are sent to Aufstieg, Chaparral or The Spire, as the balance of law and chaos dictates.  Those Dream Mists whose taint is negligible are sold to House Exstacy and House Nightmare.  Those Dream Mists tainted with Balance are taken by House Rimalni.
On their proper plane, the Dream Mists are shaped into an exemplar of the component alignments.  Exemplars forged from souls are far more powerful than exemplars born from the echos of the Prime.

Making a Soul Born
Soul Born is an inherint template that can be added to any Outsider with an alignment subtype, hereafter refered to as the Base Creature.
Hit Dice: The Soul Born has 2 more hit dice than the base creature.
Armor Class: The base creature's natural armor increases by +2.  If the base creature does not have natural armor, it gains a +2 natural armor bonus to AC.
Special Attack: As base creature exept as follows:
â,¬Â¢ All spell like abilities recieve a +1 bonus to caster level.
â,¬Â¢ The DCs for all special attacks recive a +2 bonus.
Special Qualities: As base creature exept as follows:
â,¬Â¢ If the base creature has damage reduction it increases by 2.
â,¬Â¢ If the base creature has spell resistence, it increases by 2.
â,¬Â¢ Spark of Greatness (Ex): The Soul Born is elligable to gain divine rank and can advance in class levels.  Outsiders without this special quality cannot do either.
â,¬Â¢ Mutable Alignment (Ex): The Soul Born's alignmnet can change.  Outsiders without this trait cannot experience a change to alignment by any means, including such powerful magics as wish or miracle.
Abilities: Int +2, Wis +2, Cha +4
Challenge Rating: +1
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:51:36 AM
Classes
Barbarian
In Julnar, there is no want of warriors whoâ,¬,,¢s rage empowers and drives them.  In the Deeps, Ganreth barbarians wage war on berserker orcs and raging Grimlocks.  Halfling wererats thrive in Aashivak, coming forth from the ruined city to prey on those who travel the Underworldâ,¬,,¢s lightless tunnels.  In all the great cities, raging gladiator slaves are cheered on my the thronged masses.
Barbarian Options: Among the new feats in this campaign setting are some that are tailor made for the Barbarian.
Feats: Shadow Rage, Corrupted Rage.
Prestige Classes: Berserker of the Eclipse, Luminous Rager

KAUR THE BARBARIAN
The hulking giant watched the team of orcs with slowly mounting rage.  That they dared enter the tribeâ,¬,,¢s territory spoke volumes about their arrogance and stupidity.
The stony warrior roared in challenge as he charged down the cavern tunnel, his warclub swinging.  His roar was met with a scream of fury from the orcs, as they rushed forward to meet the Ganreth berserker.  As the first orc entered the warriorâ,¬,,¢s reach, the club swung out, smashing the greenskin into a smear of crimson.  Then the battle was joined.


Once one of the sentinels of his tribe, Kaur is a 4th level Ganreth Barbarian.  His years as the vanguard for the nomadic tribe has put him in conflict with many of the dangers of the Deeps.  The destruction of his tribe at the hands of an orcish war band while Kaur engaged one of their scouting parties has left deep scars of the warriorâ,¬,,¢s soul.  He hunts the Deeps now, seeking to avenge his tribe, and destroying any who would enter the caverns where they fell.

BARD
Although there are many wandering entertainers and skilled musicians, there are fewer true Bards in Julnar.  True Bards are more often found in academies and as the elite retainers of the powerful.  The Bardâ,¬,,¢s variety of skills allow them to excel in almost any track of life the choose.
The Bardic Colleges also serve another vital role.  Diplomacy. The charisma and interpersonal skills of the Bards has made them ideal diplomats, and their magical abilities are perfect for the role.
The greatest bards come from the Academy of Kigril, the Hanging cities.  The Goblins that run the academy are willing to teach members of any race, and their understanding of natural sciences and geometry make graduates from the academy some of the most sought after retainers in the Underworld.
The Bards trained in Jisshith Saithiss are both feared and respected for their skill at alchemy and poison making.  One can never be sure of a Bard of the Serpent Cityâ,¬,,¢s loyalties, but those that do employ them find that their skill as assassins and poisoners can be invaluable.
Bard Options: Bards of Julnar may gain certain special abilities depending on the Bardic Colleges that they attend.
Feats: Jisshith Saithiss graduate , Kigril graduate, music of the Shadows, Corrupted Music.
Prestige Classes: Shadow Dancer, Solar Dervish.

LIKIEL THE BARD
The lithe elf danced before the gathering of nobles and merchant lords.  As she moved, she wove a tapestry of illusions and glamers about herself.  Under the cover of her illusions, the ambassador from Leyâ,¬,,¢deka grinned.  The lords of Baij were so easily amused.  This performance had already relaxed them and opened their minds.  When it came time to discuss the new trade treaty, these fools would agree to almost anything.  It didnâ,¬,,¢t hurt that she had slipped some mild narcotics and euphorics into their wine.

Likiel Shadowash is one of the most successful diplomats of the Leyâ,¬,,¢deka nation.  Her great natural beauty and cunning are complimented with skills learned from both the academies of Jisshith Saithiss and Kigril.  A 6th level drow bard, Likiel has gained a great degree of fame and infamy in the Great Cities, and rumors of her skill at the bargaining tables are whispered among her fellow diplomats.
Likiel does not confine herself to diplomacy, however.  She leads a small band of expert explorers and cartographers, and takes jobs from all the Great Cities.  However, her loyalties are always to Leyâ,¬,,¢deka first, and any employers second.

CLERIC
Clerics in Julnar are rare and feared.  The powers of the deities are not entirely aligned with the Julnar, and their agents in the world are changed by the energies that they wield.  However, for all their strangeness, the power of the Clerics cannot be denied.  They are sought after by the Lords of the 13 cities.
Clerics are born to their calling.  A cleric is born with the mark of the deity they will serve somewhere on their body, depending on the deity that has chosen them.  Their personality and appearance are greatly influenced by their patron, and a cleric always shares the exact alignment  of their patron.
Clerical magic is a hereditary trait.  Clerics are descended from Clerics.  Each god has a particular family or group of families from which it selects its agents.
Changes to the Cleric Class:
Alignment Restrictions (Ex): A Cleric must be the same alignment as their patron.  At second level, the Cleric receives a +2 divine bonus to Saving Throws against effects that would affect their alignment, or effects that would cause them to act in a way opposed to their alignment or the credos of their faith.  This bonus increases by +1 every four levels after that.  If a Cleric ever voluntarily forsakes their god, they lose their spellcasting ability and are struck blind, deaf, and insane, as per the Blindness/deafness and Insanity spells with no save.
Cleric Options: The deity that a Cleric serves is the most defining aspect of the character, because it defines the characterâ,¬,,¢s views and opinions. While Clerics of the same deity do not automatically share all of the same views, they will usually have more in common with one another than they have with their race or the people they come from.
Feats: Eclipse Casting
Prestige Classes: Avatar, Solar Hierophant

CLERICS AND DIETIES
The gods and their agents are bound from Julnar by an ancient edict.  As such, deities take a great deal of interest in their clerics, for these are their only agents in the prime.  Every cleric has a close relationship with their deity from the moment they are born.  Those who fall from the service of their god suffer terribly.

LABOS THE CLERIC
Labos sat in quiet contemplation, regarding the smoky darkness of the dying ember in the VielMists.  He blew on it, and the darkness deepened and swirled.  Carefully, lovingly, he placed a small stalk of straw, soaked in lantern oil, to the ember.  He stepped back as the flames engulfed the tiny piece of straw, following it along its length to the small pool of oil at the base of the ally wall.  The wooden ally wall.  The very dry, very flammable wooden wall.  He walked away, feeling the blistering heat of the inferno on his back, watching the air shimmer and vision distort as the flames boiled off the VielMist.  He almost fancied that he saw a flicker of light from the darkness wreathed pyre, and shuddered in cold terror.  The screams of those in the house reached his ears now, as the traitors roasted alive.  That would send a message to those who dared defy the Lord Praetain.

Labos a Gnome of Miklavasha, born into the service of Lord Praetain.  Like all clerics, he is fanatical in the service of his lord.
Labos demonstrated great skill at stealth, subterfuge, and arson from an early age..  The family to which he was born too saw this to mean that his purpose in the service of Lord Praetain was as an assassin, a hidden agent of their godâ,¬,,¢s hand.  He has been trained in the finer arts of poison and murder, but his true passion is for fire, and almost all of those he is sent against feel its  caress.

DRUID
The druids of Julnar are a diverse people.  In Ley'deka, the Elven druids are masters of water and leaf, creating great forests of dark dwelling trees that grow on the islands of the caverous seas that the nation inhabits.  In Kigril, hobgoblins follow the teachings of brother Root, tending to the stone and soil and all that finds life in it.  In the Deeps, Orc Ligheaters wield the wrath of Julnar against the tainted light.  And in the shadows, old beyond age, the Deadone and his students provides guidance for all druid.
Druidic magic stems from the essence of Julnar itself, mixing and bridging Arcane and Divine magic.  The the Mists of the Ethereal mingle with the Will of Julnar.  Within Julnar, Druids are a mighty force.
Changes to the Druid Class  The Druid class is as found in the Player's Handbook exept as follows:
Spellcasting: Druidic magic is considered to be both Divine and Arcane.
Whispering of Julnar (Su): At 10th level, a Druid becomes attuned to the will of Julnar.  They gain flashes of insight as to the possible future, as well as a sense of how to bring that furture about.  At 10th level and every even level thereafter the Druid learns of one event in the future that they are bound to bring about.  Until the task is complete, the Druid is treated as being under the effects of a gease spell, with no chance to resist.  While the Druid is trying to bring about the event they have been tasked with they recive a +1 bonus to caster level.
Druid Options:  The origion and sect a druid belongs to defines which prestige classes and special feats become available to them.
Feats: Ley'deka Darksea Magic, Root Noviate, Lighteater Traditions.
Prestige Classes: Darksea Adept, Disciple of Root, Lighteater.

RÃŽK TAK ZÃÅ"L THE DRUID
Zül paced among the rows of Darkleaf roots, contemplating the obsidian black of the bark, and the milky darkness that radiated from the fallen leaves.  He almost fancied that he could see the VielMists generated by the decay of the black leaves.
Zül himself is a sight to see.  Dressed in aloincloth of blue silk, his fur dyed in greens, browns and blacks and adorned with leaves and twigs, he almost fades into his surroundings, save for his hands, which are dyed a pale red, the color of sandstone.  He carries a staff made from a fallen Darkleaf branch.


Rîk Tak Zül is a skilled druid, of Kigril, and a devout follower of the teachings of Brother Root.  He has lived all his life in the Hanging City, tending to the towering Darkleaf trees.  He is slow in mind and action, but posses great sense, and is a master of social interactions, easily seeing the conflicts that divide and the methods by which these divisions can be rectified.
Rik Tak Zül is a 9th level Druid, and is begining to have vauge preminitions of the coming Whisperings of Julnar.

Fighter
In Julnar, there will always be a place for those addept at warfare and the trade of death.  The The Order of the Knight Comandent of Arth, the Duelists and Hy'kara gaurds of Ley'deka, and any number of other elite fighty orders.  It is important to note that the Fighter is not a common soldier, that role is filled by the Warrior NPC class.  The Fighter is a master of arms, an elite warrior or a master duelist, or any ofther exeptional warrior persona.
A fighter's place of origion can greatly influence the development if his character.  A member of The Order of the Knight Comandent will probably multiclass as a rogue then advance in the Assasin prestige class.  A Ley'deka duelist will focus of feats and weapons that enhance their mobility.
Changes to the Fighter class: The Fighter class is as found in the Player's Handbook exept as follows:
â,¬Â¢ Chosen Path: At 1st level, a fighter may select a martial prestige class (a prestige class with a good attack bonus progression) as his chosen path.  It now take the Fighter only one month of intensive training to gain a level in that prestige class.  The character may gain his first level in any martial prestige class without the normal one year of intensive training with a mentor.
Normal: Advancing in levels in a prestige class requires two months of inttensive training, with 8 hours each day devoted to training.  To gain the first level of any prestige class, the character must spend one year of intensive training with a mentor who posses at least one level in the chosen prestige class, in addition to any other requirements.
Fighter Options: Fighters have a much easier time advancing in prestige classes.  The character's origion may decide which prestige classes they will qualify for.
Feats: Knight Comandent Student
Prestige Classes: Kobold Marshal, Baij Gladiator, Süjen-katana

ELOREL, THE FIGHTER[/size]
Elorel narrowed his eyes scanning the VielMist shrouded tunnel.  From his vantage point on the of the watch platform, slightly raised over his mistrisess seat, he could see to then end of the corridor.  He narrowed his eyes, quisically.  He could just barely discern a small, wavery shape up ahead in the thinning mists.  Carefully, he took aim with his crossbow, and let fly.  A shrill scream rose from the wounded figure.  Another cry sounded, this time behind, and another, in front.  These were joined, untill the elven warrior could not tell how many sounded, or from where they came.  Then there was silence, and the sound of light feet rushing along the corridor.  The warrior unsheathed his sword, as the halflings came on.

Elorel is a master swordsman, and the gaurdian of the Darksea Adept Liana.  Due to her position as a diplomat, Elorel has been to almost all of the Great Cities.  Due to the mobile nature of his existence,  he has never had a chance to earnistly study the gaurdian arts.
Elorel is a 7th level elf fighter, and is preparing to advance into the Devoted Defender prestige class.

Monk
Most monks in Julnar come from the city of Ko'hav, the city of No Rulers.  A monk usually belongs to one or two Street Sects, small, transient groups of masters that roam the city taking on worthy disciples.  The meditative nature of the Monk often leads them to develope at least a level of psionic power often in the form of the wild talent feat.
Monks are essentially unchanged in Julnar.
Monk Options: The school the monk attended greatly affects the options availiable to a Monk.  Several schools exist, detailed in the Ko'hav entry.
Feats: Darkened Blow
Prestige Classes: Fist of the Deepest Night, Lucient Hand

HIMEL DEVILSTRIKE, THE MONK
Himel dashed through the tunnel, pursued by angry voices.  Reaching the corridor's end, he waited.  As his pursuers burst around the corridor, the were greeted with a rapid barrage of rapid strikes, a technique of the Underworld Snake school.  His foes responded with a series of nerve strikes that Himel was only barely able to aviod.  The fight continued, each side trading attacks and defences at a stunning rate.  Eventually, Himel found himself standing in a circle of broken bodies.  Silently, he stalked away from the killing ground.

Himel Devilstrike is a 6th level monk, and a master  of the Underworld Snake and Screaming Devil styles.  He lives in Ko'hav and serves as a wandering master, teaching either style, or a fusion of the two he calls the Devil Snake style.

PALADIN[/size]

In Julnar, Paladins are rare.  Like Clerics, Paladins are born to their gitts.  However, after centuries of war with the Halflings and other evil races, most of the ancient Paladin houses have been wiped out, leaving only a few greatly weakened bloodlines.  Most of tthe surviving bloodlines live in the city of Miklavash.  Most of these surviving bloodlines are gnomish in nature.
The Paladin class is essentially unchanged.
Paladin Options: Not many, really.
Feats: No new feats exist for the Paladin class.
Prestige Classes: I'm not even giving them feats.  You expect prestige classes?

...
Did you expect an iconic?  Well, THERE ISN"T ONE!

RANGER[/size]

Rangers are indespensable to the world of Julnar.  They are the mapmakers, the explorers, the guids.  No caravan ever sets forth without a ranger guide, and ranger mercenary companies can often demand the highest prices.
Rangers in Julnar tend to come from classes that posses darkvision.  The ability to see without the need for VeilMist is indespensable.  Most rangers also tend to follow the two weapon fighting combat style, as the twisted corridors of Julnar are not conductive to archery.
Ranger Options: Rangers do well to develope the Survival and Knowledge (local) skills.  The Ranger's choice of favored enemy can greatly effect their role in the world of Julnar.
A Ranger's magic is similar to that of a Druid.  As such, Rangers might consider picking up one of the druidic school feats.
Feats[: Root Noviate
Prestige Classes: No new prestige classes.

TAL GUR THE RANGER[/size]
Tal Gur peered into the cavern complex carefully.  He had seen signs of oozes in the tunnles before, areas where the walls and floor were smooth as glass, acid burns on the deeproots, and more of the same.  Thus, he was not supprised when the amorphous mass burst from the stalagmite and fungi colonies.

Tal Gur is a 6th level orc ranger.  He has been hunting in the Deeps and the Underworld for most of his life, and has survived this long mainly by avioding fights that he can't win.  This means that he has spent a lot of time running at high speeds down twisted tunnles.

ROGUE[/size]

Rogues are common in all reaches of Julnar.  Theives and cutpurses thrive in the First City, Baij.  Spies and assasins trained in Arth, the Seventh CIty, are spread throughout the Thirteen.  Silver tounged duelists from Ley'deka, serpentine assasins from Jisshih Saithiss, all are rogues.  No city in the whole of Julnar is free of them.
Rogues often multiclass.  Spies and assasins from Arth often take levels as fighters or bards.  Ley'deka duelists usually take at least one or two levels in fighter, while rogues from Mishsath tend to take levels as wizards.
Rogue Options: A rogues city of origion greatly influences what feats and prestige classes are availiable to them.
Feats: No new feats exist for the Rogue.
Prestige Classes: No new prestige classes exist for the Rogue

HAIM THE ROGUE
Haim bowed to his opponent, saluting him formaly with his sword.  Thier blades crossed, and for a minute all that could be heard was the clash of their swords and their grunts of exertion as the two fought.  Then, in a flash, it was over, Haim's blade had slipped by his enemies gaurd and placed his blade through his foes heart.  The audience clapped respectfully as the loser fell to the floor, and Haim walked out into the streets of Baij, snagging a purse on the way out.

Haim is a well respected duelist in Baij.  He uses his performances as a cover for his more larcenous endevors.
Haim is a 6th level human rogue.

SORCERER[/size]

Sorcerers are relatively common in Julnar.  Arcane magic perimates most settlements, and it leaches into the blood of those exposed to it.  After generations enveloped in VeilMist and the arcane magic that saturates it, the number of sorcerers born are increasing.  Furthermore, any child of one who regularly deals with the arcane, such as wizards, invariably is born with the sorcerous spark.  Most of these children are trained in the art of wizardy, but a few are allowed to develope their arcane abilities free from tome or study.
Sorcerers are born with Ethereal mist in their blood.  A sorcerer's complexion is always pale and milky for their race, and their eyes are in shades of grey.  A sorcerer's blood is a pale white color.
Because of their magical nature, Sorcerers are capable of interbreeding with races other than their own and producing viable offspring.  All halfbreed races (half-orc, half-elf, ect.) display a level of sorcerous potential.
Sorcerer Options:  Sorcerers benefit from most arcane prestige classes avaliable in Julnar.
Feats: Bloodmist Casting
Prestige Classes: Bloodmist Sorcerer

YAVAN THE SORCERER
Yavan sat sipping at an expensive drink and observing the other patrons.  It was a Greyblood Cafê, catering exlusivly to those born of the mists.  The majority of the patrons, himself included, were of mixed blood, most combining human and elf, but a few orcblooded could be seen.
Yavan yawned and left the cafê, laying a few coins on his table as he did so.  Exiting the tent, he wormed his way through the sweaty, noisy throng that always filled the ever shifting streets of Baij.  Those that saw him gave him a wide bearth, recognizing his arcane nature.


Yavan is a 6th level Half-Elf sorcerer.  He resides in Baij, living off of his powers.

WIZARD

Stained gray by the mists they manipulate, wizards are a vital force in Julnar.  From the VeilMist Aranists of Ley'deka to the Mercantile Brotherhood of High Arcana in Baij, the the undead Graveteth Hu'daisa, wizards are everywhere.  They are the masters of raw possibility, weaving the ethereal mists into the cracks in reality and redefining what is.
Many wizards are born with sorcerous potential, with all the physical trappings associated with it.  Those that are not born thus still display several markings that reveal them for what they are.  All wizards have their fingertips permanently stained a light grey color.  Their breath fogs in even the warmest and driest conditions, and their eyes are a pale grey hue.
Changes to the Wizard class: Wizards are as found in the Player Handbook exept as follows:
â,¬Â¢ Wake of Mist (Su): Whenever a wizard casts an arcane spell, a heavy mist begins to exude from their skin.  This mist is heavier than air.  Every minute, the wizard emits enough mist to fill 1 cubic foot of space.  This effect continues for 1 minute per level of the spell cast.
Wizard Options: Wizards have a much easier time qualifying for prestige classes than most other arcane casters owing to their bonus feats.  A Wizard's origion can affect what prestige classes are availiable to them.
Feats: Craft Spellmist.
Prestige Classes: Spellmist Master

HAJ THE WIZARD[/color]
Mist poured from his body as he hurled spell after spell at his opponent.  The battle was barely visible though the swirling vapors as fireballs erupted and summoned monsters did battle on the damp sands.  The mgaical duel was reaching a climax, and both wizards sunk to their knees, exausted.  Haj was barely aware of the anouncer raising his arm into the air and the roars of the citizens of Baij.

Haj is a 6th level wizard.  He lives in Baij, a member of the Mercantile Brotherhood of Arcana.  He makes a living dueling in the magical arenas for the pleasure of the people of Baij.

Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 10:52:11 AM
Important Locals
Baij, 1st City
Population: 1,000 native (40% drow, 35% human, 10% illithid, 12% dwarf, 3% other), 3,000,000 â,¬' 5,000,000 transient (55% other, 45% drow)
Exports: Spellmist, Enchantment, Anything Else
Imports: Anything

Baij is the crossroads, the city of tents.  It is the economic heart of the Underworld.  Anything that can be bought or sold can be found here, here is where all journies start and where all paths lead.
Baij is made up of three massive primary caverns, each far too large to exist naturally, surrounded by thousands of smaller caverns and a labrynthin web of tunnles.  There are very few permanent feature in the Baij.
Filling these caverns is an ever shifting sea of tents.  Ranging from simple lean-toos to massive, multistory pavilions, these tents house the transient population of Baij.  Finding ones way about the city is nearly impossible without a guide, even for long time residents.  Baazars form and dissipate daily as vendors move on to fresh clients.
The history of Baij begins a few centuries after the Second Curse. Origionally it was a trading post and meeting place for the races that had fled the surface, due to its location at the meeting point of a number of stable, fairly easy to transverse tunnel systems.  The later discovery of the magical properties inherent in the main caverns only renforced its desirability as a place for trade and diplomacy.  As the exiled people of the surface began to entrench themselves in the Underworld, Baij grew from a simple trading post into the massive hub of trade and commerce that it is today.
The economic importence of Baij was not lost on the peoples of the Underworld.  Over the ages it has been conquered hundreds of times.  However, no nation or city state has ever been able to hold it for long.  The conquerers seem to be absorbed into the city, adding themselves to the native population and the transients.

Industries
The primary industries of Baij are trade, travel, diplomacy and enchantment.  Powerful enchantments from before the citie's founding greatly enhannce these four pursiuts.

Important Features
Baij is made up of three perfectly hemispherical caverns, each with a radius of about 4 miles, the exact center of each being aproximately seven miles from the exact center of the other two.  At the center of each of these caverns is a massive, inverted, three sided, stepped pyramid rising 1 mile into the air.  Radiating out from these great structures is a latice of pillars, each rising aproximately one hundred feet into the air.  Bridges of solidified fog rise into the air, forming a shifting web of walkways and platforms.  covering the cavern floors and the fog walkways is an evershifting sea of tents, inhabited by a throng of people, buying, selling, and living out their lives in the damp city.
The Citadel: Predating the city by who knows how many aeons, the Citadel is one of the greatest mysteries of the city.  From the outside, the Citadel appears to be three seperate structures, each in a different cavern.  Each structure looks, at first glance, like a giant, inverted, three sided stepped pyramid.  At the base of the Pyramid exists a single, massive gate, each on a different side than the others.
From within, it is revealed that there is in fact, one Citadel that exists in three places at one time.  The lowermost, and smallest level, is a massive chamber with three great gates, each leading to a different cavern.  Numerous stairways lead into the higher levels of the city.  None but the "natives", a select group of the richest and most powerful citizens of Baij, are allowed into the upper regions of the Citadel.
Veilmist Towers: One of the few constant features in the sea of tents that is Baij, Veilmist Towers are monstrous, four story pavilion tents.  Spewing from the open tops of these pavillions is a constant stream of Veilmist.  Inside the tents are the massive magical apperatus that generate the vital magical commodity.
Latent Enchantments: Baij is home to several potent magical dwemors.  A few of the more well known of these are as follows:
Heart of the Journy: Travel too and from Baij is greatly augmented by this potent magical effect.
Any journy too or from Baij takes at most half as long as the distence traveled would indicate.  The longer the journy, the more distinct the effect.  Journies that would take less than three month to complete are completed in half the time.  Journies that would normaly take three or more months to complete take 1d6 weeks to complete for every three months of travel they would have normally taken.  For this effect, travel must be continuos and must have a distinct town or city as a begining or end point.
Heart of Trade: Within the three main caverns of Baij, trade is greatly facilitated.  Appraise and Sense Motives checks recive a +5 circumbstantial bonus, while Bluff and Sleight of Hand checks suffer a -5 penalty.
Heart of Diplomacy: Within the three main caverns of Baij, diplomacy is greatly augmented.  All diplomacy checks recive a +6 circumbstantial bonus, while all attack and damage rolls suffer a -5 penalty (this can reduce damage to 0, but not below).
Heart of Enchantment: Magical items produced within the three main caverns of Baij take half as much time to produce and cost 2/3 as much XP to produce.

Kyen, 2nd City
Population: 1,500,000 (40% human, 30% elf, 25% drow, 5% other)
Exports: Beer, Timber, Grain, Wine, Water
Imports: Metals, Spellmist

Kyen is located near the Rift Seas, in a region abundant with underground rivers, springs and lakes.  It is the breadbasket of the Underworld.
Kyen is made up of at least ten major caverns linked by a web of tunnles and smaller caverns.  Twelve underground lakes intersect these caverns.
Eight of these caverns are filled with massive farming communities.  The remaining two caverns are trading hubs where the grains and fruits produced in the farming communities are sold to the rest of Julnar.
Kyen sports the largest elven community outside of Ley'deka, and the largest half elf population in the world.  
Kyen began as an encampment of refugees from the surface taking advantage of the availiable space and proximity to the Rift Seas.  Over time it grew into a farming community that produced edible fungi and large herbivor lizards.
It was not until two centuries had past that the Dark Elf archmage Jovan Shadowdrinker, seeing an opportunity in the burgeioning markets for many commodities that had been effectivly destroyed by the Second Cataclysm, gathered a group of his peers and worked a series of mighty enchantments.
The first was the creation of Darkleaf plants, strange analogies to surface flora that thrives in the darkness.
The second was a powerful magical enchantment that made the space within eight of the caverns of Kyen far larger within than they should be.
The third was the creation of twelve massive underground lakes that intersected the main caverns at convienent locations.

Industries
Kyen is a primarily agricultural community.  Fermentation and Distilation are the second most common pursiuts.

Important Features
A webwork of dark water runs through the VielMist shrouded caverns.  Within this shroud, fields of ebony grain, sable orchards and jet vineyards are tended by elves and humans.  The sheer volume of the caverns is far greater than the space they occupy.  An endless train of caravans laiden with grain, fruit, wines and beers depart, destined for the markets of Baij.  Another train returns, ladden with metal goods.
Bounty of the Harvest: Magical enchantments worked into the very soil of the fields of Kyen.  People planting in these fields recieve a +5 bonus to Profession (Farmer) checks.

Mishsath, 3rd City
Population: 2,000,000 (Goblin 40%, Bugbear 30%, Hobgoblin 25%, Human 4%, 1% other)
Exports: Alchemy, Clockwork devices, Magic Weapons, Meat, Slaves
Imports: Grain, Metal

Mishsath lies in a network of damp caverns of smooth stone.  Rising from the cavern floors are strange buildings, almost organic in their shape, and unsuitable for humaniod races.  Stretching between these cyclopean structures is a web of rope bridges, catwalks and ramps.  The cavern floors are coverned in massive fungus colonies.  The smell of brine permiates everything in the city.
Filling the massive city are a host of grey skinned goblins, endlessly tinkering and testing their clockwork inventions.  On the cavern floors, bugbears tend to the fungus colonies and the strange herbivors that feed on them, providing food for the city above.  
At the center of all this is the Academy of Nail, a massive series of structures that houses the cities Hobgoblin population.  There, the study of arcane magic flourishes as nowhere else.
Mishsath was founded by Nail, one of the twin Hobgoblin prophets that brought the Hobgoblin race into their current form.  When he and Root split ways, Nail sought a place for his people.  Tracing Ethereal currents, he found a location that would be perfect for his people's aims.  Unfortunately, the area was already inhabited by a city of Aboleths.
Such an enemy was too great for the people of Nail to overcome.  The nexus of magic that suffused the city, coupled with the inate power of the Aboleths, made them unasailiable.  Thus was Nail forced to call upon his brother for aid.
The mighty druid Root answered.  Reaching forth, he drained the unatural sea that the Aboleths had created to house their city, and left the ancient and terrible beasts to flounder and subcome to the Long Dreaming.  The Great Aboleth itself fell with the city.  As the Aboleths lay imprisioned in their bodies, the people of Nail descended upon them and let their blood flow into the unforgiving earth.  Thus was Mishsath established, and the Acadamy begun.

Industries
Mishsath's primary industry is arcane magic.

Important Features
The Academy: At the heart of Mishsath is the Academy.  As many as 50,000 Hobgoblin wizards study there, plumbing the secrets of arcane magic.  Goblin assistants provide for their every need.

JISSHITH SAITHISS, 4TH CITY
Population: 1,000,000 (Human 50%, Yaun-ti 30%, Orc 10%, Goblin 5%, Other 5%)
Exports: Spices, Herbs, Wine, Corn
Imports: Grain, Meat

The city of Jisshith Saithiss is a larbynth of tight tunnles.  At the labrynth's center is a cluster of large caverns.  Dry, sweltering heat suffuses the city.  The sandy floors of the caverns and tunnles has been enchanted to radiate heat.  Rising from the warm sands are massive adobe apartment complexs.  Bridges of magically suspended sand stretch between the upper levels of the complexs.  Packed close togethor in the lavish appartments are the serpentine rulers of the city, the Yaun-ti.  Adjioning the appartment complexs are massive slave compounds, filled with humans, orcs and goblins.
At the meeting of every street is a large, cool fountain surrounded by a large lip, where the Yaun-ti alternately bask in the warmth of the sands and cool themselves in the ever flowing waters.  Lining the streets are rows of ebony olive trees and sable grape vines.
At the center of each cavern is a massive stepped pyramid.  Here, the Abbomination priests perform sacrifices and oversee the great distilleries where great vats of wine are made.
Jisshith Sathiss is old.  Predating the First Cataclysm, this city has existed in a sleepy haze since time immemorable, basking in warmth, wine, and ritual.  It has adapted with reptillian patience to the changes the world has undergone, time and again.

Industries
The slaves of Jisshith Sathiss produce thousands of wines, spices and herbs from the orchards of dark trees and vines that are incorperated into the city itself.  However, two commodities are almost unique to Jisshith Sathiss.  First is the mastery of poisons, natcotics and art.  Bards trained in Jisshith Sathiss are master of all these arts.  Second, Jisshith Sathiss produces and exports corn and pepper, both of which even the elves of Ley'deka had been unable to cultivate.

Important Features
Jisshith Sathiss is built around its temples and its rituals.  Some of those rituals have seeped into the very sands of the city.
Sands of Time: Time seems to move slowly in Jisshith Sathiss.  In fact, time has been altered by the ancient magics worked into the city.  For every two days that pass in Jisshith Sathiss, three pass in the rest of the world.
Rewards of Patience: Tasks that require patience (such as the craft or profession skills, or perform checks made to create works of art) recieve a +4 cirumbstance bonus.  Taking 10 on a skill check results in a +5 bonus to the result, and taking 20 results in a +15 bonus to the result.
Consequences of Hurry: Attempting to hurry actions in Jisshith Sathiss causes severe consequences.  Skill checks that are hurried suffer a -10 penalty.  Quickened spells automatically fail.  Donning armor in a hurry completely negates its bonus to AC and doubles all penalties associated with it.  Spells that allows for more rapid movement or alter time (such as Haste, Expiditious Retreat or Time Stop do not function in the city.

KOâ,¬,,¢HAV, 5TH CITY
Population: 800,000 (45% Human, 30% Dwarf, 20% orc, 5% other)
Exports: Rice, Worked Crystal, Worked metal
Imports: Water, Grain, Meat

Ko'hav lies nearest to the surface of all the 13 cities.  Its uppermost tunnles open into the garrison of Eclipse.  For this reason, Ko'hav has the highest free Orc population in the Underworld.
Ko'hav is much like Baij in its architecture.  Most of the buildings are made of thick felt stretched over bamboo and oak frames, with piled reed mats for floors.  Unlike Baij, most the structures are permanent.
Ko'hav began as a monastary of contemplatives and a community for the psionically endowed of the refugees from the surface.  Later, dwarves from Dak'zar Dun came, seeking to mine the exeptionally fine ores of the area.  Slowly, the two groups merged into a single entity.  Later, when The Edans commanded the creation of Eclipse in the area, a great many Orcs joined the city.
With such a diverse population, one would expect voilence to be common.  It is.  But not, as many outsiders expected, between the Orcs and Dwarves, who have long been at odds with each other.  Most voilence in Ko'hav takes the form of short skirmishes between rival Wandering schools.

Industries
Ko'hav produce many fine metal and crystal goods, and Ko'haav steel is second only to the steel of Dak'zar Dun.  The proximity to the marshy surface surrounding Eclipse allows the people of Ko'hav to produce several crops that other cities cannot, primarily rice.

Important Features
The Singing Fields: Just below Ko'hav is  a network of caverns whose walls are covered in naturally growing crystal formations.  Throughout the cave network are numerous vortecies to the elemental plane of Air.  Winds and breezes constantly flow through these caves, causing the crystals to emit a low hum.  This sound constantly fills Ko'hav.  These vibrations are calming and relaxing, causing most humaniods to slip into a waking trance.
Creatures need to rest for half the time they normally would for purposes of fatigue.  Creatures in Ko'hav heal twice as many hit points each day due to natural healing.  All creatures in Ko'hav are affected by a constant calm emotions spell as long as they remain in the city.
Wandering Schools: Small groups of masters united by a common style and a retinue of students wander the city, seeking students worthy of their teachings.

MAZNEBAITH
Population: 900,000
Exports: Narcotics
Imports: Grain, Meat, Water

In the shadow of Ko'hav lies Maznebaith, the city of Maddness.  The buildings are nothing more than grimy shacks built with old felt, the streets are filled refuse and what water there is is stale and dirty.  An everpresent haze of narcotic smoke laces the VeilMists, numbing the minds and bodies of those it envelopes.
Maznebaith is an annomoly.  It should not survive.  It population is gripped by maddness and despair, their minds and bodies ravaged by the haze of narcotic vapor that flows in through several corrupted vortexes to air.
And yet it does.  It exchanges the potent narcotics that are its plauge for food and water, surviving off the vice of other cities.  The lunatic minds of its inhabitants often demonstrate the ability to make their strange vissions reality.

Industries
Maznebaith has no industries to speak of, save the refinement and exportation of the narcotic gasses that flow into it through several corrupted vorticies of Air.

Important Features[/color]
Corrupted Air:  Every hour a creature spends in Maznbaith it must suceed at a Fort saving throw (DC 10 1+1/hour) or become fatigued and suffer a -2 penalty to all int, wis and cha based skills and checks
Unsettling Reverberations: The Singing Fields lie close to the city of Maddness.  As their resonations path through Ko'hav they calm and soothe the mind.  However, this passage works a change on their harmonics, and by the time they reach Maznbaith, they are filled with unease.  Every hour a creature spends in Maznbaith, they must succeed at a Will saving throw (DC 10 +1/hour) or suffer 1d3 Wis damage.  This cannot reduce a creature below 3 wis.
Sinkhole of Maddness:  Maznbaith sends out a psychic siren's call to the mad.  Every year, every creature that is insane within the confines of Julnar must succeed at a Will saving throw (DC 15) or seek to travel to Maznbaith by whatever means possible.  Creatures tainted by the light are immune to this affect.

ARTH, 7TH CITY
Population: 2,000,000 (40% Gobliniod, 20% Lizardfolk, 20% Elf, 20% Human)
Exports: Slaves
Imports: Grain, Slaves

Arth rises through a massive, artificial cavern.  At the cavern's center is the massive white marble Pyramid of the Citadel of the Human Flame.  Radiating out from the citadel is a marshy sprawl, choked by smoke and rotting fumes.
Arth is ruled by humans, and all others are slaves.  The great Citadel of the Human Flame is the greatest stronghold of the human race in the history of Julnar.  There, humans enjoy a standard of living far more comfortable and healthy than anywhere else.  And all other races native to Arth suffer in hellish slavery.
Arth is the youngest of the 13 cities.  It was founded by a human paladin whose name has been lost to the mists of history.
Of the races forced into exile from the surface, the Humans suffered more than any.  With weaker senses than the other races, an no true allies to speak of, they were quickly subjegated by the races native to the Underworld.  For centuries, humans served as one of the most common slave races in Julnar.
This changed over 1,000 years after the Second Cataclysm.  A young Paladin, born to the service of Bastan, the then representative of Good on the Council, recived a vision of a city under the leadership of his family, dedicated to his god.  Thus he began to foment rebellion in Jishiss Saithiss, the city where he dwelt in slavery.
The rebellion was easily crushed.  As the serpentine coils of the Yuan-ti settled once again over the necks of the Humans of their city, the paladin lead those who could follow away from the city, fleeing into the dark tunnles of the Underworld.
For a year they wandered, lost, until only one hundred remained.  Then, an ancient entity known as the Scribe interceded.  Seeing the potentail for the completion of his goals in these lost wanderers, he came before them, and led them to a cavern which he has shaped with his great magic, and erected for them a pyramid city of white marble.  There the bedraggled remants of the rebellion settled.  For centuries, the city of Arth grew, becoming prosperous and immune to the machinations of the other great forces of the time.
Then Bastan died, and Ur-kah-sel-to acended to his place.  The reptillian Ur-kah-sel-to had no special interest in the people of Arth, but the newly ascended Ahar saw an oppertunity.  Thus it was that Arth was corrupted, and what had once been a bastion became a fortress.  Arth set forth in conquest, conquering nearby tribes of Lizardfolk and Goblins.  Soon, a great host of slaves catered to the humans of Arth.
Then the hosts of Arth march on Ley'deka.  In the first days of the Elf-Human war, Ley'deka suffered terrible losses on the outling islands of the Rift Sea.  Thousands were taken to Arth as slaves.  But the elves soon rallied, and pushed back the people of Arth, reclaiming their lost territories, then pushing a counterattack on the city itself.  Yet in attacking Arth itself, the Elves suffered terrible misfortune.  Tunnles and caverns collapsed on their armies, supply tains vanished, and fear spread like wildfire.  Ley'deka retreated to its own territories.  And thus it has been.

Industries
The slaves of Arth produce fine cloths and worked metal good.

Important Features
The Citadel of the Human Flame: Within the Citadel at the heart of Arth, humans are empowered.  Humans recieve a +2 bonus to all skill checks, attack and damage rolls and saving throws.  Also, once every minute, a human may deliver a suggestion to a nonhuman (DC 12+Cha mod).

DILANTH, 8TH CITY
Population: 800,000 (40% Intelligent Undead, 30% Lizardfolk, 20% Ganreth, 5% Gnome, 1% Aboleth (living), 1% Aboleth (undead), 3% Other), 2,000,000 (Mindless undead)
Exports: Ash, Deathshape, Undeath, Undead
Imports: Slaves, VeilMist, Worked Metal

The city of Dilanth lies in a network of tunnles carved from unnatural black Chalk.  The dusty, winding streets of the city are constantly patrolled by skelatal work crews and zombie labor teams.  Near the center of the city is a complex of mansions where the cities rulers hold their courts, and at the center of the complex is a massive pit of Ash, formed by an ancient planar vortex to the Core, through which Negative Energy pours unhindered.  Ebony skeletons harvest this Ash, and feed fresh Chalk into the pit for transformation.
The lower tunnles of the city are submerged, filled with thick, slimey water.  Swimming through this dark sea are a great tribe of Aboleths.  Just below the pit of Ash is a vortex of absolute stillness and cold.  Here, the Undead Grand Aboleth and its court of undead kin lurk, lost in antideluvian thought.
The area that became Dilanth has always been the home of undead, and was known as the Chalk Maze.  The massive, negativly charged vortex to the Core has tainted the area.  With the Second Cataclysm, a cabal of Liches, fleeing the corrupting light, found their way to the Chalk Maze, and felt its power.  Realising its potential, they established themselves around the central Pit.  As time progressed, they gathered about themselves a host of Necormancers and students of death.
For an age, the city continued thus.  Then Root and Nail destroyed the Grand Aboleth and established Mishsath.  While the great power of the Grand Aboleth was not enough to save it from the Twin Prophets, it was sufficient to lock its life away, and to allow it and some of its greatest servants to flee the slaughter.  Using dark magic, the Undead beast flooded the lower reaches of the Chalk Maze and transported its monstrous bulk to a cavern below the great pit of Ash.  Its power overwhelmed the orgional lich lords, and it established itself as the area's true ruler.  It summoned living slaves, and thus did Dilanth begin.

Industries
Dilanth's primary industry is death.  Undead slaves are sold throughout the Underworld, and those wealthy enough and desirous of immortality can aquire it at the City of Death.
Ash, harvested from the pit, is sold to magic users throughout the Underword, as is Deathshape, a strange mixture of Aboleth Slime and Ash

Important Features[/color]
Minor Negative: Dilanth has the Minor Negative energy trait (see Manual of the Planes).
Ash Pit: The central Ash pit has the Major Negative energy trait.  In addition, any object placed in the pit loses one point of hardness per minute.  Objects reduced to 0 hardness become Ash.

ROJKA, 9TH CITY
Population: 900,000 (70% Dwarf, 29% Ganreth, 1% other)
Exports: Grain, Wool, Meat, Salt
Imports: Wine, Metal goods

Rojka is a city on stilts and rafts, built straddling the three way boundry zone of a vortex to Water, a vortex of Earth and Julnar.  It extends into a massive cavern on Earth and a massive air bubble on Water.  Its key position at this junctur point has allowed Rojka to flourish.  Towards the meeting point of Earth and Water are rich pasturelands, where the Dwarves field massive flocks of sheep and herds of cattle.  Where Water borders Julnar, a massive deposite of Salt forms, which the Dwarves harvest and export.
The buildings of Rojka are constructed of thick, fibrous reeds that grow at the exreme border between Water and Earth, woven togethor to be a strong as planks.
Rojka was born of the Second Cataclysm.  When the Dwarven pantheon fell before the Council for their rebellion, the dwarven people were split.  A faction broke off and rebelled against Duergar, declaring their independence.  Although stripped of their divine mandate by the fact that the issuers of that mandate were destroyed, the Duergar were able to maintain their empire.  Seeing that the Royal Dwarves could not be displaced, the rebelling faction fled.
As the exodus from the surface began, the exiles found the strange juncture point between the planes, and established themselves there.  They chose to eschew the stone and metal that were the totems of their former masters, instead choosing fiber and cloth as their totems.  Thus was Rojka born.

Industries
Weaving, both of wicker, reeds and wool, thrive in Rojka.  Salt gathering is also a common industry.

Important Features
Elemental Nexus: Rojka has the traits of the Water and Earth elemental planes as well as the traits of the Prime.
Weaver's Totem: The Dwarven Totem grants all creatures a +5 bonus to Craft(weaving) skill rolls.

MIKLAVASHA, 10TH CITY
Population: 1,000,000 (95% Gnomes, 4% Human)
Exports: Cold iron goods
Imports: Grain, Water, Meat

Miklavasha is a massive hivelike city, built of nested cells of stone and wood.  Large halls dot this network, cathedral like structures where the Gnomes of the city gather, for sermons or for commerce.
Miklavasha is the home of Julnar's Gnomes.  Fantatical in their devotion to Law, the Gnomes have created a society where every aspect of living is dictated by law.  Mass services to the strange lord of the cities take place hourly.

Industries
Miklavasha produces fine cold iron tools and weapons.

Important Features
Minor Lawful: Miklavasha has the minor lawful ethical trait.

KIN-LOâ,¬,,¢TA, 11TH CITY
Population: 2,000,000 (95% Lizardfolk, 4% Drow, 1% other)
Exports: Rum, Sugar
Imports: Grain, Meat

Just outside of the region of thick, heavy clay and bedrock that houses the Rift Sea lies Kin-lo'ta.
Filling a complex of caverns and tunnels is a thick swamp of Darklight mangroves and bayanas.  Rising from this swampy mass is a web of tree houses, ramps, walkways, bridgeways, stilthouses and ladders.  In this city, the last remnants of the Lizardfolk of Julnar thrive, fishing and harvesting the abundant sugar cane.  A few drow oversee transportation operations, taking the sugar refined from the sugarcane to Baij and Kyen.  Time seems to pass slowly in Kin-lo'ta, although not in the sleepy and patient way of Jisshith Saithiss, but with the strange slowness that comes from day after day of constant activity and festival.  For the people of Kin-lo'ta are never still, always embroiled in one of their seemingly endless festivals.  

Industries[/color]
Kin-lo'ta is the primary source of sugar in the world of Julnar.  Sugar based products, like Rum, are also primarily produced in Kin-lo'ta.

Important Features[/color]
Drink of Festival: The waters that feed the swamp of Kin-lo'ta bear a light concentration of certain minerals that induce a euphoric state in most humanoid, especially those of the reptilian variety.  Every week, all creatures in Kin-lo'ta must succeed at a Fortitude saving throw (DC 10+1/week the creature has lived been in Kin-lo'ta) or enter a frenzied, euphoric state.  While in this state, the creature receives a +2 alchemical bonus Strength, dexterity and constitution are immune to fear effects, but suffer a -2 penalty to all skill checks that require patience or concentration.  This state lasts for 1d4 days.  Lizardfolk and other creatures with the reptilian subtype suffer a -4 penalty to the saving throw.

KIGRIL, 12TH CITY
Population: 1,500,000 (40% Goblin, 35% Hobgoblin, 20% Bugbear, 5% other)
Exports: Wood, Medicine
Imports: Grain

In a great cavern, carved and supported by increadible magic, lies a vast forest of towering, black trunked trees.  Strung out between the trees like a spiderweb is Kigril.  Rope bridges and more solid catwalks hang between the trees, connecting thousands of platform villiages where the followers of Root live.  A constant rain of sable leaves falls from the canopy, decaying so rapidly that they are dust before they touch the ground.  And as fast as they fall, the leaves are replaced.
Kigril was founded shortly after the division of the Hobgoblin race.  After Nail called upon his brother for aid in claiming what would become Mishsath, Root and his followers sought a place to found a city of their own.  After a year of searching, Root called upon his brother.  Nail came, and with his power he forged a great cavern, and solidified its walls against collapse.  Thus did the brothers part for the last time.
In the great cavern of his brother's making, Root planted a single ebon seed.  From it sprung forth a forest of black.  Great sable trunks shot forth from the dirt and stone of the cavern floor, towering unto the dizying heights of cavern roof.  Then Root commanded his followers build a city in its branches.

INDUSTIRES[/size]
The people of Kigril harvest wood from the unused trees, which they sell to the rest of the Underworld.  The apothocaries of Kigirl produce most of the medicen used throughout the 13 cities.

Importent Features[/size]
Dusk Rain: The falling leaves that suffuse Kigril serve a similar purpose to the VielMist that shrouds the other great cities of Jular, with a few differences.  In addition to the effects of VielMist, the Dusk Rain promotes healing.  Creatures regain three times as many hit points from natural healing than they normally would.  While in Kigril, Druids recieve a +1 bonus to caster level.

AASHIVAK, 13TH CITY
Population: 5,000,000 (60% Red Halfling, 20% Silver Halfling, 9% Umbralborn, 1% other)
Exports: None
Imports: None

As the Second Cataclysm reached its height, the face of Julnar twisted and buckled.  Continents sunk under the seas, and elsewhere the oceans were vapoized in a flash.  The ancient city of the Aashivak was plunged into the depths of the earth, its ancient clockwork spires burried in the lowest region of the Underworld.
The powerful magics suffusing the ancient city gaurded it from harm.  For a century, it lay in the deep caverns, unoticed.  It was the Eclipse that changed this state.  The Umbra, burnt and craving revenge sought a place for its children, and in the shadows of the Aashivak city it found such a stronghold.
Aashivak is a city of ancient spires, filled with now defunct clockwork.  Swirling shadows fill the streets, flowing tendrils of living darkness.  Amidst the ancient rubble, the Halflings of Julnar reside, with their Umbral kin.

Industries
The Halflings tend gardens of Umbral produce, and work smithies to produce their weaponry and tools.  Other than that, not much.

Important Features[/color]
Umbral: The Taint of Light has no effect in Aashivak.  All sources of light illuminate only half the area they normaly do.  All creatures gain Concealment while in Aashivak.

LEY'DEKA, THE ELVEN PRINCIPALITIES
Population: 6,000,000 (50% Drow, 40% Elf, 10% Other)
Exports: Fish, Wood, Cloth, Water
Imports: Grain, Meat

Near the equator of Julnar lies a massive basin of thick clay and bedrock.  Trapped in this is a vast sea of fresh water, known as the Rift Sea.  A band of votexes to Air create an unending windstorm that stirs the sea's surface.  Magical clouds boil near the roof of the great sea, unleashing an eternal storm.
This storm wracked sea teems with life of all sorts, all adapted though magic or evolution for the darkness.
Dotting this sea are the islands of Ley'deka.  Here, the drow cultivate Stormoaks, massive trees that thrive in the storm, and act as beacons for the wild shadow lightning that arcs between the clouds and the sea.  Under the storm tossed waves, the strange ships of the Drow ply the swirling currents.

Industries[/color]
The islands of Ley'deka produce the extreamly valuable Stormoak wood, which is prized throughout the Underworld.  The drow fleets reap rich harvests of fish.  Cloth woven from the deep kelp that grows in the Rift Sea is prized throughout the Underworld for its durability.

Important Sites[/color]
Ley'deka is unlike the Thirteen in that it is not one city, but a loose alliance of the Island pricipalities.
The Vortex (Metropolis, 500,000): At the center of the Rift Sea rises a whirling spire of water, a waterspout of epic proportions.  The storm is especially fierce here, and the shadow lightning strikes the spire almost continously.
Within the spire is a city made of sold water.  Flowing and whirling, it is stronger and more stable than steel.
Here, the Drow nobility congregate.  The city is populated entirely by pure Drow.  Even the slaves are Drow, and it is considered taboo for any non Drow to enter.

Important Features[/color]
Shadow Lightning: The dark lighting of Ley'deka is imbued with the power of darkness.  Along with all the traits normally associated with lightning, whenever the Shadow Lightning strikes water, it releases a cloud of VielMist, aproximately 1 cubic foot for every point of damage it would have dealt.
Stormoak: Stormoaks grow exclusively in Ley'deka and require the Shadow Lightning to grow.  When treated, the wood of a Stormoak has the strength of steel.  Any object made of the wood of a Stormoak has electicity resistence 5.

DAK'ZAR DUN, THE DUERGAR EMPIRE
Population: 4,000,000 (80% Dwarf, 19% Duergar, 1% other)
Exports: Metal, Gems
Imports: Cloth, Food, Wood

Straddling the Deeps and the Underworld is Dak'zar Dun, the ancestral home of the Dwarves.  Hundreds of fortress cities make up this nation.
Dak'zar Dun contains several rich seams of ore that are replenished by a planar bleed connected with Earth.
In the ancient mists of time, dwarves made their gods, and chose their Totem to be stone and metal.  Their gods in turn made the Duergar, their chosen agents to rule the Dwarves.  For ages, the Duergar ruled Dak'zar Dun in the name of their gods.
Then was born Brun'ko Copperskin.  A mighty and charismatic Duergar, marked with the symbols of Stone and Metal.  All knew Brun'ko Copperskin to be destined from greatness.  He rose metorically, a cult of personality springing up where ever he went.  So greatly did his destiny burn that the King of the Duergar stepped down and granted him the throne and crown.  For a century, Brun'ko Copperskin ruled, and his rule was benevolent and good.  He was adored by the people.
So adored in fact, that the divinity inherint in all mortals was awoken.  Brun'ko rose as a Transgod, and took his place at the head of the Dwarven Pantheon.  For a time, he ruled all dwarves, both mortal and divine.
All things come to an end though, even the existence of a Transgod.  The Transgod that represented Good stepped down, a place on the Council was opened.  The Dwarven gods declared that Brun'ko Copperskin, who was both Transgod and full of virtue should be the next representetive of Good.
All were in favor, save one.  The Praetain declared that no god that claimed a race in their portfolio would stand on the council.  Without the consent of all the Council, Brun'ko Copperskin could not ascend.  There had never been any love between The Praetain and the gods of the Dwarves or of any race.  This, however, was too much for them.  They rebelled against the power of The Praetain.  The Second Cataclysm began.
In the aftermath of the Cataclysm, the Duergar were stripped of their divine power, and Dak'zar Dun was wracked with rebellion.
Even without their divine power, the Duergar crushed the rebellion, and exiled those who had instigated it.
Since then, Dak'zar Dun has endured.

Important Features:
Metal Totem: Any check involving metal or stone recieves a +2 bonus.

THE GRAVETETH NATION
Population: 1,000,000 (99% Graveteth, 1% Other)
Exports: Mercenaries
Imports: Metal Weapons, Ash

 Far below the VielMist shrouded Underworld, below the lightless Deeps lie the Dragon Deeps, the hope of Julnar's Dragons.  Few can survive in this unforgiving realm.
 Yet the Dragons share their realm with the Graveteth.
 At the heart of a torturious labrynth of tunnles and caverns lies the three cities of the Graveteth Nation.  Each carved from living rock with the peculiar rounded quality of all Graveteth construction, these cities are almost impossible for a non Graveteth to navigate.  To an outsider it may seem as if the cities were built without any regard of gravity, with streets running up vertical slopes or running upside down, buildings rising from the floor, walls and cealings of the caverns at mad angles and webs of bridges with even less regard for vertical orrientation than the streets.
 Even more jarring, however, is the disregard the natives have towards gravity, which seems to exceed that of the buildings and pathways.  Graviteth go about their daily buisiness on every available surface, be it floor or wall or cealing.  The only concessions to gravity in these cities are hanging baskets and massive gondolas mounted on rails where loose objects are alternatively storred or transported.
 Most of the activity in the cities is geared towards war.  Blacksmiths pound out exellent weapons, units train, and defenses are readied.
 The Graveteth Nation was founded shortly before the Second Cataclysm, as planar shockwaves traveling both forwards and backwards in time disrupted the boundries of reality enough for a small planar bleed from the OtherRealm to seep through into Julnar, bringing with it the Gravani.  In the aftermath of their transformation, the Graveteth banded together.  And almost as soon as the first cities were established, the Graveteth met their cousins from the OtherRealm, the Devun-siü.  Without a word needing to be spoken, the war between the Graveteth and the Devun-siü began.
Thus, the Graveteth Nation has always been a people at war, and this war has shaped the last 6,000 years of its history.  With the destruction of the First City some 2,000 into the war at the hands of the Devun-siü, the already genocidal war reached new heights, and it has been escalating ever since.

Importent Sites
The Cavern of Offering: A massive cavern at the heart of the Graveteth Nation, the Cavern of Offering stretches miles in every direction.  Blanketing the floor of the cavern is an even carpet of corpses, Graveteth and Devun-siü, in varying stages of decomposition.  This carpet is over a hundred feet deep, and for every Graveteth corpse, there are over 500 Devun-siü.  Inhabiting this charnel field are the Rudatha of the Graveteth.  They are the elite of Graveteth society; warriors, craftmen and wielders of magic who have forsaken their mortality so that they may continue the fight with the Devun-siü.  The eldest Rudatha have dim memories of the war's begining.

THE DEVUN-SIÃÅ" REPUBLIC
Population: 32,000,000 (10% Devun-siü, 90% Devun-siü Spawn)
Exports: Slaves, Organics
Imports: Grain

 The Devun-siü Republic lies at the heart of a zone of unstable reality.  Here, rock flows and distence is distorted.
 In the folds and wrinkles of this mad realm are the massive cyst cities of the Devun-siü, constructed of as much flesh and bone as stone.  In these moist realms, strange abberations take the place of tools, and flesh is shaped to suit the will.  A fenzied energy fills these cities, as if they were gripped by a nightmare trance.
 They are less a republic and more a group of hive minds that consult amongst themselves.

Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 11:16:54 AM
Gorefist

The legendary Gorefist style is one of the most brutal and deadly martial arts forms in the Underworld.  It combines a lethal understanding of the flow of energy through the body with horrific brutality.  A Gorefist specializes in delivering killing blows that tear out the heart of their victim, crush thier skulls or rupture other organs, and in making weapons out of the bones torn from their victims.
The style was created by a man whose name has been lost in the anuals of time, but who is now known simply as the Gorefist, after the discipline he created.
Monks and multiclass Monk/Fighters are the most common classes to become Gorefists.
d8

Requirements
To become a Gorefist, a character must meet the following requirements.
Alignment: LN or LE
BAB: +7
Feats:  Combat Reflexes, Gorefist Initiate, Improved Trip, Power Attack
Skills: Balance 9 ranks, Concentration 9 ranks, Heal 5 ranks, Intimidate 5 ranks
Special: The character must posses the Ki strike (magic) ability.
special: The character must posses the Wholeness of body ability.

Class Skills
The Gorefist's class skills are Balance (Dex), Climb (Str), Concentration (Con), Craft (int), Escape Artist (dex), Heal (int), Intimidate (cha), Jump (str), Knowledge (arcana) (int), Listen (wis), Move Silently (dex), Profession (wis), Snese Motives (wis), Spot (wis), Tumble (dex)
Skill points per level: 4+int

Base Attack Bonus: 3/4 (as Cleric)
Good Saves: All

Class Features
1: Monk Abilities, Deathtouch (Least), Impromptu Weapons (Masterwork)
2: Fear Aura
3: Extra Stunning, Impromptu Weapons (+1)
4: Deathtouch (Lesser)
5: Greater Fear Aura, Impromptu Weapons (+2)
6: Extra Stunning
7: Deathtouch (Greater), Impromptu Weapons (+3)
8: Improved Fear Aura
9: Extra Stunning, Impromptu Weapons (+4)
10: Deathtouch (Supreme)

Monk Abilities: A Gorefist's class levels stack with monk levels to determine Unarmed Attack Damage, Speed Increases, Armor class increases, and Monk Flurry.
Deathtouch: At 1st level, whenever the Gorefist delivers a stunning fist attack, they may expend an additional stunning fist use.  If they do so the target is stunned for 1d4+1 rounds instead of 1 round.  At 4th level, the target must succeed at a Fortitude saving throw (DC 10+1/2 the Gorefist's character level + the Gorefist's str mod) or be nauseated.  At 7th level, a Gorefist may expend an additional 2 stunning attack uses to automatically threaten a critical when they deliver a stunning fist attack.  At 10th level, if the Gorefist expends an additional 4 stunning fist attacks, the target of their stunning fist must succeed at a Fortitude saving throw (DC 10+1/2 the Gorefist's character level + the Gorefist's str mod) or die.
Impromptu Weapon: If a Gorefist deals enough damage with a Deathtouch attack to kill an opponent, they may choose to tear a bone out of their body.  Treat this bone as a masterwork one handed weapon off of the monk's proficiency list.  At 3rd level, this impromptu weapon becomes a +1 weapon.  At every two levels beyond 3rd, the impromptu weapon's enhancement bonus increases by one.  An impromptu weapon reverts to an ordinary bone after 1 round per Gorefist class level.
Fear Aura: Whenever the Gorefist uses their Deathtouch, all creatures within  30 ft. that witness the attack must succeed at a Will saving throw (DC 10+1/2 the Gorefist's character level + the Gorefist's cha mod) or be shaken.  At 5th level, the DC increases by 2 and the area increases to 60 ft.  At 8th level, the DC increases by an additional 2 and the area increases to 120 ft.
Extra Stunning: At 3rd, 6th and 9th level, a Gorefist gains an additional 3 Stunning Fist uses per day.



Any critiques, comments, ect?
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 11:17:02 AM
Gorefist Initiate
You have begun the training of a Gorefist.
Prerequisites: BAB +3, Stunning Fist
Benefits: You may multiclass freely with the fighter class despite normal restrictions.  When you succeed at a Stunning Fist attack, DC to resist being stunned increases by 3.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 11:17:23 AM
Devun-siu (CR 1)
Fighter 1
CN Medium-sized  Humaniod (Wyrdspawn)
Init +0; Senses Listen -2, Spot -2
Languages Devun-siu, Wyrd
_____________________________________________________________

AC 14 (+3 Armor, +1 Shield), touch 10, flat-footed 14
hp 6 (1 HD)
Fort +3, Ref +0, Will -2
_____________________________________________________________

Speed 30 ft. (6 squares)
Melee +3 Single-Sword (1d8+2)
Ranged +1 Short Bow (1d6)
Base Atk +1; Grp +3
Atk Options Improved Bull Rush, Power Attack
Combat Gear Single-Sword, Short Bow, Studded-Leather Armor
_____________________________________________________________

Abilities Str 14, Dex 10, Con 12, Int 10, Wis 6, Cha 6
SQ  Hatred, Symbiont Acceptance
Feats Improved Bull Rush, Power Attack
Skills Climb +6, Handle Animal +0, Ride +2
_____________________________________________________________

Hatred (Ex): All Devun-siu hate Javetheth with a passion that defies all reason.  Every round a Devun-siu spends within 500 ft. of a Javetheth they must succeed at a Will saving throw (DC 10 +1/every round they spend within 500 ft. of a Javetheth) or go berserk, gaining all the benefits and penalties of a 1st level Barbarian Rage.  The berserk Devun-siu must attack any Javetheth they can perceive until all Javetheth in the area have been destroyed.  A Devun-siu will attempt to destroy any obsticals between them and the target of their wrath.
A Devun-siu always knows the exact location of any Javetheth within 500 ft. of their location.
Symbiont Acceptance (Ex): The Devun-siu, as a race, have a natural tenancy to form symbiotic relationships with other organisms.  This has several results.
For every creature with the Symbiont trait attached to a Devun-siu, the Devun-siu gains a +1 racial bonus to Charisma.
For every two creatures with the Symbiont trait attached to a Devun-siu, the Devun-siu gains a +1 racial bonus to Wisdom.
For every three creatures with the Symbiont trait attached to a Devun-siu, the Devun-siu gains a +2 bonus to Fortitude saves.
For every level a Devun-siu has, they may ignore one point of ability damage dealt them by a creature with the Symbiont subtype per day.
For every 5 levels a Devun-siu possesses they may make one creature with the Symbiont subtype attached to them an Incorporated creature.  Incorporated creatures gain all advantages and benefits of a familiar to a Wizard of half the Devun-siu's level.  Incorporated creatures that normally fill a particular equipment slot no longer do.  Some Symbiont creatures gain other benefits from becoming Incorporated creatures.
_____________________________________________________________

Strategy and Tactics
Devun-siu tend the charge headlong into battle, with little regard for their personal safety.

Almost seven feet tall, it could almost be mistaken for a human, but for its deep crimson flesh.  Knotted muscles are apparent under the golden leather armor it wears.

The Devun-siu have dwelt in the Dragon Deeps since before the time of the Second Cataclysm.  They are known as the Kings of Flesh, the Lifeshapers, the Boneeaters.  They will touch no tool of metal or stone, prefering instead the use of chitin and bone.  They wear nothing that never lived, and eat only meat.
The Devun-siu do not perceive reality as singular beings.  They are composite creatures, the sum of their parts.  This is true on the social level, as Devun-siu cannot stand to be alone, and will quickly fall into depression and despondancy without constant social contact.  It is also true on the individual level, for each Devun-siu incorperates several symbiotic organisms into their own being, their self being defined by the sum of the beings that make them up.
Devun-siu hate the Javetheth with the whole of their beings.  This hatred is instilled in them from the moment of their conception.  Legend has it that when an imprisioned Devun-siu and an imprisioned Javetheth were put in cells opposite one another, each died battering themselves to death on the prision bars trying to attack the other.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 11:17:32 AM
Fazal Maz, Silver (CR 2 or Host+1)
N Tiny Aberration (Symbiont)
Init +1 (dex); Senses Darkvision 100 ft., Tremorsense 50 ft.; Listen +2, Spot +9
Languages Devun-siu, Wyrd
_____________________________________________________________

AC 15 (+2 size, +2 natural armor, +1 dex), touch 13, flat-footed 14
hp 7 (3d8-6); DR 5/adamantine or magic
Resist acid 5, fire 5; SR 18 (15+HD)
Fort -1, Ref +3, Will +5
_____________________________________________________________

Speed 5 ft. (1 squares)
Melee -2 6 claws (1d2-4)
Space 2 1/2 ft.; Reach 0 ft.
Base Atk +2; Grp -10
_____________________________________________________________

Spell-like Abilities (CL 3rd)
At willâ,¬'read magic
_____________________________________________________________

Abilities Str 2, Dex 14, Con 6, Int 12, Wis 14, Cha 1, Ego 9
SQ Attach, Integrated Power, Spell Channler
Feats Silent Spell, Still Spell
Skills Knowledge(Arcana) +8, Spellcraft +10, Spot +9
_____________________________________________________________

Attach (Ex): A Silver Fazal Maz can only attach itself to a willing or immobile host.  The Silver Fazal Maz crawls over the face of the host and wraps its legs around the host's head.  It then excretes a powerful adhesive from its fleshy underside, gluing it to its host.  Finally, it burrows nerve tendrils into the host's eyes and extends two fleshy tubes into the host's stomach and lungs.  This process takes 3 rounds, during which time the host is unable to breath or see.
An attached Silver Fazal Maz offers several benefits to its host.  The host does not need to eat or breathe.  The host of the Silver Fazal Maz is immune to visual based attacks and shares the Silver Fazal Maz's senses.
The host of the Silver Fazal Maz loses the ability to speak, eat and breathe, preventing them from casting spells with verbal components, consuming potions and other such actions.  Every day a Silver Fazal Maz remains attached, the host suffers 1 point of intelligence damage.  Removing a Silver Fazal Maz results in blindness and 1d4 intelligence drain.
Integrated Power (Ex): A Silver Fazal Maz that becomes an Integrated creature grants its host several additional benefits.  The host of an intigrated Silver Fazal Maz gains the Silver Fazal Maz's SR, DR and feats.  The Silver Fazal Maz itself gains a +5 racial bonus to Spot and Listen checks.
Spell Channler (Sp): A Silver Fazal Maz that is attached to a spellcaster gains the ability to cast spells as a spellcaster of the same class as the host with caster level equal to the host's minus four.  If this would result in a caster level of 0 or less, the Silver Fazal Maz has no spellcasting capability.  A Silver Fazal Maz cannot cast spells with somatic components.


The creature resembles best a large, six legged beetle with a silver shell roughly the size and shape of a Devun-siu face.  Its fleshy underside is dark gray in color and covered in a thick, sticky slime.

Adorning the monster's face is a great silver mask with six long, jointed clasps wrapped around the head.  The visage is grotesque with over sized eyes and a gaping mouth twisted into a sneer.  A deep, booming voice issues forth from the mask, chanting out arcane syllables and phrases.


The Fazal Maz are powerful symbionts made by the Devun-siu.  They are meant for the Ghra'hazna Archkiz, the Fleshwarpers, the magical elite of the Devun-siu hives.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 11:17:43 AM
Bazen Skin (CR 1, or Host + 1)
CN Small Abberation (Symbiot)
Init +0; Senses blindsight 10 ft.; Listen +3, Spot +3
Languages Devun-siu
_____________________________________________________________

AC 12 (+2 natural), touch 10, flat-footed 12
hp 17 (2d8+8), fast heal 1; DR 5/magic
Resist  All 5
Fort +6, Ref +0, Will +7
_____________________________________________________________

Speed 0 ft. (0 squares)
Melee +1 spell touch
_____________________________________________________________

Spell-like Abilities (CL 2nd)
1/dayâ,¬' Cure Light Wounds, Inflict Light Wounds
_____________________________________________________________

Abilities Str 2, Dex 10, Con 18, Int 2, Wis 16, Cha 1, Ego 1
SQ Attach, Integrated Power
Feats Endurance
Skills Survival +8
_____________________________________________________________

Attach (Ex): The Bazen Skin can only attach itself to a willing or immobile subject.  The Bazen Skin wraps itself over the host's torso and sends out a horde of feelers which burrow into the host's flesh.  The Skin quickly begins to expand until it covers the host from neck down, a process that takes 1d4 days and deals 1d4 dexterity and constitution damage to the host.
Once fully attached, the Bazen Skin grants the host a +2 natural armor bonus to AC.
Removing a Bazen Skin takes 1d4 hours and deals 1 point of dexterity damage to the host.
Every day the Bazen Skin remains attached, the host suffers 1 constitution damage.
An attached Bazen Skin fills the armor equipment slot.
Integrated Power (Ex): A Bazen Skin that becomes an Incorporated creature grants its host several benefits.  The host gains DR 2/magic and resistance 2 to Acid, Cold, Electricity, Fire and Sonic energy.
_____________________________________________________________

The creature before you resembles nothing so much as a pile of leathery skin shot through with pulsating veins of deep red and purple.

The warrior's bare skin from the neck down is thick and leathery, shot through with pulsing red and purple veins.


Bazen Skins are one of the most common symbiots used by the Devun-siu.  Effectively living leather armor, most Devun-siu are given one as a childhood gift.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on March 30, 2007, 11:17:52 AM
Fazal Maz, Pearl (CR 2, or Host + 1)
CN Tiny Abberation (Symbiot)
Init +6 (dex, improved initiative); Senses blindsight 20 ft. darkvision 60 ft.; Listen +5, Spot +5
Aura Aura of War; Languages Devun-siu, Wyrd
_____________________________________________________________

AC 16 (+2 natural armor, +2 dex, +2 size), touch 14, flat-footed 14
hp 11 (2d8+2), fast heal 2; DR 10/magic
Resist Acid 5, Fire 5
Fort +1, Ref +2, Will +2
_____________________________________________________________

Speed 10 ft. (2 squares)
Melee 6 claws -1 (1d2-2)
Space 2 1/2 ft.; Reach 0 ft.
Base Atk +1; Grp -9
Atk Options Combat Expertise, Dodge, Power Attack
_____________________________________________________________
Abilities Str 6, Dex 14, Con 12, Int 13, Wis 10, Cha 1, Ego
SQ Attach, Aura of War, Bloodlust, Integrated Power
Feats Combat Expertise (B), Dodge (B), Improved Initiative , Power Attack (B)
Skills Climb +3, Listen +5, Spot +5
_____________________________________________________________

Attach (Ex): A Pearl Fazal Maz can only attach itself to a willing or immobile host.  The Pearl Fazal Maz crawls over the face of the host and wraps its legs around the host's head.  It then excretes a powerful adhesive from its fleshy underside, gluing it to its host.  Finally, it burrows nerve tendrils into the host's eyes and extends two fleshy tubes into the host's stomach and lungs.  This process takes 3 rounds, during which time the host is unable to breath or see.
An attached Pearl Fazal Maz offers several benefits to its host.  The host does not need to eat or breathe.  The host of the Silver Fazal Maz is immune to visual based attacks and shares the Pearl Fazal Maz's senses.
The host of the Pearl Fazal Maz loses the ability to speak, eat and breathe, preventing them from casting spells with verbal components, consuming potions and other such actions.  Every day a Pearl Fazal Maz remains attached, the host suffers 1 point of intelligence damage.  Removing a Pearl Fazal Maz results in blindness and 1d4 intelligence drain.
An attached Pearl Fazal Maz occupies the mask/headband item slot.
Aura of War (Ex): When an Integrated Pearl Fazal Maz uses its Bloodlust ability on its host, all allied creatures within 500 ft. of the host gain a +1 moral bonus to attack and damage rolls.
Bloodlust (Ex): A Pearl Fazal Maz has the power to evoke a psychotic bloodlust in its host.  Three times per day, an attached Pearl Fazal Maz can send its host into a rage, similar to a 1st level Barbarian's Rage ability.  If the host was already under the effect of a Barbarian rage or similar effect, the bonuses to strength and constitution are increased by 2 and the duration is increased by 3 rounds.
Integrated Power (Ex): A Pearl Fazal Maz that becomes an Integrated creature grants its host several additional benefits.  The host of an integrated Pearl Fazal Maz gains the Pearl Fazal Maz's DR and feats.  The Pearl Fazal Maz itself gains a +5 racial bonus to Spot and Listen checks.  The Pearl Fazal Maz can use its Bloodlust ability an additional two times per day.  The Pearl Fazal Maz gains the use of its Aura of War ability.

The creature resembles best a large, six legged beetle with a mother of pearl shell roughly the size and shape of a Devun-siu face.  Its fleshy underside is dark gray in color and covered in a thick, sticky slime.

Adorning the monster's face is a great mother of pearl mask with six long, jointed clasps wrapped around the head.  The visage is grotesque with over sized eyes and a gaping mouth twisted into a sneer.  A bloodcurdling scream of rage tears free of its grotesque mouth as it charges.


Pearl Fazal Maz are powerful symbionts made by the Devun-siu.  They are meant for the Havahna Urgana, the Screaming Ragers, the warrior elite of the Devun-siu hives.
Title: Julnar: The Epoch of the Final Curse
Post by: Hibou on March 30, 2007, 06:02:36 PM
I think that the whole halfing ability to become a wererat is really cool. Very nice idea. :)
Title: Julnar: The Epoch of the Final Curse
Post by: KeshFerrar on March 31, 2007, 06:57:21 PM
Since MadApe posted here, I guess its OK to do so...

Interesting choice for the genesis of your world. I also have a primeval and deadly forest world rolling around in my head, but I took a different route. My world took to the canopy while yours burrowed under the earth.

I'm interested why you chose minotaurs to remain on the surface above...especially in the canopy.

What about food production? In the Kyen section you mention Darkleaf plants, and I believe its said in passing in the Jisshith section, have these spread throughout the depths?

Perhaps in your cities section you could add information about allied and enemy cities?

I'll think of more as I read more.
Title: Julnar: The Epoch of the Final Curse
Post by: deadone on April 01, 2007, 04:51:17 PM
While Darkleaf plants are pretty common, most grain production among the 13 cities takes place in Kyen.  Most of the other cities have grain listed as a import, you'll note.

The allies and enemies thing is a good idea.