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Esharra

Started by MacMonster, September 04, 2006, 04:18:21 AM

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MacMonster

Firstly, please not that this isn't finished, I'll be editing as I go.
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A BRIEF HISTORY:

[spoiler]
The Cataclysm, the singular most destructive event to ever happen in the history of our planet.  It occurred when the two most mighty beings to ever walk Esharra clashed in an epic battle that destroyed the greater part of our planet and split the remaining world-continent into two parts Ehus to the east and Eridu to the west.  The identities of The Two cannot be recalled, even by beings that have existed since before the battle.  During their battle they unleashed energies so powerful that Esharra was separated from the rest of the universe and lost to the sight of those outside it.  It was during the battle that the two came to see that because of their battle they had nearly destroyed the entire world, and as such, nearly destroyed themselves.  Ceasing their struggle, they found themselves too weak to repair the damage.  Esharra had been cast so far from the other worlds that no stars were visible in the sky and the world was engulfed in darkness.  They then set into place unbreakable rules keeping others from repeating their folly.

   After the battle was over the surviving nations begin to fight for control of the remaining land.  It was during these wars that the first undead appeared, their souls unable to pass through the barrier and leave for the afterlife.  There was no solution to the problem, every man who died became another of the lost souls unable to depart for the afterlife.  It was during this time The Two used a portion of their power to create new bodies for themselves, two orbs rotating around Esharra.  One gave off a bright glow like sunlight, and the other one gave off a blackness, these two orbs traveled on paths exactly opposite each other, continually moving around Esharra.  The Two begin the task of sending the spirits of the dead to their respective afterlives.  From the spirits of the dead The Two selected five of the most powerful and gave them duties as gatekeepers for the souls of those departing, each governing either Law, Chaos, Good, Evil, or Neutrality.  These five are the only beings to have the full powers of a deity when on Esharra, all other have their power limited by the rules placed long ago by The Two.  For a long time the world was peaceful, then those greedy for more power began to wage war against the other nations, Tyrannus of Incendia stood at the head of these armies.  His power was such that one of the five had to intervene and directly stop him. After his power was greatly reduced Tyrannus was sent back to Incendia and commanded never to attempt to enter Eridu again.  For many years Tyrannus remained in Incendia, working to regain his lost power, but shortly he again rallied his armies and traveled to the lands of northern Ehus(12794 A.T.C.).  When he arrived, his scouts found a massive dome of unknown substance isolating the majority of the northern lands.  This dome extended in a perfect sphere, cutting through both stone and water.  On the third day after Tyrannus' arrival a strange   human appeared through the dome.  The man had an air on great age about him, and indeed, he looked too feeble to walk under his own power;  yet, he hovered above the ground as easily as a fish floated in the water.  With a voice that echoed to the far reaches of the army he spoke,
"Leave."  Saying that, he turned and drifted back through the dome; hidden from the rest of the world.  The rage of Tyrannus  was such that he ordered his army to shatter the dome.  Under the continued assault of the might of Tyrannus' armies, small cracks began to appear on the surface of the dome.  Its opaque surface trembled a moment, then with a shriek like a thousand dying banshees, it burst into a thousand slivers.  Through the cracks of the dome was a view of a massive silver tower, far too high to have been contained within the dome.  As the army stared in awe at the massive crystal atop this tower, it pulsed with a red light.  For one brief instant the world burned red before returning to normal.  Where once had stood the soldiers of Tyrannus' armies there was now only red ash. One hundred thousand, four hundred, and thirty two seasoned veterns obliterated in the blink of an eye.  As the dust settled to the ground the dome shimmered and reappeared, pristine once again.  Tyrannus alone survived the massacre, it was only his great power that had saved him, leaving him gasping for air, bleeding from a million wounds.  It was at that time that Tyrannus learned an important lesson, a general is nothing without his army.  In defeat, Tyrannus crawled back to Incendia to heal.


  In the mean time, other events were were occuring on Eridu, the War of Tainted Blood was raging.  The lycanthropes had once again sallied forth from their hidden valleys and caves to engulf the lands of Man in bloody battle.  However, this time, the Blood Ancients were waiting.  On wings of ash, the war was once again started.  For nearly two hundred years, The War of Tainted Blood raged.  This war was not only much longer then the first one, but consumed many more lives.  As the hords of lycanthropes broke out through the boarders of The Empire of Man and threatened to consume the Kingdoms of the Elves and Dwarves, the Council of Blood Ancients decided to use their final fallback plan; From among those slain in battle they began to create vampirire lieutenants.  With their allied armies thus bolstered, they managed to push back and contain the lycanthropes in the northern lands of Eridus.  It was only when the lycanthropes had been slaughtered and scatttered that the Blood Ancients saw the impact that the war had upon the Humans, Elves and Dwarves.  Of a formerly flourishing population, there now only remained several hundred thousand.  The Council of the Ancients decided to retreat from the mortal races and not involve them in the the War against the lycanthropes further.  There were several who remained, but for the most part, the Blood Ancients returned to their northern towers and hid themselves from the world of Man.  Their vampire lieutenants also retired from their former homelands, building massive island citidels around the coastlands of Eridus.  At long last, the mortal races were free to recuperate from their horrible injuries.  A year after the Blood Ancients had retreated, five messengers arrived at Saraspier, the crown city of Man, seeking audience with Emperor Aegin.  These messengers had been sent to inform the mortal races that the lycanthropes were withdrawing from the War of Tainted Blood and would never again raise war banners as long as they were left in peace.  When they had delivered their message they identified themselves as the five general who had chosen to begin the war two hundred years ago. As one, they extended their claws and gouged out their own hearts; falling dead on the ground.  The Emperor, understanding what the five generals had just done, ordered that they be buried in a place of honor and that all hostilities against the lycanthropes be ceased.  Once more, the world was at peace.  Two decades later, word arrived from the vampire luitenants, the eastern continent, Ehus, was free of undead.  This news was well recieved by the Elves in particular, they had long been wanting to return to their southern forests.  As they traveled across the Sundered Sea they found that Ehus had been much altered from what they remembered, their forests were gone, replaced with desert. In vain hope, many thousands set out across the sands in search of their ancient forest homes.  Many years passed by and no word was recieved from those Elves who had quested forth to find the forests.  Feeling utterly defeated, those who had waited on the shores returned to their ships and once again undertook the journey across the Sea to Eridus.  The continent of Man, Eridus, remained in it's sleepy state of peace for many countless centuries until the stories of the War of Tainted Blood were just that, ballads sung by bards in taverns.  The mortal races forgot suffering.  Millenia passed and the Empire of Man grew larger.  Over time, the Emperor slowly started to lose power over his Empire as more and more cities were being built farther and farther away from Saraspier.  Some of these cities were so far away that they considered themselves seperate baronies or counties.  As he sat on his gilded throne, the Emperor grew jealous.  He secretly gathered up his most skilled mages and placed upon them a quest; Stir up an open rebellion among these far flung cities of Man and give the Emperor a reason to call up his armies and once again capture the loyalties of the cities.  Using foul magic, these mages placed within the minds of the counts and barons ideas of rebellion, of founding their own Empires.  The Emperor pretended shock at the 'sudden rebellions' and called up his armies which had grown fat with peace to put down the rebellions and re-establish his authority.  The Emperor established a network of mages to carry out his will in the now loyal cities, and for a while, the Empire of Man was once again at peace.  Howver, after seeing how much power they now had and how little real power the Emperor had, the mages decided to undetake a rebellion of their own.  Rabishu, foremost among these mages, had plans of his own, plans that didn't involve the rest of the mages.  Using his talent with magic, Rabishu tampered with the ritual that was planed to kill the Emperor and instead caused the spell to steal the power, the life, of the Emperor and transfer it to himself.  Using his newfound might, Rabishu slaughtered the rest of the mages and consumed their power.  After taking the throne for himself, Rabishu used ancient secrets from the time of the great plagues and made himself immortal.  For the first time in over twenty thousand years, a lich walked the lands of Esharra.  However, this immortality was not without it's cost, it left Rabishu much depleted in strength.  He hastilty declared that in his stead, a council of nine of those who ruled the the different sections of Saraspier would govern the city.  Using his rapidly draining power he used powerful rituals to cause the world to forget him, to instead think that in the face of the rebellions the Emperor had stepped down. Rabishu quickly hid himself in the ancient caverns beneath Saraspier and rested, workign to regain his lost power. Thus ended the Empire of Man.




[/spoiler]
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Timeline of Esharra.
[spoiler]
01 A.T.C-   The Two create Day and Night, each one equal and opposing.  They then set into being the Five Edicts, limiting the power of all others so that no such event shall ever befall Esharra.  The Blood Ancients are cursed with Vampirism and sterility.
02 A.T.C.-  Numerous wars erupt as many kings and emperors see their chance to capitalize on the weakness of their fellow nations and sieze more land.   The remaining Blood Ancients who had not killed themselves send themselves into a deep sleep, hoping that when they awaken they would be cured of their bloodthirst.
03A.T.C-  Rumors start to spread of armies that had fallen rising again and slaughtering their former allies.  The dwarves declare war upon the kingdoms of the humans.
06A.T.C-  The first Great Plague sweeps through Ehus, killing millions, many of those not yet infected flee actross the sea to Eridu.
07A.T.C.-  The first confirmed undead is spotted
08A.T.C-  The undead besiege the mountain home of the Red Dragons.
09A.T.C.-  The other dragon clans fly to the aid of their Red cousins.  The first Land-dragons begin to emerge from the deserts of eastern Ehus.
10A.T.C-  Nearly all the humanoids are wiped out by the newly risen hordes of undead.  The collective leaders these three races declare peace and are those still remaining on Ehus are forced to flee to Eridu.  The dragons erect a mile wide wall of fire around their mountain home and use magics to kill all non-dragons within their lands.
11A.T.C-  The first of the were-creatures appear among the ships of the survivors fleeing to Eridu, often entire ships would be infected by the time they reached ports in Eridu.
12A.T.C-  The The Two create the Five Gods to serve as gatekeepers for the souls of the dead and entrust them with the task of governing Esharra.  The rate at which undead are appearing begin to lessen.
14A.T.C-  The Elves living on Eridu relocate into the southwest forests of Eridu.  The dwarves and humans seperate, with the humans heading into the north of Eridu and the dwarves remaining in the center of Eridu.  The lands of Eridu are at peace and begin to recover from the Great Plague and the wars.
35A.T.C-  The first ship of Elves sails to Ehus, seeking to return to their ancestral homes.  When it does not return and no messages are sent it is assumed that the passengers were killed.  No more expeditions are sent to Ehus.
37A.T.C-  Adventurers venture into the mountains of north-western Eridu and discover the arcahaic cities of the Blood Ancients with no sign of their inhabitants.  They are soon followed by those who take up homes in the abandoned cities of the Ancients.
39A.T.C-  The were-creatures appear in the mountains of western Eridu, slaughtering those who are living in the cities of the Ancients..  The people slaughtered rise as lycanthropes, this army of lycanthropes begins to ravage the western plains of Eridu.
45A.T.C-  The lycanthropes wave of death remains unstopped despite the joint efforts of the Elves, Dwarves and Humans.
46A.T.C-  The first of the Blood Ancients awaken from their slumber and find the countryside overrun by lycanthropy.  They begin to awaken the strongest warriors among those still slumbering.
48A.T.C-  The awakened Blood Ancients fly out of their hidden mountain home to wage one of the bloodiest wars in the history of Eridu against the lycanthropes.  This war lasts over five years until the lycanthropes scatter and flee into caves hidden throughout the countryside.
54A.T.C-  To avoid succumbing further to The Hunger many of the awakened Blood Ancients return to their slumber.  Those few that remain seek out suitable beings to Bond themselves with.


[/spoiler]
(needs to be updated)

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The Five Edicts:

I.   Those who have attained the plateau of power known as godhood are forbidden from the lands of Esharra.
II.  Those rogue gods who do enter the lands of Esharra shall have their power stripped from them.*
III. The Five gods who oversee Esharra in our stead shall be exempt from these tenants.
IV.  All creatures who live on the lands of Esharra shall never attain more power then the Five.
V.   Esharra shall be hidden from the sight of all those not on it, forevermore it shall have a barrier shielding it from the conflicts of the cosmos.


*Rogue God is an aquired template that can be added to any creature with divine or cosmic ranks.  The creature keeps all it's characteristics except those noted below:

â,¬Â¢   The creature loses it's portfolio and it's ability to grant spells,
â,¬Â¢    It also loses it's divine realm, and it's portfolio sense.
â,¬Â¢   It can not use it's Alter Reality ability, it loses it's Divine Aura


   This template is automatically given to any creature with divine, or cosmic, ranks the moment it enters Esharra.  The template persists until such a time as that being leaves, this template cannot be removed by any being possessing less then 30 divine ranks.


***


The Barrier:

[spoiler]
The barrier was created by The Two to seperate Esharra from those beings such as themselves who would involve it in their conflicts.  As such, it prevents all off-world travel from Esharra and denies all attempts at entry by any being of less then 200HD and 30 Divine Ranks.  All planar links attempting to travel through The Barrier is twisted back upon it's point of origin, forming a Möbius strip, trapping all those attempting to enter or exit in an loop resulting in them arriving in the precise spot they tried to use planar travel.
[/spoiler]


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Items with signifigant power and importance to the campaign:




Gauntlet of the World Breaker(Major Artifact)
[spoiler]
"When He wears His Gauntlet the world shall be cast into an age of fire and chaos such as not been seen since the days when the earth groaned under the feet of embattled gods!
"-Prophecy of the World Breaker, Sirillio the prophet

   Forged countless eons ago in preparation of the day when the gods became too ambitious and sought to sieze power from the Others, those Beings as far above gods as gods are above mortals.

This gauntlet has lain dormant since the day it was forged; waiting in preparation for the day He will wear it. All powers are at a caster level of fifty, the properties of the gauntlet are as follows:




Firstly The Gauntlet takes up the spaces for two rings and a set of gauntlets.
Secondly the wearer is constantly affected by the powers of Bear's Endurance, Bull's Strength, Protection +5, Mind Shielding, Undetectable Alignment, and Sustenance.
Thirdly the wearer can use the following spells at will as spell-like abilities;  Call Lightning Storm, Finger of Death, Fire Storm, Ice Storm, Meteor Swarm, Telekinesis, Telekinetic Sphere, Storm of Vengeance, and Sunburst.




The Gauntlet cannot be worn, nor even picked up, by anyone save he who is The World Breaker.  When he wears the gauntlet, all beings, even mindless undead and animals, are granted this knowledge.  When he first puts on the gauntlet the barrier separating Esharra from the rest of the multiverse will collapse.
[/spoiler]

***


The Sea'arri (Major Artifact)
[spoiler]
The curious device glows with a black illumination, making it difficult to look directly at.  The device looks to be an amulet; an unclasped chain runs between two small rings on the top of the amulet.  Small runes decorate the rim and small serpents coiled around one another decorate the rest of the outer surface. The center of the device is polished glass containing the face of a man made of mercury; the face is frozen in a soundless scream that seems to echo from the distance.  The black glow draws the eye to the face in the center, the face beckons for closer inspection. As you look the serpents seem to writhe and crawl and the man appears to look directly at you, whispering something that can almost be heard.

All who look upon the amulet are forced to make a Will save(DC 50) or be forced to place the amulet on their chest.  When placed on the chest of a creature, the amulet grants a +10 bonus to all mental actions (will saves, concentration checks, anything associated with Intelligence or Wisdom); the amulet cannot be removed by anything short of a Major Disjunction.  When the amulet has been worn by a particular creature for nine days the face in the amulet changes to become theirs and the following effects occur:
1).  The creature's soul is trapped within the amulet
2).  The creature's will is no longer it's own, it is controlled by the amulet and he becomes immune to mind affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
3).  Within the next three days(72 hours) the creature will seek out and attempt to kill any relatives or children as part of a ritual. The ritual creates a fog that spreads at a rate of one mile per day, the limit of the fog is nine miles in all directions.  When the fog is fully spread, it begins to rain, any creature exposed to this rain sickens and must make a Fort save(DC 50) or die.  All creatures slain by this rain must make a Will save(DC 50) or be transformed into Lemures.  The nine mile circle touched by the rain is unhallowed and one Kyton(TGoH chap 4) is summoned per five HD possessed by the wearer of the amulet.  These Kytons have HD equal to the wearer's Hit Dice minus 5.
4).  The wearer of the amulet gains the evil subtype and the half-fiend template, he is now considered a willing servant of The Nine Hells.
[/spoiler]
***
Major Artifact:  Gauntlet of The Grand Marshall
[spoiler]
This powerful artifact appears as a spiked gauntlet extending to the wearer's elbow and terminating in a four inch elbow blade.  Small runes appear to drift about the glossy black surface of the metal, the fingers are perfectly flexible and equipped with retractable claws on the fingertips, these claws do not impede in the usage of weaponry.  Depending on the length of time the gauntlet is worn certain changes become apparent, the duration need not be continuous:

One Day) Small runes encircle the wrist of the gauntlet, +1 Strength bonus.
Three Days) The wearer feels a deep affinity to the gauntlet and wears it even when not in battle, Mage Hand 2/day, treated as having the Improved Unarmed Attack feat.
Ten Days) Certain runes adorning the surface of the gauntlet change, the wearer will find it nearly impossible to bring himself to remove the gauntlet, the metal begins to meld with the wearer's flesh and extends for three inches along their arm.
Fourteen Days) The gauntlet now completely covers the wearer's arm, veins appear on the surface of the metal, Mage Hand at will, Hold Person 1/day.
Twenty Days)The metal arm is the same temperature as the arm would be, magic only reveals the  bones of the arm inside the gauntlet, Rusting Grasp 2/day  Whenever the user invokes this power the metal creeps another three inches along the wearers body until it covers half of their chest and stomach.
When the wearer's chest and stomach have been transmuted into the same metal as the gauntlet the wearer gains the Half-Golem-Adamantine template.
The wearer cannot be separated from the gauntlet by any means short of a Major Disjunction spell cast by an arcane spell caster of at least 40th level, even then the wearer losses the limb that the gantlet was worn on, this limb cannot be regenerated.
Any person who dons the gauntlet and invokes its powers is instantly identified as The Grand Marshall of the Telal to all Telal currently on the same planet as him, distance, antimagic, or shields do not impede this knowledge.
[/spoiler]
***
Ring of Omnidirectional Gravity (Minor Artifact)
[spoiler]
This powerful artifact appears identical in every way to a non-magical ring, this being part of it's power. The wearer of this ring can control the direction and force of gravity, both his own and of anything he touches. The wearer must succeed on a Wisdom check(DC 15)and use a move-equivalent action to achieve one of these effects:
A) He can cause his personal gravitational 'down' to be whichever direction he wills it to be. He falls "down" at 1g and therefore will take 1d6 damage per 10f of movement at the end of his fall. This damage cannot exceed 20d6. The wearer can slow down midway by changing his "down" to the exact opposite. He will take 1d6-3 damage at the end because usually he cannot time his deceleration perfectly. This decelaration takes a number of rounds equal to those of travel.
B) The wearer can choose to have no "down" at all. He is now near weightless and will continue his previous movement at the same speed. Using this power he can make extremely long jumps, hover, walk on water etc.
The wearer can activate the ring as a free action, although this method is more hazardous then the first method. Increase the DC by 5
Any attempt to create more than one "down" will render the ring non-functional. It cannot be reactivated for 1d6 rounds.
Alterations of the gravity of an item or creature will persist for 1d6 rounds after the wearer has stopped being in physical contact with them. Physical contact means the touching of his person or his clothes, armor etc. Touching him with a 10-foot pole does not help.




Improved Gravitic Control [General]
You are much better at controlling the Ring of Omnidirectional Gravity
Prerequisites: You must be using and experimenting with the ring for at least 8 hours a day for three months
Benefits: Double your Wisdom modifier for the purpose of controlling the ring.


[/spoiler]
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Half-Adamantine Golem Template:


[spoiler]
Half-Golem-Adamantine
(a creature that has had one or more limbs replaced with anamated adamantine. Must make a will save or become a Construct)
Description: One or more limbs replaced with those of an Adamantine Golem.  Aquired template that can be applied to an Animal, Giant, Humanoid, Magical Beast, or Monstrous Humanoid.
Stats: Natural Armor bonus +16, DR 15/ adamantine, Str +15, Dex -3, Int -6, Con +3 -or- n/a, Cha -4, CR +4
Other Effects: Immune to spells, spell-like abilities & supernatural effects except-Electricity: Affects the creature as a Slow spell for 3 rounds-Fire: Heals the creature 1hp per 3 damage & breaks any Slow effect.

[/spoiler]
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Races of Esharra:

***
Blood Ancient
[spoiler]
The "Blood Ancient" template can be placed on any living humanoid creature. The creature cannot already have vampiric properties. A character cannot become a Blood Ancient; the template must be taken at first level or never. The Blood Ancient has all the qualities of the base creature unless otherwise noted.

Size and Type: The base creature's type changes to native outsider. Its size does not change.
Hit Dice: All of the base creature's hit dice change to d12s.
Speed: The base creature grows large wings that are night black, with the tips and small bits being pearly white. This grants a fly speed of 80 ft. with a maneuverability of good.
Skills: Knowledge (any) and craft (metal) becomes a class skill for all Blood Ancients. They gain a +10 to all knowledge (religion) checks.
Appearance: A Blood Ancient's skin is either blue or green, depending on their age (older Blood Ancients have green skin, younger ones have blue skin).
Special Qualities:
â,¬Â¢   Vampiric Traits (Su): Unless otherwise noted, the Blood Ancient has all the traits of a vampire.
â,¬Â¢   Claws (Su): A Blood Ancient has only three fingers on each hand; but their hands are the size of a normal humanoid's. The third finger may be used as an opposable thumb; as such, they gain a -20 to all sleight of hand checks, but a +8 to all climb checks. This also grants them claw natural weapons that do 1d8 damage (both claws count as one weapon).
â,¬Â¢   Immortality  (Su): The Blood Ancient lives forever. Upon reaching the age of 26*, they no longer age at all. If the Blood Ancient dies, their body does not decay; if an organ is removed, then they may be revived after the organ is returned and their HP is returned to above 0. Unless their body is completely destroyed (burned, eradicated, et cetera), then a revival only requires a regeneration spell.
â,¬Â¢    Vampiric Immunities  (Su): A Blood Ancient is no longer affected by sunlight, water, garlic, their reflection, or holy symbols. The Blood Ancient no longer must sleep in a sarcophagus to survive. If they do not feed for one entire day, they gain one temporary negative level until they do. These negative levels cannot become permanent and stack if a Blood Ancient does not feed for several days. If they lose all their levels in negative levels, then the Blood Ancient transforms into a barghest (they cannot gain any negative levels in this form) until they drink blood. Only one body's worth of blood must be drinken to reform back into their original state and regain all their negative levels.
â,¬Â¢    Alternate Form (Su): A Blood Ancient may still transform into a bat, dire bat, wolf, or dire wolf. In addition to this list, they may transform into several bats (as equal to hit dice; if a bat dies, then the Blood Ancient loses hit points equal to how many hit points the bat had), otyugh, delver, bear, dire bear, juvenile or younger dragon, or a gray render.
â,¬Â¢    Blood Curse  (Su): If a Blood Ancient bites another creature, they become a vampire. Blood Ancients cannot reproduce any other way.
â,¬Â¢   Living: A Blood Ancient is not considered undead, as a vampire is.

*As a human's age. Compare to other racial aging when not the base creature is not a human.

Abilities: +2 Con, +4 Int, +4 Wis, +2 Cha.
Climate/Terrain: Tundra or alpine.
Challenge Rating: Base creature's CR +6.
Alignment: Any.
Level Adjustment: +11.

[/spoiler]

***

Dhampyr

[spoiler]

Creating a Dhampyr

Unlike their damphyric brethern on distant worlds, the dhampyr of Esharra are not the products of Orcus's curse of undeath, the Esharran dhampyr were the products of experimentation by the Blood Ancients.  The Blood Ancients had been attempting to find a way to overcome their Cataclysm induced sterility and regan their ability to reproduce naturally.  It has debated as to whether their 'experiment' has been successful and should be further persued, but sadly, many of the Dhampyr do not survive to approach the level of power possessed by the lowliest of Blood Ancients, and those who do cannot be controlled.  However, many of those rare Dhampyr who do survive past their first century start to exibit

â,¬Å"Dhampyrâ,¬Â is an acquired template that can be added to any living creature (referred to hereafter as the base creature). A creature with one(or both) of it's parents having the dhampyr template is born with the disease.  The disease can also be gained if the creature is fed the blood of a dhampyr as it lays dying.

Speed: As base creature.

AC: A dhampyr has a +1 natural armor bonus.

Attack: As base creature.

Special Attacks: A dhampyr retains all the base creatureâ,¬,,¢s special attacks and gains those listed below. All saves are against DC 10 + 1/2 the dhampyr's HD + the dhampyr's Charisma modifier.

Blood Drain (Ex): A dhampyr can suck blood from a living victim with its fangs. If the dhampyr pins an opponent in a grapple, it can deal 2 points of Constitution damage.

Kinsight (Su): A dhampyr can perceive any vampire within 100 feet, instantly recognizing it's location, nature and age category, regardless of disguise, cover or invisibility.
Spread the Disease (Su): A humanoid or monstrous humanoid slain by a dhampyr's bite attack has a 50% chance of surviving the experience and gaining the dhampyr template.

Any dhampyr may attempt to create another dhampyr by feeding his blood to a dying(between -1 and -9 hit points) victim. The victim makes a Will Save followed by a Fortitude Save. If the Will save is successful, they still have a 5% chance of passing the dhampyr tempate on to any offspring they have in the future.  If the Fortitude save is successful, the creature dies. If the victim fails both saves, they stabilize and begin to regain hit points at a normal rate, anyone who survives in this manner gains the dhampyr template.


Special Qualities: A dhampyr retains all the special qualities of the base creature and gains those described below.


Dhampyr Traits:

-Immunity to poison.
-Resistance to cold 10, electricity 5.
-Spell resistance equal to creatureâ,¬,,¢s HD + 10.

The Hunger (Ex): Once it has tasted the blood of a sentient creature for the first time, a dhampyr must thereafter feed upon the blood of the living to maintain the tenuous hold that it retains on its mortality. A dhampyr must drain at least one Constitution point worth of blood per week (from a sentient victim), or it suffers a point of Constitution drain and becomes fatigued. This can only be healed by draining another's Constitution. For each point of drain the victim suffers the dhampyr heals one point of drain, and the fatigue effect is ended. A Dhampyr can be drained to no lower than a Constitution of 4 by this effect.
The Spark of Longevity(Su): Regardless of it's parent race, a Dhampyr enjoys an extended lifespan.  Any aging penalties they may be subject to are also reduced by one category, to a maximum of 'old' and suffering no penalty at middle age.

Saves: Same as the base creature adjusted for ability increase.

Abilities: Str +4, Dex +2, Wis +2.

Level Adjustment: +2

CR: +2

Alignment: Any.

Advancement: Same as the base creature.


Dhampry age table.
Table: Aging Effects    
â,¬Â¢   Race        Middle Age     Old          Venerable   Maximum Age
â,¬Â¢   Dhampyr    72 years    123 years    175 years    +3d% years

1. At middle age,  +1 to Int, Wis, and Cha.
2. At old age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


Any Dhampyr who lives to their first century may choose 1 of the following salient abilities.  If ever a Dhampyr lives to it's second century then it may choose a second salient ability.
Clawed
The dhampyr's hands have begun to resemble those of their Blood Ancient ancestors and as such, they gain a claw attack.  
Benefits:Gains 2 claw attacks which deal the damage as the table below.

   Size Damage  
   Small 1d6
   Medium 1d8
   Large 2d6

Regeneration:
The dhampyr has gained regenerative powers and as thus can heal even from injuries that would have destroyed it's lesser kin.
Benefits: The vampire can reattach any lost limb (or other body part, including its head) instantly, by holding it to the stump. Otherwise, it regrows on it's own in 1d4 rounds. This regrowth is instantly negated if the dhampyr's body has been destroyed by fire, or other methods - however, if any signifigant portion of the body still remains then the dhampyr can be brought back to life by a regeneration spell.

Winged:
The dhampyr has developed large wings with black feathers.
Benefits: The vampire gains a fly speed of 30 ft(good)

Alternate Form:
The Dhampyr has learned to transform into a bat or wolf. In addition to this list, they may transform into several bats (as equal to hit dice; if a bat dies, then the Dhampyr loses hit points equal to how many hit points the bat had),
 





Bloodcursed
Some bloodlines of mortals are afflicted with the curse of a vampiric heritage , after some ancestor profaned her body and soul with vampiric blood. This curses them with a hunger for blood and the knowledge of the power it can bring. Unless they taste the blood of another sentient being all they gain is an awareness of when vampires are nearby, but if they do they gain power at the expense of rising as a vampire after their death.
Prerequisite: This feat can be added to any creature which could be descended from a vampire.
Benefit: A creature with the bloodcursed feat can perceive any vampire with 100 feet, instantly recognizing it's location, regardless of disguise, cover or invisibility.
Special: If a creature with this feat tastes humanoid blood, the transformation may take hold, transforming them into a dhampyr. This feat can only be taken at 1st level.

[/spoiler]


***
Iggians

[spoiler]
The Igigians
The Igigians are a reclusive race, living inside the protective dome of their Ward Tower.  The tower is constructed of a unique crystal only found in Igigi and creates a massive bubble extending for eleven hundred miles in all directions.  A massive guard tower is located every few hunded miles to mark the boundry of Igigi.  Only rarely will an Igigian venture outside the protection of The Word Tower, and when they do it is only for an important reason.


Physical Description:  The Igigians are divided into two castes, the Abzu and the Sepsu.  The Abzu are physically weak but posses great mental powers, and the Sepsu are physically stronger but possess reduced mental prowess.  All Abzu stand between 5 and 5Ã,½ feet tall and weigh about 120 pounds, they possess pale nearly translucent skin and have  white hair.  The Sepsu stand between 6 and 6Ã,½ feet tall and weigh about 190 pounds, they possess darker skin tones and grey hair.  Unless it is killed by violent and/or unnatural methods the average Abzu can expect to live 1500 years, the average Sepsu on the other hand can expect to live 1000 years.
Abzu---                  Sepsu---
Neonate 50 years      1 salient ability       Neonate:  40       0 salient abilities
Scribe:  500      2 salient abilities   Ã¯ÂÂ¶   Scribe:   400       1 salient abilities
Historian:  1000      4 salient abilities   Ã¯ÂÂ¶   Old:   800      2 salient abilities
Archivist:  2500      6 salient abilities   Ã¯ÂÂ¶   Venerable:   2000      3 salient abilities
Hallowed:  3000*      8 salient abilities   Ã¯ÂÂ¶   Maximum Age:  2500   4 salient abilities 
Maximum Age:  None
*Abzu who are older then venerable tend to be driven insane by the massive weight of their memories and the growing pressure of the power they contain.  Most of the Abzu who have reached this age allow themselves to meld with The Ward Tower to strengthen it's power and add new abilities to it.  This is a special age category, when an Abzu reaches this age he acts as though under the permanent effect of the Schism power, in addition he gains 20 power points.
Language:  The Igigians have three languages, Abzuian, Sepsuian, and Low Igigian.  Of the three only Low Igigian is spoken, Abzuian and Sepsuian are the telepathic languages of the two castes.  The telepathic languages, such as Abzuian, can be learned by those not of the Abzu caste, but mainly it is only wealthy Sepsu who care to learn it.  Those of the Abzu caste automatically know Abzuian and Low Igigi, and those of the Sepsu caste automatically know Sepsuian and Low Igigi.

Names:  An Igigian has two, or occasionally three, names, a spoken name and a name used for the telepathic language of it's caste.  The names of an Igigian vary, with the names of an Abzu sounding more plesant to the tongue and the names of a Sepsu sounding stronger or rougher.

Religion:  Igigians worship the gods of learning, intelligence, psionics, or nobility.  The Sepsu occasionally worship gods of strength or luck.

Location:  Igigi dominates the majority of northern Ehus, the eastern continent.  The southern lands of Igigi are mostly plaines with the northern being pine forests, Igigi is the most concentrated source of psionic items and creatures.  




Racial Traits:  

Abzu:
-2 Strength, -2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma
Medium: As Medium creatures, Abzu have no special bonuses or penalties due to their size.
Abzu base land speed is 30 feet.
Naturally Psionic: Abzu gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Repletion (Su): An Abzu can sustain her body without need of food or water. If she spends 1 power point, she does not need to eat or drink for 24 hours.
+2 racial bonus on Psicraft checks
Automatic Languages: Low Igigian and Abzuian
Favored Class: Psion

Sepsu:
+2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom
Medium: As Medium creatures, Sepsu have no special bonuses or penalties due to their size.
Sepsu base land speed is 30 feet.
Naturally Psionic: Sepsu gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resilience (Su): When a Sepsu takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
+2 racial bonus on psicraft checks.
Automatic Language: Low Igigian and Sepsuian
Favored Class: Psychic Warrior

[/spoiler]





Igigian Salient Abilities:  

[spoiler]
Kinetic Mind(Su)
You can weild psionic energies with such finesse that you gain the use of a pair of psionic hands.
Prerequisitites: Neonate or older
Benefits: You gain use of the power Far Hand twice per day per age category. Usage of the power costs nothing, but you may augment it by paying the apropriate number of  power points.

Kinetic Instability(Su)
Your research with psionic energies has unearthed powerful results
Prerequisitites: Scribe or older, Kinetic mind
Benefits: By expending a use of Kinetic Mind, you may make a ranged touch attack that deals 2d4 bludgeoning damage.

Detect Psionics(Su)
You have become highly sensitive to the presence of psionic energies.
Prerequisitites: Scribe or older, Int 15+
Benefits: You know when psionic creatues, items, or effects are within 30ft. of you.  You do not know the exact location or direction, only the fact that psionic energies are nearby.

Psionic Senses(Su)
You have learned to function without senses.
Prerequisitites: Int 20+
Benefits: You have permanent usage of the Touchsight power

Manifest Thoughts(Su)
You can relaese a wave of mental energy that washed over anything that stands in your way..
Prerequisitites: Scribe, Int 15+
Benefit: Once per day you may send forth a wave of mental energy, this wave can do one of several things: Deal 2d6 damage to all creatures inside a 30ft. cone, cause a detect thoughts effect to detect 1d4 imaginary creatures per caster level,  or sever any detecting magic directed at you.

Psionic Locomotion(Su)
Through sheer force of will you can enhance your movement.
Prerequisitites: Cha 13+
Benefits: You may Levitate for a limit of 60ft. per day.

Locomotive Psionics(Su)
You may bestow psionic energies in creatures  around you.
Prerequisitites: Cha 16+
Benefits: You can transfer temporary power points to creatures able to manifest powers, they last 1 minute.   The points are taken from your reserve, unspent points are lost.  You may only transfer a number of power points equal to your HD to an individual creature perday.

Psionic Health(Su)
You have learned to surpass the weakness of the physical body.
Prerequisitites: Neonate or older, Cha 15+
Benefits: Once per day you may spend power points to reduce damage to yourself, damage reduced is equal to power points spent+age category.

Psionic Retribution(Su)
You have learned to exact revenge on those who hurt you.
Prerequisitites: Scribe or older, Psionic Health, Cha 15+
Benefits: Damage avoided through use of Psionic Health is reflected upon the attacker.

Psionic Glory(Su)
The power of your mind is such that other cannot help but be in awe of your majesty.
Prerequisitites: Scribe or older,  Cha 15+
Benefits:  Once per day you may force creatures within 30ft. of you to make a Will save or be Fascinated, DC=manefester level+age category.

Mindleech (Su)
The power of your mind is such that you can steal the untapped energies of others for your own use.
Prerequisitites: Scribe or older
Benefits: Once per day you may attempt to wrest unspent power points away from another living creature, you can only drain points equal to half your HD+your age rank.

Psionic Memory(Su)
You can remember things long thought to be lost to time.
Prerequisitites: Historian, Int 18+, 10 ranks in the knowledge skill to be augmented
Benefits: Once per day you may spend 10 power points to gain a +10 to any knowledge check.

Psionic Transendence(Su)
You have learned to overcome the shackles of your body and become pure thought.
Prerequisitites: Archivist, Int 20+, Cha 25+
Benefit: You gain the Incorporeal subtype and a flight speed of  50ft.(perfect)
[/spoiler]

***


Land-Dragons

(needs to be completed)


Land-dragons-

This species appeared during the chaos that followed The Cataclysm and is surrounded by much debate.  Many scholars argue that these are the product of interbreeding among the different colours of dragons as well as the massive magics that ravaged the world.  Though not as large as their winged ancestors Land-dragons are much quicker and very adept at burrowing through the ground at an incredible speed.  Another quality of Land Dragons that deffers from True Dragons are their coloring. Many of the land-dragons retain the intelligence of their winged ancestors, but due to interbreeding and the "Brawn beats Brains" lifestyles of most of the races, the numbers of overly intelligent land-dragons is declining.





Metallic:
[spoiler]

Titanium land-dragons
Age        Size     Hit Dice (hp)        Str     Dex     Con     Int     Wis     Cha     BA/Grapple    Attack    FortSave RefSave WillSave    BreathWeapon (DC)    FrightfulPresence DC
Wyrmling     S     8d12+16 (68)      17     10     15     12     14     14     +8/+11     +11     +8     +6     +8        2d10 (16)        Ã¢,¬'
Young       M    14d12+42 (133)    25    10    17    16    15    15    +14/+25    +20    +12    +9    +12       6d10 (20)       Ã¢,¬'
Juvenile    L    17d12+68 (178)    29    10    19    18    18    17    +17/+30    +25    +14    +10    +14       8d10 (22)       Ã¢,¬'
Adult       H    23d12+115 (264)   33    10    21    19    20    20    +23/+42    +32    +18    +13    +18       12d10 (26)       26
Old       H    29d12+203 (391)    39    10    25    22    24    24    +29/+55    +39    +23    +16    +23       16d10 (31)       31
Ancient    G    35d12+315 (542)   43    10    29    26    29    28    +35/+63    +47    +28    +19    +28       20d10 (36)       36




Age        Speed              Initiative           AC                                Special Abilities                 CasterLevel    SR
Wyrmling     60 ft.,  swim 60 ft      +0              17 (+7 natural), touch 10, flat-footed 17                     immunity to acid and cold,  water breathing      Ã¢,¬'    Ã¢,¬'
Young       60 ft.,  swim 60 ft       +0             22 (-1 size, +13 natural), touch 9, flat-footed 22                   immunity to fire                  1st    Ã¢,¬'
Juvenile    60 ft.,  swim 60 ft      +0             25 (-1 size, +16 natural), touch 9, flat-footed 25                   Bless                      3rd    Ã¢,¬'
Adult       60 ft.,  swim 60 ft      +0             30 (-2 size, +22 natural), touch 8, flat-footed 30                   Fog cloud                   7th    23
Old       60 ft., swim 60 ft       +0             34 (-4 size, +28 natural), touch 6, flat-footed 34                   Control winds, detect gems            11th    27
Ancient    60 ft., swim 60 ft      +0             40 (-4 size, +34 natural), touch 6, flat-footed 40                   Control weather, Sunburst             15th    30
      





Lead land-dragons  
Age        Size     Hit Dice (hp)        Str     Dex     Con     Int     Wis     Cha     BA/Grapple    Attack    FortSave RefSave WillSave    BreathWeapon (DC)    FrightfulPresence DC
Wyrmling     S     8d12+16 (68)        17     10     15     10     15     14     +8/+11     +11     +8     +6     +8        2d10 (16)        Ã¢,¬'
Young       M    14d12+42 (133)    25    10    17    16    13    16    +14/+25    +20    +12    +9    +12       6d10 (20)       Ã¢,¬'
Juvenile    L    17d12+68 (178)    29    10    19    18    15    18    +17/+30    +25    +14    +10    +14       8d10 (22)       Ã¢,¬'
Adult       H    23d12+115 (264)    33    10    21    16    21    20    +23/+42    +32    +18    +13    +18       12d10 (26)       26
Old       H    29d12+203 (391)    39    10    25    20    25    24    +29/+55    +39    +23    +16    +23       16d10 (31)       31
Ancient    G    35d12+315 (542)    43    10    29    24    29    28    +35/+63    +47    +28    +19    +28       20d10 (36)       36



Age        Speed              Initiative           AC                                Special Abilities                 CasterLevel    SR
Wyrmling     60 ft., swim 60 ft.        +0              17 (+7 natural), touch 10, flat-footed 17                 immunity to fire, water breathing             Ã¢,¬'    Ã¢,¬'
Young       60 ft., swim 60 ft.       +0             22 (-1 size, +13 natural), touch 9, flat-footed 22                Immunity to electricity, Bless               1st    Ã¢,¬'
Juvenile    60 ft., swim 60 ft.       +0             25 (-1 size, +16 natural), touch 9, flat-footed 25               Speak with animals                   3rd    Ã¢,¬'
Adult       60 ft., swim 60 ft.       +0             30 (-2 size, +22 natural), touch 8, flat-footed 30                Luck bonus                      7th    23
Old       60 ft., swim 60 ft.       +0             34 (-4 size, +28 natural), touch 6, flat-footed 34                Detect Thoughts, detect gems                11th    27
Ancient    60 ft., swim 60 ft.       +0             40 (-4 size, +34 natural), touch 6, flat-footed 40                Control Water, Sunburst                15th    30
                        

Combat:
 Lead land-dragons usually parley before fighting. When conversing with intelligent creatures, they use detect thoughts to learn intelligent creaturesâ,¬,,¢ intentions. In combat, they employ bless and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. Among their favorites are cloudkill, delayed blast fireball, fire shield, globe of invulnerability, maze, sleep, slow, and stinking cloud.  When attacking they blind their opponents with fog cloud and then charge. Against seafaring opponents they conjure up a storm or use their tails to smash the vesselsâ,¬,,¢ hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted.

Breath Weapon (Su)
A Lead land dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.

Water Breathing (Ex)
A Lead land-dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Luck Bonus (Sp)
Once per day an adult or older Lead land-dragon can touch a gem, usually one embedded in the dragonâ,¬,,¢s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.

Detect Gems (Sp)
An old or older Lead land-dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2nd-level spell.


Other Spell-Like Abilities
At willâ,¬'speak with animals;
3/dayâ,¬'bless (juvenile or older), fog cloud (adult or older), detect thoughts (old or older), control water (ancient or older);

1/dayâ,¬'sunburst (ancient)



Skills
Disguise, Heal, Swim, and Survival are considered class skills for



Zinc Land-dragons
Age        Size     Hit Dice (hp)        Str     Dex     Con     Int     Wis     Cha     BA/Grapple    Attack    FortSave RefSave WillSave    BreathWeapon (DC)    FrightfulPresence DC
Wyrmling     S     6d12+6 (45)        13     10     13     14     15     14     +6/+3        +8     +6     +5     +7        2d6 (14)        Ã¢,¬'
Young       M    12d12+24 (102)    17    10    15    16    17    16    +12/+15    +15    +10    +8    +11       6d6 (18)       Ã¢,¬'
Juvenile    M    15d12+45 (142)    19    10    17    18    19    18    +15/+23    +18    +12    +9    +13       8d6 (20)       Ã¢,¬'
Adult       L    21d12+105 (241)    27    10    21    20    21    20    +21/+37    +27    +17    +12    +17       12d6 (25)       25
Old       H    27d12+162 (337)    31    10    23    22    23    22    +27/+45    +35    +21    +15    +21       16d6 (29)       29
Ancient    H    33d12+231 (445)    35    10    25    24    25    24    +33/+57    +41    +25    +18    +25       20d6 (33)       33


Age        Speed              Initiative           AC                                Special Abilities                 CasterLevel    SR
Wyrmling     40 ft.,     swim 60 ft.      +0              16 (+2 size, +4 natural), touch 12, flat-footed 16               Immunity to electricity, water breathing,          Ã¢,¬'    Ã¢,¬'
Young       40 ft.,    swim 60 ft.      +0             20 (+10 natural), touch 10, flat-footed 20                 Immunity to acid,  speak with animals             1st    Ã¢,¬'
Juvenile    40 ft.,     swim 60 ft.      +0             23 (+13 natural), touch 10, flat-footed 23                spider climb, Stone shape               3rd    Ã¢,¬'
Adult       40 ft.,     swim 60 ft.       +0             28 (-1 size, +19 natural), touch 9, flat-footed 28                fog cloud                      7th    22
Old       40 ft.,     swim 60 ft.       +0             33 (-2 size, +25 natural), touch 8, flat-footed 33                Detect thoughts,  Transmute rock to mud/mud to rock       11th    25
Ancient    40 ft.,     swim 60 ft.      +0             39 (-2 size, +31 natural), touch 8, flat-footed 39                Control water, Wall of stone                15th    28

[/spoiler]


Chromatic:
   
[spoiler]

Brown Land-dragons

Age        Size     Hit Dice (hp)        Str     Dex     Con     Int     Wis     Cha     BA/Grapple    Attack    FortSave RefSave WillSave    BreathWeapon (DC)    FrightfulPresence DC
Wyrmling     S     7d12+14 (59)        17     10     15     10     11     10     +7/+10     +10     +7     +5     +5        2d10 (15)        Ã¢,¬'
Young       M    13d12+39 (123)    25    10    17    12    13    12    +13/+24    +19    +11    +8    +9       6d10 (19)       Ã¢,¬'
Juvenile    M    16d12+64 (168)    29    10    19    14    15    14    +16/+29    +24    +14    +10    +12       8d10 (22)       Ã¢,¬'
Adult       L   22d12+110 (253)    33    10    21    16    19    16    +22/+41    +31    +18    +13    +17       12d10 (26)       24
Old       H    28d12+196 (378)    35    10    25    20    21    20    +28/+52    +36    +23    +16    +21       16d10 (31)       29
Ancient    G    34d12+306 (527)    39    10    29    24    25    24    +34/+60    +44    +28    +19    +26       20d10 (36)       34



Age        Speed              Initiative           AC                                Special Abilities                 CasterLevel    SR
Wyrmling     60 ft., swim 60 ft.        +0              16 (+6 natural), touch 10, flat-footed 16                 Immunity to fire,  water breathing             Ã¢,¬'    Ã¢,¬'
Young       60 ft., swim 60 ft.       +0              21 (-1 size, +12 natural), touch 9, flat-footed 21             Immunity to acid, Locate object               1st    Ã¢,¬'
Juvenile    60 ft., swim 60 ft.       +0             24 (-1 size, +15 natural), touch 9, flat-footed 24                 Darkness                      3rd    Ã¢,¬'
Adult       60 ft., swim 60 ft.       +0             29 (-2 size, +21 natural), touch 8, flat-footed 29                Corrupt water                      7th    21
Old       60 ft., swim 60 ft.       +0             33 (-4 size, +27 natural), touch 6, flat-footed 33                Suggestion,  Plant growth               11th    24
Ancient    60 ft., swim 60 ft.       +0             39 (-4 size, +33 natural), touch 6, flat-footed 39                Find the path,  Insect plague               15th    28


***

Teal Land-dragons  
      
Age     Size     Hit Dice (hp)           Str     Dex     Con     Int     Wis     Cha     BA/Grapple    Attack    FortSave RefSave WillSave    BreathWeapon (DC)    FrightfulPresence DC
Wyrmling    S    5d12+5 (37)       13    10    13    10    11    10    +6/+3       +8    +6    +5    +5       2d8 (14)          Ã¢,¬'
Young       M    11d12+22 (93)       17    10    15    12    13    12    +12/+15   +15    +10    +8    +9      6d8 (18)          Ã¢,¬'
Juvenile    L    14d12+42 (133)    19    10    17    14    15    14    +15/+23   +18    +12    +9    +11       8d8 (20)          Ã¢,¬'
Adult       H    20d12+100 (230)    27    10    21    16    17    16    +21/+37    +27    +17    +12    +15       16d8 (29)          27
Old       H    26d12+156 (325)    31    10    23    18    19    18    +27/+45   +35    +21    +15    +19       12d8 (25)          23
Ancient    G    32d12+224 (432)    35    10    25    20    21    20    +33/+57    +41    +25    +18    +23       20d8 (33)          31



Teal Land Dragon Abilities by Age:

Age        Speed              Initiative           AC                                Special Abilities                 CasterLevel    SR
Wyrmling    40 ft., burrow 20 ft, swim 40 ft   +0             16 (+1 size, +5 natural), touch 11, flat-footed 16             Immunity to acid, water breathing             Ã¢,¬'    Ã¢,¬'
Young       40 ft., burrow 20 ft, swim 40 ft   +0             21 (+11 natural), touch 10, flat-footed 21                Immunity to electricity, create/destroy water         Ã¢,¬'    Ã¢,¬'
Juvenile    40 ft., burrow 20 ft, swim 40 ft   +0             23 (-1 size, +14 natural), touch 9, flat-footed 23                Ventriloquism                      1st    Ã¢,¬'   
Adult       40 ft., burrow 20 ft, swim 40 ft   +0             28 (-2 size, +20 natural), touch 8, flat-footed 28                Suggestion                      5th    21
Old       40 ft., burrow 20 ft, swim 40 ft    +0             34 (-2 size, +26 natural), touch 8, flat-footed 34                Plant growth, Hallucinatory terrain             9th    24
Ancient     40 ft., burrow 20 ft, swim 40 ft .     +0              38 (-4 size, +32 natural), touch 6, flat-footed 38              Dominate person, Veil                   13th    27


***


Grey Land-dragons
 
Age        Size     Hit Dice (hp)        Str     Dex     Con     Int     Wis     Cha     BAt/Grapple    Attack    FortSave RefSave WillSave BreathWeapon (DC)    FrightfulPresence DC
Wyrmling    T    3d12+3 (22)       11    10    13    8   11    8    + 4/-4      +6    +5    +4    +4       2d4 (13)          Ã¢,¬'
Young       M    9d12+18 (76)       15    10    15    10    11    10    + 10/+12   +12    +9    +7    +7       6d4 (17)          Ã¢,¬'
Juvenile    M    12d12+24 (102)    17    10    15    10    11    10    + 13/+16   +16    +10    +8    +8       8d4 (18)          Ã¢,¬'
Adult       L    18d12+72 (189)    23    10    19    12   13    12    + 19/+29   +24    +15    +11    +12       12d4 (23)          20
Old       H    24d12+120 (276)    29    10    21    14    15    14    + 25/+42    +32    +19    +14    +16       16d4 (27)          24
Ancient    H    30d12+180 (375)    33    10    23    16    16    16    +31/+50    +40    +23    +17    +20       20d4 (31)          28

Grey Land Dragon Abilities by Age:

Age        Speed              Initiative              AC                             Special Abilities                 CasterLevel    SR
Wyrmling    60 ft., swim 60 ft.       +0                15 (+2 size,+3 natural), touch 12, flat-footed 15              Immunity to cold, water breathing            Ã¢,¬'    Ã¢,¬'
Young       60 ft., swim 60 ft.       +0                19 (+9 natural), touch 10, flat-footed 19                Immunity to acid, Darkness               Ã¢,¬'    Ã¢,¬'
Juvenile    60 ft., swim 60 ft.       +0                22 (+12 natural), touch 10, flat-footed 22             Fog cloud                      Ã¢,¬'    Ã¢,¬'
Adult       60 ft., swim 60 ft.       +0                27 (-1 size,+18 natural), touch 9, flat-footed 27             Gust of wind                      3rd    18
Old       60 ft., swim 60 ft.       +0                32 (-2 size,+24 natural), touch 8, flat-footed 32             Freezing fog, Plant growth               7th    22
Ancient    60 ft., swim 60 ft.       +0                38 (-2 size,+30 natural), touch 8, flat-footed 38              Wall of ice, Insect plague               11th    25
[/spoiler]

***
Southlanders


Southlander
The Southlanders are are a reclusive race, rarely venturing forth from the sweltering heat of their desert domains.  Possessing large, four-armed physiques and extraordinary strength and endurance a Southlander is indeed a hardy soul.

[spoiler]
Physical Description:  The average southlander male usually stands eight to ten feet in height, the females are smaller generally standing six to eight feet.  All southlanders possess a thin mucousy layer that covers most of their bodies, the exceptions being the hands and head.  Their skin color rages from dark brown to light tan, with the females tending to have lighter colored skin.  A southlander has four arms, true and false, the true arms are more dexterous while the false arms possess greater strength.  Southlanders also have a pair of horns that curve backwards from their head, these horns can be used as weapons but most prefer to use their arms or any other weapons they may have first..
Language: Southlanders speak Shinarian.  The dialects of the various regions of Shin'ar however are varied, a word meaning fish in one region might mean sword in another.  Southlanders lack the muscles nessiary to express emotions on their faces as humans do, but instead use arm gestures to convey feeling.  These arm gestures tend to be universal throughout Shin'ar and help those who do not speak the local dialect to understand the meaning of the words.  For Southlanders Shinarian replaces common, due to their isolation they do not know the languages of man.
Names: A southlander possesses a tribal name and a personal name, thus Galen Urbat is of the Urbat tribe, often a Southlander will be given a new name for an achievement and his descendants will be of that name.  If Galen Urbat defeated a mighty dragon, he might have the name Wyrmbane in place of his tribal name, he would be Galen Wyrmbane.
Location: The homelands of the Southlanders are the Southlands, or Shin'ar, in their language.  Shin'ar is a hot jungle-like land surrounded by a large expanse of desert, the blightlands, that are rife with wild creatures and several rogue gods.  As of late more and more Southlanders have been venturing forth to investigate the increasing amounts of activity across the blightlands, and the increasing amount of rogue gods.
Shin'ar is a land of lush rainforest and frequent rains situated on the bottom right of the eastern continent Ehus, surrounded by miles of cave ridden blightland.

Southlander Hierarchy:
â,¬Â¢   Chieftan:  There can only be one Chieftan of a tribe at any single time, if there is one of sufficient strength and skill then they will usually challenge the Chief or go off and form a new tribe as a new part of their Clan.  Each Chieftan can use Inspire Courage(Su) 1/day as a 10th level bard, except they say no poem nor sing a song, they play the drums of war and blow the horns of their fallen enemies.
â,¬Â¢   Warchief: Each Warchief leads a Clan, each Clan usually has about five tribe within it, when it is time for a new Warchief to be chosen, each tribe picks a champion from it's ranks and the champions fight it out, occasionally champions from different tribes will ally with eachother to defeat the others, then duel.  Each Warchief can use Inspire Courage(Su) 3/day as a 16th level bard. They can also Inspire Greatness(Su) 1/day as a 16th level bard.
â,¬Â¢   *High Warchief: A high warchief is only picked during events of great danger to the Southlanders, such as a war, and has control of the assembeled armies.  When the warchief is selected, the vast majority of the Southlanders will assemble as part of his warband, although the warbands of the present times are small, in times of extreme need, hundreds of thousands can be gathered.  A High Warchief can use Inspire Courage 5/day as a 21st level bard, Inspire Greatness 5/day as a 21st level. They also gain the Incite Rage[epic] feat as a bonus feat regardless of whether or not they meet the requirements.
Southlander racial traits:
Size and Type: Giant, Size changes to Large(for males), with 20% of females being Medium sized.

Hit Dice: Racal d8
Speed: 40ft.

Armor Class: A Southlander has a +2 natural armor bonus from the mucousy coating on it's skin.

Attack: If it has a weapon, a southlander will attack with it, if not it will attack using it's stronger false arms.

Full Attack: A Southlander has four natural attacks, one per arm, and a slam attack usable once per round.  As a last resort it can also use it's horns to deal 1d8 piercing/bludgeoning damage.

Damage: A Southlander's arms deal 2d4+str damage.
Abilities: Str+4 with true arms/+8 with false arms(+2/+4 for the females), Dex +0(true-arms)(-6 for it's false-arms), Con +4, Int +0, Wis +2, Cha +0.

Skills:  Skill points equal to (3 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.  All southlanders gain a +4 bonus to climb.
Feats: Every Southlander has the feat Endurance as an additional bonus feat at level one.

Organization: Solitary;or with group of 4-8 others of similar rank;tribe 15-40; Clan 90-240; warband 810-2160

Challenge Rating:  

Treasure: Standard coins; double goods; double items.

Alignment: Any.

Advancement: 1-10hd Clan Member;11-15 Guard;16-18HD Chieftan; 19-25HD Warchief; High Warchief (Special*)
Favored Class: Fighter, Barbarian



New Feats:  
Quadexterity[general, fighter]
You are as skilled with the use as your false-hands as you are with your true-hands
Requirements: Dex 15, must be a Southlander.
Benefit: You gain a +2 bonus to your dexterity with your true hands and +8 with your false-hands.  If you have this feat you no longer take any penalties for fighting with two weapons, when you fight with three or more you take the penalties.
Special: This feat must be taken at first level and can be taken as a fighter's bonus feat.  This feat can only be taken once.
Note: This feat does not replace Multiweapon Fighting and if you take this feat, you still take the penalties, but only with your false hands.  With this feat you can function without penalties when attacking with your true hands, but you need Multiweapon Fighting to lessen the penalties of attacking with three or more weapons.
[/spoiler]
***

Striker has been moved to my new post.

Matt Larkin (author)

I like your origin myth.  There's a lot of information here, so I didn't get through all of it.

Your blood ancients remind a bit of Legacy of Kain, which is okay since that was a wonderfully written series.  Should they not have a strength bonus?

Keep up the good work.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
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Ghost

I like it, especially the new dragon colors.

But I still don't understand why the Two fought in the first place. Was it just that they were too different (I read how they turned themselves into moons) to amiably co-exist? or is it something deeper?
‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

-Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

I've had the honor of helping:
    - Tera


Yair

I like what you have so far.  In particular the Strikers make me smile, the description you give is wonderful.

A couple of questions though:

1) I'm with Realm Weaver, what happened between the two?  How did they arise to such power?

2) What are the limitations that were set upon the world?  Is this your way of saying that prior to the Cataclysm magic-users were much more powerful, then the current d20 ruleset?  And the "limitations" are just flavor?

3) What are the five Edicts?

4) small mechanic - the Snatch feat can only be taken by creatures Huge or larger.  A suggestion would be give them Improved Grapple and increased Strength to carry their prey to height.

I am anxious to read more of your world

PS: You might want to consider using the Spoiler tags for your post. [ spoiler=name] text [ \spoiler] (just remove the spaces and insert your text between the tags you can go  here for more info

MacMonster

Egads! Someone replied!

@Phoenix Knight-  You've got me, the Blood Ancients are the D&D-ized version of the Janos Audrin-esq ancients.  The template wasn't made by me(and the way I interperate it is that it is added in addition to the vampire template, and what's listed under the Blood Ancient template being changes or additions to the vampire template.)  Thus, using the Dicefreaks vampire template(which 'pwns soup' and is very much abundant in awesomeness) the racial bunuses of Blood Ancient are in addition to the vampire's bonuses(or so I'm adamant on believing)

@Realm Weaver-  Thankee, I still need to find some free time to finish the rest of the details for the Land-dragons.

@Realm Weaver/Yair- As to why The Two fought; They were fighting over Esharra(ie, the power that its control granted) much as two scientists will fight over the credit for a new discovery(and the influence gained among their peers).  They were players in a cosmic game of 'Land Grab' attempting to beat out the other guy at controlling the most land.  They decided to split Esharra 50/50 when they saw that in their struggle they had destroyed 40% of the planet.  This is represented by the two 'moons', never on the same side of the planet as each other yet both shining over an equal amount of planet.

  I see them as being 'Overgods', being leagues beyond what 'normal' gods are.  A normal god might be able use Divine Blast to blow up a castle, I'm talking about beings that can use Divine Blast to blow a hole in the ground the size of Spain.  That sea between Ehus and Eridus is what happened when one of them got hit by a super-sized Divine Blast and collided with the planet. Insane powerful kind of stuff.

Kings play the game of thrones, gods play the game of nations, The Two play the game of planets.

I'm not going to try to stat them, I can't even decide on names for them, I found a name for one, but not the other.

The 'limitations'(ie, statistic caps) are due to the bad things that happen when people try to climb that one last little hill.  There's allready a bunch of guys who have a nice little monopoly on postcards with nice views who really don't want to let anyone else get to the top of the mountain.  They know that as soon as someone else gets up to the top, they won't we special anymore, they're afraid of what might happen when they're no longer on top.

@Yair- I have added the Five Edicts to my initial post, however, I'll post them here to save you wading through it.
Quote from: That lunatic in the first post saidThe Five Edicts:

I. Those who have attained the plateau of power known as godhood are forbidden from the lands of Esharra.
II. Those rogue gods who do enter the lands of Esharra shall have their power stripped from them.*
III. The Five gods who oversee Esharra in our stead shall be exempt from these tenants.
IV. All creatures who live on the lands of Esharra shall never attain more power then the Five.
V. Esharra shall be hidden from the sight of all those not on it, forevermore it shall have a barrier shielding it from the conflicts of the cosmos.
Strikers[/b]

[spoiler]

Strikers
Medium Monstrous Humanoid (Augmented)
Hit Dice: 10d8(54)+30 (84 hp)
Initiative: +1
Speed: 30 feet, fly  80-ft.(good)
Armor class: 13 (+1 Dex, +2 natural)
Base attack / Grapple:  +10/+14
Attack: claw +10 melee (1d8+4) or bite +11(2d6+4)
Full attack: 2 claws +10/+5 melee (1d8+4) and bite +11 melee (2d6+4)
Face/Reach: 5 ft./5 ft.
Special attacks: Envenom(Ex), Spell like abilities
Special qualities: Darkvision 120-ft.
Saves: Fort +3, Ref +7, Will +7
Abilities: Str 19, Dex 13, Con 16, Int 13, Wis 14, Cha 11
Skills:  Knowledge(nature) 5, Listen 5, Survival 13, Spot 5.
Feats: Flyby Attack, Snatch, Hover, Improved Natural Attack(bite), Track, Wingover, Weapon Focus(bite).
Organization: Band (3-6) or pack (10-20)
Challenge rating:
Treasure: none
Alignment: Chaotic Neutral
Advancement: 10-20 (Medium)
Level adjustment: -

As you sit on the edge of the light provided by your campfire you hear a quiet noise off in the darkness of night.  A fluttering can be heard, akin to that of bats, then as the fluttering fades you turn back to your companions and think nothing of the seemingly harmless noise.  From above you hear what seems to be the crack of a sail as it catches a strong wind, and curious, you look upwards just as powerful jaws sink into your shoulders and a hand covers your mouth, stifling your scream.  As the creature's powerful wings pull you upward your sword slides out of it's sheath and falls toward the campfire many tens of feet below you.  Your hope of your capture being noticed by your companions is shattered as another of the flying horrors snatches the blade out of mid air and vanishes into the night.  Suddenly, your asent stops and the creature hovers like an obscene hummingbird for a brief moment before its jaws detach and it hurls you towards the crackling fire far below. When you try to scream no noise emits from your mouth, even the sound of the wind is absent, in total silence you speed towards the ground.  As you fall you can see numerous other things grabbing your companions and savagely butchering them.  By the time you hit the ground all your companions have been slain or carried off and the only sound to be heard is the crackle of the fire.  As you lay in crippling agony you see one of the creatures land near the fire.
The creature before you stands roughly six feet in height with dark black leathery looking skin, its powerful bat-like wings are folded behind it's back.  Within it's pronounced jaw are hideous fangs and as it picks you up by your arm you feel it's razor sharp claws dig into your flesh.  It peers at your face for a moment then a voice could be heard coming from midair speaking in an unknown language.  Even though its lips never moved you knew that it was the one speaking.  You are tossed back on the ground and you feel the wave of fatigue wash over you, your last sight is the wide grin that the creature gives you.
[/spoiler]