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Aldreia Discussion Thread

Started by Jharviss, January 03, 2007, 06:13:51 PM

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Jharviss

This is officially the discussion thread.

Please view the website at Colabore.org.

Le Narcissique

Quite aleborated, huh? interesting n_n, What did you use to make the map? o_o I want a map like that.
"Natural 20... confirm critical..20... confirm instant dead... 19... ok... so you see a hydra, you shoot with your bow and in a magical and mystical moment it's five heads align perfectly, and your arrow goes through all of them" This actually happened O_O

Jharviss

Photoshop elements - the $49.99 version of photoshop.  It makes it harder to do fun things with, but it's still all possible.

Raelifin

I had a bit of trouble with your world because I normally look for an "intro" section and was unable to find one for Aldreia. "Overview" turned out to be more along the lines of a glossary. At this point, I still don't know the general themes, tones and concepts for the world. I can see that the website is largely focused on personal notes at this point (A fine use of webspace), but at least a little bit of text for the unenlightened would be nice. :)

Since I read races first, I'll review the first race I read:

Aedin
Do Aedin look like stone drow? The description segment seems a bit lacking.
Might want to move the traits, or at least make an "Abilities/Powers" section. Knowing about the stone-shift power would be good when reading about their architecture.
Example Names?
Why do they hate the elves?
Why is the history the last thing presented? I feel it explains a lot about the nature of the Aedin that would be helpful when reading the earlier sections.

You mention Lagora and Vynars, but I can't find anything on them.

Jharviss

Writing an introduction to Aldreia is something I've been struggling with for a while.  The ultimate goal of the world is to be amazingly DivSet, make full usage of the D&D rules, and be both complex and realistic.  I realize that those worlds already exist in Faerun and Oerth, but I want to create a world on the same calibur as those and then some.  Arguably I am aiming to have the largest DivSet world available.

The aedin is something I need to revamp a bit.  The information I have on the site does not explain them well at all.  They have only one nation, Jauldiroth, and it is something I want to explore more soon.  I believe that in building Jauldiroth I will better come to understand the aedin and what they do.  

They appear very similar to what you would term "stone drow."  They were molded upon creation to take on that appearence.  They hate all elves except raven elves (my version of the drow) because that is what they are told to do - they were taught by the god of the raven elves so it is bred into them.  

The history is last because it is amazingly long.  I believe that once I rewrite the first section, the ecology section, the aedin will be understood without having to resort to the history.  The same is true of Jauldiroth.

I dislike example names.  I did away with that line; however, I have what I had previously used.

First Names: Azerogth, Begokth, Borottar, Caldrikth, Dorikogth, Gargonkve, Lharbrinth, Tharkvuth, Vyerogk
 
Family Names: Borjiris, Jhuldoth, Nolyinth, Rargyrmisht Skanigitth, Xiktargu

The vynars are a subrace of ogres and found under that section.  The lagora are a subrace of human and under that section.  The lagora, however, are going to be COMPLETELY redone.  My friend helped me create them and I was overwhelmed by how interesting and cool and culturally unique they were.  And then I discovered that the lagora were exactly like trolls from Warcraft.  Needless to say the idea is going to be revamped.

The site really isn't so much for personal notes, it just appears that way since I'm (1) in the process of creating it (began a week or two ago) and (2) have a hard time organizing the information into a user-friendly system simply due to the way I've created my world.  The lack of an underlying theme or two has hurt that, a lot.  But I digress.

Matt Larkin (author)

Impressive website.  I like the world in the center graphic.  

Quote from: JharvissWriting an introduction to Aldreia is something I've been struggling with for a while.
The ultimate goal of the world is to be amazingly DivSet, make full usage of the D&D rules, and be both complex and realistic.[/quote]
I think realistic and D&D are not compatible terms...But best of luck with that.  I would say, perhaps, that the D&D fluff could be expanded upon to create a believable world.  The rules, however, are not really geared towards realism, they're geared towards cinamatics and game balance.

It is ambitious to try to create a world larger than Toril (Faerun), which has evolved over decades with input from dozens of authors.  However, I am hardly one to discourage anyone from setting ambitious goals.

As for organization, I'd recommend having a pretty good idea how to lay out your setting before starting.  But since you've already created so, much, it might be too late.  You can help avoid the confusing feel by having terms (like those subraces) link to their respective sections.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Jharviss

I'm very happy with the basic layout of my world.  It is organized just as I world organize the chapters of a book.  But, honestly, I would imagine that it gives off the same feeling as sitting down and trying to learn about Toril - where do you start?  The same is true with a lot of DivSet worlds.  

I've always enjoyed large goals.  If you reach for the stars the worst that can happen is you fall short to the moon.

But you make a good point, Phoenix Knight - the D&D rules are not geared toward creating a realistic world.  That said, I am trying to create a world that uses the rules realistically.  I am working to build a world where it makes sense that magic is fragmented so many times and creatures can exist at the same time as the human race with logical reason.  I want to make D&D work.  (Because I know it does, I just haven't seen it proven.)

Jharviss

I've added an introduction page to my site.  At the moment it's very basic and won't help you much, but I plan on talking a little bit about every original piece of Aldreia there: elementium & rituals, various races (aedin, vynars, bloodgoblins, river naga, the evolved [something else I really need to get up there, as it's one of my worlds more interesting elements]), the division of deities, the way the cosmology is laid out, the concentration on oceans (which hasn't gone far), and anything else that strikes my fancy.

Also, I've posted three things to these forums that are from my world; I'll link them here.

The Soul Merchant Template

Elementium & Rituals

The Masked Mage PrC

Raelifin

Just a typo: "slaveless kobolds are very resistance to charms."

I read over the river naga. They're pretty solid, though I might add a minor weakness (such as not being able to wear certain armors). Be sure to list which natural attack is primary because the other gets a -5 (unless they reduce it to -2 with multiattack).

Nice intro, I got an image in my mind's eye of someone walking out of their small, humble home and seeing a vast sky and neverending expanse of rolling hills, each with it's own story.

I'd add some "here's one place where you might start" links. One of the hard things, is unlicke the spiderweb of wikipedia, you can rarely branch out to other facets of the world within a given article. I'd suggest following Phoenix's example and adding more hyperlinks to your descriptions. :)

Raelifin

Another typo: "Ogre mages are the greatest of the ogres, being skills in magic, a thing that almost no normal ogre can ever hope of studying, and with great strength."

You do know that ogre mages are an entirely different race, right? Blue skin and all that.

Vynar stats seem a bet too powerful to me. I'd give them a significant weakness or a minor bonus and a 2 LA. Large size is a big boon, what with the reach and large weapons. Also consider what 2 Racial HD would do for it (not that I suggest it).

Jharviss

Quote from: RaelifinJust a typo: "slaveless kobolds are very resistance to charms."
That's a double typo - They aren't called slaveless kobolds anymore, now they're freewill kobolds.  Thanks for catching it!  (I love error discovery.)  I fixed both the kobold one and the ogre entries.  Yes I realize the ogre mages are a different race, and in my world they have a third eye (mythologically, the ogre magi had three eyes).  

I've updated the introduction, and now there are some links in it to other places.  I'll be adding more links into the intro as I get more pages on my site.

You're the second source to tell me the vynars are too powerful.  Their statistics, however, are based entirely on the half-ogre race in the Savage Species book, which also have a +1 LA, and then the vynars are weakened even further.  I may bring down some of the ability score adjustments (possibly removing the -2 Int and reducing the +4 Str to a +2).  But yes, I understand what you're getting at, large size is very useful.

Jharviss

Reading over the aedin depressed me.  I have so much in my head for them but so much unrealized.  Hence I've begun working on them.  This is their nation.

Jauldiroth
Ruler: Calditrot Rilgokth of the Illidar
Government: Oligarchy with a dictatorship by the strongest recognized oligarch
Cities and Towns of Note: Biklogoth Valley (SC), Haurato (LC), Raven Refuge (SC), Toxin (LT), Ulairgon (M)
Main Resources: Base metals
Races: Aedin 59%, Dwarf 14%, Goblin 8%, Human 7%, Raven Elf 6%, Lagora 2%, Ogre 2%, Gnome 1%, Other 1%
Allies: Aelthiur, Korianthis
Enemies: Diemeria, Voxx Mountains, Vynar

Jauldiroth is the sole nation of the aedin, its borders stretching from one edge of the Wethren Mountains to the other.  While located in the center of Caerden, due to the nature of its inhabitants, the aedin, most travelers are more than willing to add a couple days to their journey in order to go around Jauldiroth.  Once known as Korandor the Blessed, the Wethren Mountains originally hosted a nation of dwarves.  At the end of the Aeon of Black Ice the dwarves left Korandor, moving to Liguaria.  Only a few dwarves remained.

Two thousand years later a cult dedicated to the dark god, Dyaramis, helped to create the aedin.  Their leader, a raven elf named Ulairgon, assisted Aedirok and Aedirog, two creatures of immense power, in the creation, and he eventually fell in love with Aedirok, the female of the pair.  Time passed and Ulairgon died, though his name would life forever as the name of the capital of Jauldiroth.  In AoCD 2,829, the aedin fragmented and went to war.  Aedirok clashed with Aedirog.  Two-hundred years later Aedirok proved victorious over Aedirog through casting a great ritual that absorbed Aedirog's essence, granting Aedirok divine power.  

Aedirok now lives as the goddess of the aedin, being worshipped above all other deities.  Regardless, Dyaramis retains a huge influence among the aedin.  Other commonly worshipped deities include Ziem, Jayro-tiin, Korik, and the majority of the pantheon of sin.  The pantheon of strife is largely ignored by the aedin, being the pantheon almost directly opposed to the pantheon of sin.

The aedin are seperated into four clans, each one virtually equal in statis to the others, but each one known for different things.  The Illidar clan is known for its spellcasters, both divine and arcane.  Its members tend to be the most intelligent and diplomatic, often being the ones that represent Jauldiroth in foreign nations.  The Zanarkogth are well organized and militaristic, being both the most honorable and the most deadly.  Unfortunately for outsiders, the Zanarkogth see no dishonor in taking to the shadows and striking when the opportunity is most available.  The Jalidargth clan is comprised mostly of experts and craftsman, making the economy survive and keeping the nation alive.  The final clan, the only clan that is considered below the other three clans, is the Hauratok clan, one known for its savagery and crude behavior.  The Hauratok clan was the followers of Aedirog in the civil war and is only allowed to continue on due to the grace of the other three clans.  The Hauratok clan, nonetheless, has lost most of the prejudice against it in the past centuries.

The aedin's government is a fluid one, constantly under strain of collapse but always changing.  At its most basic level, the government of Jauldiroth is an oligarchy.  The nobles that rule Jauldiroth, however, subject to few regulations.  Furthermore, virtually anybody with enough power and influence can consider themselves noble and therefore make diplomatic decisions.  The leader of the oligarchy is an aedin named Calditrot Rilgokth, hailing from the Illidar clan.  His control will remain until he is either killed or the aedin recognize somebody else as being more powerful.  In many ways power is largely informal.

Jauldiroth was unheard of in the political realm until it was discovered during the First Aelthiurian War.  Only about three hundred years ago, during the Second Aelthiurian War, did the world begin to recognize the aedin as a real and terrible threat.  By then it was too late.

Internationally Jauldiroth has more foes than friends.  It has recently been in open warfare with Vynar, though the vynars are generally pacifistic.  While Jauldiroth is not really willing to retreat, the two nations have signed a treaty that ensures the aedin will not attack the vynar's capital city directly, for the vynar's capital is right on the edge of the Wethren Mountains, a fact that terrified the vynars.  Jauldiroth was at open war with Diemeria for a time, though that has abated slightly.  It has also recently called a truce with Pervicax--this was done, of course, only after having removed the dwarves entirely from Jauldiroth.  While Jauldiroth is not truly at war with the Voxx Mountains, it supports Korianthis's war against the Voxx Mountains and  lends assistance to Korianthis, specifically the Urokem family.


Jharviss

[ic=Introduction]I would love a review on this race, the evolved.  This is the animal races of Aldreia.  I worked hard to avoid that furry-happy, anime-style living-walking-talking-killing animal syndrome.  While they aren't expressed very fully, I'm also a bit worried about how balanced they are.  Let me know, and thanks![/ic]

The Evolved[/u]
After the civilized races successfully destroyed Kyurr, the goddess of nature, Odala, and brought the Mistress of Magic's laws upon them, several gods and goddess of nature formed together and decided that Kyurr needed to be protected as the land replinished itself.  Kern, the god of preservation, was assisted by Caxan, god of balance, and Eldrin, goddess of life, in his endeavor.  In a temple lost in the Protect Lands of Kyurr, Kern gave several animals sentience, each one becoming a race.  Eight races were created, each one from a different animal and each one unique.  These races now hold complete sway over Kyurr, only allowing a couple foreign settlements on their continent at the discretion of the varying nations the evolved have formed.

Bakula
The bakula represent large porcupines that stand on their back legs.  They are gruff and stubborn creatures covered in long quills.  While they are about eye level with dwarves, their quills, which go up well over their head, make them appear much taller, as well as wider.  Their skin is dark, a rough gray, and they have very little hair, though it is normally dark.  They live in plains, often building very defensive settlements.  While not warlike, the bakula are always ready for an attack.  They see themselves as the big brothers of the rest of the evolved, caring for them until they need to be scolded.

Bakula Racial Traits
- +2 Constitution, -2 Charisma: The bakula are tough little creatures, but they have trouble getting along with others, coming across as blunt and defensive.
- Medium: As medium creatures, bakula have no special bonuses or penalties due to their size.
- Bakula base land speed is 20 feet.  
- +1 natural armor bonus: The bakula's quills and tough skin combine to make it a hard to injure combatant.
- Quilled: Everytime a creature makes a touch attack or melee attack against a bakula and they are within five feet of the bakula (a melee attack with a longspear, for example, is not subject), the bakula may forgo an attack of opportunity in order to attack with its quills.  Each quill deals 1d4 damage.  If unarmed, the bakula may also remove a quill and use it as a weapon.  All bakula are considered proficient with their quills.
- Automatic Languages: Common and Bakul. Bonus Languages: Gnoll, Karth, Rhimeren, Sakrahn, Tildar, and Ugren.
- Favored Class: Fighter. A bakulaâ,¬,,¢s fighter class does not count when determining whether he takes an experience point penalty.
- Layer 3: As a layer three race, bakula are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Doro
A highly reclusive race, the small evolved race of doro inhabit the mountains central to Kyurr.  About the size of a gnome, the doro is coated in dark brown fur and has the face of a mole.  They have small arms and legs and thin eyes.  While unsocial, they are an intelligent race and make a fine living for themselves and their society.  Doro talk little, have simple societies, and live a simple live.  

Personality
Doro, as a people, are slow and steady, but not terrible out-going.  They fail to take very well to others at first, but once you get to know them, they will respect you forever.  This is in part because they do not have very much contact with other races and are therefore naturally somewhat skeptic to the strange tendencies of outsiders.  Doro are quite content to live out their lives in near solitude deep underground, living off of insects and the few fungi they can find at their depths.  In the few large societies the doro live, they all live quiet lives with little true interaction.  However, many races mistake the simplicity of the doro for complicity, often underestimating their intellect.  Many doro spend their entire lives dedicated to learning or bettering themselves.  Dedication is a major part of a doroâ,¬,,¢s life.

Physical Description
Doro are small, barely above three feet on average, weighing a bit below 50 pounds.  Males and females often appear the same.  Hair covers the entirety of their body except for their long snout, which protrudes from their face.  Their eyes are slits, very small to ensure that when digging dirt does not get in them.  Their ears are also quite miniscule.  The girth of the doro vary widely, some being thin and wide, others simply being wide.

Relations
The doro tend not to interact to heavily with other races and this has caused them to lack strong ties with many fellow evolved.  The sakrahn and bakula are often befriend doro, but the doro act quite passively toward any other races they encounter.  Doro would likely get along quite well with dwarves and rock gnomes.

Alignment
Doro have strong ties to neutrality.  They retain a passive attitude toward most things as long as they are living a peaceful life.

Doro Lands
Doro live mostly solitary lives underground, often deep under hills or mountains.  Sometimes they will live under sparse forests, where insects and other foods are more plentiful.  Doro tunnels tend to be cramped and hard to move through to other races, and doro townships are often claustrophobic.  

Religion
The doro have a small amount of very dedicated clergy, mostly to gods such as Bandor or the various gods and goddesses of the earth.  Religion tends to play a small part in most dorosâ,¬,,¢ lives.

Language
The doro have a basic language, called ugren, they use to communicate with.  The language has the complexities necessary to experience the full range of conversations, allowing scholarly doro to effectively express their information.  However, while all doro understand the full extent of ugren, many doro rarely have any need to use it.

Doro Racial Traits
- +2 Constitution, +2 Wisdom, -2 Charisma:  Doro are an enduring creature, both in mind and in body.  They prefer to sit back and watch rather than take action, but this habit has hurt their social tendencies.  
- Small: As a Small creature, a doro gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Doro base land speed is 20 feet.
- Doro have a burrow speed of 20 feet.
- Darkvision: Doro can see in the dark up to 30 feet.  Darkvision is black and white only, but is otherwise like normal sight, and doro can function just fine with no light at all.
- Tremorsense: Doro have tremorsense with a radius of 10 feet.
- -4 racial penalty to spot checks: the doroâ,¬,,¢s slit-like eyes make it hard for them to see well.
- Automatic Languages: Common and Ugren. Bonus Languages: Bakul, Rhimeren, Sakrahn, and Tildar.
- Favored Class: Druid. A doroâ,¬,,¢s druid class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: Doro act as one level higher than their class levels.
- Layer 3: As a layer three race, doro are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Gnolls

Gnolls are the darkest and most savage race of the evolved, often being universally despised by the rest of the evolved.  Tall, covered in earth-colored fur, and being likened to a hyena quite often, gnolls are known for their heinous laughter that is akin to mirthful screams.  The gnolls are one of the two evolved races that have left Kyurr, the karthen being the others.  Gnolls are now known worldwide and often in the same light as the evolved.  Gnolls and karthen are deep-blooded enemies, fighting each other tooth and claw at every step.

- +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Gnolls lack wit and insight but often make up for it through sheer physical power.
- Medium: As medium creatures, gnolls have no special bonuses or penalties due to their size.
- A gnollâ,¬,,¢s base land speed is 40 feet.
- Darkvision: Gnolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnolls can function just fine with no light at all.
- +1 natural armor bonus: Gnolls have thick hides resistant to blows.
- Automatic Languages: Common and Gnoll. Bonus Languages: Bakul, Elven, Goblin, Karth, Orc, and Tildar.
- Favored Class: Ranger. A gnollâ,¬,,¢s ranger class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: Gnolls act as one level higher than their class levels.
- Layer 3: As a layer three race, gnolls are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Karthen
Karthen are humanoid creatures which appear to be a cross between a wolf or fox and a human. They are about the height of elves, with fox-shaped heads and their bodies are covered in fur. Their fur is often tan, red, brown, gray, or black and white. Karthen typically have dark brown eyes, but lighter brown and blue eyes can be found.  Each karthen has a tail.  Above all, karthen are social creatures.  They enjoy getting along with other creatures, but are often considered whimsical and cheeky.  They are highly civilized, often relating themselves well with elves, and enjoy the arcane arts more than any other evolved race.

Karthen Racial Traits
- +2 Charisma, -2 Wisdom. Karthen have a large force of personality, but are quick to act with and rely heavily on their emotions.
- Medium: As medium creatures, karthen have no special bonuses or penalties due to their size.
- Karthen base speed is 30 feet, but when on all fours they can move at a speed of 40 feet.
- +2 racial bonus to jump checks. Karthen are excellent jumpers, being able to leap much higher then others.
- Falling Reflexes. Karthen ignore 1d6 points of falling damage when falling, due to their quick reflexes.
- Limited Scent: Karthen gain the scent ability except it only works at half the normal distance.  Karthen cannot pinpoint the location of a hidden person, only know of its presense.
- +2 racial bonus on listen checks. Karth can hear slight sounds easily.
- Automatic Languages: Common and Karthen. Bonus Languages: Bakul, Elven, Gnoll, Halfling, Rhimeren, Sakrahn, and Tildar.
- Favored Class: Sorcerer. A karthenâ,¬,,¢s sorcerer class does not count when determining whether he takes an experience point penalty.
- Layer 3: As a layer three race, karthen are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Opathi
The largest of the evolved are the opathi, a race that appears to have come from bison.  The males have short curved horns, and all opathi have a long snout, a dark mane and normally brown fur covers their bodies.  The opathi are a very calm race known for their endless patience.  They are commonly mediators for the other races, very slowly taking sides.  Once they have chosen a side, however, they are very stubborn and slow in changing their minds.  

Opathi Racial Traits
- +4 Strength, +2 Constituon: The opathi are exceptionally strong and tough.
- Large: As large creatures, opathi gain a +1 bonus to melee attacks and a -1 penalty to their armor class.  The opathi also have a reach of 10 feet.
- Opathi base land speed is 30 feet.
- Toughness: Opathi gain the toughness feat for free.
- +4 Concentration: Opathi, in their resilience, are able to keep focused easily and for long periods of time.
- Automatic Languages: Common and Rhimeren. Bonus Languages: Bakul, Gnoll, Karthen, Sakrahn, Tildar, and Ugren.
- Favored Class: Ranger. An opathiâ,¬,,¢s ranger class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +2: Opathis act as two levels higher than their class levels.
- Layer 3: As a layer three race, opathi are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Sakrahn
The sakrahn are a winged race, covered in colorful feathers ranging from reds to yellows to blues.  Their hands are at the end of their wings, their various limbs very long though their bodies are short.  They dislike armor and restrictive clothing, prefering vibrant colors in everything they wear.  The sakrahn live in high areas and are very sociable with other evolved.  As a society they believe in equality and believing in people based on their merits.

Sakrahn Racial Traits
- +2 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom: The sakrahn are easy to get along with and fast to act, but their bodies do not have the physical prowess of other races.  
- Medium: As medium creatures, sakrahn have no special bonuses or penalties due to their size.
- Sakrahn base land speed is 30 feet.
- Sakrahn fly speed is 40 feet with good maneuverability.
- +4 spot: Sakrahn have a +4 racial bonus on spot checks.
- Automatic Languages: Common and Sakrahn. Bonus Languages: Bakul, Gnoll, Karthen, Rhimeren, Tildar, and Ugren.
- Favored Class: Rogue. A sakrahn's rogue class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: A sakrahn act as one level higher than their class levels.
- Layer 3: As a layer three race, sakrahn are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Tildar
The tildar are jaguars evolved into a race akin to men.  They are a tall and strong race, noble in their tribalism.  The tildar are very close to nature, possibly the closest of any of the tildar, and violently protect nature and the Protected Lands.  They prefer to live in tribes and move as need be.  All tildar are trained for war, each knowing how to hunt and protect themselves.  They are very civil and respectful yet easily provoked.  

Tildar Racial Traits
- +2 Strength, +4 Dexterity: Tildar are quite fast, their reflexes being enormous.  They are strong as well, tearing into foes verociously.
- Medium: As medium creatures, tildar have no special bonuses or penalties due to their size.
- Tildar base speed is 40 feet.
- Claw Attack: The tildar have two claw attacks that deal 1d6 damage each.  
- Low-Light Vision: A tildar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +4 racial bonus on jump, move silently, hide, balance, and climb checks: the tildar move and act with feline grace.
- Alertness: Tildar gain the alertness feat for free.
- Automatic Languages: Common and Tildar. Bonus Languages: Bakul, Gnoll, Karthen, Rhimeren, Sakrahn, and Ugren.
- Favored Class: Ranger. A tildar's ranger class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: A tildar act as one level higher than their class levels.
- Layer 3: As a layer three race, tildar are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Zuezela
The zuezela are thin and bony, looking much like antelope that can't decide whether they wish to stand on four legs or two.  The zuezelas are a flitty and fast-talking people, prefering to stay active at all times.  They tend to have a reddish fur, sometimes lightly spotted.  Zuezelas are very friendly, always believing the best in those they meet, and, some claim, make friends almost too easily.  They claim little and give excessively, trying to burden others as little as possible.  They move elsewhere everyday, rarely choosing a single place as a home.  On occassion a zuezela, male or female, is born with great horns, and these zuezelas are prophesized to do great things with their lives.

Zuezela Racial Traits
- +2 Dexterity, -2 Constitution: zuezelas are fast but lack fortitude.
- Medium: As medium creatures, zuezelas have no special bonuses or penalties due to their size.
- Zuezela base speed is 30 feet, but when on all fours they can move at a speed of 40 feet.
- Hard to hit: Zuezelas have a +6 racial bonus to dexterity for the purpose of calculating armor class.  This replaces their normal racial dexterity bonus.
- Automatic Languages: Common and Rhimeren. Bonus Languages: Bakul, Gnoll, Karthen, Sakrahn, Tildar, and Ugren.
- Favored Class: Bard. A zuezela's bard class does not count when determining whether he takes an experience point penalty.
- Layer 3: As a layer three race, zuezelas are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.

Raelifin

[spoiler]Bakula Racial Traits
- +2 Constitution, -2 Charisma: The bakula are tough little creatures, but they have trouble getting along with others, coming across as blunt and defensive.
- Medium: As medium creatures, bakula have no special bonuses or penalties due to their size.
- Bakula base land speed is 20 feet.  
- +1 natural armor bonus: The bakula's quills and tough skin combine to make it a hard to injure combatant.
- Quilled: Everytime a creature makes a touch attack or melee attack against a bakula and they are within five feet of the bakula (a melee attack with a longspear, for example, is not subject), the bakula may forgo an attack of opportunity in order to attack with its quills.  Each quill deals 1d4 damage.  If unarmed, the bakula may also remove a quill and use it as a weapon.  All bakula are considered proficient with their quills.
- Automatic Languages: Common and Bakul. Bonus Languages: Gnoll, Karth, Rhimeren, Sakrahn, Tildar, and Ugren.
- Favored Class: Fighter. A bakulaâ,¬,,¢s fighter class does not count when determining whether he takes an experience point penalty.
- Layer 3: As a layer three race, bakula are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler] The Quilled ability is confusing. I'd change it to:
- Quilled: Bakula have a natural attack with their quills that deals 1d4 piercing damage. In addition, whenever a creature attacks a bakula in melee they provoke an attack of opportunity from the bakula in which only the bakula's quill attack may be used. Spears and other polearms bypass this ability.

Their balance is questionable, much like 3.5 dwarves. I'd say that if you are playing with core dwarves, these guys are fine.

[spoiler]Doro Racial Traits
- +2 Constitution, +2 Wisdom, -2 Charisma:  Doro are an enduring creature, both in mind and in body.  They prefer to sit back and watch rather than take action, but this habit has hurt their social tendencies.  
- Small: As a Small creature, a doro gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
- Doro base land speed is 20 feet.
- Doro have a burrow speed of 20 feet.
- Darkvision: Doro can see in the dark up to 30 feet.  Darkvision is black and white only, but is otherwise like normal sight, and doro can function just fine with no light at all.
- Tremorsense: Doro have tremorsense with a radius of 10 feet.
- -4 racial penalty to spot checks: the doroâ,¬,,¢s slit-like eyes make it hard for them to see well.
- Automatic Languages: Common and Ugren. Bonus Languages: Bakul, Rhimeren, Sakrahn, and Tildar.
- Favored Class: Druid. A doroâ,¬,,¢s druid class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: Doro act as one level higher than their class levels.
- Layer 3: As a layer three race, doro are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler]Moleman, away! Nice job balancing this race. I like.

[spoiler]Gnoll Racial Traits
- +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma: Gnolls lack wit and insight but often make up for it through sheer physical power.
- Medium: As medium creatures, gnolls have no special bonuses or penalties due to their size.
- A gnollâ,¬,,¢s base land speed is 40 feet.
- Darkvision: Gnolls can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and gnolls can function just fine with no light at all.
- +1 natural armor bonus: Gnolls have thick hides resistant to blows.
- Automatic Languages: Common and Gnoll. Bonus Languages: Bakul, Elven, Goblin, Karth, Orc, and Tildar.
- Favored Class: Ranger. A gnollâ,¬,,¢s ranger class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: Gnolls act as one level higher than their class levels.
- Layer 3: As a layer three race, gnolls are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler] Balanced.

[spoiler]Karthen Racial Traits
- +2 Charisma, -2 Wisdom. Karthen have a large force of personality, but are quick to act with and rely heavily on their emotions.
- Medium: As medium creatures, karthen have no special bonuses or penalties due to their size.
- Karthen base speed is 30 feet, but when on all fours they can move at a speed of 40 feet.
- +2 racial bonus to jump checks. Karthen are excellent jumpers, being able to leap much higher then others.
- Falling Reflexes. Karthen ignore 1d6 points of falling damage when falling, due to their quick reflexes.
- Limited Scent: Karthen gain the scent ability except it only works at half the normal distance.  Karthen cannot pinpoint the location of a hidden person, only know of its presense.
- +2 racial bonus on listen checks. Karth can hear slight sounds easily.
- Automatic Languages: Common and Karthen. Bonus Languages: Bakul, Elven, Gnoll, Halfling, Rhimeren, Sakrahn, and Tildar.
- Favored Class: Sorcerer. A karthenâ,¬,,¢s sorcerer class does not count when determining whether he takes an experience point penalty.
- Layer 3: As a layer three race, karthen are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler] Some would argue that a +2 Cha and a favored class: sorcerer make this unbalanced. I would not, but I recommend you look into their logic. (I think the WotC boards have something on it)

[spoiler]Opathi Racial Traits
- +4 Strength, +2 Constituon: The opathi are exceptionally strong and tough.
- Large: As large creatures, opathi gain a +1 bonus to melee attacks and a -1 penalty to their armor class.  The opathi also have a reach of 10 feet.
- Opathi base land speed is 30 feet.
- Toughness: Opathi gain the toughness feat for free.
- +4 Concentration: Opathi, in their resilience, are able to keep focused easily and for long periods of time.
- Automatic Languages: Common and Rhimeren. Bonus Languages: Bakul, Gnoll, Karthen, Sakrahn, Tildar, and Ugren.
- Favored Class: Ranger. An opathiâ,¬,,¢s ranger class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +2: Opathis act as two levels higher than their class levels.
- Layer 3: As a layer three race, opathi are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler] These guys look too weak to me. Maybe the endurance feat and a couple bonuses to social/mental skills? Remember that they're giving up TWO levels of a class to get these features.

[spoiler]Sakrahn Racial Traits
- +2 Dexterity, +2 Charisma, -2 Strength, -2 Wisdom: The sakrahn are easy to get along with and fast to act, but their bodies do not have the physical prowess of other races.  
- Medium: As medium creatures, sakrahn have no special bonuses or penalties due to their size.
- Sakrahn base land speed is 30 feet.
- Sakrahn fly speed is 40 feet with good maneuverability.
- +4 spot: Sakrahn have a +4 racial bonus on spot checks.
- Automatic Languages: Common and Sakrahn. Bonus Languages: Bakul, Gnoll, Karthen, Rhimeren, Tildar, and Ugren.
- Favored Class: Rogue. A sakrahn's rogue class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: A sakrahn act as one level higher than their class levels.
- Layer 3: As a layer three race, sakrahn are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler] Note that they may not use their arms while flying. That's a biggie. I'm not sure on the balance... it looks fairly good.

[spoiler]Tildar Racial Traits
- +2 Strength, +4 Dexterity: Tildar are quite fast, their reflexes being enormous.  They are strong as well, tearing into foes verociously.
- Medium: As medium creatures, tildar have no special bonuses or penalties due to their size.
- Tildar base speed is 40 feet.
- Claw Attack: The tildar have two claw attacks that deal 1d6 damage each.  
- Low-Light Vision: A tildar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +4 racial bonus on jump, move silently, hide, balance, and climb checks: the tildar move and act with feline grace.
- Alertness: Tildar gain the alertness feat for free.
- Automatic Languages: Common and Tildar. Bonus Languages: Bakul, Gnoll, Karthen, Rhimeren, Sakrahn, and Ugren.
- Favored Class: Ranger. A tildar's ranger class does not count when determining whether he takes an experience point penalty.
- Level Adjustment +1: A tildar act as one level higher than their class levels.
- Layer 3: As a layer three race, tildar are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler] Aside from cringing at the use of "enormous" in the description of their reflexes... let's see.
The claws are huge! They deal shortsword damage! I'm not sure about the balance, but the realism is a bit wacky.
I'd up the LA to +2. They get a total +20 to a lot of good skills, bonuses to strength and dex without penalties, increased speed, built-in ambidextrous short-swords ;) and a bonus feat. A level 1 Tildar could have a +17 hide and move silently... eesh!

[spoiler]Zuezela Racial Traits
- +2 Dexterity, -2 Constitution: zuezelas are fast but lack fortitude.
- Medium: As medium creatures, zuezelas have no special bonuses or penalties due to their size.
- Zuezela base speed is 30 feet, but when on all fours they can move at a speed of 40 feet.
- Hard to hit: Zuezelas have a +6 racial bonus to dexterity for the purpose of calculating armor class.  This replaces their normal racial dexterity bonus.
- Automatic Languages: Common and Rhimeren. Bonus Languages: Bakul, Gnoll, Karthen, Sakrahn, Tildar, and Ugren.
- Favored Class: Bard. A zuezela's bard class does not count when determining whether he takes an experience point penalty.
- Layer 3: As a layer three race, zuezelas are significantly different from core races and would add a decent amount of exotic flavor to a campaign or adventure.[/spoiler] The +2 dodge bonus to AC is well hidden on these guys. Just drop the whole "Hard to hit" name. :P
These guys are too weak. Compare them to elves.

Tybalt

It has more of a Gamma World feel than the standard furry stuff. I think that the key is that you have not made them just humans in funny suits. It has something of a dark ages ruled by the shaped feel to it.

By the way you mention that the doro "lead a simple live" and I am assuming this is a typo.

My only criticisms are the following:
1. The doro ought to perhaps have something to reflect their sharp claws and proportional strength, which they'd need for digging.

2. I've wondered at times why Gnolls don't bear resemblance in society to the hyenas they are named for. Hyenas are quite clever, have very well organized hunting bands and are matriarchal as well. It would be interesting (but not necessary if you prefer the description you have) to see this reflected in some way.



le coeur a ses raisons que le raison ne connait point

Note: Link to my current adenture path log http://www.enworld.org/forums/showthread.php?p=3657733#post3657733