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Players' Guide to Cebexia

Started by Epic Meepo, December 01, 2006, 02:44:42 PM

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Epic Meepo

[note=A Quick Tour]This thread contains a large amount of information, but you don't have to read it all to get a general overview. For that, you need only read the information contained in the various text boxes you'll find in the posts that follow.[/note]CONTENTS

Races of Cebexia

[spoiler=Introductory Information]Race and Caste
Sidebar: Heightened Senses[/spoiler]
[spoiler=Major Humanoid Races]Crystalkin
Human
Merfolk
Saurian
Stoneborn
Therian
Woodfolk[/spoiler]
[spoiler=Global Affiliations]Affiliation Overview
The Drachen Thralls
The Vaethran Traders[/spoiler]

See Also: Cebexia Discussion Thread
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

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14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[ic=Race and Caste]On the world of Cebexia, racial dynamics are dominated, in large part, by a naturally occurring phenomenon known as Drift. Also called Genetic Drift or Racial Drift, this process acts upon families over the course of generations, causing members of a bloodline to gradually take on characteristics matching their bloodlineâ,¬,,¢s current ecological and social niche. In this way, families adapt to new environments, and cultures give rise to members well-suited to specialized fields valued by society as a whole.[/ic]
Through the process of adapting families to social roles, Drift is responsible for creating stratified societies across the globe. Though divisions based on social class are neither formal nor enforced, the fact remains that many Cebexians are literally born with aptitudes tailored to a specific role. Locally, families that share the same role tend to gather in insular clans or neighborhoods. On a large scale, this scheme tends to create de facto caste divisions within the culture of a given race.

The castes that exist within a given race correspond to different creature subtypes. Each caste represents a segment of a population that has adapted via Drift to a particular role. Because the same role can occur in many different cultures, it is not uncommon for members of different humanoid races to belong to the same caste. Thus, a shared creature subtype does not necessarily mean that two humanoids belong to the same race.

Ultimately, oneâ,¬,,¢s race is determined by oneâ,¬,,¢s species. Members of the same species are able to interbreed without magical assistance; members of different species are not. In many cases, Drift makes the division between two species fairly arbitrary. It is possible for individuals to more closely resemble foreign members of the same caste than other kinds of creatures of the same race. However, physical similarity does not allow individuals to cross species lines. These lines remain difficult to judge on the basis of appearance or subtype alone.

[spoiler=Game Mechanics]In terms of game mechanics, Drift is largely arbitrary. There are no specific rules dictating how Drift will affect a family over the generations, and the manner in which kinds of humanoids are grouped into races is not based on existing game rules.

To determine the species to which a given kind of humanoid belongs, consult the Comprehenisve List of Races (see below). If a kind of creature in question is listed as a caste of a given race, it belongs to that race. For creature kinds not listed, the default assumption is that creatures of that kind belong to their own unique species.

Although Drift does not directly affect existing game rules, it is worth considering when developing character backgrounds. For example, a character that belongs to a race with multiple castes may have only one parent of his own caste. A halfling character, for example, may have one halfling parent and one human parent, since both halflings and humans are castes of the human species. The halfling with one human parent would be an exception â,¬' most halflings have two halfling parents â,¬' but not an unheard-of exception.[/spoiler]
[spoiler=Sage Advice]Does Drift only affect humanoids?
Drift applies, to varying degrees, to all mortal creatures, though asexual creatures are less prone to Drift (and more prone to random mutation). Examples of non-humanoid species that have undergone sufficient Drift to produce different castes include true dragons and giants, with each of kind thereof representing a different caste.

Since all true dragons are castes of the same species, can dragons of different types interbreed?
Yes. (The same is true for different kinds of giants or other mortal species. Just remember that humanoids of the same subtype do not necessarily belong to the same species. For example, a review of the major humanoid races of Cebexia reveals that different subraces of elves belong to different species. Thus, these subraces of elves could not interbreed.)

When parents of two different castes have a child, to which caste does it belong?
Normally, a child of mixed heritage shares the same caste as its mother. In cases where the child instead takes after its father, the child is born with an appearance as closely matching its mother as possible for a creature of its caste. In particular, the childâ,¬,,¢s size at birth is the same as that of an infant of the motherâ,¬,,¢s caste. The child only begins to truly resemble its father in appearance and size in the weeks, months, or years after its birth.

Can a creature change caste during its lifetime?
Normally, changing caste is a cross-generational process. Being born into a caste is usually the same as being born into a race: oneâ,¬,,¢s caste is unchangeable without magical intervention because â,¬Å"casteâ,¬Â in the Cebexian sense of the word is a genetic trait. However, there are some reported cases in which a child of mixed heritage gradually changes caste during adolescence, growing more akin to the parent with which the individual most identified as a child.[/spoiler]
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

Note: Heightened Senses
If you are using the core rules, the various races of Cebexia have the sensory capabilities described therein. If you are instead using the world-specific racial traits described herein, many races have what are referred to as heightened senses, as described below.

Heightened Senses (Ex): Each creature with this ability gains one of the following special qualities: [spoiler=Options]Bloodhound (Ex): A creature with this ability gains the following additional racial traits.
- Scent.
- This creature gains Track as a racial bonus feat.

Earthcraft (Ex): A creature with this ability gains the following additional racial traits.
- Darkvision out to 60 feet.
- +2 racial bonus on Appraise and Craft checks related to metal or stone.
- Stonecunning: Gain a +2 racial bonus on Search checks to notice unusual stonework. If this creature merely comes within 10 feet of unusual stonework, it can make a Search check as if it were actively searching, and it can use the Search skill to find stonework traps as can a rogue. This creature can also sense its approximate depth underground.

Elfsight (Ex): A creature with this ability gains the following additional racial traits.
- Low-light vision.
- +2 racial bonus on Listen, Search, and Spot checks.
- If this creature merely passes within 5 feet of a secret or concealed door, it can make a Search as if you were actively searching.

Erudite Senses (Ex): A creature with this ability gains the following additional racial traits.
- Low-light vision.
- +2 racial bonus on Craft (alchemy) and Listen checks.
- +2 racial bonus on saving throws against illusion spells and effects.
- Add +1 to the Difficulty Class of all saving throws against illusion spells this creature casts.

Perfect Balance (Ex): A creature with this ability gains the following additional racial traits.
- +2 racial bonus on Balance, Climb, Jump, and Move Silently checks.
- +1 racial bonus on attack rolls with slings and thrown weapons.[/spoiler]
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Elans, maenads, and xephs are crystalkin. You can use either the core rules for these psionic races, or the following world-specific racial traits:

[spoiler=Crystalkin Racial Traits]A typical crystalkin is adapted to warm temperatures and infused with psionic energy. He is also filled with intense emotions, and can trade better judgement for physical might when sufficiently roused.

Crystalkin Traits (Ex): Crystalkin possess the following racial traits.
- Medium Humanoid (crystalkin, psionic)
- Base land speed 30 feet.
- +4 racial bonus on Fortitude saves made to resist the effects of hot weather.
- +1 racial bonus on saving throws against powers, spells, and spell-like effects.
- Naturally Psionic: A crystalkin gains 2 bonus power points.
- Outburst: Once per day, for up to 4 rounds, a crystalkin can gain +2 Strength, -2 Intelligence, -2 Wisdom.
- Automatic Languages: Common, Ignan.
- Bonus Languages: Any using the Common or Draconic alphabets.
- Favored Class: Wilder.

- Variant Crystalkin
Drift can result in a given crystalkin possessing any or all of the traits described below. (The manifester levels of all psi-like abilities gained as a result of these traits are each equal to 1/2 the crystalkin's Hit Dice, minimum 1st.)

Elan
Some crystalkin see their fiery temperment as a curse to be exocised. They undergo an ancient ritual that severs thier ties to elemental fire and sooths their wild emotions. These individuals, who are made rather than born, are known as elans. They can be recognized by their pale, almost white, skin.

[spoiler=Elan Traits]Elan Traits (Ex): Elans have the standard crystalkin traits, modified as follows.
- Lose 2 Charisma and lose outburst.
- Lose racial bonus on saving throws made to resist the effects of hot weather.
- Gain Resistance (Su): As an immediate action, spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of your next turn.
- Gain Resiliance (Su): As an immediate action when you take damage, reduce the damage you are about to take by 2 hit points per 1 power point you spend.
- Change favored class to psion.[/spoiler]

Maenads
Crystalkin hailing from clans with strong martial traditions are known as maenads, and the family of each can be identified by the warrior tattoos he is given on the first aniversary of his birth. Maenads are more aggresive than other crystalkin, trading the defensive psionic abilities of a typical crystalkin for more offensive capabilities.

[spoiler=Maenad Traits]Maenad Traits (Ex): Maenads have the standard crystalkin traits, modified as follows.
- Lose racial bonus on saving throws against powers, spells, and spell-like effects.
- Gain the following psi-like ability: 1/day - energy ray (sonic only).
- Change favored class to psychic warrior.[/spoiler]

Xephs
Xephs hail from artistically inclined families. Their emotions, while still intense, are less outwardly destructive than those of other crystalkin, and are often dominated by curiosity. Xephs, who are typically shorter and less muscular than other crystalkin, have honed their senses and perfected their celerity.

[spoiler=Xeph Traits]Xeph Traits (Ex): Xephs have the standard crystalkin traits, modified as follows.
- Gain +2 Dexterity, -2 Strength.
- Lose outburst.
- Gain heightened senses unless the xeph also has the elan traits described above.
- Gain the following psi-like ability: 1/day - hustle (activated as a swift action).
- A xeph can use the psi-like ability above twice per day at character level 5th and three times per day at character level 9th.[/spoiler][/spoiler][/note][ic=Crystalkin]Crystalkin, or wild folk, are a passionate race purportedly created from the same frozen flame that forms crystalfire. Their fiery origin is reflected by the fact that they have higher body temperatures than humanoids of other species, and are generally able withstand greater amounts of heat. Crystalkin also have an aptitude for innate (psionic) magic.[/ic]Relatives: Crystalkin are closely related to azers.

Physical Description: A typical crystalkin has glittery, yellow-gold skin; course, red hair; and orange eyes that glow like embers when exposed to light. Crystalkin tend to be gaunt, and to move in a jerky but oddly graceful manner, as though they were shadows cast by the flickering light of a flame. They prefer brightly colored garments with ample jewelry. Crystalkin often dress in heavy clothing that exposes little skin, as they can find even the warmest climates somewhat chilly on account of their higher than normal body temperatures.

(Crystalkin height and weight statistics under construction.)

Personality: Crystalkin live for the moment, neither holding many grudges nor showing much restraint. At times flirtatious, at times cruel, a crystalkin acts as his passions inspire him to act. Fortunately, most crystalkin are passionate about various codes of honor whose notions they find especially romantic. For most individuals, this serves to keep their wildest whims in check. Of course, some individuals' personal codes are stricter than others, and most codes can be rather arbitrary in at least a few circumstances.

Society: Personal honor is all that stands between crystalkin and total anarchy. Accordingly, crystalkin cultures â,¬' from wandering tribes to vast nation-states â,¬' all place a strong emphasis on honor. Gender roles in particular are strongly codified, as are duels and other violent means of addressing grievances. Crystalkin societies place a strong emphasis on delaying violent or inappropriate behavior instead of forbidding it outright, since crystalkin have a tendency to grow bored with such notions once the moment has passed.

Foreign Relations: Outsiders better capable of holding grudges or maintaining obsessions have been known to occasionally exploit the peculiar brand of law and order practiced by crystalkin societies. While this can lead to short term gains, even flighty crystalkin will begin to hold grudges against outsiders who regularly take advantage of their ways.

Religion: Crystalkin prefer flashy religions featuring dynamic deities, fiery sermons, or wild orgies. Wild folk tend to focus their worship on demigods of geysers and volcanoes, or on radical churches of the Revealed. Despite their fickle nature, crystalkin tend to retain the same religion for life, as piety is a popular virtue espoused by crystalkin codes of honor.

Territory: Just as crystalkin are warmer that other humanoids, so too is their preferred climate warmer. Crystalkin reside in the tropical jungles and jungled highlands of Qin'ara.

Language: The primary language of the wild folk is Ignan, though most also speak Common.

(Crystalkin names under construction.)

Adventurers: Crystalkin frequently adventure out of wanderlust alone, though they tend to lack the attention span necessary for long quests with intangible goals. There are also a few crystalkin adventurers who hate every minute of the adventuring life, only continuing with such a lifestyle because they feel obligated to do so as a matter of personal honor.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Halflings and humans both count as human. You can use either the core rules for humans and halflings, or the following world-specific racial traits:

[spoiler=Human Racial Traits]It is hard to indentify a "standard human." Instead, individual humans are born with or raised to have different aptitudes, represented by racial feats and skills that vary from human being to human being. Some claim that this represents the adaptability of the human race, while others merely see it as humankind being a species lacking a cohesive racial identity.

Human Traits (Ex): Humans possess the following racial traits.
- Medium Humanoid (human)
- Base land speed 30 feet.
- A human gains one feat whose prerequisites he meets as a racial bonus feat.
- A human gains 4 bonus skill points on 1st level and 1 additional bonus skill point on each level after 1st.
- Automatic Language: Common.
- Bonus Languages: Any.
- Favored Class: Any.

- Variant Humans
Drift can result in a given human possessing any or all of the following variant traits.

Halfling
Halflings hail from human families noted for their short stature and childlike features. Popular folklore claims that halflings arose from an expedition that long ago sought a source of eternal youth. Its members' cross-generational obsession with this concept resulted in Drift that amplified youthful characteristics in their offspring. Halflings are rare in temperate lands, but make up the majority of humankind in warmer regions.

[spoiler=Halfling Traits]Halfling Traits (Ex): Halflings possess the standard human traits, modified as follows.
- Gain +2 Strength, +2 Constitution.
- Change size to Small (-4 Strength, +2 Dexterity, -2 Constitution).
- Reduce base land speed to 20 feet.[/spoiler]

Perceptive Human
Some human bloodlines are noted for having particularly keen senses. They aren't otherwise singled out, and do not belong to a separate human ethnicity.

[spoiler=Perceptive Human Traits]Perceptive Human Traits (Ex): Perceptive humans possess the standard human traits, modified as follows.
- Replace racial bonus feat with heightened senses.
- Change favored class to rogue.[/spoiler]

Stubborn Human
Some humans, usually those with particularly stubborn parents, are raised to be much more tenacious than most non-humans could ever be. Though they might have a reputation in certian communities, families of stubborn humans aren't viewed as being ethnically distinct from other groups that are not so hard-headed.

[spoiler=Stubborn Human Traits]Stubborn Human Traits (Ex): Stubborn humans possess the standard human traits, modified as follows.
- Lose 2 Intelligence (minimum 3).
- Gain a +1 racial bonus on all saving throws (+2 on saving throws against fear effects).[/spoiler][/spoiler][/note][ic=Human]Also called hominids by members of other humanoid species, humans are the last humanoid race to rise from a primative state, having ascended to take the place of the declining saurian race. In recent centuries, human civilization has also benefited from humankind's discovery of the crystalfire-fueled elemental engine.[/ic]Relatives: Aasimar and tiefling planetouched can each be born to human parents.

Physical Appearance: Unlike many other humanoid species, humans do not bear a resemblance to animals, minerals, or plants, making them relatively nondescript. This is amplified by Drift, which tends to reinforce a relatively average appearance in humans: average height, average weight, a skin tone neither particularly dark nor particularly pale. Halfling humans are of a considerably shorter height, but are still recognizable as members of the human species.

Personality: The human race is instilled with a drive to question and to seek meaning. For some, this means exploration of both oneâ,¬,,¢s self and oneâ,¬,,¢s environment; for others, it means a drive to exert control over the world. In any case, humans have a psychology built upon ambition, curiosity, and imagination, making their personalities much more complex than those of other humanoids. Human outlooks and mannerisms are rarely identical, and donâ,¬,,¢t lend themselves well to concise synopses.

Society: Perhaps because they are complex beings, the only constant in human society is change. Throughout human history, alliances constantly shift, lands constantly change hands, and governments are constantly either overthrown or reinvented. As a result, human societies are as many and varied as the humans themselves.

Religion: Humans are social creatures, driven to be a part of something greater than themselves. Often, this leads human individuals to religion. Given their questioning nature, though, humans have a hard time agreeing on universal religion principles. Individual humans can (and do) belong to virtually any faith or to no faith at all.

Territory: In ancient times, humans were cave dwellers, though humankind now tends to dwell on temperate and warm plains across the globe, with the hafling caste favoring warmer climes. That being said, scattered human outposts can be found almost anywhere, and some human populations are notorious for clearing forests, draining marshes, and terracing hills to create plains-like terrain for their personal use.

Language: Historically, humankind is known for borrowing linguistic traditions. In the Modern Age, humans have adopted the Common Tongue as their primary language, though individual groups may have additional linguistic traditions, depending upon their specific heritage.

Names: There is no one distinctly human naming convention. Just as humans have a history of borrowing languages and words, so too are they known for borrowing names. The introduction of the Common Tongue has done nothing to standardize human names, and a given individualâ,¬,,¢s moniker may follow the naming convention of any other race.

Adventurers: Adventure comes naturally to a human. One is often wondering what he can find (or what he can conquer) just over the next hill. Others are instead seeking paths to walk that will lead to personal enlightenment or personal gratification. Curiosity, exploration, and all of the troubles that come with them are second nature to humankind.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Locathah and merfolk both count as merfolk. You can use either the core rules for locathah and merfolk, or the following world-specific racial traits:

[spoiler=Merfolk Racial Traits]Despite the popular image of merfolk, the majority of their kind have human-like legs instead of fish tails (those with tails instead of legs are a variant known as piscine). Merfolk have a limited ability to breath air, and are much better at swimming than they are at walking.

Merfolk Traits (Ex): Merfolk possess the following traits.
- Medium Humanoid (aquatic, merfolk)
- +2 Dexterity, -2 Strength.
- Base land speed 20 feet.
- Swim speed 50 feet.
- Heightened senses.
- Water Dependent: A merfolk can survive out of the water for 1 hour per 2 points of Constitution before drowning.
- Automatic Languages: Aquan, Common.
- Bonus Languages: Any using the Common or Draconic alphabets.
- Favored class: Sorcerer.

- Variant Merfolk
Random Drift causes any number of variations within merfolk populations. An individual can be born with the locathah traits and/or the piscine traits described below. Alternately, an individual merfolk may not be a humanoid with merfolk traits at all, instead being born as a human-like shapechanger known as a chimeran.

Chimeran
When the ancestors of the merfolk attempted to magically alter themselves to cope with the sinking of their homeland, their vision of an ideal adaptation was an inborn ability to change shape. Merfolk that have realized this ideal are known as chimerans. Most chimerans belong to one of several exclusive and mysterious Schools that promote the study of eugenics and transformational magic. Chimerans of all schools can warp the bodies of others by transmitting the curse of lycanthropy; such changes in others are erratic, being largely controlled by the moon and the tides.

[spoiler=Chimeran Traits]Chimeran Traits (Ex): Chimerans possess the standard human traits instead of merfolk traits, adjusted as follows.
- Replace the human subtype with the merfolk subtype.
- Apply the natural lycanthrope template, using any aquatic animal of the appropriate size as the chimeran's animal form.[/spoiler]

Locathah
Locathah are merfolk born with heads more closely resembling fish than those of other humanoids. They tend to have flipper-like legs and thick, scaly hides. For reasons unknown, these fish-headed merfolk are also particularly clever.

[spoiler=Locathah Traits]Locathah Traits (Ex): Locathahs possess the standard merfolk traits, adjusted as follows.
- Gain +2 Strength, +2 Intelligence, +2 Wisdom.
- Decrease base land speed by 10 feet.
- Increase swim speed by 10 feet.
- Gain a +3 natural armor bonus.
- Increase level adjustment by +1.[/spoiler]

Piscine
A piscine resembles the sterotypical representation of a merfolk, having a human-like up torso with a powerful fish-like tail instead of legs. Ironically, though piscine have great trouble maneuvering on land, they also have the ability to breathe air indefinately; the concentration of their fish-like traits in the lower half of their bodies has allowed their human-like upper bodies to develop lungs as well as gills.

[spoiler=Piscine Traits]Piscine Traits (Ex): Piscine possess the standard merfolk traits, adjusted as follows.
- Gain +2 Strength, +2 Constitution, +2 Charisma.
- Replace legs with a fish tail (reduce base land speed to 5 feet).
- Gain the amphibious special quality: A piscine can breathe both air and water.
- Change favored class to bard.
- Increase level adjustment by +1.[/spoiler][/spoiler][/note][ic=Merfolk]The merfolk are the only major humanoid race whose members have adapted to aquatic environments. Their race is also distinguished by the fact that Drift effects its members randomly, leading to wide variety of physcial appearances and racial traits, sometimes within a single merfolk family.[/ic]Relatives: Kuo-toa, merrow ogres, sahaugins, scrag trolls, skum, and tritons can all be born to merfolk parents.

Physical Appearance: Different merfolk have radically different appearances, and a merfolk child need not resemble its parents. A few features are common to all merfolk: they breath water; they have webbed digits; and they have hides that are scaly to some degree. Some individuals have elfin faces; others have fish-like heads. Most are bipeds, though fish-tailed merfolk called psicine also exist. A few have fins instead of feet. Colorations and the presence or absence of hair are equally varied from one individual to the next.

Personality: Despite their radically varying appearances â,¬' or perhaps because of them â,¬' merfolk tend to ignore physical differences, instead focusing on philosophical ones. Merfolk find heated debate to be a cathartic process, and respect opinionated individuals with contrary views more than they do meek or stoic allies.

Society: Though merfolk live in semi-nomadic tribes, those who can attend to one of many permanent Schools that the merfolk maintain beneath the waves. These Schools are major focal points for merfolk politics, each representing a different philosophical and political faction. When it comes to leadership and political alliances, School affiliations are more important than social class to the piscine; even aristocrats have little sway in tribes not sharing their School affiliation.

History: The ancestors of the merfolk were a land-dwelling people ruled by mages and philosopher kings. As the rulers of the merfolk ancestors grew in wisdom and magical might, their kingdoms grew less and less dependent upon the elder gods who ruled the world at the time. Perturbed by the prospect of independent mortals, the elder gods sank the kingdoms of the merfolk ancestors beneath the sea (an act which fomented rebellion amongst the celestials and ultimately sealed the elder gods' fate). The process of sinking an entire continent took several generations. During this time, powerful mages cast long-lost spells that accelerated the process of Drift, allowing the merfolk ancestors to quickly adapt to aquatic life. These same unpredictable spells are responsible for the random effects of Drift that persist among the merfolk population to this day.

Religion: The sinking of the merfolk homeland by the elder gods is an act that is universally condemned by the Schools of modern merfolk society. This has led some Schools to espouse atheism â,¬' often out of spite â,¬' but others fully support any number faiths unrelated to the wrathful elder gods. Thus, as with politics, a merfolkâ,¬,,¢s religious views are largely dictated by his School affiliation.

Territory: Merfolk reside in the world's temperate and warm oceans, and occasionally in its rivers. The gills of many merfolk seem oddly capable of breathing both fresh and salt water. Many merfolk are even capable of breathing air, if only for short periods. It is common for these air-breathing merfolk to establish island trading posts where they can interact with land-dwelling humanoids, and it is primarily through these trading posts that the merfolk are known to the rest of the world.

Language: The merfolk have long spoken Aquan, a musical language that is reduced to a mere series of croaks and groans when spoken outside of the water. Ever adaptable, most merfolk have also learned the Common Tongue that is widespread above the waves, seeing it as a useful convention for dealing with land-dwelling traders.

(Merfolk names under construction.)

Adventurers: Some merfolk Schools discourage individuals from venturing beyond the haunts of their nomadic tribes, but others encourage members to explore the world as a means of discovering more about one's self and one's talents. In any case, even the most adventurous merfolk can have difficulties interacting with the world above the surface of the waves.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Kobolds, lizardfolk, and troglodytes are saurians. You can use either the core rules for these races, or the following world-specific racial traits:

[spoiler=Saurian Racial Traits]Most modern day saurians are tough but uncultured. They possess senses better than those of standard humans, and thick scales whose protective value can be increased with proper conditioning.

Saurian Traits (Ex): Saurians possess the following racial traits.
- Medium Humanoid (reptilian)
- +2 Constitution, -2 Intelligence (minimum 3).
- Base land speed is 30 feet.
- Darkvision out to 60 feet.
- +1 natural armor bonus, increasing to +3 on warrior level 2nd.
- Automatic Languages: Common, Draconic.
- Bonus Languages: Any using the Common or Draconic alphabets.
- Favored Class: Druid.

- Variant Saurians
A particularly ancient people, the saurians have experienced much Drift throughout their history, resulting in many variations on their basic form. A given saurian may have one or more of the following sets of additional racial traits.

Kobolds
Saurian families that are incubated in confined quarters generation after generation experience Drift resulting in a smaller than normal stature, as well as a penchant for trickery and trapsetting that compensates for their minute size. These saurians are typically referred to as kobold saurians, kobold being an adjective meaning "half-sized."

[spoiler=Kobold Traits]Kobold Traits (Ex): Kobolds possess the standard saurian traits, modified as follows.
- Change size to Small (-4 Strength, +2 Dexterity, -2 Constitution).
- Gain a +2 racial bonus on Craft (trapsetting), Profession (miner), and Search checks.
- If a kobold merely passes within 5 feet of a mechanical trap, he can make a Search check as if he were actively searching, and he can use the Search skill to find mechanical traps as can a rogue.[/spoiler]

Lizardfolk
Drift affects saurians incubated in damp locales - known as lizardfolk - by adapting their offspring to watery terrain. Lizardfolk are expert swimmers, though extra lenses on their eyes that protect them from water hazards also interfere with their vision.

[spoiler]Lizardfolk Traits (Ex): Lizardfolk possess the standard saurian traits, modified as follows.
- Lose darkvision.
- Gain a +4 racial bonus on Balance, Jump, and Swim checks.
- A lizardfolk can hold his breath for a number of rounds equal to four times his Constitution modifier.[/spoiler]

Savage Saurians
In recent centuries, the decline of the saurian culture has led to regression among various saurian populations. These savage saurians have experienced Drift that has amplified their most bestial features.

[spoiler=Savage Saurian Traits]Savage Saurian Traits (Ex): Savage saurians possess the standard saurian traits, modified as follows.
- Gain natural weapons: 2 claws (primary, 1d4 damage if Medium) and bite (secondary, 1d4 damage if Medium).
- Gain Multiattack as a racial bonus feat.
- Increase natural armor bonus by two.
- Increase level adjustment by +1.[/spoiler]

Skinwalkers
Some snake-like saurian families were long ago blessed by the elder gods with the ability to assume alternate forms by shedding their skin. These so-called skinwalkers are able to assume the forms of animals, often non-reptilian ones, and could inflict such changes on others through the curse of lycanthropy.

[spoiler=Skinwalker Traits]Skinwalker Traits (Ex): Skinwalkers possess the standard saurian traits, modified as follows.
- Apply the natural lycanthrope template.[/spoiler]

Troglodytes
The saurians known as troglodytes have incubated their eggs in subterranean caverns whose soil has special alchemical properties. This special soil, found in and around certain swamps, causes Drift in saurian offspring, producing individuals that can see further in the dark, change the colors of their hides, and produce a noxious musk that sickens other creatures.

[spoiler=Troglodyte Traits]Troglodyte Traits (Ex): Troglodytes possess the standard saurian traits, modified as follows.
- Increase range of darkvision by 30 feet.
- Gain a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
- Gain the stench special attack: Creatures within 30 feet of a troglodyte are exposed to an inhaled poison (Fortitude DC 10 + 1/2 the troglodyte's Hit Dice + troglodyte's Constitution modifier; initial damage: sickened for 10 rounds; no secondary damage). Troglodytes are immune to this poison and creatures that successfully save against the initial damage of a troglodyte's stench cannot be further affected by that troglodyte's stench for 24 hours.
- Increase level adjustment by +1.[/spoiler][/spoiler][/note][ic=Saurian]Saurians are a humanoid race bearing a close resemblance to any of several reptilian animals. Saurians are the only major humanoid race to lay eggs, and the process of incubating these eggs has biological and social importance to the saurians. Saurians are also noted for a fascination with birds and bird-related imagery.[/ic]
Physcial Appearance: Saurians are, not surprisingly, bipeds with scaly hides like those of reptiles. Their faces tend to have a bestial character. Saurians' coloration varies from family to family, and saurians typically dress sparingly to show off their hides, even in the case of individuals sporting dull or muted colors. It is common for saurians to wear feathers as accessories. Aristocrats will even wear feathered headdresses and gaudy, feather-adorned robes.

Personality: Because they are incubated and raised by every adult in their village, saurians are a communal people. It is very important to the saurian psyche that a saurian belong to a group. Even close friendships and intimate relations, while enjoyable, are only satisfying because they serve as the glue which holds larger groups together. When removed too long from the company of at least three or four other individuals, even the most introverted saurian grows lonely and despondent.

Society: Saurian psychology and social structure constantly reinforce one another. Saurians live in small tribes and villages that are communal in nature, sharing resources instead of dividing them between individual members. This sharing isnâ,¬,,¢t always fair, and it is common for a saurian community to have a rigid pecking order determining who gets priority when two individuals want access to the same shared resource.

History: The saurians were once a much more advanced culture, living in grand cities and managing a vast, socialist economy based upon the continual redistribution of shared wealth. This culture was the favorite of the elder gods that ruled in ancient times, making it a popular target of crusades and purges during the Insurrection that ended the era. Decimated by ancient wars of attrition, the saurian civilization is now in decline.

Religion: Their ancestors having paid a heavy price for serving the elder gods, modern saurians tend to shy away from specific deities and pantheons, preferring animistic faiths, particularly those with bird motifs. However, there are persistent rumors that certain saurian aristocrats belong to cults of the elder gods, making them some of the few individuals to continue such worship in the Modern Age.

Territory: Once found far and wide across the globe, saurians have since retreated to remote marshy areas, including highlands that overlook swamps and the caverns beneath such areas. Saurians â,¬' aristicrats and troglodytes in particular â,¬' have come to depend upon minerals specific to such terrain as aides for use in incubating their eggs.

Language: Since ancient times, saurians have had a continuing fascination with birds and other feathered creatures. This may have influenced the linguist traditions of their people, or vice versa; whatever the case, all saurians speak Auran, the language of elemental air.

(Saurian names under construction.)

Adventurers: Some saurian tribes and villages have a tradition of walk-about, wherein small groups of young saurians are encouraged to wander the world as a coming-of-age rite. Many saurian adventurers begin their careers as members of such bands. Others are saurians who were exiled from their communities (the most serious punishment there is in saurian society) or are the sole survivors of conflicts or disasters, and are now seeking a new community to join.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Hill dwarves and half-giants are stoneborn. You can use either the core rules for these races, or the following world-specific racial traits:

[spoiler=Stoneborn Racial Traits]The typical stoneborn is tough and resilient, but slow to react. Stoneborn have a slight resistance to magic, a similar resistance to poison, and a respectable disdain for gaints, their traditional enemies.

Stoneborn Traits (Ex): Stoneborn possess the following racial traits.
- Medium Humanoid (stoneborn)
- +2 Constitution, -2 Dexterity.
- Base land speed 30 feet.
- Heightened senses.
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like abilities.
- +1 racial bonus on attack rolls against giants.
- +4 dodge bonus to Armor Class against attacks made by giants.
- Automatic Languages: Common, Terran.
- Bonus Languages: Any using the Common or Draconic alphabets.
- Favored Class: Fighter.

- Variant Stoneborn
Drift can result in stoneborn having one or the other of the following traits.

Dwarf
Stoneborn residing in ancestral homes that have remained in the same family for centuries begin to become sedentary over the ages. These squat stoneborn are known as dwarves. They are noted for their slow pace and stability.

[spoiler=Dwarf Traits]Dwarf Traits (Ex): Dwarves have the standard stoneborn traits, modified as follows.
- Reduce base land speed to 20 feet.
- A dwarf's base land speed is not reduced for wearing medium or heavy armor or carrying a medium or heavy load.
- Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on solid ground.[/spoiler]

Half-Giant
Stoneborn families that have a history of mediating feuds between the stoneborn and giantkind have members who are much larger than normal. These so-called half-giants don't result from stoneborn interbreeding with giants - which does not produce viable offspring - but from Drift caused by prolonged association with giants.

[spoiler=Half-Giant Traits]Half-Giant Traits (Ex): Half-giants have the standard stoneborn traits, modified as follows.
- Change size to Large, but only adjust ability scores by +2 Strength.
- A half-giant uses the carrying capacity, space, and reach of a creature one size category smaller than himself.
- Increase level adjustment by +1.[/spoiler][/spoiler][/note][ic=Stoneborn]Supposedly created from elemental earth, the stoneborn have hides that are rocklike in appearance, though not usually as hard. Like the stones themselves, stoneborn tend to be quiet and patient. The stoneborn prefer to interact with concrete as opposed to intangible things, and often shy away from spellcasting disciplines as a result.[/ic]Relatives: Stoneborn are distantly related to both grimlocks and ogres.

Physical Appearance: Befitting their name, the stoneborn are noted for their gray, rock-like flesh. Though rarely tougher than the hides of other humanoids, the skin of a stoneborn always has the approximate appearance of stone, usually granite or gray marble. A stoneborn is often accompanied by a faint, earthen smell akin to that of clay.

Personality: The stoneborn are a stoic and quiet people. A stoneborn tends to collect a small circle of close friends, whom he meets at reserved social gatherings. At such events, noise and boisterous activity are secondary to mere physical proximity. The stoneborn have a strong dislike for the distant and the intangible, preferring to deal with people and with things they are able to see with their own eyes. Many have a mild distaste for magical spells and powers, which they find too ephemeral for their concrete sensibilities.

Society: Stoneborn dwell in fortress-cities known as holds. A hold is generally home to the smallest population necessary to maintain self-sufficiency, given the resources on hand, with surplus supplies being acquired through sporadic trade. Reliance of the hold upon spellcasters is generally discouraged. Within a hold, clans are the primary social structure. Stoneborn spend much time participating in family affairs, from reunions and weddings to ancient feuds. Other social events include athletic competitions, communal work, and social drinking.

Religion: Cults that promote ancestor worship and several Revealed churches exist side-by-side in most stoneborn holds. To a stoneborn, faith one can feel in one's heart is more important than any specific object of faith, and individual religions that share similar moral values are seen as nearly interchangeable. Stoneborn regularly convert to whatever faith is dominant in the region where they live, provided said faith does not offend their individual sensibilities.

Territory: True to their earthen nature, stoneborn primarily build their holds in mountainous regions. Even holds built far enough beneath the surface of the earth that topography has no bearing on their placement tend to exist under mountains, if only to allow members the opportunity to personally visit allies in neighboring surface holds.

Language: Traditionally, the stoneborn speak Terran, and most also know Common. However, non-verbal cues are very important to a stoneborn, often being substituted for idle conversation. In particular, favor and disfavor are expressed by way of carefully chosen degrees of physical proximity, making seating arrangements a very important form of expression during any gathering that stoneborn attend.

(Stoneborn names under construction.)

Adventurers: Stoneborn adveturers are rare, as stoneborn usually prefer life in their self-sufficient holds to life on the road. Of those stoneborn that do travel abroad, many are on errands for their clans or their holds. Messengers who visit distant holds are particularly valued. Because contact between holds is sometimes sporadic, messengers are also responsible for investigating the abandonment or destruction of smaller stoneborn settlements.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Gnolls and orcs are therians. You can use either the standard rules for these races, or the following world-specific racial traits:

[spoiler=Therian Racial Traits]A typical therian is physically powerful and mystically connected to nature, but lacking in formal education and social graces. Of course, the term "typical" is a bit misleading when it comes to therians: therians share identicle aptitudes even though they belong to different phenotypes, and thus resemble entirely different animals in terms of appearance.

Therian Traits (Ex): Therians possess the following racial traits.
- Humanoid (orc)
- +2 Strength, +2 Constitution, -2 Intelligence (minimum 3), -2 Charisma.
- Medium size.
- Base land speed 30 feet.
- Heightened senses.
- Automatic Languages: Common, Sylvan. Bonus Languages: Any using the Common alphabet.
- Favored Class: Druid.

- Variant Therians
Drift can result in therians of any phenotype possessing one or more of the following traits.

Gnoll
Therians known as gnolls are born with particularly animal-like faces and hides. They tend to identify more with the physical power of nature than with its spiritual aspect. A fair number of gnolls have canine phenotypes, but not all.

[spoiler=Gnoll Traits]Gnoll Traits (Ex): Gnolls possess the standard therian traits, modified as follows.
- Gain a +1 natural armor bonus on warrior level 2nd.
- Change favored class to ranger.[/spoiler]

Orc
Some therians are particularly aggresive and feral, prone to violent outbursts from an early age. They are known as orcs after the Sylvan word for berserker. Many orcs have the boar phenotype, but this need not always be the case. Regardless of phenotype, orcs traditionally wield an exotic weapon known as an orc double axe.

[spoiler=Orc Traits]Orc Traits (Ex): Orcs possess the standard therian traits, modified as follows.
- Lose 2 Wisdom.
- Treat orc double axe as a martial weapon.
- Change favored class to barbarian.[/spoiler]

Therianthrope
A few rare therian bloodlines are capable of shifting forms between that of an ordinary therian, that of an especially bestial hybrid, and that of an actual animal. These physically and spiritually powerful therians are known as therianthropes. They are capable of bestowing the Mark of the Beast on others through the curse of lycanthropy.

[spoiler=Therianthrope Traits]Therianthrope Traits (Ex): Therianthropes possess the standard therian traits, modified as follows.
- Apply the natural lycanthrope template, using a land-dwelling mammal as the therianthrope's animal form.[/spoiler][/spoiler][/note][ic=Therian]Also known as the beastmarked, therians are decended from mortals who were cursed with the Mark of the Beast. As a result of this curse - which most therians instead see as a mark of pride - individual therians resemble various mammalian animals.[/ic]Relatives: Therians are distantly related to centaurs, minotaurs, and satyrs.

Physical Description: Therians resemble animals to varying degrees, with different individuals resembling different animal species. The creature that a given therian resembles is known as that therian's phenotype. Individuals of the same phenotype may have a mild affinity for one another, but as often as not, a given group of therians is a diverse collection of different phenotypes. Regardless of phenotype, a therian wears only enough to stay warm, to carry his belongings, and to appease the calls of non-therian associates for some demonstration of modesty. When amongst themselves, therians treat garments as popular but ultimately optional accessories.

Phenotypes: Despite the fact that therians of different phenotypes resemble animals of different types, all therians belong to the same species and are capable of interbreeding. Offspring of mixed heritage will have the phenotype of one or the other parent, not a mixture of both. The Mark of the Beast doesn't seem to allow for mongrels.

Personality: The goal of every therian is to realize the full potential of his animal nature. He identifies as much with beasts as he does with humanoids, and has little time for the trappings of civilization. To a therian, the grandest endevours in life involve acting on ones basic instincts. While other humanoids may see therian viewpoints as crude or uncivilized, therians instead feel a mystical sense of peace when living in accordance with their animal natures. Perhaps because other humanoids tend to forget that therians are more than mere savages, therians take pride in doling out surprisingly insightful philosophical observations when the mood so strikes them.

Society: Therian culture - such as it is - mimics the packs, prides, and other gatherings of communal mammals. A group of therians gather and share the responsibility for their community's survival off the bounty of their claimed territory. Squabbles are usually resolved through displays of strength and survival prowess, or through actual combat. Despite this occasional tension, therians spend more time engaged in peaceful mingling or wild revels than they do concerning themselves with power struggles.

Religion: Therians as a whole are purely animistic, worshipping nature itself and the various demigods that speak on its behalf. It is rare that a therian actually devotes himself to a specific deity, and the role of these great spirits is downplayed in therian culture. A typical therian religious service consists of little more than a prayer of thanks to an animal or plant that has provided a therian with bounty.

Territory: Therians prefer remote wilderness lands far from the shadow of civilization, often dark forests or teeming jungles. Therian communities commonly stake out distinct territories in these remote locales. They rarely build permanent shelters, but nevertheless remain in the same general area. Common therian dwellings include caves, the boughs of large trees, and crude huts or lean-to shelters.

Language: Therians proudly speak the Sylvan tongue, languages of the fey and - in their mind - of the wilderness itself. Adventuring therians and those leaving their remote lands also learn the Common Tongue.

Names: Therians have little interest in complicated naming conventions, instead preferring single names of one or two guttural syllables. No distinction is made between male and female names, and individuals who happen to share the same or similar names are distinguished by clarifying nicknames base upon appearance or deeds accomplished.

(Therian sample names under construction.)

Adventurers: Therians travel out of curiosity or wanderlust. Some wiser individuals even travel to study the various expressions of civilization, so as to better understand that which they reject. Presumably, further insight into the ways of "progress" will only bolster the studious therian's enthusiasm for a naturalistic existence when he retires at the end of his adventuring career.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Forest gnomes are woodfolk. You can use either the core rules for that race, or the following world-specific racial traits:

[spoiler=Woodfolk Racial Traits]Woodfolk have an instinct for combating goblinoids and are resistant to the spell-like abilities of fey. They also possess a limited ability to perform magical tricks, and to converse with forest-grown plants.

Woodfolk Traits (Ex): Woodfolk possess the following racial traits.
- Small Humanoid (gnome)
- +2 Constitution, -2 Strength.
- Base land speed 20 feet.
- Heightened senses.
- +1 racial bonus on attack rolls against goblinoids.
- +4 racial bonus on saving throws against the spell-like abilities of fey.
- Spell-like ability: 3/day - prestidigitation; 1/day - speak with plants (forest environment only, duration 1 minute). Caster level 1st; save DC 10 + the woodfolk's Charisma modifier.
- Automatic Languages: Common, Sylvan.
- Bonus Languages: Any using the Common or Sylvan alphabets.
- Favored Class: Bard.

- Variant Woodfolk
The woodfolk known as forest gnomes are born with a shy streak that lasts throughout their lives. These woodfolk never manifest the showy spell-like abilities of their kin, instead developing talents that facilitate hiding and evasion.

[spoiler=Forest Gnome]Forest Gnome Traits (Ex): A forest gnome has the standard woodfolk traits, modified as follows.
- Lose spell-like abilities.
- Gain +4 racial bonus on Hide checks, increasing to +8 in forest environments.
- Gain trackless step: A forest gnome leaves no trail in natural surroundings and cannot be tracked. He can instead choose to leave a trail as normal if so desired.
- Change favored class to wizard.[/spoiler][/spoiler][/note][ic=Woodfolk]Woodfolk are a race of plant-like humanoids that claim kinship with the forces of nature. Though long-lived, woodfolk are noted for their inability to remember events more than a few years in the past, forcing them to focus only on immediate commitments and goals.[/ic]Relatives: Woodfolk are distantly related to dryads.

Physical Description: Woodfolk are petite humanoids that have skin that is either greenish, or that resembles polished wood in color and texture. Their green or brown hair frequently resembles hemp, moss, or vines, while their blood is known to have a color and consistency similar to that of tree sap. Woodfolk blood can be distinguished from actual sap by its odor, which matches that normally assocaited with humanoid blood.

Personality: Woodfolk have long lives but short memories. On the one hand, this allows woodfolk to easily put grudges and traumas behind them; on the other hand, it means that they demonstrate an almost childlike naiveté from time to time. It also means that woodfolk canâ,¬,,¢t have lifelong ambitions, commitments, or friends. Even their dearest loved ones will eventually be forgotten, and a woodfolk today will have an entirely different outlook than he did a decade or two in the past. Other races find this racial amnesia sad and sometimes frustrating. Woodfolk themselves canâ,¬,,¢t comprehend any other way of life, and do not mourn their forgotten pasts.

Society: Culturally, the woodfolk are a race of semi-nomadic drifters. Given their memories, the real pillars of woodfolk society are their non-woodfolk allies. These self-styled shepherds of woodfolk civilization maintain the great halls of the woodfolk race and constantly lure individuals into cults and courts that they, the shepherds, find to their liking. In most cases, fickle fey monarchs take up such administrative activities, though giants and hags have also been known to hold sway over woodfolk populations.

Woodfolk Bards: It is claimed by some that the woodfolk invented the bardic tradition as a means of passing on those memories that they have forgotten through the telling and retelling of old tales. Whatever the case, bards are prominent in woodfolk society and have a knack for keeping pressing matters fresh in the minds of their kin when necessary.

Religion: The worship of nature-realted demigods seems to have a deep instinctual appeal to woodfolk, though individuals are drawn to any number and sorts of faiths from time to time, often at the encouragement of the fey and other creatures the oversee the workings of woodfolk society. In any case, woodfolk tend not to be zealous worshipers; to beings whose pasts are constantly fading away, ideas such as afterlife and eternity are difficult concepts to grasp.

Territory: As their name suggests, woodfolk prefer forested terrain. Most live in temperate forests.

Language: Woodfolk primarily speak Sylvan, though most also speak the Common Tongue in modern times. It is worth noting that woodfolk maintain their mastery of a given language even after their memories of having learned it fade.

(Woodfolk names under construction.)

Adventurers: Because they have incredibly short memories, woodfolk live in a constant state of exploration and discovery. In the case of woodfolk with wanderlust, this also translates into a constant quest to discover and rediscover the wonders of the world.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note]Memberships in affiliations are represented by ranks in various Affiliation skills. One Affiliation skill exists for each organization, and this is detailed in the descriptions of the affiliation itself.

Each affiliation has access to resources based on its number of members; determine its resources as though the affiliation were a town or city with a population equal to its membership. These resources are shared between all affiliation headquarters, regardless of their physical proximity.[/note][ic=Global Affiliations]Each of Cebexiaâ,¬,,¢s major humanoid races has its own culture, languages, and lands. However, oneâ,¬,,¢s culture is not always determined by oneâ,¬,,¢s race. Some individuals belong to various affiliations that each have their own unique traditions. With some affiliations, the organization's own internal culture is incidental, though other affiliations instead represent intentional cultural or religious movements.

In addition to many affiliations that span the globe, countless local affiliations of various sizes also exist.[/ic]
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note=New Skill]The benefits of membership in this affiliation are represented by the Affiliation skill described below. This skill is always a class skill for individuals accepted into the ranks of the Drachen Thralls; it is a cross-class skill for all other characters.

[spoiler=Affiliation (Drachen Thrall) (Cha; Trained Only)]Your rank in the Affiliation (Drachen Thrall) skill represents time you have spent learning the ins and outs of the Drachen Thrall organization.

Check: You can use this skill to identify monsters of the dragon type as though using the Knowledge (arcana) skill. Furthermore, if you are trained in the Affiliation (Drachen Thrall) skill, you are immune to the frightful presence ability of any given dragon if that effect has a save DC less than 10 + your rank.

In addition, as a free action, you can attempt a DC 50 Affiliation (Drachen Thrall) check to become fanatic, but only when ordered to do so by a dragon with more Hit Dice than you. While fanatic, you gain a +2 morale bonus to Strength and Constitution and gain a +1 morale bonus on Will saves, but take a -2 penalty to Armor Class. You are unable to take any action that a raging barabarian could not take, and remain fanatic until the end of the current encounter.

Your standing among the Drachen Thralls affects your Affiliation (Drachen Thrall) skill checks. Any such Affiliation check you make is affected by your circumstances, as indicated below (apply each modifier only once).

[th]Circumstance[/th][th]Check Modifier[/th]
You are charmed or dominated by a dragon+12
You are a dragon+8
You are have the reptilian subtype+4
You have a cohort or follower who is not a member of the Drachen Thralls-4
You have harmed a living dragon in the past month-8
You are not fluent in Draconic-12

Action: Using this skill to become fanatic is a free action. Using this Affiliation to identify a dragon follows the rules for the Knowledge (arcana) skill.

Try Again: If you fail to become fanatic, you cannot attempt to do so again until the end of the current encounter. Using this Affiliation to identify a dragon follows the rules for the Knowledge (arcana) skill.

Synergy: If you have 5 or more ranks in this Affiliation, you gain a +2 synergy bonus on Diplomacy checks made while dealing with members of the Drachen Thralls, but take a -2 synergy penalty on Diplomacy checks made while dealing with creatures who are not members of the Drachen Thralls.[/spoiler][/note][ic=The Drachen Thralls]The Drachen Thralls are the fanatical servants of dragonkind, or, in some cases, of specific dragons. They maintain and defend territories controlled by dragons (who need not themselves be members), often forming entire fuedal societies in the name of their draconic masters. The Drachen Thralls work to peacefully resolve conflicts between dragons of all sorts, though they don't hesitate to quash non-draconic foes.[/ic]
Members: 100,000+ individuals (40% scaled folk, 20% human, 20% piscine, 10% dragon).

Dragons: Most dragons belonging to the Drachen Thralls organization are half-dragons. There are a handful of true dragons who call themselves Drachen Thralls but these reclusive creatures rarely intervene in the affairs of their affiliation.

Appearance: Drachen Thralls do not have a specific symbol or sign of alliegience, nor do they show any interest in fancy accoutrements, keeping their clothing simple and functional. Monochromatic silk robes and functional harnesses are popular. In the case of members with colorful scales, these are cut to reveal the naturally occurring patterns in the wearerâ,¬,,¢s hide. Despite the high regard members place upon colorful scales â,¬' and the inferior status sometimes assigned to pale or unscaled members â,¬' their organization discourages the use of body paints, intentional scarification, or tattoos, all of which are seen as a mild form of sacrilege against the sanctity of the body.

Personality: Drachen Thralls believe that dragons are superior beings, and willingly devote their lives to the advancement of dragonkind. Most members claim a direct line of descent from various world serpents, otherworldly dragons collectively responsible for maintaining weather and the seasons. Their personal philsophies are as varied as their bloodlines. One belief shared by all members is that conflicts between dragons and their minions should be resolved without violence, so as to strengthen dragonkind as a whole.

Relations: The Drachen Thralls' basic tenant of pacifism among dragonkind extends only that far. When antagonized, the Drachen Thralls do not hesiate to field armies of fanatics to defend themselves and their interests. Outsiders not looking for a fight have learned to leave the reclusive Drachen Thralls alone whenever possible.

Society: The Drachen Thralls are a fuedal society as much as they are a guild, serving as the serfs and vassals of various wilderness "nations" ruled by true dragons. Common institutions within the Drachen Thrall organization include militias in the service of various dragon "lords" and assorted bureaucracies concerned with facilitating communication between such rulers. Drachen Thrall communities tend to be self-contained, showing minimal hostile intent towards their neighbors but ferociously controlling access to their assets and their territory.

Religion: The staple faith of the Drachen Thralls organization is Boâ,¬,,¢ori Fehin, or the â,¬Å"Unspoken Prophecy,â,¬Â which foretells the coming of a Prophet who will summon the world serpents into the mortal world. Boâ,¬,,¢ori Fehin treats the world serpents as ancestral spirits, and is thus highly animistic in nature. In addition to worship of the foretold Prophet, Boâ,¬,,¢ori Fehin encourages reverence for all manners of dragon- and nature-oriented demigods.

Territory: Drachen Thralls reside in wilderness lands claimed as the territory of one or more true dragons. Their outposts are usually established in shallow caverns, though the Thralls have no aversion to the surface. Indeed, the affiliation often maintains rice farms and hunting grounds, as well as regular patrols to keep watch over these surface resources.

Language: When among themselves, Drachen Thralls speak Draconic.

Titles: Non-dragon members of the Drachen Thralls are simply called thralls, but members who are dragons are assigned less derogatory titles. True dragons wield the title of "draconid" while other dragons have the honorary, "dracemar." Members also proudly claim the names of their world serpent ancestors as family names.
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[note=New Skill]The benefits of being a Vaethran Trader are represented by the Affiliation skill described below. This skill is always a class skill for individuals accepted into the ranks of the Vaethran Traders; it is a cross-class skill for all other characters.

[spoiler=Affiliation (Vaethran Trader) (Cha; Trained Only)]Your rank in the Affiliation (Vaethran Trader) skill represents the time you have spent learning the ways of the Vaethran Traders.

Check: Once per day, while selling any item that normally sells for half its market price, you can convince the buyer to pay an amount of additional gold equal to five times your check result or half the market price of the item, whichever is less.

Your standing among the ranks of the Vaethran Traders affects your Affiliation (Vaethran Trader) skill checks. Any such Affiliation check you make is modified by your circumstances, as indicated below (apply each modifier only once).

[th]Circumstance[/th][th]Affiliation check modifier[/th]
You currently own a seaworthy vessel+4
You have travelled more than 100 miles in the past month+4
You are a crystalkin, human, or merfolk+2
You speak five or more languages+2
You have been caught stealing in the past month-4
You have been caught cheating a Vaethran Trader-12

Action: Using this Affiliation is part of the action it takes to sell an item.

Try Again: No. Uses of this Affiliation skill cannot be retried.

Synergy: If you have 5 or more ranks in Affiliation (Vaethran Trader), you gain a +2 synergy bonus on Appraise and Bluff checks.[/spoiler][/note][ic=The Vaethran Traders]Once a single family of seafaring nomads, now an entire culture unto themselves, the Vaethran Traders are one of the world's largest and most colorful mercantile operations. The Vaethran Traders are known for their reliability but also have a mild â,¬' and not entirely misplaced â,¬' reputation for mischief. Every full member owns an ocean-going vessel, as Vaethran Traders travel primarily by sea.[/ic]
Members: 100,000+ individuals (40% human, 30% crystalkin, 20% merfolk, 10% other).

Appearance: Vaethran Traders are often distinguished by their clothing, which is as gaudy and decorative as possible while still maintaining its functionality. Jewelry is common to both sexes â,¬' as both a type of accessory and as a back-up stash of wealth â,¬' and provocative attire is encouraged. Likewise, many Vaethran Traders adopt flirtatious body language to help keep customers and business associates off-guard.

Vaethran Ships: Ships carrying Vaethran Traders fly a distinctive flag that is half red and half blue, divided diagonally across its middle. A few imposters were known to fly the flag in decades past, but never for long; merchants attempting to exploit the maritime symbol of the Vaethran Traders always seem to fall on hard times.

Personality: Vaethran Traders espouse philosophies designed to put customers at ease while also keeping them off guard. Members honestly strive to be jovial and upbeat whenever possible, but the personalities they present to the public are otherwise invented. Vaethran Traders frequently fabricate elaborate, fictional stories about their personal exploits to create an air of mystery and romance. Only when one has earned a Vaethran Traderâ,¬,,¢s trust will one be allowed a glimpse of the real person behind this facade.

Society: The Vaethran Traders are organized into small clans that travel together while members ply their trades and hock their wares. Sometimes, Vaethran clans are made up of blood relatives, but just as often, they are adoptive families whose members hail from different bloodlines and even different species. Vaethran Traders are expected to deal honestly with one another, but outsiders are seen as "marks" to be freely exploited for monetary gain.

Relations: Though Vaethran Traders are known for their dubious prices, they are also able to deliver goods faster and more reliably than any other trading outfit of similar size. Thus, consumers are regularly willing to overlook the Vaethrans' feduciary indulgences. Pirates also seem to overlook Vaethran Traders, and Traders sometimes tell tales - possibly true, possibly not - about secret pacts made with various pirate captains.

Religion: The faiths of the Revealed are popular among the Vaethran Traders, though individual members have varying degrees of interest in specific doctrines. The most popular Revealed deity among the Vaethran faithful is Corsyar, goddess of goodwill and perseverance. Many Vaethran Traders are monotheistic, viewing other Revealed deities as mere aspects of Corsyar.

Territory: Vaethran Traders can be found sailing any of the world's oceans or hocking their wares in any major sea port. The Vaethran Traders also maintain a few small way stations for ocean-going travellers. These outposts tend to pursue limited forms of agriculture, and rely upon hired mercenaries to defend themselves from marauders.

Language: When amongst themselves, Vaethran Traders speak Common.

Titles: Vaethran Traders do not use titles to distinguish themselves, though they sometimes invent grandiose claims of nobility and carry on airs when in public. Individual Vaethran Traders often have descriptive nicknames based upon events that have occurred - or supposedly occured - during their service with the Traders.

Adventurers: Many Vaethran Traders adventure to seek out new and interesting items to offer for sale, and to make contacts in strange and exotic markets. Because of their charismatic nature and romantic appeal, they may take up the mantle of leadership, but they are just as happy to follow another's lead (so long as their is coin to be made).
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Epic Meepo

[ooc]Thanks for reading the Players' Guide to Cebexia. Please direct all comments to the Cebexia Discussion Thread.[/ooc]
The Unfinished World campaign setting
Proud recipient of a Silver Dorito Award.
Unless noted otherwise, this post contains no Open Game Content.
[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]