Radix - End of an Era
Humans are common in most of the settlements throughout the country. In general, humans here are hearty and head-strong, enjoying an opportunity to work the land and sell the product they would sweat to make. Human adventurers are actually rare from this area, only common in those families with enough sons that, eventually, one of them grows tired of “this life” and wishes to strike out on their own.
The race of fire-haired Wood Elves stem from Declaria. They are mostly nomadic, travelling and hunting throughout the country and working with many of the other races native to the area to sell the meat caught in their travels. Adventuring Elves are quite common, especially rangers. (Wood Elves otherwise use the rules for Elves in the Player’s Handbook)
The People of the Stone are actually a very simple people; by all appearances, they seem to be very thin, almost wiry, and have very narrow features. In fact, they actually weigh more than most Ogres. They are slow moving naturally, and even slower thinking; however, the need for moving their heavy bodies make them VERY strong, and those that choose to go the martial route can move quite fast when pressured. Their long lives and the strenuous effort of moving their bodies gives them a naturally slow walking speed, marking them to others as a somewhat lazy but steadfast race. They don’t tend to engage in many different activities, but once they get started, they are pretty much one-track-minded; it’s hard to convince most of the People to stop something they are already doing, not only because of the difficulty of getting started to begin with but the pride the People have come to develop as a whole. The majority of the People are crafters, and exceedingly good at it; anything made by one of the People is considered to be of the highest quality, but because of the pace they work at, it’s also quite rare. As such, although their goods are highly praised, they are often considered somewhat low on the status quo and viewed as lazy. Most of the People are ok with this, but there a few whose pride extends to include this as a shortcoming and wish to overcome those issues. (The People of the Stone otherwise use the rules for Goliath in the Player’s Handbook II)
The barbaric Beastkin are actually very human-looking; short, mostly handsome people, very stocky. Consider it somewhere between a human and a dwarf, but with very angular, sharp features and everyone built like a pro-athlete. As the young mature, they are sent into the wilds to bond with an animal; they do not return until they are “adults,” and have learned to mimic and become like that animal. In fact, there is a semi-mystical rite that allows the animal they are most likely to bond with to appear to them after seven days of fasting. Although no animal is considered “beneath” the beastkin (aside from domesticated and city-animals, that is), it’s considered a mark of honor to chosen by the predators of the wild; often, the leader of a Beastkin is the one who inhabits the traits of the most ferocious animal. The Beastkin are savage, but not uncivilized; their natures keep them bonded together in a sort of natural understanding, and the wise men (often stag or owl Beastkins) chronicle every animal bonded, to breed understanding and harmony amongst the group. Many of the other races see Beastkin as almost two people, one Man and one Beast; when they choose to embody their Beastly natures, they almost seem like a different person than the faces that are normally presented to those around them. The adults come across as very androgynous, mostly, as well as very aesthetically pleasing (read: sexy) to many of the other races. Of course, they are fairly promiscuous as well, so many of these relationships are welcomed by certain types of Beastkin; many an awkward situation has arose, however, upon realizing a little late that the sex of the intended Beastkin may not have been what you intended, and they are still interested. (Beastkin otherwise use the rules for Shifters from the Player’s Handbook II, except they replace the Wisdom bonus with Charisma)
Dwarves and Gnomes are fairly commonly seen in Declaria, and oddly tend to get along fairly well out here. Some believe it’s the influence of the People of the Stone who have taught the two often-feuding races to work well together, and now small settlements of the three races are not uncommon throughout the country side. Although they’re not plentiful, Dwarven and Gnomish adventurers are nonetheless seen fairly often, normally in a religious capacity such as cleric or druid, or periodically as alchemists or fighters if their family originally came from another country.
Halflings are, of course, extremely rare here, normally only seen within the largest of settlements and often involved in shady deals with intercontinental travellers. Even more rare are the half-blooded races such as Half-orcs and Half-elves. These races are often distrusted: any Elf without the fire-red hair of their parents is viewed as a potential enemy as no one is willing to cross the Elven nomads, and although the Orcs are now restricted to Hydranatos and Aracanoc, the Goblins and other monster races here have not forgotten their time under Orcish rule and take their revenge when they can.
Most of the different Faerie races live there, albeit a few of them live in a sort of… “alternate” there, places that aren’t physically located there but are connected through trees, lakes and sometimes even just the air, if you know how. Most of the fae creatures don’t associate with most of their own kind; they have their families or partners, and they have romping fae-parties every once in a while, but usually they keep to their “areas;” they’re actually fairly territorial in nature, not necessarily possessive but often a comfort factor. The “fae” embody a HUGE gamut of creatures, from wily Fox spirits to comely Dryads to swamp hags, and those that are seen in a given time change constantly, so there is no finite list of the fae in the area. In addition, Wilden have recently emerged from the deep fae; being closer to most humanoids in mannerisms and abilities, many of them have integrated into smaller villages, at first as ambassadors from the Fae people but now as a race in their own right.
Humans are very common within Hydranatos, both in the city and the country. They are heavily involved in the Church, moreso with the recent involvement of the Aequorians within the higher ranks of the Clergy. Human adventurers from Hydranatos are quite common, as many families consider time spent as an adventurer or in the military as a sort of coming-of-age ritual, and often times is considered a necessity before taking over as the head of a noble family or a family business.
Dwarves are considered to have originally come from Hydranatos, and in fact are responsible for much of the architecture that allowed the city to be literally hewn into the side of the mountain. Much like the humans, they are heavily involved in the Church and government, although with the rise of Aequorians and subsequent involvement of the local human population, they have stepped back from much of the higher leadership. There are rumors of Dwarven societies that maintain contact with planar creatures as well, monastic societies that are sometimes said to be part of the Church and others say directly oppose it, but nothing concrete has ever been discovered. Still, dwarven adventurers are quite common in all facets, and many adventuring parties who are looking for work in Hydranatos will specifically try to make sure they have one in their group, as it will open doors that they normally may not even know were there.
The fair-haired High Elves from Hydranatos are considered to be the founders of the Church that rules over the country. They are much fewer in number than most of the races, and until the arrival of the Aequorians they were used to holding command due to their long lives and wisdom. Now, they’ve made more and more concessions of power, although they still hold the highest seats amongst the specific orders of Paladins and Priests. Half-elves have become much more common in the last century or so, as many High Elves now view them as a way to help them spread their influence while maintaining some control. High Elves are rarely adventurers, as most families are unwilling to let their children join such a dangerous profession, but as the rebellious phase tends to last a bit longer than most races, some inevitably join the Guild. Half-elves, on the other hand, are quite common, as it helps them “connect with Common society” and best help them grow their ability. (High Elves otherwise use the rules for Deva from Player’s Handbook II)
Minotaurs are a recent addition to the people of Hydranatos. The Aequorians have been keeping them as servants for thousands of years, due to an ancient contract signed with ancient answers. The Aequorians recent ascension in the church has forced their hand in releasing them from slavery. Although many declined freedom from the mountain, preferring the maze they know to the maze of people they do not, some Minotaurs took the offer to go to the city and explore.
Gnomes are considered a “bad omen” within the country, and any Gnome trying to conduct business within the city will often find shops and stalls close as they even come close for fear of ruining their business. Many superstitious passers-by in the street will make religious symbols with their hands to ward off bad luck at the sight of a gnome, doing their best to do so out of sight of the offending creature but it’s still fairly obvious. As such, Gnomes are almost unheard of within the city, and are still rare even in farm land or other settlements.
Halflings are quite rare here, as they are within the world, and the few of them seen are always within the city walls of Hydranatos. They are generally welcome within the city, as they tend to offer rare trade items and bring in money to businesses that often seem to be struggling or trying to find their “niche.” Half-orcs, although uncommon, are still welcome within the city, and in fact often join the Clergy, although they often find themselves restricted from going too high within their respective orders. Although Hydranatos Halflings are unheard-of as adventurers, Half-Orcs are of course common, as gaining reputation can help them find professions later on in their lives.
Much like the People of the Stone were around before the three countries started to rely on each other, Hydranatos had its own native people before the interdependencies spread. The Aequorians are an amphibious race, as at home in the water as they are on land. The Aequorians are a nimble race with a history grounded heavily in faith. When the humans and dwarves first began to appear, many wars were fought Aequorians over lands important to both belief systems. Many Aequorians believed that most any part of the land, rivers and lakes that covered Hydranatos had souls far grander than any possessed by a mortal. Although considered blasphemy at the time, peace time between the races has caused for a larger acceptance of the ideas. In fact, more than a few Dwarven traditions talk about the “Soul of the Mountain” and other such notions integrated from the Aequorians belief structure.
Now fully integrated into Hydranatos society, Aequorians actually manage many of the hand-made canals and underground rivers, tending irrigation while helping to prevent floods and maintain water-tables. The arms and legs of an Aequorian seem slightly out of proportion to most of the other humanoid races; their limbs are a bit longer and torso a bit shorter, and their fingers and toes are elongated and webbed to the last knuckle. Lithe and short, only averaging a few inches taller than most Halflings, the Aequorian’s strange shape and gangly body parts belay their sage-like nature. The Aequorian people pass their fables down through their children, helping their youngest to ensure application of knowledge and awareness of their surroundings. Most Aequorians have blue skin, darkest on the extremities and lighter on the torso, but some have purple, green and yellow hints, often mottled with brown “freckles” if they spend much of their time out of the water. Although many elders scoff at those that spend too much time “dirt-side,” many adventuresome Aequorians view the freckles as a veteran might view scars, telling epic tales of when they gained this patch or another. Their eyes range from deep aquamarine to bright amethyst purple. Although their faces look mostly human, they have no ears, no noses and no hair. Male Aequorians have a crest that stems from the center of their forehead down to the neck, which normally folded down but can extend straight out if excited or if he does so purposefully. All Aequorians have large, dark circles on both sides of their neck that they use for “scent,” and as amphibious creatures are able to take in oxygen through their skin.
Average Height: 2’8”-3’6”
Average Weight: 40-80
Ability Scores: +2 Intelligence, +2 Dexterity or +2 Wisdom
Speed: 4 squares. Aequorians gain a Swim speed of 6 squares.
Languages: Common, Aquan.
Skill bonuses: +2 History, +2 Stealth
Aequorian Weapon Proficiency: All Aequorians are proficient with Scimitars, Light Crossbows and its underwater equivalent, and Tridents. Any Exotic weapons meant for use underwater are treated as Martial weapons in the hands of an Aequorian.
Born to the Waters: All Aequorians are considered Humanoid (Water) types. The Water type persists even if their base type changes from Humanoid, so long as they maintain some part of their original mind and form (for instance, an Aequorian who has been turned into an Undead type will maintain the Water subtype and all its bonuses if turned into an intelligent Undead such as a mummy, but will lose it if turned into a zombie or skeleton). They h can take 10 on Athletic and Acrobatic checks under water even under duress. They also suffer no penalty for fighting in melee underwater (ranged combat still suffers normal penalties), and gain a +1 bonus to all opposed checks when both they and their opponent(s) are underwater and don’t have the (Water) type or subtype. In addition, while underwater, the Aequorians gain Superior Low-Light Vision (can see four times as far as human in dim light). Although they can take in a limited amount of oxygen when underwater, they cannot “breathe” as a fish; Aequorians can hold their breath twice as long as a human, and ten times as long if underwater.
Call of the Holy Waters: Once per encounter as a minor action, you can use this ability as a minor action on an empty waterskin or other container you are holding. The container will immediately fill with drinkable water. If desired, the container can also glow with a soft light (equivalent of a torch) for one hour.
The Pennatus are one of the newer races to appear on Hydrantos, and in fact are considered the youngest humanoids on Radix. In the beginning, they suffered a problem quite opposite of the Aequorians. When they first approached the city of Hydrantos to offer trade of goods and services, many of the residents of the city immediately bowed in worship. In fact, even the dignitaries of the city were eager to welcome what they thought were messengers from the higher planes. Although confused at first, the Pennatus, a very honorable people, explained calmly that they were simply a winged people, and came from the nearby forested foothills and mountain tops. When asked why they had waited so long to talk to anyone from the city when they lived so close, the white-winged leader of the group only smiled with sorrow, responding with a simple phrase: “We honestly don’t know.”
Each tribe of the Pennatus look fairly alike. In facial features, they tend to resemble Half-elves, although their ears are less angled and almost flat against the skull. Everyone has pale skin, and as wearing one’s hair long is a sign of maturity, most every adult has a long, flowing-blonde hair bound in a ponytail to ease flight. Their smooth, almost delicate-seeming features, strong posture and athletic build that results from travelling to and from as well as within the large, sprawling villages that they call home are also partially to blame as to why they’re often mistaken for those of Angelic blood. The major difference is in the color of the large, feathery wings that sprout from each Pennatus’s back. Each Tribe has a distinctly unique hue to their wing, ranging from deep purples and blacks to pale yellows, pinks and blues, and there are dozens of tribes; although many Pennatus with mixed family trees have colorful wings with many different colors, their father’s tribe can always be identified by the colors at the tops and tips of the wings. It’s because there are older members of the race with such a mixed family history shown by the colors of their wings that the tribes know they’re older than the last 50 years. For some reason though, no Pennatus alive can remember anything from before that time, and there is no written history by, for or of the Pennatus more than a few months before they came to Hydranatos. Regardless, they have become more accustomed to life amongst the other races in this short time. They prefer to settle in larger cities and towns, so although they tend to avoid Declaria, many have settled in with the residents of Hydranatos and Aracanoc.
Average Height: 5’8”-6’4”
Average Weight: 90-140
Ability Scores: +2 Dexterity, +2 Wisdom or +2 Charisma
Speed: 6 squares. Pennatus gain a Flight speed of 6, but can only use it if holding no more than a normal load, wearing light or no armor, and only outside of combat. A Pennatus who is attacked while flying must take no other actions other than attempting to land, and cannot activate any powers except utility and racial abilities.
Languages: Common, Celestial.
Skill Bonuses: +2 Perception, +2 Diplomacy
Graceful Gliding: You have the Graceful Gliding ability.
Hollow Bones: Pennatus gain four less hit-points at first level, and one less hit-point per level afterwards than other races, due to the fragile skeletons needed to fly.
Wind’s Speed: You have a +1 racial bonus to Reflex and AC.
Graceful Gliding Pennatus Racial Ability
With a beat of your wings, your feet leave the ground as you charge your foe.
Effect: You fly your full move speed and make an attack action at any point during the move. The attack is considered a Charge for the purpose of abilities that can be used during a charge. Your target cannot take an attack of opportunity from this movement.
Humans, although very common, are not in quite a majority as they are in the other countries where they outnumber any two other races. They are heavily active in all aspects of the country, from tradesmen to Mages, soldiers to personal enforcers. One of the Pillars is, in fact, human, although like all of the pillars, none aside from his closest assistants are even aware what he looks like, and he’s also the only pillar that does not have an apprentice. As with any race native to the country, Human adventurers are quite common, as “field practice” is considered a necessity for any type of study in Aracanoc, and joining the Guild is the fastest way to ensure an active use of one’s skills, regardless of what they may be.
Gnomes are quite prolific in Aracanoc, although depending on their pursuits they are often restricted to or from certain parts of the city. Mages of various sorts are often to considered to be the “steadiest” of their kinds and have a lot of respect due to the advances they’ve offered to the society, so they are not as restricted as those who have non-magic professions. As such, any Gnome with the apptitude to join a Tower will normally do so as soon as they can, and Gnomish bloodlines with magical skill will often “sell” their offspring as potential breeders long before they reach marriage-able age. The offspring of Ren-rarid, the single Gnome Pillar, are often showered with money, gifts and bribery of all sorts just for the single chance of sex with them.
The Dark Elves are so called only because of their hair, much to the chagrin of the many Drow that have come to dwell within the city who would prefer a term for their race that wasn’t laced with such hate from the rest of the residents. Dark Elves are often considered the most talented of magic users, and although it’s widely accepted that the four Pillars rose at the same time, they still maintain that Da’Vel rose first and the others followed suit soon after. It is mostly because of their relationship with their dark-skinned cousins that the other Elves have come to hate them in the last fifty years, but the Drow have brought advances to medicine and magical transportation that have made them almost indispensable in the current society. (Dark Elves otherwise use the rules for Eladrin from the Player’s Handbook)
Dwarves without an escort or a license are restricted to small areas around the harbors in the city. The few residents are normally Clerics stationed at the local churches or alchemists; dwarves are rarely admitted into any magical college, and each one that manages to enroll is the talk of the entire town for years afterwards. Halflings, on the other hand, are recruited actively and overtly into every facet of society, and are often considered “bragging rights” due to their rarity and charm. This is the one country where Halflings actively join the guild; even if they’re found adventuring in another country, each of their stories almost inevitably traces back to work or studies conducted in Aracanoc.
The fourth Pillar was not, in fact, created by a Mage, but by Regnar, a Half-Orc who only refers to himself as “a Master of the Power Within.” A society has grown around the point within the Earth sector of Aracanoc where his pillar touches, alternate magic practitioners that can be seen consisting of Druids, Alchemists and practitioners of a strange mental magic who are normally referred to as Psions. His efforts and strengths has made all of the half-races hold more respect within Aracanoc than anywhere else; half-orcs especially are no longer looked on as a weird product of cross-breading as they are a race of their own, normally called Regnarsons (or Regs for short).
Over the last few hundred years, wizards have come and gone in Arcanoc for a variety of reasons. Often, this leaves behind a wizard’s Familiar; most of the time, in familiar fashion, the creature just reverts back to a normal animal. Sometimes due to some weird happenstance, spells that go off in death or perhaps it was just one for so long, the creature remains intelligent, and shows a preternatural disposition for Magic. Many of them have their memories augmented, often absorbing the memories of their masters or suddenly being able to recall any spell their master had cast in front of them. They are called Defams, and are regarded with both fear and wonder. Most Defams are very limited in raw spell power by their type; as they were only animals and such before they became Defams, they don’t have the “capacity” to be able to manipulate Arcana like most of the humanoid races. Some Defams can turn themselves into such shapes for limited periods of times; these usually have a “favored” humanoid that they choose to resemble when they change. It’s risky, though; tales tell of one Defam who turned into an Elf to help augment its own magic. However, it ended up draining itself so much, when it turned back it was a normal animal and no longer a Defam.
As such, the most successful Defams are actually the ones that managed to permanently change themselves into a humanoid shape, through magic, luck or divine providence. The few that have managed to do so normally take the shape of an anthropomorphic animal of whatever they were originally. These have been the most stable of the Defams, and although most of them only live for twenty to thirty years after a successful transformation, it’s still a vast improvement over what many of the other Defams are capable. Although still fighting for actual representation within Arcanoc’s elite circle of magi, Defams of this nature have become common enough to be accepted members of the society, and those that have discovered the secret to turning into the most stable form do their best to teach other Defams they come across.
The statistics listed below are for those Defams who’ve managed to permanently take a bipedal, humanoid shape as above. Other types of Defams are not available for character creation.
Average Height: 3’0”-6’0”
Average Weight: 40-180
Ability Scores: +2 Intelligence, +2 Dexterity or +2 Constitution
Size: Medium or Small. See Master’s Height
Speed: 6 squares.
Languages: Common, Draconic.
Skill Bonuses: +2 Acrobatics, +2 Arcana
Master’s Height: Defams normally take the size of their original humanoid masters, and as such can choose between small or medium size at character creation. The character gains all the bonuses and negatives inherent to the choice, and cannot change their choice later.
Birthed by Magic: Pick a Familiar off of the Wizard/Sorceror familiar chart. This must be from the basic chart; you cannot pick an Improved Familiar. Your character was originally this type of creature, and either you resemble said creature or have one or more obvious but mundane features normally seen on that creature (cat nose, forked tongue, a tail, etc.). These features grant you no special abilities. You are considered to be a Humanoid (Magic) type, and gain the same bonus you originally gave the wizard you originally belonged to (this stacks should you take a familiar at a later time). In addition, you gain Alertness as a bonus feat.
Retaining the Rotes: You can use cantrips Light, Mage Hand and Prestidigitation as per the Wizard Utility powers. These can be used once per day each.
Return the Form: You have the Return the From racial ability.
Two Memories, One Will: You have a +1 racial bonus to Will.
Return the Form Defam Racial Ability
You temporarily revert the magic that caused you to walk among your new brethren and return to the form you once had under your previous master.
Effect: You can change into its original form chosen from the Birthed by Magic racial feature. This form last for one minute per character level or until dismissed. When you are in your alternate form, you retain your ability scores, hit points, levels, class and feats, but changes size to match the creature and gains any gross movement forms (such as flight), vision and any bonuses to skills, defenses and special attacks. You loses the ability to use any Powers with the Weapon or Implement keyword (unless the form it takes is capable of wielding one, regardless of whether having one is required to use the ability). While in the alternate form, you cannot speak unless your form would normally allow it (such as Raven Familiar form).
If the character has a familiar, it can instead choose to assume that creature’s form, although it only gains the movement and perception abilities of that creature (such as flight and darkvision, should the creature possess them), and cannot use any powers or speak.
Of course, familiars aren’t always the only thing left behind when a wizard passes. Wizards and clerics throughout time have a tendency to attempting putting life or sentience into some of the strangest things. In most occasions, such animates simply cease to function after a short time as the magic animating them rushes out, returning to their normal, dormant state, regardless of whether it was rocks, a corpse or a house chair. A few of their creations may continue on if the wizard had managed to invest a soul into the creature. These creatures, however, still barely manage to be close to the semblance of life that they had under the control of the wizard; as such, they normally simply become violent, seeking more death to ease their pain.
Every once in a while, though, chance gets in the way. Should a living person die at the exact moment the animating magic rushes out of an Undead, there is a chance the soul of the dying creature will inhabit the now empty husk, reanimating it in a an attempt to return to life once more. The “science” of what happens is a bit iffy; many wizards have their own theories as to why this happens, and more than a few have tried to reproduce the effect to no avail. Regardless of how it happens, the undead returns to unlife with full sentience and with the mind and memories of the now-deceased creature. This can result in many strange analogisms of creatures; a gnome suddenly finds themselves inhabiting a human mummy, or a minotaur might find themselves trapped in the body of a goblin skeleton. The Deadless, as they have begun to call themselves, still only exist on borrowed time; the longest living one on record, a human/human zombie, only survived ten years, resuming its work as a bartender before it one day collapse into a heap of body parts during the dinner rush (the inn never recovered and closed soon after).
Average Height: 3’0”-6’0”
Average Weight: 40-180
Ability Scores: +2 Wisdom, +2 Strength or +2 Dexterity
Speed: 6 squares.
Languages: Common, Deadspeech.
Skill Bonuses: +2 Intimidate, +2 Streetwise
Medium: The Deadless are Medium creatures and have no bonuses or penalties due to their size.
Already Rotting: You have a +1 racial bonus to your Fortitude.
Gift of the Damned: You can pick one of the following abilities at character creation: Curse of the Damned, Grip of the Damned, Ferocity of the Damned, or Stench of the Damned.
Unnatural Weapon: If you have at least one hand free, you are considered to have a natural weapon “Slam” that does 1d6 damage and has no additional traits.
Cuse of the Damned Deadless Racial Ability
With an Eldrict moan, you deliver a piece of the curse that desecrated your body onto your enemy.
Immediate Reaction Personal
Trigger: You attack a target using your Slam.
Effect: You can deliver a Curse through their Slam attack. If the attack hits, after resolving as normal, make a secondary attack against the target.
Secondary Attack: Strength or Constitution + 2 vs. Will (Level 11: +4, Level 21: +6)
Hit: The target takes a -4 penalty to Strength or Dexterity checks chosen at the time of the attack, including attacks and damage using the same ability score (save ends).
Grip of the Damned Deadless Racial Ability
As you ram into your enemy, your hand snakes around their arm, preventing their escape.
Immediate Reaction Personal
Trigger: You attack a target using your Slam.
Effect: You can can grapple as part of a Slam attack. If the attack hits, after resolving as normal, make a secondary attack against the target.
Secondary Attack: Strength or Constitution + 2 vs. Will (Level 11: +4, Level 21: +6)
Hit: Target is grappled. So long as the Deadless maintains the grapple, they can deliver automatic slam damage on subsequent turns.
Ferocity of the Damned Deadless Racial Ability
Your form belies the speed it contains, as you use the force of your first attack to follow up with another.
Immediate Reaction Personal
Trigger: You attack a target with a Charge attack.
Effect: After resolving the charge, you may make an additional Basic Attack against the target as a free action. This attack must be done using your Slam, and can still be used even if you do not have at least one hand free.
Stench of the Damned Deadless Racial Ability
Your rotting body can release a poisonous gas that causes those around your to gag.
Standard Close burst 2
Target: Each creature in burst
Attack: Strength or Constitution vs. Fortitude (Level 11: +2, Level 21 +4)
Hit: Targets take a -2 penalty to all attack rolls (save ends).
City of Doors
The City of Doors is only a fairy tale to many, but a few of the most adventurous and educated of the world know that deep within the core of the world is a strange plane where direction, distance and depth are merely an illusion, where you can get to anywhere so long as you’re willing to take a little risk in finding the right destination. The Grey Library, at the very center of the city, is said to be a free-floating home of all the knowledge of the world, accessible by any so long as you do not disturb the Librarian, a strange man at the heart of the library who every seems to know but has never met.
Recently, a race of Draconic humanoids, calling themselves Dragonborn, have begun to adventure out from the City of Doors, having heard of guilds within the “physical world” above that have use of those with a heart for questing and a talent for vanquishing foes. The strictly enforced laws of non-violence with the City restricting their “adventuring spirit,” the Dragonborn have taken to taking to the Surface and joining the various Guilds across the world. The honorable race of draconic warriors quickly gained a reputation in the overworld, and although still a rare sight, they are highly sought after by adventuring parties trying to make a name for themselves.
The Shardminds and the Githzerai, who have long maintained competing orders of Psionics and education within the City, started opening the doors of their schools to other races almost a hundred years ago. Now, their colleges can be seen in the outskirts of Hydranatos as well as the Earth and Water district of Aeternus. Although the Gith are rarely seen on the surface, they do periodically make visits to their the schools to make sure that the teachings are holding true to tradition, and periodically may join a school on the surface if there’s a teacher they find interesting. The Shardminds, however, require every school to have a Shardmind on staff, or the school will have itself violently disposed of shortly after its founding; the New Founders, as they are referred to when they are forced onto the surface, are mixed in their feelings of pride of being selected and angry at being forced out of their ancestral homes.
- Deadless qualify for any feat that has a prerequisite of “Human.”
+ People of the Stone and Aequorians can benefit from any of the Feats marked for being over 100 years old, regardless of races listed.