on the planet Andor, nobody remembers history past the last thousand or so years. ancient cities full of technological wonders lay half-buried under the earth reclaimed by nature. broken ruined highways are salvaged, while a minimal number of old roads are restored to link the few scattered large cities of the world together over vast stretches of wilderness. the once-mighty dragons have been reduced to mere wild beasts, with the exception of only a handful of Dragon Lords, the oldest living dragons of the world. it is a dark age, and archeology is the job in highest demand.
Mysteries of Andor is a post-apocalyptic second dark age campaign set in a world where nature has taken back most of the planet. civilizations have sprung up from the ruins and started over, but the world is still full of strife. history has been forgotten, and for the last thousand years nobody has realy thought much of it. but now, realizing that there was once much more than this, the people of this broken world have gained a renewed interest in the past.
while the art of magic has not been forgotten, much of science and technology was lost long ago. through discovering ancient high-tech treasures and reverse-engineering them, conveniences such as vehicles, cell phones, televisions, firearms, aircrafts and more are available. however, due to their limited supply and great cost, only the wealthy or opportunistic have access to them.
power struggles are abundant in this world. for the last thousand years, a religion called the Old Ways held sway. now, a new religion, called the New Order, has swept through the Dajeeti Empire, proclaiming the followers and practitioners of the Old Ways heathens. meanwhile, in the east, the Empire of Udor enforces a monotheistic sun religion, subjugating everyone and forcing them to convert. the Udori grant equality within their empire, but only to those who mold themselves perfectly into their culture.
the two empires are at war with one another; the Dajeeti are facing a serious overpopulation crisis that they are solving by spreading out and becoming an empire (through mostly diplomatic means), while the Udori are in a period of expansion, in order to keep their empire from collapsing upon itself.
many subraces have evolved in this world, each adapted to the environments they have made their homes. there are several types of humans, and a few completely new races. there are also new skills, new classes, and new equipment.
in the city of Nightfall, capital of the Nightfall Kingdom, there is a place known simply as The University. it is a center for learning and research; a school that teaches all classes; and an adventurer’s guild. it is here that our campaign will begin.
Human: as Player’s Handbook.
Iclarian: as Player’s Handbook, except +2 Con, -2 Cha, Cold Endurance (replaces bonus skill points). pale skin. eyes blue or green, rarely hazel. hair blonde to sandy-brown. add 20lbs to base weight.
Iclarians live in the tundra region of Iclaria. they are bulkier than other humans, and very hardy. although their appearance is fair, they are as cold and stoic as their native environment.
Kheliki: as Player’s Handbook, except +2 Con, -2 Dex, Heat Endurance (replaces bonus skill points), -2 Spot and Swim, +2 Listen and Ride. skin tan to dark. hair black. eyes black, brown, hazel or red. subtract 10 lbs from base weight.
Kheliki live in the desert region of Khelika. they are divided into 12 tribes, so some tribes have been annexed into the Udori Empire.
Dajeet: as Player’s Handbook, except -2 Str, +2 Con, +2 Pilot (Aircrafts) and Craft (Mechanics) [replaces bonus feat], -2 Climb and Swim, +2 Spot and Balance. dark skin. eyes blue, green, hazel or brown. hair red through black.
Dajeeti have lived for generations in great cities on the floating sky islands high above the northwestern reaches of the continent of Alder. they are geniuses of engineering, and master pilots. they have arguably the most advanced civilization on all of Andor.
Udori: as Player’s Handbook, except +1 saves vs spells and spell-like abilities, +1 DC on all spells and spell-like abilities, and +1 Magic Rating (replaces bonus skill points and bonus feat). Favoured Class: Wizard. skin light tan to brown. eyes green, turquoise, blue, indigo, purple, magenta, red or pink. hair black or dark brown.
the Udori live far to the east, though their empire stretches deep into the middle of the continent of Alder and even to the coasts of Berrent and Caaln. their society is a magocratic theocracy, with their ruler being elected by the Cardinals based on his/her magical aptitude (whether Arcane, Divine or both). the highly magical Udori evolved by way of magical adaptations and fascism, resulting in their exotic appearance.
High Elves: as Player’s Handbook.
Snow Elves: as Arctic Elves in Unearthed Arcana. skin pale with soft light blue hue. hair black, grey, silver, white or blue. eyes blue, turquoise or green; rarely pink.
Gold Elves: as Desert Elves in Unearthed Arcana. skin dark tan to dark brown. eyes green, hazel or brown. hair blonde, red, brown or black.
Wood Elves: as Jungle Elves in Unearthed Arcana. skin either pale or dark, depending on region. eyes green, hazel or brown; rarely blue. hair brown or black.
Dark Elves: as Drow in Underdark (FR supplement 3.5).
Half Elves: as Player’s Handbook, Unearthed Arcana and Forgotten Realms Campaign Setting (sourcebook 3rd edition).
Mountain Dwarves: as Player’s Handbook.
Glacier Dwarves: as Arctic Dwarves in Unearthed Arcana. skin pale. eyes black, sometimes blue. hair black, grey, white or blonde.
Desert Dwarves: as Unearthed Arcana. skin dark. eyes black or brown. hair black.
Green Dwarves: as Jungle Dwarves in Unearthed Arcana. skin light tan to dark tan. eyes black, brown, hazel or green. hair black, brown or grey.
Duergar: as Duergar in Expanded Psionics Handbook.
Brown Orc: as Monster Manual, except +0 wis.
Arctic Orc: as Unearthed Arcana.
Desert Orc: as Unearthed Arcana.
Jungle Orc: as Unearthed Arcana.
Half-Orc: as Player’s Handbook and Unearthed Arcana.
Lightfoot Halfling: as Player’s Handbook.
Strongheart Halfling: as Arctic Halfling in Unearthed Arcana. skin pale. eyes hazel or brown. hair blonde to brown, or red.
Sandstep Halflings: as Desert Halflings in Unearthed Arcana. skin tan to light brown. eyes brown. hair brown or black, sometimes blonde.
Ghostwise Halflings: as Jungle Halflings in Unearthed Arcana. skin dark. hair brown, black or red. eyes brown, green or hazel.
Rock Gnomes: as Player’s Handbook.
Forest Gnomes: as Monster Manual.
Svirfneblin: as Underdark (FR supplement 3.5)
Jungle Gnomes: as Unearthed Arcana.
Arctic Gnomes: as Unearthed Arcana.
Desert Gnomes: as Unearthed Arcana.
Warforged: as Eberron Campaign Setting (3.5)
the Warforged are an artificial species with an A.I. so advanced that they gained a Soul.
Half-Giant: as Expanded Psionics Handbook (3.5 supplement).
also, a Half-Frost Giant variant, with Cold Acclimation instead of Fire Acclimation.
- +4 Str, +2 Con, +2 Wis, -2 Int.
- Medium Monstrous Humanoid. 2d8 HD. BAB +1, Fort +3, Ref +0, Will +0. (4 + Int mod) x5 Skill Points. Class Skills: Hide, Spot, Listen, Balance, Jump, Survival. 1 feat.
- Base Speed 40ft. Climb 20ft.
- 2 Claws (1d4 + Str mod) and a Bite (1d6 + Str mod).
- +2 Natural Armour.
- Pounce: if a Leonin pounces during the first round of combat, he can make a full attack.
- Roar: functions as the Kiai Shout feat.
- +4 Hide in thick undergrowth.
- Favoured Class: Ranger or Paladin (pick one at 1st level, doesn’t change).
- +1 Level Adjustment (ECL 3 with no class levels).
Mountain Leonin: as Valley Leonin, except +4 Con, Cold Endurance, no +4 Hide bonus.
Desert Leonin: as Valley Leonin, except Heat Endurance.
- -2 Str, -2 Con, +2 Dex, +2 Wis, +2 Cha. Viera are frail and lithe, but very nimble, sensitive and exotic.
- Medium Monstrous Humanoid.
- Base Speed 30ft.
- Bite (1d6 + Str mod)
- Nature Sense (ex): as Druid. if the Viera would gain this ability again, she gains a bonus feat.
- Sense Magic (ex): as Detect Magic at the Viera’s Magic Rating (minimum 1), except always active (can’t be turned off or ignored) and an extraordinary ability.
- Frenzy: when hit by a spell or spell-like ability, or targeted by a mind-effecting magical or psionic effect, the Viera must make a Will save (DC: 10 + Spell level) or become frenzied. while frenzied, the Viera gains +4 Str, +4 Con, -2 AC, +2 Will, and can take no action other than to attack the nearest target. she can make a will save (DC: 10 + 1/2 her level + her Wis mod) to not attack, but then she must either attack the next nearest target or do nothing that turn. the frenzy lasts a number of rounds equal to 3 + Con mod (after bonuses), after which she becomes exhausted.
- Favoured Class: Druid.
- +1 Level Adjustment (ECL 2 with 1 class level).