The world of Migdalia
I’m going to be tossing what I have done for the world up here so that people can read up on the world itself. Gives people an idea of the background and history of the world so that if they decide to do up a background for a character to earn Prestige points they’re welcome to do so.
I’m going to start off with the Creation Mythos.
In the beginning there was only Migda, the supreme being. For a time Migda was content in
the way things were where he could create playthings to his own whim, but things that had no
life. The things created were naught but inanimate shells, pale imitations of that which
was the Supreme Being. Over a period of eons Migda grew uninterested in such lifeless
creations, and with a thought brought into being twin beings that could not only move unlike
previous creations, but could speak and grant him company. The Great Light and Profound
Darkness, better known as Paladim and Sarakis, thought to themselves about the Supreme
Being. Each coveted the powers that Migda contained, and in the end he granted each of them
a measure of his own power to allow them to grow as well. With the power to create burning
in each of them they squabled over what best to create for a plaything. Paladim wanted to
create a paradise filled with races to his own fancy, but Sarakis wanted the same thing
though their own likings were much the opposite.
In the end they settled on a world where all things could live, a place where both the
followers of Paladim and Sarakis could grow. Migda in his infinite wisdom saw what would be
in the end nothing more than a constantly warring state of being. With two diametrically
opposed beings egging their followers on, it would be a never ending war. It was thus that
Migda created thirteen additional siblings for the Great Light and Profound Darkness. With
the world that the two had made Migda was pleased, but he was not satisfied with such a
world. In a wave of his hand he destroyed that which the two had made, instead granting
them a much larger play area where the siblings could each have their own followers, and
each have their own preference for influencing the peoples of this world. It was Kologarn
that spoke the words, World of Migda, or Migdalia in the tongue of the divine. Thus was
borne the world.
As a compromise to both Paladim and Sarakis for destroying their plaything, he decreed that
for each light oriented race created by the gods, they must carry a balance to create a race
oriented towards Sarakis as well. When Gaia created the wood elves and the high elves, were
the drow elves born to balance them out. When Kologarn created the dwarves of the mountains
and volcanos, so were the duergar born in opposition. Thus was the balance between both
light and darkness maintained. However it was Magus that found a way to please all, he
crafted in his image man. In man Magus had created something that could be both light and
dark, owing entirely to how the gods would chose to influence them.
With the world created all seemed right, and even Migda joined into the creation of
Migdalia. From him came the greatest of beasts to roam the land, thus were the dragons
born. Though the creation of the dragons was not out of wish to create for the world, it
was out of necessity to protect the world. For with the creation of this world came with it
the primordial evils, older even than Migda, seeking to enter into it. The other planes of
existence sought to make of this world a home outside of their own. It was after they had
managed to acheive a rip in the plane of Migdalia that Migda acted. He crafted the dragons
to be the seals that prevented the demons from entering. He created ten dragons, five each
aligned to Paladim and Sarakis, to seal this planet from ever becoming a home to demons.
Thus was also born the Contract of Magus, that would allow demons to enter at the call of a
master that could summon them.
With his creations Migda was pleased and satisfied, but he felt a deep yearning in his
being. The yearning to create had taken root, and leaving the gods to care for the world,
he disappeared beyond that realm to find a place that he could create more children of his
The world of Migdalia is a flat world, not a round planet as is the commonly accepted belief
of worlds. On Migdalia the sky is black at all times to reflect the lack of true
atmosphere, as compared to the standard blue sky. Air is magically contained on the world,
but it does have an upper limit. The highest peak in the world, which stands eighteen
miles tall has atmosphere that extends four miles higher than its peak. The stars, which
are visible even during the day, are a representation of those few that have actually
ascended to the heavens. Legend has it that to ascend to the heavens one must be a paragon
of their choices in life. They must live to the example they set, and as such many of those
same stars are Paladins that have adhered to the path laid out by Paladim. The day is a
standard twenty four hours long, and the sun is also called the Eye of Lumos. Seasons are
accounted for by the fact that even a god must take some time to gather their energy. This
means that as summer days are the longest and as the strength of Lumos begins to wane the
days get shorter until he begins to regain strength.
The world may be flat, but there is an unusual feature that prevents things from simply
“falling over the edge” so to speak. Ringing the seas and landmasses of the world are
massive mountains that rise from the seas. No one knows their true height, but they are
larger by far than any others. These mountains are shrouded in the Mists. What the Mists
truly are, no one knows for sure, but those few that have actually entered the Mists and
returned are changed. The mind of mortals is simply unable to bear the strain this place
puts upon it, and as such it is a forbidden land. None in the last two millenia have
entered the Mists, owing to legends of hideous creatures that have the power to destroy the
lands of the world. Though there is one legend that speaks of an ancient tower of White
Quartz that extends beyond what the eye can see, that disappears with the dawning of each
There are Five continents in the world of Migdalia, and the various countries will have backgrounds for them posted. The five continents are Cormarand, Falzora, Merekith, Elsar, and Verkennia. First up is the countries of Cormarand.
Population: 1,800,000 (72% humans, 3% Stonekin, 21% elves, 4% dwarves)
Government: Longrider’s Council
Religions: Heironeous (Longrider’s Council), Pelor, Corellon, Obad-hai (General population) Gruumsh (Orcs and Goblinoids)
Imports: Magical arms and armor, iron, cloth, and wool
Exports: Horses, grains, firewine, trained soldiery and mercenaries
Alignment: LG (Longrider’s council), Good/neutral (General populace), Evil/Neutral (tribes and goblinoids)
Arria is a country in the Southern part of Cormarand. It is home to wide rolling plains broken only by the sharp rise of the Karibdys mountains, and the Great Fel Marsh. The Marsh is located to in the narrow stretch of land between the Karybdis Mountains and the Poltannis Sea, and stretches north to south nearly three hundred miles. The country is ruled over by the Longrider’s Council, the three lords of the Arrian Knights, but they only have a strong presence within the larger cities. Rather than attempting to enforce law in every village and hamlet, thereby spreading themselves too thin to guard the country, they are content to visit the outlying towns only when tax season comes around. Outside the major cities, the people of Arria are hardy individuals that instinctively distrust those not of their village. The reason for this is they are always wary of raids from any number of goblinoids, lizardfolk, and other ill-natured creatures that live in the marshes and mountains.
Life and Society
Arria is a country built almost exclusively on the traditions and laws of the Arrian Knights meaning it is a well respected nation. The Knights are considered, and consider themselves, the final word on the law in the nation of Arria. In essence they are judge, jury, and executioner. In general the knights are well liked and very much respected amongst the nobility and populace of the cities. The folk of the outlying communities have an entirely different view of the Knights; Resentment. When the goblins raid settlements they are nowhere to be seen. It is because of this, that the people feel the Knights aren’t there when needed most, that many people feel that they owe no loyalty or fealty to them.
Major Geographical Features and Places of Interest
Great Fel Marsh: The Fel Marshes are easily the deadliest locale on the continent of Cormarand. One of the three ley line nexus points in Cormarand the magical energies that flow wildly from the point make the monsters of the Fel marsh more cunning and powerful than anywhere else on the continent, or even the world. If possible, more dangerous than the denizens of the swamp, are the dangers of the swamp itself. With the raw magic of the nexus point radiating power stray magical accidents can happen at any moment. There are also the natural dangers of the ground suddenly giving way beneath the feet of those brave enough to enter dropping them into the swamp or some of the flooded network of tunnels that were once a dwarven stronghold before the marsh had been around. Legends also speak of the Fel Beast, a massive serpent said to slumber and live beneath the brown waters of the marshes. A large garrison of Knights work daily to try to keep the marsh from spreading as it seems to be constantly expanding.
Longrider Glade: Located a stone’s throw from the Great Fel Marsh is the Longrider’s Glade, a collection of fallen stones from the original keep that guarded over the Fel Marsh the glade is where aspirants to the Arrian Knights spend a night before they are allowed to be inducted. It is a proof of bravery and courage to spend a night so close to the dangers of the Marsh with only their weapons, and the ceremonial bonfire to keep them safe.
Rearos Falls: Located at the edge of the Karibdys mountain range, and the source of the mighty Falkir River, lies the highest known waterfall on the face of Migdalia. A small contingent of priests that follow the ways of Aquira maintains a sanctuary to those that make a pilgrimage to see them. To see the falls for many represents an indication of just how small they are in this world.
Arria is a relatively new country, only in the past century has the groundwork truly been laid to make the country into a great nation. Though there are some shortcomings to the system in place there is nothing it can’t overcome. The largest claim that the country can make to fame is the ruins of the temple to Sarakis that Kilgar destroyed and began his holy crusade across the lands. This was the starting place of that campaign, and it was this that allowed the once oppressed lands of Arria to be freed from the grasp of Sarakis’s clergy that ruled with an iron fist.
Bedwyr (Metropolis; 500,000+) Originally named after the first lieutenant to join Kilgar, Bedwyr is the capital city of Arria. Built only two hundred years prior, it has rapidly grown into one of the true power centers of Cormarand. Home to the Order of the Knights of Arria (or simply the Order, or Arrian Knights) it boasts the single largest concentration of the knights in the country.
Blade’s Reach (Metropolis; 100,000+) While Bedwyr may be the home of the Arrian knights, if it has a heart and spiritual center it is in Blade’s Reach. The city is home to the Academy where prospective knights are trained once they have survived a night in the Longstrider’s Glade. As such it has a smaller contingent of Knights guarding it, but can at any time call upon the squires and trainees to aid in the defense and to put their training to the test. This happens at least once a year that the city receives a raid from the darkstriders, a warlike race that despite their best efforts, the Knights have been unable to stamp out.
List of Locations
Cities- Bedwyr (Capital), Blade’s Reach, Melar, Togan Keep, Deepwaters, Edgemorden, Brindamore, Adrymyr, Solston
Landmarks: The Great Fel Marsh, The Academy, Longstrider’s Glade, Rearos Falls, The Fallen Temple to Sarakis
The Hegemony of Vestora
Religions: Magus, Boccob, Sarakis, Hextor
Imports: Soldiery, Gemstones, Various ores
Exports: Magical items, copper, silver, tin, Mages
Alignment: LE, LN, NE
The Hegemony of Vestora is perhaps one of the single most unique places in all of Migdalia for the simple fact that it is ruled entirely by wizards. For more than four centuries the country has stood, united by the heavy handed methods of Sendrithil, a lich of extraordinary power that managed to secure his power early in life. Sendrithil was not an evil man in life, but instead chose to stay to his own and study the magic he so loved. It wasn’t until a stranger met with him that he turned into the power hungry madman he is today. While he cannot control every minute detail he has his loyal pupils known as Banes that have their own fractured counties they control.
Life and Society
Vestora is controlled solely by Sendrithil. Whilst the Banes have been granted power to rule their given areas as they see fit, they are under no illusions whatsoever that they have any real say in governing of the nation. Many people live in constant fear of what they call, Sweeps of the Worthy, that happen each season at the same time as the taxcollectors come. These sweeps seek to find those children with latent magical talent, or have the aptitude to learn the magical arts. When a child is identified, it is the duty of the Bane to remove them from their household and send them to learn at the Magistratum, the school for mages in Sendria. Those that actually become mages are either added to the large cadre of combat mages that serve in the army if they have the greatest aptitudes. The rough that has been removed from the diamonds, in otherwords whatever else is left, is sold off to other nations in a sort of pseudo-slavery.
Major Geographical features and places of Interest
Magistratum: The Magistratum is considered the foremost school of magic in the world, though people of outside nations are never accepted into the ranks of the school. It is for those from Vestora only. In their first year students are put through a magical and mental indoctrination to turn them into pliable, compliant drones so to speak. Most children lose their sense of individuality and are nothing more than automatons, but those that rise above this and keep their own natures are singled out for the more rigorous training expected for those that join the Fraternity of Mages in Vestora. It is the final test for the mages that those people across the nation that have had their children taken fear. In order to truly enter the Fraternity, those mages must sever all ties to their own life and are forced to kill their own parents to symbolize that they hold nothing in greater esteem than the Fraternity.
The Ruins of Obsidian: Once home to a conclave of mages that sought to wrest control of Vestora from Sendrithil, the Ruins of Obsidian are all that remains as testament to those that would try to take power from him. Sendrithil himself saw fit to actually combat the mages in the tower and warrens beneath, and utterly destroyed them without remorse. Using spells Sendrithil’s voice, and images of the destruction of the tower were seen by all in the country, testament to what comes from those that would usurp him.
Bloodstone Citadel: This is the single larges prison on Migdalia, and is the epitome of despair. This prison houses those that are unworthy of Sendrithil’s personal attention to deal with. Those unable to pay taxes, those that have spoken against the rule of the land, and even those that simply angered a Bane for some reason or another. The Citadel from the outside does not look so large, but there are constant extradimensional spaces being added on an attached to the building since there are so many housed here. Internment in Bloodstone citadel is a life sentence, no matter what the offense. It is widely held (and true) that there are only two ways out of Bloodstone Citadel; dead, or bought by some mage in the country for their experiments.
Flarefiend Forest: Said to be the home to a weak point in the walls between this realm and the Abyss, Flarefied forest is home to numerous demons and devils which only lend credence to this claim. The forest itself is a dead place, burned out trees and dead ground lend to it a haunting atmosphere that serves to keep visitors away. This is a place where the mages of Vastora go to test their skills, for if they are unable to survive actually entering the forest they were never fit for service to Vastora.
Four more than four centuries the nation of Vastora has stood, but it has never been without its problems. In the last century three wars have been fought with Arria, as the noble country seeks to free those people from the tyranny that is Vastora. Each war has lasted less than two years as the Fraternity makes a mockery of the heavily armed and armored Knights that are sent with the invading force. It also was once home to several tribes of stonekin, but they have been driven from Vastora though they seek to find a way to restore the land to the way that once it was.
Sendria (200,000+) The capital of Valstora is the mage-city of Valstora. Of the 200,000 inhabitants of the city, more than 40% are mages of various types. This has actually led to the creation of one of the most impressive cities in the world. While mages are forbidden from openly warring with one another by Sendrithil, this does not stop them from putting up displays of their own power in an attempt to increase their social standings. The Midday Spectacle is an event that happens every day, and people across the world wish to see despite not wanting to enter the country. Each day at midday wizards and sorcerors of Sendria fill the sky with exploding fireballs, lightning bolts, and even meteor swarms in an attempt to prove their own skills. It is once said that Sendrithil actually took part in a display, and that the resulting spells could be seen as far away as Bedwyr and even the city-state of Tahnadrik.
Barthil (50,000+) The single largest port city in Valstora lies in the north of the country, and it is here that homes to almost every nation of Migdalia are provided for those that wish to take part in the Mage Faire. The Faires are a place where those mages that do not enter into the fraternity are sold to the highest bidders. This is not a slave acution persay, because many of the countries actually allow the mages purchased here to serve a term in their armies before being allowed their own lives.
List of Locations
Cities- Sendria (capital), Barthil, Margrish, Limberry, Kithlia, Morat
Landmarks- Magistratum Complex, The Ruins of Obsidian, Bloodstone Citadel, the Black Keep (home of Sendrithil himself), Margrish’s Tower
The Monarchy of Bentin
Alignment: LN, LG, N, nG
The Monarchy of Bentin, home to the line of King Allain Salansar de Bentin, is the longest standing nation on the face of Migdalia with two great claims to fame. It is the homeland in which Kilgar was born, and under the same ruling family today as it was back then. For more than two millenia of the two and a half millenia that Migdalia has been around has the country been ruled by the eldest born child of the Bentin family line. It was Allain Salansar de Bentin that took up arms to fight against the many orcs and giantkin that inhabit this land, and in doing so forged on the anvil of war his own kingdom. Allain lead each battle personally and put to rout any that stood against his army until he had reached far enough. Legends say that Allain, known as the Wise Lord, knew that to grow too large in a nation would be to have an unmanagble land on his hands, preventing him from protecting the peoples that would chose to reside there. All that the king had set out to do in those days was to unite the peoples of his land against the marauders that encroached upon them, but somewhere along the way he understood that to build an empire out of the people when they are united would allow him to set down a rule that could protect these people for as long as his line would live.
Life and Society
A saying in Migdalia goes; Where you will find the people most willing to lend aid and friendship, there you have found Bentin. While most monarchies still have some sort of nobility, there would be no such standings to be found in Bentin. When one speaks of nobility, they only speak of the line of Bentin. In this land of personal merit people may only acheive positions by proving that they are capable of handling the needs of those that would look up to them for protection. Every other year those that would speak for the cities and villages are put to choice by those beneath them. If they have not upheld the ideals laid down by Allain they are removed from their position of power, and another is instead placed in that position.
Major geographical features and places of Interest
Mount Jyal- Mount Jyal dominates the southern central skyline of Bentin. This dormant volcano is home to Hoggleberry, one of two gnomish home cities on Cormarand. Many people eschew the areas around Jyal however, as they fear that someday the gnomes will make a grevious error and bring the dormant volcano to life once again. Despite this, Jyal has a majestic grace to it, as the only truly awe-inspiring ediface from that hilly region of Bentin.
The Ogremoors- While the first king worked tirelessly to rid the lands of giantkin and orcfolk, he could not bring himself to mercilessly slaughter all of their ilk. He feared that one day he would be indistinguishable from them if he were to do so, instead he allowed them to settle in a region of swampland and forests on the condition that if they raided outside of their areas there would be retribution brought down upon them. For the most part the ogres and orcs have stayed in their holes within the moors, but there have been several purges by the armies of Bentin when they raided outside the moors due to their increased numbers being forced to live in such confined areas.
The Battlelines- A series of outposts constructed but an hours ride from one another along the border of Valstora. Whilst true that Valstora has yet to do anything against Bentin, it was still considered a prudent move two hundred years past. Each outpost houses more than three hundred soldiers, and a score of battle wizards which is typically enough to hold out until more soldiers are roused from other outposts by means of the stones that each wizard carries that can instantly communicate to another wizard at another outpost.
Forest of Telsar- Surrounding the capital city of Vessex is perhaps their most unusual defensive measure for Vessex is known as the Forest of Telsar. Named for the general that offered up the idea of both an effectual and beautiful defensive measure for the capital city, the Forest of Telsar is perhaps the single most unusual defense in existance. Though it has never been used, the forest itself is capable of being engulfed in flames in mere minutes which would seek to draw invaders into it by setting the crown jewel of Bentin in the middle. It is for this reason fire is forbidden in the forest, though only the king and his generals know the truth of why this is. The forest is also well stocked with game, acting as any other forest.
The Merchant’s Road- The only way for anyone to be allowed into Vessex is along the merchants road, a tunnel that runs all the way along the Hundred miles from Southgate to Vessex. It is patrolled at all times by a number of Knights working to protect the caravans from some predators that have in the past managed to enter the tunnel through the rock such as Umber hulks. Off of the main thoroughfare are tunnels that the knights may use in times of needing to retreat. The tunnel itself is rigged in such a way that it may be collapsed to prevent invading armies from entering into the tunnel and arriving at the gates of Vessex.
The current monarch of Bentin, King Allain Salansar de Bentin XXIX, continues to reign in the land of his forefathers with the same grace and set of standards that were set down by the first King. As such the land itself has seen great prosperity for centuries, and likely will continue to see his lands grow and prosper. Other than the Grand Crusade of Allain I Bentin has not seen true war more than a handful of times over the centuries, and most within the last three centuries now that Valstora has risen to the level of a major player in the world of politics. Since it’s birth more than two centuries ago Arria has become a stalwart ally of Bentin, and indeed many of the Arrian Knights spend time as ambassadors to Bentin. The only true problem that had ever arisen in Bentin was the works of their weyward son, Kilgar. The king refused to allow Kilgar to enter his borders on his crusade to stamp out religion, which to no end angered Kilgar, but he could not countenance going to war with his own childhood friend, Allain XIII. He in the end did secure a tract of land where the city-state of Tahnadrik could be founded to supply him with true soldiers for his works.
Vessex(750,000+) One of the great cities of Cormarand, and indeed Migdalia itself, lies in the heart of bentin with the Gleaming Palace of Glass standing sentinel over all those that would live in the shadows it cast. Originally built upon a hill which had concentric defensive walls built around it Vessex has truly grown to be a wounderous city. Surrounded by the forest of Telsar with the Merchant’s Road running under it to the gates of the most recent wall added to the city (some fifty years ago).
Southgate (100,000+) Southgate is the only way to enter onto the Merchant’s road legally in Bentin. The underground road leaves from Southgate and runs a hundred miles to within three hundred yards of the main city gate of Vessex. In Southgate the caravans are inspected before they are allowed to enter into the tunnel, and each caravan is given a single coin to give to the guard at the gates of the capital city. Each coin is blank, but a spell known only by wizards in the employ of Bentin know, allows them to access the information stored there. The coins are not touched by flesh until they are given to the merchants, and will only allow the one whom the coin was originally given to entrance to the city.
List of Locations
Cities- Vessex (Capital), Southgate, New Haven, Talraisien, Salansar’s Wisdom, Lord’s Grace
Landmarks- Mount Jyal, The Gleaming Palace of Glass, The Merchant’s Road, Fallgrace Observatory
Population: 400,000 in the city at all times, an additional 700,000+ on average contracted out to various nations for training or war
Government: General’s Council
Religions: Kord, Sendril
Exports: Professional soldiers, Mercenaries
Founded in the opening year of Kilgar’s crusade to eliminate religion from the world, Tahnadrik is without question the single most prominent military power in the world today. While most countries have standing armies, each member of those armies typically has another profession that they practice when not actively on duty. The same cannot be said of Tahnadrik. Every child is born to be a soldier in Tahnadrik, so long as at birth they are able to physically handle the duty. Those that have birth defects, deformities, or mutations are not allowed life in Tahnadrik and are cast out to some outlying community that is part of Bentin. By the age of eight, children are able to handle any weapon that they are given, and are trained to fight as units instead of individuals for it is in reliance on those in your unit that your life hangs in the balance.
Life and Society
Tahnadrik is unusual in the fact that while being a warlike city, they are also pledged by all countries in the world to remain neutral and non-aggressive. This happened because of the incredible success they showed while working alongside Kilgar in his campaign, against several countries that he had no compunctions with warring against. This means that while every citizen of Tahnadrik is also up for hire as a mercanery force. This was the one clause that was allowed in the treaty, Tahnadrik may fight only a country involved in the war hires them to fight in the war. In doing this it allows both sides of a war to hire from the city. The caveat that is included with any contract with Tahnadrik, they will never fight their own in a war. If both sides hire Tahnadrik soldiers, and the armies pit them against one another their contractual obligations are ended, and they are legally able to return to their home by any means necessary. This has only happened once during the Fowgar Campaign, and when the units met in battle they worked side by side cutting through soldiers from both host countries until they could reach ships leagues away.
Major Geographical Features and Places of Interest
Shathca- This is the name of the place where children begin their training into the culture of Tahnadrik at the age of three. Only those who are capable of being truly vicious in combat survive. The mortality rate of the Shathca Training school is well over 60%, but there is still more than enough children that are able to fill the halls year after year. The training sessions are truly brutal as they are fought with weapons that are fully combat ready in the hands of adults, these sessions start in their third year. The first two years are spent learning to follow orders, work as a team, and in building strength to aid the children for their years to come. Common punishment meted out to children so young are blows strong enough to knock them unconscious, but this teaches and innures the children to pain in the future so that they can come back to the city-state alive in a world full of harshness.
Government: None, Nomadic tribes
Religions: Gaia, Aquira, Salgra, Sendril
The subcontinent of Everice is not so much a country, as a land where barbarians, frost elves, and frost giants freely roam. Essentially since those peoples are the only ones that thrive in such a place, they are the only ones that are capable of ruling it, and each has survival too firmly planted in their minds to worry about ruling an area. Though the frost elves have carved from the ice a larger slice of land than the others, they prefer to not be called the lords of this wilderland.
Life and Society
Life on the glacier fields are tough, and very dangerous to survive in as are any wilds. The constant cold, frequent ambush by predators, and the sparcity of plantlife makes this even more dangerous than those other lands.
Major Geographical Features and Places of Interest
Shelgim Glacier- A glacier that has stalled in it’s northward trek by magics few understand, Shelgim is home to some of the most beautiful, if dangerous, places on Migdalia. One noted writer and historian has written of a time he spent on Shelgim, and had this to say, “The morning after my first night on the glacier is one not to be forgotten, should I grow to old age and go senile. The shimmering of the first rays of Lumos off the ice fields created an incredibly beautiful skyward display. Many have seen a rainbow, but to see a rainbow where the colors mingle amongst one another in the sky, writhing as each color seeks to display their life from that swirling miasma. This I’ll not forget.”
The Ice Palace- Home to a clan of frost giants, the Ice palace is not constructed of ice as the name would suggest. Instead it is crafted from a naturally occuring crystal in those regions, one that shimmers with an otherworldly irridescence. Many are those that have seen the palace, but not a soul that has gone ashore to look upon the beauty from inside have been seen from again.
Government: The Warcheif’s Council
Religions: Gruumsch, Erythnul
Alignment: LE, CE, NE, CN
Initially Bentin’s war to push orcs and giantkin from their lands pushed the orcs and giantkin to flee, those not corraled at the Ogremoors. They continued to flee for several hundred miles, believing themselves to be pursued every step of the way and finally they came to a hilled region. When the Warchief Krunsch finally believed they had outdistanced those that had followed them, he allowed his followers to settle the hills. It was a land that was fairly devoid of life, at least nothing that they couldn’t sweep from there. Naming the land Gol’kra, land of hills.
Life and Society
The land of Gol’kra truly is lawless, following only the most ancient of laws, eye for an eye. Since this is the case, and this is a land solely of roaming monstrous humanoids, there are many adventurers that wish to cut their teeth in this region so to speak. As difficult and as dangerous as such a thing is, the monsters certainly have far more kills than any adventurers because only the strong survive in this land that is constantly wartorn.
The Warcheif’s council rules over the land, each year the tribes send their greatest warrior to a warmoot, or meeting of warriors. There they are pitted against one another with the last four becoming the four warchiefs for that year, replacing the previous years group which can never serve. One giant is chosen from amongst all their tribes to attend the council since the orcs and giants tend to work hand in hand in Gol’kra.
Major Geographical Features and Places of Interest
Kor’kron Mountains- So called because it means Big stones in orcish. The Kor’kron mountains lie along the northern coast of Gol’cra, meaning that the orcs are almost entirely landlocked. There is a legend about the Kor’kron mountains that speaks of a mountain that holds the key to joining the stars.
For more than two thousand years the orcs have managed to hold off the advances of various peoples attempting to encroach on their lands, and steal what they themselves have established as theirs. Since the founding of Stagarth ten centuries prior the orcs have made a point of raiding those lands more heavily than any other.
Warmoot- Both a bloody tournament to determine the winners, and a barren plateau where the meets take place each year. Only one person has ever been able to reach warmoot and return alive, and he spoke of a great stone amphitheatre. He avoided the urge to explore down inside, but even from nearly two thousand feet out the sound of orc voices in conversation could clearly be heard. It is believed that the accoustics of the amphitheatre allow a yell to be heard for a hundred miles in all directions, an effective way to communicate the will of the Warcheifs. He also determined the amphitheatre was not of orc construction, he found writings that certainly were not orc there, though he was only able to get rubbings of three letters that scholars have been unable to place.
List of Locations
Locations- Warmoot, Fenhills
Religions: Olidammara, Stryfe, Pyros
Alignment: LN, N, CN, LE, NE
While nominally a democracy Stagarth is really controlled by a shadowy organization. Each village sends a representative to the capital of Luneth where the congregate as the ruling Senate of Stagarth. However long before the representatives ever arrive, that organization has the ability to manipulate and control them, and they are easily able to sway votes in the Senate to the way they wish, in other words the organization is not above blackmail, but they operate within the letter of the law. The fact that the organization does not operate openly, and has the ability to silence those about to speak of them with but a thought, makes them something that is entirely unknown outside of the Senate, who will not speak of it, even to other Senators.
Life and Society
Generally speaking the land of Stagarth is relatively peaceful. While not as well loved as the ruler of Bentin, the people of Stagarth still believe power is totally in the hands of the senate. While the organization manages to maintain the status quo, they are also able to find out all the information to make sure that their own machinations never come to life. Some of the things that the shadow group has managed to get passed into law are slavery and slavers that are free to go about their work. Slavers while nominally under the control of the senate, are able to take those guilty of crimes in Stagarth. The slavers, called Justicars, are free to place anyone under arrest, but to date have never truly abused their power which is why they are tolerated in the country.
Major Geographical Features and Places of Interest
Mentauros Desert- This desert covers nearly 80% of the interior of Stagarth. There is only a single small village that runs a mine within the desert that removes coal used in forges. This is the chief export of Stagarth, and allows the country to be at least somewhat prosperous. There are also numerous nomadic groups that live in the desert, wandering from oasis to oasis.
Felspar Keep- This keep was once home to a spellcaster of some power, but has been uninhabited for over a century. No one knows what became of the spellcaster since he simply disappeared. What is known is that the wards about the keep to this day retain their power, telling the people that without a doubt that the man that once resided here still lives. The oddest thing of the rumors about the keep, is that only the spellcaster’s name was known, but no one had ever seen him, Sicel.
Stagarth has been in power for slightly over a millenia, and all this time the organization has been with the country. There are several outposts for the army of the country to aid in warding off orc raids, but the orcs have never pressed deep into the territory. Perhaps this is due to the fact that the desert is well within site, and that they have not wished to press their luck in trying to cross it. There are legends that speak of an empire that spanned the desert, but was struck down by one of the gods for the Emperor’s arrogance in believing they didn’t need the gods. The empire burned, and in its place were nothing but the ashes of what had once been. So say the legends.
Luneth (625,000) Boasting more than half of Stagarth’s population Luneth is actually a city of many splendors, from the Great Cathedral to the Senate Halls, people are free to roam the city. There are people that feel the city is what the entire country would look like if it weren’t for the desert. Merchant guilds thrive in Luneth as there are numerous points of entry into the country, and every single city of note is a port town thanks to the desert.
Veltienne (80,000+) the second largest port city, behind only Luneth, Veltienne also sits less than league from the Great Fel Marsh. This makes it also a jumping off point for many adventurers that would test themselves in the Marsh. Also home to the largest trade guild in Migdalia, the Velt Cartel, Veltienne was founded by the group as a city for their own merchant princes. As the owner of the Velt cartel has been seen to the organization they also are responsible for almost the entire world’s slave trades. To this end the shadowy group has managed to gain a powerful ace in the hole, for the Velt Cartel carries great weight, and has brought prosperity to the land.
List of Locations
Cities- Luneth (Capital), Veltienne, Desert Shade, Sandstorm, Last Hope
Capital: Deep Delving
Government: The Mountain Council
Religions: Gaia, Pyros, Garl Glittergold, Kologarn Stoneshield
Alignment: LG, NG, CG, LN
The kingdom of Karibdys is located in, and named after, the Karibdys mountains. Home to the largest population of dwarves in Migdalia, both Wildfire and Karibdyn, the mountains offer the groups an almost perfect sanctuary for their shared interest of crafting and trades. The four active volcanos in the mountain range are home to the wildfire dwarves, offering them their own home in which to create flamesteel and craft their wares. Ancient pacts bind the two dwarven races, with half of the iron the dwarves mine being smelted into steel and shipped to the Flamehearts while half of the flamesteel products find their way into the Karibdyn dwarf hands making both groups the most well equipped forces in Migdalia. In the last five centuries, the gnomes of Hoggleberry have managed to convince both groups of dwarves to allow them a home city in the mountains. This has even greatly increased the efficiency of every group involved due to the gnomish gondolas.
Life and Society
Life in the mountains, or under the mountains as the case may be, is not incredibly difficult. While Karibdys share’s a large border with Gol’Kra there will always be dangers due to the orcs, goblinoids, and giantkin of that land. Karibdys is ruled over by the Mountain Council a group of representatives from each of the ten major cities in the country. The representatives are as follows; four from each of the dwarven races, one from the gnomes, and one from the stonekin that also live throughout the mountains. The representatives are the respective lords and kings of these cities, and where they chose to meet rotates from one home city to the next.
Major Geographical Features and Places of Interest
Mount Terror- The largest mountain found on Migdalia stands five miles in height, but it once stood higher before it first erupted some thousand years ago. It is also home to the city of Burning Depths, the largest of the four Wildfire cities. Able to create more than double the amount of flamesteel as any other city, it is an almost entirely harvest town for the precious metal. Though as in every city there are dwarven artisans, they prefer to work with metals such as adamantite, mithril, and bronze as compared to flamesteel. Most of their flamesteel is instead shipped off to the other three cities; Searing Gorge, Steel Wing, and Kaz Durum.
Stormbellow Plateau- So named for the sound that echoes through the surrounding area when the winds blow hard, the Stormbellow plateau is home to the only true surface settlement of dwarves in Karibdys. While it is not one of the cities on the Mountain council it certainly is an important point in the mountains because it was the agreed upon place for neutral ground that all members of the council could meet if there ever was a disagreement over mining rights to a particular area. The Mountain council felt for such things a neutral city would best work, to prevent any of the groups getting any ideas of taking hostage the leaders of the other cities. This was agreed upon in a time before the wildfire and karibdyn dwarves had reached their ancient pact, but it still stands as a tradition for the council.
Gnomish Gondolas- When the gnomish city of Sprockethill was accepted by the dwarves, the gnomes had promised their latest invention, one that would cut trade times in half. To the great surprise of the dwarves, the gnomes were able to deliver on their end of the bargain. The gondolas are an ingenious invention that runs on the electricity generated by lightning generators that are located in the various stops along the route of the gondolas. Each gondola is nothing more than an open hanging bucket that holds what is transported, then is whisked away along a rail hammered into the rock using the electric current to magnetize the rail, while portable lightning generator located on the gondola holding the load magnetizes the hook that sits on the rail. Due to the fact that the magnetic setup is constantly propelling the gondola forward they are able to cover incredible distances in short time. The current fastest time for carrying a load of gnomes from Sprockethill to Deep Delving over a thousand miles away is fourteen hours.
Settled in the beginning of Migdalia by the dwarves and stonekin, the mountains of Karibdys have a great deal of history behind them. Though because most current countries would not even think of entering the steep terrain there has never been a true war. While there is certainly infighting between certain groups (only one death has ever resulted from this), none compares to the love of dwarves weeding out the orcs and goblins from Gol’kra. If it wasn’t for the fact that those races have actually managed to settle semi-peacefully in their tract of land and work together, the dwarves long ago would have annexed Gol’kra to their own kingdom. At this point the dwarves go there for little more than sport, there is no reason to truly unite the warlike races by giving them a common enemy going to out and out war against them.
Deep Delving (800,000) the largest dwarven city in the world Deep Delving is a shared home for dwarves of both types. Any arms or armor bearing the mark of Deep Delving are revered the world over, as they are considered absolutely top notch. Before the mark is attached to the weapon each one is inspected to ensure that the weapon is perfectly balanced, flawlessly crafted, and has no metallic impurities that were beyond the crafter’s control.
Sprockethill (40,000) The only other gnomish city in the world, Sprocket hill has gondola connection to all the dwarven city and to Hoggleberry fifty miles away. Construction of the newest gnomish invention the TripleM (Short for Magnificent Mountain messenger) has recently completed, though there is current debate as to just who will be the first to test it. For the first time in gnomish history, no one has stepped forward to test it, hence the debate.
List of Locations
Cities: Deep Delving (capital), Sprockethill, Stormbellow, Searing Gorge, Steel Wing, Kaz Durum, Stone’s Edge, Citadel Dragonhammer, Ironfist Stronghold, Terrorhome, Gaia’s restThe Great Munificent and Wonderous Republic of Hoggleberry
Religions: Garl Glittergold, Kologarn Stoneshield
Built in the heart of the dormant volcano Mount Hyal, the gnomes have carved for themselves a large niche in the world. Though they are short on common sense, the gnomes more than make up for this fact by the sheer inventiveness that they show. The fact that they have wonders that they haven’t even revealed to the rest of the world makes them even more of an enigma. Certainly the gnomes would be capable of fighting against any government, and winning despite the fact that they are outnumbered by almost every other race.
Life and Society
In Hoggleberry the strange, outlandish, and unbelievable are commonplace occurance. Though the population of gnomes in Hoggleberry is only 70,000 (the other 30,000 being warforged), more than three million clockwork constructs that the gnomes constantly create call the place home. Though few outsiders have ever willingly set foot in Hoggleberry, they are changed for the remainder of their life by what the gnomes have accomplished through the combination of gears and cogs meshed with the magic the gnomes possess. The greatest example of what gnomes are capable of can be found in the fact that they are the only peoples with working lights that need no magic. Instead they use a gas filled glass ampoule that begins to glow when electricity from their lightning generators is allowed to course through it.
Next up are the nations on the continent of Falzora.
Government: No central government, Aberminster has a small standing army and polices trade, but most settlements have their own constables and militia.
Religions: Lyrea has a mixture of Old Gods, and worship of the New Gods
Alignment: Mostly forms of neutral and good, but there are plenty of people in the smaller settlements that prey on the less fortunate.
Lyrea is the largest of three countries on the continent of Falzora. It has large groups of settlements separated by vast stretches of wilderness. From the Demon Wastes in the north to the Sand Flats in the south, the wilderness of Cormand is a dangerous place, and as such, only the most hardy of merchants will make the journeys between the settlement groups. Because of this most of those said groups are quite autonomous.
Life and Society
With the harsh wastelands to the north and the salt flats to the south, there is still a fertile strip of land that allows for farming communities. While the country itself is very dangers to live in, the peoples have found been able to defend themselves well against what monsters lurk in the Wastes and Flats due in large part to their own standing militias.
Major geographical features and places of interest
The Sand Flats: Home to a group of nomads known only as The Wandering, the Sand Flats are as dangerous a place as can be found on the plane of Migdalia. It is kill or be killed in the Flats, and most of the creatures have become very good at the killing part. If the weather and heat doesn’t kill you, the monsters surely will. The only town in all of the sand flats is Esarcha, and every once in a while, the nomads will come here to trade.
Demon Wastes: The demon wastes are a very unusual place. Lifeless black rock suffuses the entire area as if even the very color has been drained from the area, also giving it the name of the Black Wastes. A single tower partially crumbling with age stands as silent testament over the entire wastes. Once the tower of the demonlord Taruq’alkazine, it was an explosion from his tower that turned the once verdant lands of the Wastes into what they are. Black fire scorched out leeching the very essence from all that it touched, and leaving the barren region that it is today. No one knows what became of the demonlord or any of the horde of demonic followers he had, but it is know that in the explosion all the demons disappeared.
The World Spring: High in the Seacrest Mountains lies a spring unlike any other. It is said that this spring is fed directly from the Wells of Lumos and that its water can cure any illness.
Lyrea was once a truly beautiful place, even the salt flats offered those that wandered in it the opportunity to see the buttes and rock formations. This ended with the explosion of the Black Tower. The scourging of those lands would forever alter the once beautiful landscape, and leave many dead in its wake. While there has been much since then that has changed in the country, the wastes still stand as a stain upon the land.
Aberminster (Metropolis, 100,000-150,000): Technically the capital city of Cormand, that title doesn’t mean much to the varied city-states around the countryside. A large sprawling town, it must maintain a sizable militia and well trained monster hunters to protect the city and its outlying farmland.
K’ar D’atha (Large City, 50,000+): K’ar D’atha is the largest dwarven city on the continent. Located on the southeastern most part of the continent, it lies deep under the mountains bordering the Sand Flats.
List of Locations
List of Locations Cities: Aberminster (De facto Capital), Bridge-End, Waterbrook, Asisheldon, Lowaston, Usarho, Avarthe, Reva, Port, Sohothorpe, Irare, Mortha Vale, Seacrest, High Peak, Springside, Sherrolton, Ocimar, Oceanview, Ukecheton, Elandrake, K’ar D’atha, Sandwatch, Utesorton, Esarcha, Ehamelet
Landmarks: The Black Wastes, Seacrest Mountains, The World Spring, The Sand Flats
Kingdom of Kelgris
Relgions: Heironeous, Pelor, Fharlanghn
Alignment: LG, NG, CG, LN
Once, Kelgris was a beautiful, fertile land of rolling green countryside and magnificent cities. Her people were viewed as grim by their neighbors. This was perhaps, to be expected, given their never-ending war against the aggressive Charr. Indeed, it was their unfailing vigilance, their Great Eastern Wall, and the blood they shed each year to defend it that had protected not only Kelgris, but also Lyrea, and Merekith through the ages.
Life and Society
The survivors of Kelgris live in a state of constant warfare, using hit-and-run tactics and the remnants of the Great Wall to prevent any significant advances by the Charr into their territory. King Adelbern has circled the wagons, so to speak, content to simply defend what Kelgris has left and live to fight another day. Prince Rurik, on the other hand, is far more daring than his father thinks is wise, and has even suggested that the time may be coming to launch an offensive against the Charr.
Major geographical features and places of interest
The Barrens- Kelgris is nothing more than a charred wasteland now, with few of their cities surviving, and every living person of age in the country a soldier fighting to hold back the charr horde from overruning them. Giant crystalline formations, remnants of the flaming crystals that fell from the sky, dot the ruined landscape as monolithic reminders of everything that has happened.
For centuries the kingdom of Kelgris managed to keep the ravenous Charr hordes at bay. Then came the invasion, and with it, the Searing. Anyone alive today will remember the day the lands of Kelgris were blasted and torn with magic fire. Whole cities and guilds were destroyed in the Searing, and the might of Kelgris was shattered. Now the Great Eastern Wall lies broken, and the Charr have overrun much of the kingdom, defiling it with their unholy shrines, killing those who stand in their way.
Using the Cauldron of Cataclysm and the power of their Titan gods, the charr shaman Jaw Smokeskin summoned forth a devastating magic that rained down burning crystals on Kelgris. The regions impacted by the Searing ranged from lands far north of The Great Eastern Wall to the Blazeridge Mountains. However, the Searing was arguably most devastating to Tyria, Rin, and Surmia. Ironically the most intact structure following the Searing was The Great Wall. Parts of the Shiverpeak Mountains were likewise affected by the cataclysmic change in climate, causing areas that had at one point enjoyed frequent snowfall to turn barren.
Tyria (50,000+) The new capital of Tyria since the fall of Rheen in the Searing. Once largest city in the kingdom, Tyria was known for its beautiful architecture, numerous libraries, and bountiful shops. Because it is where many noble families makes their home, it tends to receive the largest number of visitors and had become the cultural center of Kelgris. The largest city and cultural center of the now-ruined empire. Tyria is one of the only two remaining in the entire kingdom. Though the buildings have fallen and the cathedrals are a shambles, the people here live on in the shadow of what once was.
Fort Rannick (35,000) Once used as a training facility for the Kelgris army, Fort Rannick houses new recruits. Here, soldiers learned what it takes to be one of Kelgris’s finest and bravest, and how to use their talents to defeat the enemy. Fort Rannick was one of the best-equipped strongholds in the kingdom. The fort itself, like most other buildings in Kelgris, had been almost completely destroyed. All that remains are the outer walls and the memories of what once was.
List of locations
Cities- Tyria, Fort Rannick, Piken Square
Landmarks- The ruins of Ashford Abbey, Ruins of Nolani Academy, Ruins of Surmia, Charr Flametemples, Shiverpeak Mountains
Relgions: Shamanic teachings of Flame Titans as deities
Alignment: Neutral Evil
To the Charr, flame is the physical representation of their gods. In order to keep the gods happy, they must first fulfill their obligation to the flame. To that end, the Charr have constructed a series of sacred buildings known as Flame Temples. On raised platforms, these bestial creatures have inscribed huge circular runes, which define and magically feed the sacred fires. Further defining the ring are pillars of pure obsidian or carved sandstone, sculpted to depict the faces of the mysterious creatures the Charr worship. Between these pillars, in the very center of each of these temples, are the ever-burning Sacred Flames. The Charr believe that as long as the flames are burning, the gods are pleased. If the flames go out, then the Charr have failed in their duties and will be punished by the gods. Each temple has its own fire, which is tended at all times by four Charr Flame Keepers. The Flame Keepers have only one job—to keep the Sacred Flame burning. This is the most prestigious position a Charr can occupy; only the strongest, most capable Charr can take this honor, and all other Charr bow to the Flame Keepers.
Life and Society
The feline Charr have always been a savage fighting race that once dominated the eastern side of the Shiverpeak Mountains. They fought anything they could – including themselves. Eventually the many warbands of the Charr united under a single leader: the Khan-Ur. The Khan-Ur is always the shaman that is considered the greatest of warriors and embodiment of the flame titans.
In days before the Old Gods brought the humans to Kelgris, the Charr battled with the Forgotten in the Blazeridge Mountains. Long after the Forgotten stopped threatening the Charr, the humans appeared and, with the help of their Gods, pushed the Charr from their western boarders. The conquered land became known as Kelgris. Along with being pushed back, the Khan-Ur was assassinated, preventing any hope the Charr had to retake their lands. The death of the Khan-Ur caused a schism among its four children, who became known as imperators, and brought the establishment of the High Legions – the Ash Legion, the Blood Legion, the Flame Legion, and the Iron Legion. In order to combat the Humans, they sought gods to call their own, and at the volcano called Hrangmer, the Burnt Warband discovered gods for the Charr. It was these gods that gave the Charr the Cauldron of Cataclysm, allowing them to break the stalemte.
Major geographical features and places of interest
Blazeridge Mountains- The blazeridge mountains are a chain of active volcanos that the Charr civilization was originally birthed from. It is also in these Mountains that the largest peak, Hrangmer, that holds a bound flame titan. It was he that gave the charr access to a powerful magical artifact, in hopes that they would use it and finally set into motion events that would grant him his freedom after millenia of internment.
Hrangmer- This is now the holiest place in the charr empire of Kieru. The flame titan is still interred in the volcano itself, but is content to now bide his time since the Cauldron was unleashed. Through out the ages whenever the volcano erupted, it was from the anger of the titan raging about his imprisionment there. Each volcano in the Hrangmer range, seventy four of them, is another prison to a flame titan that was originally placed there as a punishment for past sins by the Old Gods.
Sukrek- The only true charr city in existance is Sukrek. While nothing more than a large collection of the hide covered homes and flametemples, it is still the secondary center of the charr’s worship of flames. It is also in this place that the charr chose the Khan-Ur through rituals of combat and ceremony.
This is Elsar.
Capital: Nareskadel (Also known as Binonten in the common tongue)
Government: The Elves follow their Polemarch, while the Dwarves follow their council of Paragons
Religions: Corellon and Gaia (Elves), Kologarn (Dwarves)
Alignment: LG (dwarves), G (elves)
The elves make their home in Talaviir Forest, and this is the single largest community of Elves in the whole of Migdalia. While not quite as large, there is a prosperous community of Dwarves that live in the Caryacht mountains. Some of the best craftsman over the ages have come from the dwarves on the continent of Elsar.
Life and Society
For all it’s people, Elsar is still quite a wild place. The populated areas are very safe, patrolled by the Elven Army, or the Dwarven Patrols, and monsters and giants are all but unheard of. However, once you leave the borders of these lands, bandits, goblins and worse may be waiting. Elven Wayguides are highly sought after, as their groups provide safe passage through the untamed center of the continent.
Major geographical features and places of interest
Nareskadel Forest: The Nareskadel forest is the home to a large elven nation. While trade is open and encouraged, Elven Warblades constantly patrol the wood, both to protect the honest, and punish the wicked. The two rivers leading out of the forest come to a marsh on the plateau overlooking Bedwyr Ridge. Only the bravest of Warblades will enter The Brackens, and even then, they won’t go far.
The Tri-Delve Mine Belt: Home to the Caryacht clan of dwarves, deep within the Karibdis Mountains lies the Tri-Delve Mine Belt, a sprawling series of three dwarven cities connected by huge tunnel routes. You can travel several hundred miles, from one end to the other, without ever reaching the surface. Here, expert dwarven miners and craftsmen make exotic weapons and armor out of materials like flamesteel, mithril, and adamantine.
Soloth’s Tower: Now a ruin, this dark tower was the home to one of the most powerful necromancers Migdalia had ever seen. Only the combined might of the Elven army and one, Tregor Stonehammer, a singularly powerful dwarven warrior and master strategist were they able to finally defeat Soloth. To this day, brave and foolish adventurers travel to the tower in search of powerful artifacts. Most are never heard from again, and those that survive are never the same again.
Erkynwald Ruins: Home to one of the most tragic events in the war on Soloth, the once prosperous town of Erkynwald fell prey to the malevolent gaze of Soloth’s right hand, a Death Knight known only as “Death”. In the heart of night, he unleashed his shadows upon the unsuspecting city, and one by one, the populace was consumed, adding to his undead army with each death. The only solace that can be taken from this tragedy is that it galvanized the Elves into stopping Soloth.
Nareskadel (Metropolis, 300,000-400,000): The capital city of Algur, this city lies in the heart of Talaviir Forest, and is built in total harmony with the old wood forest. Built in and among the trees, this city is truly a marvel to behold.
Tri-Delve Mine Belt (Metropolis, 200,000+ among the three cities): The three cities of the Belt are Granger Craft City, Torden Delve, and the Caryacht Heights. While each city does have its own rulers, the sheer number of dwarves living here, and the number of tunnels they’ve carved has made this whole area into one enormous underground city. Unfortunately, when delving this much, and this deep, the dwarves invariably opened tunnels to the underdark, required constant vigilance against attack.
Cities: Nareskadel (Capital), Falimore, Varheal, Naruan, Kruger, The Elven Navy Docks, Lurecia, Calashadir, Erkynwald Ruins, Caryacht Heights, Tri-Delve Mine Belt, Granger Craft City, Torden Delve, Shamrock Beach, Tower of Dawn, Harbor, Seith’s Tower
Landmarks: Mt. Caryackt, The Caryacht Mountains, The Northern Babcock Trail, The Elven Highway, Nareskadel Forest, The Brackens, East Stair, Bedwyr Ridge, Erkyn Falls, West Stair, Shunt Bluff, Baboon River, Giant Territory, Peros Hills, Ape Lake, Grumbar River, Vandek Mountains, Grumbar Bridge, The Gulf of Velhao
And finally as Merekith and Verkennia have shorter entries, I’ll be putting them both in here with Merekith first and Verkennia second.
Government: Tribal councils
The continent of Merekith has no countries per se, but the various jungle dwelling tribes each have their own hunting grounds. Competition between tribes is fierce, but not nearly so fierce as life on the Shelgim glacier of Everice. The lands of Merekith are full of verdant jungles, steep gorges, and sheer cliffs that make navigation on it somewhat difficult. There is reason however why the land has never been truly settled, almost the entire island of Merekith is located under the largest ley line nexus on Migdalia. The wild magic that flows from the nexus prevents full settlement.
Life and Society
Very few people live in Merekith, leading this to be an incredibly wild land where dangers lurk beneath the boughs of the trees, and in the shadows of the monolithic pyramids that dot the landscape. No one knows what purpose these pyramids serve, as the last expedition ten years prior never returned. What is known is that they are not a creation of the current tribesfolk that live there.
The Holy Empire of Zoltane
In the beginning the continent of Verkennia was home to humanity, and continues to hold the distinction of being the largest settlement of humans in the world. The capital of Lesalia was first created in the year after Migdalia’s creation, and has only expanded outwards. Eventually it engulfed the entire continent as more and more people were born. It is to the point that the entire continent of Verkennia, is the country of Zoltane, which the capital city of Lesalia covers. All three names have become interchangeable to mean the same place.
Life and Society
Life in the Holy Empire of Zoltane is not as difficult as one would think. Instead it is the people there that can make it dangerous. Just a short distance from the noble sections or the city lie slums, which are a breeding ground of resentment and a place of near constant plots to overthrow the nobility. The seat of power, the dictator Loquis is not a true dictator as the title would suggest. Instead he was a liberator that freed the people from a tyrannical ruler thirty four years previous, and is currently beloved by the general populace, though several nobles secretly resent this power and would seek to see him overthrown. These same nobles however were also the nobles in the closest confidence to the previous dictator.
Major geographical features and places of interest
Palace of Wrought Iron- It is here that the current dictator, Lord Loquis resides, and passes laws to the land. He does not rule with an iron hand as the previous dictator did, but instead he works to uplift the people of his home from their poverty, seeking to make them into a great nation.
For as long as Verkennia continent has been on Migdalia, the strongest warlord has ruled this land. As more and more cities sprung up and grew, they were able to get more people to follow their lead, and in the end rule more people. The final warlord Vekrish had controlled the country for more than twenty years when a charismatic, brash young man by the name of Loquis.
Here are the new races available:
Far to the south on the sub-continent of Everice on the subcontinent of Everice live the reclusive Frost Elves. One of the four elven races originally created on Migdalia, the frost elves are an unusual bunch of elves that typically eschew the company of other mortal races, preferring to be left alone and forgotten.
It is said that when Migda created the world, he scooped up a handful of snow, shaped it into a humanoid shape, and breathed life into it. This is the legends in the world at large, but the legends to the Silthe or frost elves is entirely different. What this is, no one has ever asked to find out, so the world is left to its own legends.
On the Shelgim Glacier the frost elves thrive, in a land of freezing temperatures, blowing winds, and scarce food life is a constant battle, but the frost elves endure. From a young age the frost elves are taught of survival in this harsh wilderness, how to forage amongst the shifting snowbanks for snowfall berries buried beneath, how to hunt on the expanses of frozen ice, and how to fish in ice-choked waters. Many frost elves do not make it past their coming of age hunt, but those that do are amongst the hardiest beings on Migdalia.
Theirs is normally a nomadic society, though there are those amongst the frost elves that reside in the ice crags and mountains of Everice. One thing all frost elves are known for, from a young age they are given an ice owl to care for. The ice owls are synonymous with the frost elves, leading them to sometimes be called White Wing elves. Ice owls grow to be enormous specimens, allowing the elves to fly upon their backs. Each frost elf grows an innate bond with their owl, transcending normal means to an almost supernatural level.
Personality: While most races are warm and receptive, the same cannot be said of the Silthe. They are distant compared to normal races because of the difficulties of survival, leading many to believe frost elves truly are made of ice though this is not true. The frost elves have a natural distaste for wildfire dwarves, often refusing to cooperate with them based on their diametrically opposing view points. While they are often cool on the surface, frost elves suffer from the same excess of passions as their cousins do.
Physical Description: Frost elves are nor different in height nor weight to normal elves, but they have blue-white skin and hair like their natural world. Eye color of the frost elves runs the gamut from dark blues, greens, and violets to the lighter shades of red, pink, or even all white and black.
Relations: The frost elves aloofness tends to make them more standoffish than normal races, leaving them sometimes at odds with other more “pampered” races. Frost elves are an aloof race, prefering to be left to their own devices. Though frost elves in the northern realms are uncommon, they are by no means rare. The elves tend to be receptive to the other races, more so that the Sidhe anyways, but their harsh life on the ice fields has taught them that anything is fleeting. This leads the elves to very rarely grow attached to shorter lived races. Members of other races that live in harsh conditions find it very easy to relate to the frost elves, and even garner a measure of respect from the elves themselves. Several examples of this are the nomadic tribes of the Menachtaron desert, the barbarians of the Dowron’s Shield region, and the Wood elves that live in the deepest jungles.
Alignment: The frost elves typically believe in a survival of the fittest outlook on life, lending them a chaotic bent where the only law is survival. They are just as likely to be kind of heart (More so to those from harsh regions), as to have hearts carved from ice.
Religion: The frost elves have a natural affinity with Salgra, goddess of storms. Between the patience required to hunt and rear ice owls, to reading the weather patterns while in the wilderness so that they can survive. Those that live closer to the seas of ice sometimes venerate Aquira as well, the fickle seas being more in tune to their senses than the inland ice fields.
Languages: Common and Elven
Names: Frost elves name their children in the tradition of the ice. Meaning they sometimes have brutal names such as Bearskinner, or weather based names such as Sudden Blizzard or Enduring Ice Squall.
Adventures: Frost elves take up adventuring for any number of reasons. Some just want to get out and see the world and take in the various sights. While others may wish to soar the northern winds on their ice owls to seek fortune, and even greater renown amongst their own people.
- +2 Constitution, -2 Intelligence, -2 Charisma Frost elves are very hardy individuals, but their only focus before leaving their homelands is on survival, leaving little time for book learning, and even less time for pleasantries.
- Base speed 30 feet
- Low-Light Vision: Frost elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Weapon proficiency: Frost elves are spend as much time climbing in the ice crags searching for food as they do walking the ice fields. They receive martial weapon proficiency for pick-axes, Short bows (including composite shortbows), and Hack-sabers.
- Immunity to magic sleep effects, and a +2 racial bonus against enchantment spells or effects.
- Keen Senses: This is the same as elves in the player’s handbook.
- Due to their time spent being able to climb the glaciers and rearing ice owls, Frost elves gain a +4 bonus to Climb and Handle animal checks.
- Cold immunity: Frost elves are naturally immune to cold, commonly hacking through ice to bathe in the sub zero waters. They take double damage from fire effects.
- Ice Born: Being born on the ice fields, the elves have a natural distaste for warm climates. For every hour spent in temperatures above 80 degrees, a frost elf takes 1d6 points of subdual damage.
- Ice Owl: Each frost elf is given an ice owl to rear from the time it is born. To lose your owl is considered the greatest offense that any frost elf can commit. These are treated as a wizards familiar for purposes of advancement. Any class that allows a frost elf to take an animal companion or familiar must chose their ice owl. If a frost elf becomes a wizard or sorceror, they only receive the bonuses from a familiar once not once each for this ability and the spellcasting ability.
- Automatic Languages: Elven and Common Bonus Languages: Any
Favored Class: Ranger
Level Adjustment +2
The High Elves are often regarded as the most arrogant beings to ever set foot upon Migdalia. In their opinion, they have earned the right to be arrogant. High elves seem to embody the concepts of unearthly beauty, grace, and presence that elves are known for; indeed, they are the reason such stereotypes exist. In all things, they strive to maintain a sense of dignity and elegance. A high elf will not undertake an action if he cannot do it well, and this tradition has given them a reputation as the finest artists, poets, and artisans in Migdalia. For many high elves, life itself is art.
High elves are the most patient of Migdalia’s races, and they devote their time to perfecting a task rather than just merely completing the task. To most high elves, rushing a task or finishing a project in anything less than perfection is betraying the elven ideal. As a result, they tend to have a narrower range of skills than other individuals, but are the unrivaled masters of the skill or art to which they turn their efforts. This unrelenting drive for perfection is also reflected in high elven combat. Their swordsmen typically train with their weapon for decades upon decades, achieving a level of skill rarely seen among the “lesser races.”
High Elves tend to think in extremes. Either they are extremely passionate about a particular subject, or they can hardly contain their disdain. The crisp insults and taunts of High Elves are legendary, and the High Elves seem to have a knack for quickly and thoroughly humiliating those who cross them. High Elves have exceedingly high standards, both for themselves and others. Those who can meet or exceed those standards are worthy of respect. Those who fall short are not even worthy of attention.
Personality: Most high elves are snobbish, elitist, and arrogant. They also possess a keen sense of beauty and grace, and a drive for perfection that constantly forces them to seek self-improvement. With such a long life, high elves tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. They are slow to make friends and enemies, and even slower to forget them. High elves reply to insults with disdain and, more often than not, an insult infinitely more hurtful and insightful. Wherever they go, high elves expect to be treated with the respect and awe to which they believe they are entitled.
Physical Description: High elves are tall and slim, standing about 5-½ to 6 feet tall and weighing 115 to 155 pounds, with high elf men the same size and only slightly heavier than the women. They possess unearthly grace and fine features, but tend to be somewhat frail. Their complexion is pale and flawless; facial hair is rarely present. Both genders keep their fine silky hair long , and always arranged in elegant designs. Hair color ranges from blonde to silver, with deep, crystal-clear blue eyes. High elves prefer smooth silks and simple yet elegant jewelry. Their armor is always in pristine condition and their robes of the richest materials. A high elf reaches adulthood at about 80 years of age and can live to be more than 700 years old.
High elves do not sleep, as members of other races do. Instead, an elf meditates in a trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditation, a high elf dreams, though these dreams are actually mental exercises that have become reflexive though years of practice. The majority of high elves dream about themselves, basking in self-adoration and taking pride in how wonderful they are.
Relations: High elves regard all other races as “lesser races.” Humans are unrefined, and have an unnerving tendency to repeat the same mistakes with each passing generation. Dwarves are vulgar, crass, and dull, while halflings are viewed as criminally insane kleptomaniacs, at best. Gnomes are typically killed on sight when possible, simply due to that race’s instigation of the Clockwork Wars. Other elven races are looked down upon with either pity (wood elves) or unrelenting hatred (dark elves).
These prejudices, combined with a high elf’s natural arrogance and tendency to casually insult those they deem unworthy of their presence, tend to give high elves their (not undeserved) snobbish reputation. Those few individuals who manage to befriend a high elf must typically endure decades of derision and arrogance before the high elf regards them as something similar to an equal. The short life spans of most non-elves result in few high elves possessing non-elven associates and friends, a fact which further fuels their arrogance.
Alignment: The majority of high elves are lawful, as their drive for perfection and long lives causes them to invariable fall into predictable patterns of living. Good and evil are represented about equally among high elven society, though most evil individuals focus their attentions upon non-elves rather than their own people. Most high elves, regardless of alignment, view other races as something like particularly intelligent dogs; the elves don’t actively wish them harm, but if they get hurt or killed…well, at least they weren’t a high elf.
Religion: High elf society venerates Gaia, the creator of their race. Clerics to Gaia are fond of making pilgrimages into human lands, spreading the teaching of their deity among the “unwashed barbarians” as they travel. Such elves are considered martyrs by many high elves, for voluntarily subjecting themselves to the presence of non-elves. Though the high elves may freely worship any deity.
Language: High elves speak a fluid language of subtle intonations and intricate grammar. While elven literature is rich and varied, it is the language’s songs and poems which are most famous. Many bards learn elven so that they can add Elven ballads to their repertoires. The elven language is descended from Sylvan, and the two languages share many common words and constructions. Druidic is an offshoot of the elven language, though steeped in numerous esoteric terms and double meanings.
Names: When a high elf declares herself an adult, usually sometime after her 90th birthday, she also selects a name. Those who knew her as a youngster may still call her by her childhood name, and she may or may not care. An elf’s adult name is a unique creation, though it may reflect the names of those she admires or the names of others in her family. In addition, she bares her family name. Family names are combinations of regular Elven words; some elves traveling in foreign lands convert their family names into Common, simply to prevent humans and other races from butchering the delicate elven pronunciation of their names.
Adventures: Elves take up adventuring for a number of reasons, most notably to prove their superiority to “lesser races.” Thus, elven swordsmen will occasionally join human armies, but may leave disgusted if their superior technique is not complimented and appreciated. Poets may circulate their works throughout dwarven cities, attempting to instil some culture in the aesthetically-challenged race. Regardless of the actual reason for their adventuring lifestyle, many high elves secretly feel more comfortable among individuals who are willing to exist as flawed, imperfect beings. If only because such imperfection make the purity of the high elven race shine ever brighter.
Elf (High Elf) Racial Traits
- -2 Wisdom, +2 Charisma. High elves are confident and stunningly beautiful, but also egotistical and somewhat set in their ways.
- Medium size. As Medium creatures, High elves have no special bonuses or penalties due to their size.
- High elf base land speed is 30 feet.
- Low-Light Vision: High elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: High elves receive the Martial Weapon Proficiency feats for the bastard sword, longsword, greatsword, and short sword, as well the Exotic Weapon Proficiency feat for the two-bladed sword and bastard sword. High elves esteem the art of swordplay, and all are familiar with these weapons.
- Immunity to magical sleep effects, and a +2 racial saving throw bonus against Enchantment spells or effects.
- +2 racial bonus on Knowledge (history) checks. The high elf is considered to be trained in this skill. High elves age much slower than other races, and freely share knowledge of the past among with their children and other young elves. As such, high elves typically grow up listening to stories about ancient history…told by elves who actually participated in said ancient history.
- Keen Senses: This is the same as elves in the Player’s Handbook
- High elves are excellent craftsmen, and frequently choose to specialize in one skill above all others. He receives a +2 racial bonus on any one Craft skill of his choice.
- Goad (Ex): High elves are masters of insulting their opponents, and gain the Goad feat as a bonus racial feat. In addition, the high elf’s familiarity with insults and skill at delivering cunning retorts increases the save DC of this feat by +2.
- Automatic Languages: Elven.
- Bonus Languages: Draconic, Gnome, Orc, Sylvan, Goblin, and Celestial.
- Favored Class: Fighter
The wildfire dwarves, sometimes referred to as Flameheart dwarves, are an unusual breed of dwarf compared to the standard dwarves. While dwarves naturally wish to drive underground in search of materials, the Wildfire dwarves prefer volcanic minerals to normal ones. Typically wildfire dwarves live in the caldera of active volcanoes, but have been known to inhabit inactive volcanoes so long as they have good underground magma pockets.
More industrious than normal dwarves, the wildfire dwarves are able to craft wonders that even their “fair mountain kin” are astounded by, because of their resistance to fire that allows them to mine the most sought after of weapon metals, flamesteel. Flamesteel is born only in volcanos that reside on the magical ley lines of the Migdalia from regular steel that absorbs the magic of the ley lines and holds the nature of the volcano inside their roiling red steel blades. Due to the fact that the wildfire dwarves can actually dive into the lava and magma to retrieve the precious metal they produce, they are the only ones with the patience to be able to forge with it and create it.
While there are certainly some races that can withstand the lava, only wildfire dwarves have refined the talents to actually work it. Some say that it was Kologarn himself that gave the dwarves the secret of flamesteel, but it is a secret they guard with their lives.
Wildfire dwarves are more meticulous when it comes to craftsmanship than normal dwarves. They consider releasing anything a normal dwarf makes as nothing short of blasphemy, instead any creation a normal dwarf makes a wildfire dwarf makes as a fledgling crafter. They accept nothing less than the best, and for those that cannot forge, there is lava diving to retreive the flamesteel.
The other unusual thing about the wildfire dwarves, is their tendency to burst into flames when angered or upset. Flames lick along their flesh, giving no discomfort to the wildfire dwarf, but setting blaze to anything nearby that is flammable.
Personality: Wildfire dwarves have the same temperment as normal dwarves, meaning they can have a very short fuse before they erupt, literally. As such most races treat the wildfire dwarves as delicately as they can, lest they anger the dwarf and bring a great conflagration on. In addition, they demand nothing but the best from themselves. If something shows the slightest hint of imperfection, a wildfire dwarf will scrap it and start all over. This leads them to being very fussy when working, and exceedingly exacting since they expect the same from those around them. In other words to them it’s put in your best efforts since we always do.
Physical Description: Wildfire dwarves run the same size and weight as normal dwarves, but their biggest difference is in their skin tone. Where as most dwarves have skin the appearance of leather, wildfire dwarves have skin the tones of flame. This ranges from a molten gold color to a cooled bronze, and even bright scarlet and crimsons. Their eye color is typically dark and coal-like.
Relations: Flameheart dwarves have no problem getting along with other races, so long as the other races put in their best efforts. Woe betide those that a wildfire dwarf feels is slacking off, as they get rather hot under the collar with them. However these dwarves actually have a kind side, and are willing to go out of their way to help someone even if there is no reward in sight. They aren’t nearly as greedy as normal dwarves.
Alignment: Wildfire dwarves live in structured communities, and work together to acheive their goals which gives them a lawful bent. As most wildfire dwarves are also exceedingly generous, their typically alignment falls under lawful good. Though bad apples are definately not unheard of.
Religion: The Wildfire dwarves are typically split into two camps when it comes to religion, as they are when it comes to life. The lava divers that go swimming to retrieve the flamesteel bounty from the volcanos typically venerate Pyros, while the crafting side worship and praise Kologarn Stoneshield. However, both sides still offer praise to the other god, effectively allowing them dual worship which neither god disallows. There are also those few that offer prayer to Magus’s name, for without his working of the ley lines, flamesteel would be impossible.
Languages: Wildfire dwarves speak both dwarven and common.
Names: Their names are indistinguishable from normal dwarves.
Adventures: Wildfire dwarves leave their volcanos for any number of reasons. Whether they left as part of a trade caravan to sell wares, and found a good time in the wild world. Or are on a pilgrimage to see the craftsmanship of the other races, they can leave home for any number of reasons.
- +2 Constitution, +2 dexterity, -4 Charisma Wildfire dwarves are just as sturdy as their dwarf kin, they are far more gifted when it comes to hand eye coordination. However this comes with the fact that because they are known to erupt, wildfire dwarves are not known for their talking skills in the world at large.
- Wildfire dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor, or when carrying a medium or heavy load (unlike other creatures, whose speed is reduce in such situations).
- Darkvision 60 feet; Blind-sight 30 feet. Over the centuries, their time blind in the lava pools searching for flamesteel has given the dwarves an uncanning awareness as to what is around them.
- Metalcraft: This ability grants a wildfire dwarf a +4 racial bonus to craft rolls to create goods. They do not receive stonecunning like regular dwarves as they spend less time mining.
- Weapon Familiarity: Dwarves may treat Dwarven Waraxes, Dwarven Urgroshes, and dwarven stonefist weapons as martial weapons rather than exotic.
- Stability: Wildfire dwarves are exceptionally stable on their feet. They gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- + 2 racial bonus on saves vs. poisons.
- Spell resistance of 11+ level. Flameheart dwarves live on top of magical ley lines, and are constantly bombarded with errant magic, as such their bodies have adapted to be more resilient than normal dwarves against it.
- Fire Immunity: Wildfire dwarves are naturally immune to fire, but take double damage from cold attacks.
- Fiery temper: Wildfire dwarves are known to literally erupt into flames if they are sufficiently upset or angry. Any time the dwarf is insulted, loses his temper, or is injured he must make a will save DC 20- Wisdom modifier or erupt in flames. When a dwarf erupts into flames they deal 1d6 fire damage to anything in a 10 foot radius each round; friend or foe. Additionally they automatically start any flammable materials nearby on fire. This will last for a number of rounds equal to the dwarf’s level, even if knocked unconscious or killed. Additionally as a standard action that does not provoke an attack of opportunity a wildfire dwarf may voluntarily enter this state, it is a common tactic amongst the dwarves to become a roiling ball of flame in the midst of their enemies.
- Automatic Languages: Dwarven and Common. Bonus languages: Any
- Favored Class: Fighter
- Level Adjustment: +3
Created by Gaia from the foundations of the mountains, the Stonekin were made in the image of humans. Crafted from the unyielding stone the Stonekin originally had only a single purpose, to protect the domains of the mountains from overly covetous dwarves. Though they bear no ill will to the dwarves, they never-the-less prevent the dwarves from digging too greedily into the mountains for gemstones. This is not to say they prevent them from mining completely.
Personality: Stonekin are slow to react and come to a decision. The joke most bandied about in human communities is that by the time a stonekin decides on breakfast, it’s time for dinner. They are slow to anger, instead taking everything in stride, and plowing on in their duties. Since the time of Krilgore the Stonekin have spent less and less time in their mountainous homes, and more time in the world at large since they feel so distant from Gaia.
Physical Description: Stonekin are tall and solidily built, standing about 6 and a half feet tall, and weighing nearly 400 pounds. Female stonekin are just as large, but only weigh about 200 pounds. Their skin has the texture and solidity of granite, making them a stalwart individual and very difficult to injure. Stonekin sleep as normal, but for a diet they have a rather unusual palate. Their food is typically gemstones. A single 1 gp gemstone is enough to feed a stonekin for a day.
Relations: Stonekin regard all races as equal, but have been known to be exceedingly stubborn where dwarves are concerned. They have cordial relationships with dwarves, and they small folk see them as kin. However, the dwarves natural lust for metals, gems, and stone can sometimes rub the stonekin the wrong way. This rarely comes to physical blows, but can mean the dwarf in question receives a long winded lecture about the bounties of the stone.
Alignment: Stonekin typically are a neutral race, but like all creatures some have sway towards wayward ends of the spectrum. Evil stonekin, while rare, are not unheard of. They typically attack any that enter the mountains, seeing this as encroachment on their lands. Just as rare is a truly kind-hearted stonekin. While stonekin are usually helpful, they rarely go so far as to be good.
Religion: Stonekin venerate Gaia above all others, though there are some that have been known to take to the other dieties. In particular Kologarn Stoneshield has a particular pull with the stonekin.
Language: Stonekin do not have their own language, instead they speak both Common and Terran.
Names: Stonekin typically are named after some type of rock, one whose qualities they exemplify. A beautiful stonekin female (By stonekin standards) might be named Marble, as this is considered an exceedingly beautiful stone for sculptures. The stonekin do not use a surname, instead they prefer to list their accomplishments after their name, thus stonekin names can be exceedingly long, and sometimes take hours to complete unless someone cuts them off.
Adventures: Stonekin take up adventuring for a variety of reasons, most notable amongst them is to search for the reason behind the distance between themselves and Gaia. Though some stonekin may develop a hunger for gemstones from places outside of the mountains, and wish to see the world as they search for their next delicious meal.
*+2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma. Stonekin are massively powerful individuals, but are slow to react and have an unnatural demeanor to those outside their race.
- Base speed 30 feet
- Darkvision to 60 feet
- Rock-hide: Stonekin receive a +4 natural armor bonus to AC
- Stone sense: Stonekin always know which direction is north when underground, know their depth automatically, and can sense any worked stone within 30 feet even if it is through solid rock (such as a worked stone passage paralleling an unworked one). In addition Stonekin may detect gemstones automatically out to 100 feet, if they concentrate for a round they can determine location, and if they spend another round concentrating can determine the approximate value.
- Once per day they may cast Stoneshape as a cleric of their level.
- Light Fortification (Ex): When a critical hit or sneak attack is scored on a Stonekin, there is a 25% chance that the critical or sneak attack is negated and damage is instead rolled normally. This does not stack with armor fortification, one or the other is rolled.
- Stonekin have a natural weapon in the form of a slam attack that deals 1d6 points of damage.
- Automatic Languages: Terran and Common. Bonus Languages: Dwarven, Goblin, Gnoll, Gnome, Orc, Draconic.
- Favored Class: Fighter
Dwarves add the weapon the Dwarven Stonefist to their list of racial weapons.
Elves (AKA Wood elves in the world) add the Bladebow to their racial weapon proficiency
Gnomes- Instead of -2 Str +2 con get +4 Int, -2 Wis, -2 str Gnomes are incredibly brilliant, with powerful analytical minds, but they suffer from small, weaker bodies and a severe lack of common sense.
Also for gnomes add the following racial ability
Clockwork Companions- Due to all the time that knows spend working with clockwork constructs, they just seem to get everything done faster when they are in close proximity to a construct (This includes Warforged). When within 20ft a consctruct adds a +2 morale bonus to attack, saves, and skill rolls.
Favored Class: Wizard
Half-Orcs gain Weapon familiarty in All axes (except the dwarven waraxe) and the Greatclub