Into the Wilds

Game Master Browman


Races

Dragonkin:

Dragonkin are about 6ft tall on average, with males being about 2in taller than females on average. They tend towards large, bulky builds. They have thick, scaly skin that can have colors similar to any true dragon, like a true dragon their color and the damage dealt by their breath weapon are linked. Dragonkin live to about 140 years on average and mature by the time they are 20 years old.

Attributes +2 Str, +2Charisma, -2 Wisdom Dragonkin are strong and posses a natural charm but are quick to act and often don't think through their actions.

Medium Dragonkin are Medium creatures and have no bonuses or penalties due to size.

Hatred Dragonkin have a longstanding racial hatred of Giants and Orcs. They gain a +1 to hit rolls against creatures of the Giant and Orc subtypes.

Low Light Vision

Natural Armor Dragonkin have scales covering their body, they gain +1 Natural armor.

Skill Bonus Dragonkin have a +1 racial bonus to Intimidate and Knowledge (History)

Breath weapon Dragonkin have a breath weapon that deals 2d6 damage in either a 15ft cone or 30ft line, pick one of fire, cold, acid or electricity for damage type. Those affected can make a reflex saving throw (DC 10 +1/2 level + Con bonus) This ability can be used 2/ day.

Languages Dragonkin speak common and Draconic. Dragonkin with a high intelligence can choose from Elven, Dwarven, Gnome, Halfling, Celestial, Abyssal and Infernal.

Jungle Elves:

Jungle elves are descended from the elves that were still on the eastern continent after several islands were separated as a result of powerful magic. The jungle elves were left centuries behind their kin as they fight for survival instead of expanding their civilization. Even now there is little organization to the Jungle elves, just small groups of villages that cooperate and trade with each other.

+2 Dexterity, +2 Intelligence, –2 Constitution: Jungle elves are nimble, both in body and mind, but their form is frail.

Medium: Jungle elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Jungle elves have a base speed of 30 feet.

Low-Light Vision: Jungle elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Jungle elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Jungle elves receive a +2 racial bonus on Perception checks.

Bond to the Jungle: Jungle elves gain a +2 dodge bonus to AC when in jungle.

Sprinter: Jungle elves gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Jungle Stride: Jungle elves can move through natural difficult terrain at their normal speed while within jungle. Magically altered terrain affects them normally.

Weapon Familiarity: Jungle elves are proficient with tridents and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Southern Elves:

Until a few centuries ago the southern elves were isolated for several millennia and free from the threat of both Giants and Dragons. Trapped by geography on a large island they have conquered and civilized it. Now they are more concerned about scheming and maneuvering within their society. Their cities are some of greatest in the world, filled with curving vaulted architecture and high towers.

+2 Dexterity, +2 Intelligence, –2 Constitution: Southern elves are nimble, both in body and mind, but their form is frail.

Medium: Southern elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Southern elves have a base speed of 30 feet.

Low-Light Vision: Southern elves can see twice as far as humans in conditions of dim light.

Elven Immunities: Southern elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Southern elves receive a +2 racial bonus on Perception checks.

Enclave Protector: Southern elves add +1 to the caster level of any abjuration spells they cast. Southern elves also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user’s character level.

Fleet-Footed: Southern elves receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Weapon Familiarity: Southern elves treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Island Dwarves:

Island dwarves live mostly in the northern island of Malorak. many of their people live underground or high in the mountains for years. Their culture has been impacted by many years of struggles vs undead. Their society is very classist, and moving between classes is quite difficult.

isolationist miners that have developed basic explosives

+2 Constitution, +2 Wisdom, -2 Charisma

Slow and Steady: Island dwarves have a base movement speed of 20ft but their speed is never modified by armor or encumbrance.

Darkvision: Island dwarves can see in the dark up to 60ft.

Hardy: Island dwarves gain a +2 bonus on saving throws against poison, spells and spell like abilities.

Stability: Island dwarves gain a +2 bonus to their combat maneuver defense when resisting a bull rush or trip attempt while standing on the ground.

Cave Dweller: Island dwarves gain a +1 bonus on knowledge (dungeoneering) and survival checks made while underground.

Craftsman: Island dwarves gain a +2 bonus on all craft and profession checks to create objects from metal or stone.

Mountaineer: Island dwarves are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.

Hatred: Island dwarves gain a +1 racial bonus on attack roles against undead.

Weapon familiarity: Island dwarves are proficient with heavy picks and treat any weapon with the word “dwarven” in its name as a martial weapon.

Northern Dwarves:

northern dwarves are coastal seafarers that frequently raid nearby cultures. They live in a very tribal culture and are mistrusting of arcane magic, though clerics and bards are fairly common.

+2 Constitution, +2 Wisdom, -2 Charisma

Slow and Steady: Northern dwarves have a base movement speed of 20ft but their speed is never modified by armor or encumbrance.

Darkvision: Northern dwarves can see in the dark up to 60ft.

Hardy: Northern dwarves gain a +2 bonus on saving throws against poison, spells and spell like abilities.

Stability: Northern dwarves gain a +2 bonus to their combat maneuver defense when resisting a bull rush or trip attempt while standing on the ground.

Scavengers: Northern dwarves gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Swarming: Northern dwarves are used to living and fighting communally with other northern dwarves. Up to two northern dwarves can share the same square at the same time. If two northern dwarves that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Weapon familiarity: Northern dwarves are proficient with greataxes and treat any weapon with the word "dwarven" as a martial weapon.

History

Timeline:

Age of Legend

Age of Elements
-13,742 - End of the Age of Legend and the beginning of the Age of Elements marked by the splintering of the Pantheon

-13,587 - The Dragons enslave Kobolds to do the things they don't want to do

-13,425 - The race of giants starts to diverge into their different segments

-13,058 - The Dragons create the Dragonkin & Lizard Folk to control their Kobold hoards and act as agents on their behalf

-12,984 - Lizardfolk are exterminated by their dragon creators as being inferior to their Dragonkin brethren and are less willing to be controlled by their dragon overlords

-12,876 - Various giant villages start fighting between themselves, these wars are based on their separate segments they had split into some 500 years earlier

-12,522 - The Parents ascend into godhood by force, they inject themselves into the Pantheon and wish to rule over not only the material plane but over Kaelach as well

Age of Dragons
-11,986 - End of the Age of Elements and the beginning of the Age of Dragons marked by the battle between The Parents and the separation of the Chromatic and Metallic Dragons

-10,569 - The super-continent of Nosstrach is split in two by the battle between the parents

-9,821 - Humanoids start domesticating Dire Wolfs, Dire Bores, chickens, and sheep

-9867 - The first Metallic Dragon Counsel is put together to end the in fighting from the past 300 years

-9281 - The first Chromatic Dragon War Counsel meets to drum up a concentrated effort against the winning metallic dragons

-4399 - The Giants abandon their motherland of Halmond for the hills and mountains They leave because of the destruction rained on the giants by the war between the chromatic and metallic dragons. During their time in the hills they start crafting their tools of war

-4386 - The continent of Malorak was struck by a meteorite

-4326 - The war between the Giants and Dragons starts lasting for 834 years

-3989 - The Storm Giant Zaxtrat ascends into godhood giving Giants a boost in their hopes of winning this war

-3524 - The great sleep starts, they greatest and oldest dragons of the world are compelled to go into a state of hibernation over the next 10 years. Many Armies of Dragonkin and Kobolds are left without leaders

-3500 - The first of the dragon council cities are destroyed by the giants

Age of Giants
-3492 - End of the Age of Dragons and the beginning of the Age of Giants marked by the Giants victory in their war against the Dragons

-2902 - The first of the undead armies appear in Malorak

-2790 - The Storm Giant God Zaxtrat is slain

-2683 - Many of the Goblinoid armies of the Giants start to disobey and outright revolt against the Giants; Goblinoid hoards start roaming the lands

Age of Despair
-2584 - End of the Age of Giants and the beginning of the Age of Despair

-1182 - The first teachings started in the city state of Eida

-492 - The University of Anok is founded

Age of Hope

1 - Start of the Age of Hope in the Nosstrachian Calendar Marked by the first Great Festival to celebrate the death of Telmatrass the Unliving

108 - Campaign start

Religion

Elemental gods:

Ta'iss - God of Air
Air Domain
Destruction Domain
Evil Domain
Travel Domain
Weather Domain

Zuhi - God of Fire
Chaos Domain
Destruction Domain
Fire Domain
Sun Domain
Strength Domain

Dunos - God of Water
Community Domain
Law Domain
Liberation Domain
Water Domain
Weather Domain

Echun - God of Earth
Community Domain
Earth Domain
Good Domain
Plant Domain
Strength Domain

Illia - God of Life
Healing Domain
Protection Domain
Good Domain
Community Domain
Sun Domain

Yuqui - God of Death
Death Domain
Law Domain
Repose Domain
Darkness Domain
Earth Domain

Malass - God of Magic
Knowledge Domain
Law Domain
Magic Domain
Rune Domain
luck Domain

dragon gods:

Matrach - God of Metallic Dragons - female
Draconic Domain
Good Domain
Magic Domain
Protection Domain
Strength Domain

Passtrech - God of Chromatic Dragons - male
Destruction Domain
Draconic Domain
Evil Domain
Magic Domain
Strength Domain

Draconic domain
Lvl 1

As a swift action you can grow claws that deal 1d4 +Str bonus damage or increase the damage of your claws by one die type if you already have claws. You can use these claws for a number of rounds equal to 3+ Wis mod per day.

Lvl 8

You gain or increase your natural armor by 1/4 your cleric level for a number of rounds equal to 1/2 your cleric level. This ability can be used once at 8th level +1 per 4 levels above 8th

Spells

1 Cause Fear
2 Resist Energy
3 Fly
4 Stoneskin
5 Spell resistance
6 Form of the Dragon I
7 Form of the Dragon II
8 Form of the Dragon III
9 Foresight

later gods:

Anok - God of Knowledge
Knowledge Domain
Law Domain
Nobility Domain
Rune Domain
Travel Domain

Certach - God of War
Chaos Domain
Death Domain
Destruction Domain
Fire Domain
War Domain

Glorag - God of Craftsmanship
Artifice Domain
Good Domain
Law Domain
Protection Domain
Rune Domain

Heliass - God of Art and Beauty
Chaos Domain
Charm Domain
Good Domain
Glory Domain
Luck Domain

Zunok - God of Tyranny and Slaughter
Evil Domain
Law Domain
Magic Domain
Air Domain
Darkness Domain

Phokaz - Giant God of Madness and Destruction
Chaos Domain
Destruction Domain
Evil Domain
Madness Domain
War Domain