Showing posts with label Ages of Lingusia. Show all posts
Showing posts with label Ages of Lingusia. Show all posts

Wednesday, August 2, 2017

Ages of Lingusia: Galvonar in the Age of Strife

As I've been reconstructing Lingusia in the "time altered era" of the Age of Strife I've been working on updating all of the Middle Kingdoms and their neighbors. Here's a short treatment on Galvonar in the era of 2086-2096 AW, a region often overlooked in my campaigns....


Galvonar

Current Ruler: Sarakani Asaran III (Caliph), the Twelve Sheiks (nomads of Sur, Harad and Arahad)

Cultural Groups: Galvonar is divided into four regions: Coastal Galvonar (Albadia), Arahad, Sur, and Harad. The regions of Arahad, Sur and Harad are each a culturally distinct region of the overall nomadic tribal groups, and each has between 3 and 6 distinct tribes in each region, and dozens of smaller tribes. Coastal Galvonar is called Albadia, the name for the “civilized men” of Galvonar.

Social Groups:  Galvonar has a strict caste system with limited advancement. In the civilized regions of Albadia there are slave castes, mamalukes (warrior slaves), and freedmen with no property. Once a man gains property, which is possible if a merchant prince grants ownership or he gains enough wealth, then he may become a landed gentry, merchant noble, merchant prince, or perhaps even a high order title such as grand vizier or Caliph. Among the nomad groups there is far less structure, with most men defined by the horses they own and the size of their families. Polygamy is rampant among the nomads but less so in Albadia. Women are never allowed to own property in Galvonar, and have many religious restrictions on what they may wear, speak or even learn (see deities below).

History: Galvonar is a stretch of territory identified by several cultural groups that are bound by a number of commonalities. The western Galvonarians, the Albadia, are coastal merchants, fishermen and culturally civilized men who propser from the lush coastlands that are a strip of fertile land bordered by a vast desert. The nomadic Galvonari to the east dominate a vast, treacherous stretch of desertland that encompasses much of the southern subcontinent, and borders both the Albadia to the west, Persedonia to the east and the Galonians to the south.

Historically Galvonar traces its root identity back to around 500 AW when the early Saurian Metal Dynasty was identified by antiquarians in the region as the first appearance of a distinct language and culture that is recognized as Galvonarian today.  It was not until 1700 AW that Galvonar was first united by the warlord Asaran I, a personality of such strength that he is still revered as a culture hero by nomad and Albadian alike. By 1850 AW the Galvonarians had disintegrated into the mixture of sheiks and the caliphate that is recognized today, and remained so ever since.

The current Calif of Albadia nominally claims rulership over all of Galvonar, but in truth his power over the nomad sheiks is limited to a measure of influence through trade and gifts. The nomad Sheiks claim no structure of rulership outside of their own tribes, and frequently war with one another. The Sheiks, if anything, maintain better relations with the Takonorian and Cimer to the north than they do with their civilized cousins in Albadia, or themselves.

Galvonarian religion is rife with contradiction. The foundation of Galvonarian belief seems to stem from a period buried in history, during which the tribes of the region were once independent and practices a form of animism comparable to what goes on in Jhakn today. They were conquered and turned into citizens of the empire of Old Galonia, but after the collapse of that empire the nomads were given over to a period of religious liberation for a time, and eventually Eastonian merchants from the north brought the pantheistic beliefs of the Middle Kingdoms to the region. The result is an interesting contrast of pantheistic and animistic beliefs tempered by the memory of the older faith of Galonia.


Religious Beliefs: Today, Galonian cults are dominated by the following deities:

Dhuka (Naril): the god of mankind, the rule of law and the Empire of Hyrkania was adopted in recent centuries by the Galvonarians of Albadia. His aspect of fire and the sun is the most prominent representation in this region, as his status as a “god of kings” is seen as a northern aspect only (such status is reserved locally for Marduk). His fire temples in Albadia and Sur have spread rapidly in the last two centuries, and have replaced the memory of the lost temples of Ailyenarion, the old lord of fire from Old Galonia.

Kamar (Selene): The goddess of the moon, wife to Dhuka, is also worshipped in Galvonar, and was introduced about two centuries ago around the same time Naril was adopted as Dhuka. She is seen as the courtly patron of women, child bearing, motherhood and education. This is in sharp contrast with the traditional feminine goddess of Udena. Most Albadian merchants have adopted the worship of Kamar, and women in Albadia under clans who follow her have allowed women to learn other languages and broaden their education as a result. The traditional tenets of Udena that require great modesty among women are still prominent even among worshippers of Kamar, however.

Galon: the old supreme god of Galonia, after which the old empire itself is named, is still regarded with feverish intensity as the supreme deity in the nomadic region of Arahad. Galon is sometimes recognized by some Albadia clans, but is mostly eschewed in place of the belief of Marduk and Naril.

Marduk: the ancient warrior king is believed by most Galvonarians to have been the first ruler of Galvonar in the prehistoric era before the Saurian Metal Dynasty, and that the first sheiks like to claim Marduk as an ancestor. Marduk is said in Galvonarian myth to have slain the first dragon kings, Tiamat and Bahamut, and to have protected the land in an era predating even Old Galonia. He is considered today to be a strong god of warriors and kings and has several prominent temples in Albadia, as well as a massive ziggurat in his honor built by the Asaran I in the city of Kiddaros.

Set: Set is worshipped as a cult of deceivers in the desert, propagated by the haikyndyr serpent men in the region. Amongst men, Set is publically considered a profane deity and his worship is actively suppressed. Privately some men seek out his hidden cults, seeing set as a god that grants great power over other men.

Udena: Udena is the goddess of women, and may be an old import from Old Galonian belief that has survived to this day, despite the near total destruction of that Pantheon in the War of the Gods. Udena is a goddess of fertility and magic, and has female-dominated cults throughout Galvonar. She is a deity defined as a trinity, with a strong aspect of both virgin, whore and crone in her imagery. Each aspect is given its own unique element, but are considered parts of the same goddess: the Udena’Caliska (virgin), Udena’Haddara (whore) and Udena’Materaska (crone). The dramatic restrictions on women in Galvonarian society are at least partially due to the beliefs of the cults of Udena, which place intense restrictions on female behavior. This includes requiring that all women cover themselves head to toe in public with specially recognized garb, and that they not be exposed to “foreign influences,” such that  they are not allowed to learn foreign languages or even seek out an education equivalent to men (though knowledge reserved for women only is allowed, including herbalism and various forms of oracular divination). Only priestesses of the Udena’Haddara are allowed to dress down, in sacret sacred temples dedicated to the sacred prostitution of that aspect of the goddess.

Nyctaris: the goddess of the night is revered, especially among the nomadic groups, and is considered the goddess of travelers in the night. She is most prominent in Harad, Sur and Arahad but looked upon as quaint in Albadia. 

Nephythis: The benevolent goddess of the dead, keeper of tombs and the wealth within, is considered the modern caretaker of both the Valley of the Gods where the old pantheon of Old Galonia is said to rest, as well as the protector of the necropolis where old pharaohs and modern leaders alike are all buried.  She has taken on a unique level of worship among the merchants of Albadia and the traders of Harad, who see her as the protector of wealth both among the living and the dead.

Ailyenarion: the god of fire and old civic lord of Galonia is believed to be dead, but is also believed to remain as a spiritual guardian of the Valley of the Gods in the brokenlands of Galvonar. He is sometimes given offerings at his fire temples, which are mostly abandoned but still standing throughout the region, in the belief that his spirit still offers blessings. Aside from Ailyenarion, abandoned temples to other dead gods of Old Galonia such as Bashtet, Metatros and Bashtron can also be found in the region of the Valley of the Gods. There may be a handful of scholars and priests that still remember and even revere these dead gods of old.

Tragonomos: this ancient demon god was one of the seven soul-bound servitors of Eskandar, and his cults are found in secret throughout Galvonar, but most commonly in Sur. The belief in Tragonomos stems from the offer of power and the elements of masculine inheritance that the demon god seems to promise. His covens are often found working behind the scenes to undermine the caliphate and create a new reign of power seeking to make Tragonomos the sole god of the land.

Haro: the god of murder in the pantheon of the Middle-Kingdoms found a foothold in worship in Galvonar, believed to have grown popular in the century leading up to the rule of Asaran I. The Fire Knives, assassin-cultists of this god, are said to have a strong presence in the secret cults of Albadia and Sur.


The Dark Pharaoh: The memory of the Dark Pharaoh from Old Galonia, who rose up in 1950 AW to lead the last Great War of Chaos against Hyrkania in the north had a profound impact on the nomads of that time. The Galvonarians were attacked and enslaved by the Dark Pharaoh’s cults, and until their freedom in the twelve years of that war the Galvonarians learned a great hatred for the Galonians who took to the worship of their Dark Pharaoh. When the Dark Pharaoh was revealed to be the reincarnation of Xauraun Vestillios, the Champion of Chaos, and was subsequently banished or destroyed by Warenis, the Champion of Order, certain nomads had succumbed to the dark madness inherent in being exposed to the Champion of Chaos and even in liberty continued to worship his embodiment of chaos. These cults are few and far between, but often quite dangerous when they gain a cult leader who is able to gain a spark of chaos magic to fuel their hatred.


This is the only scan of the only map I ever did, this part on Western Galvonar. I really really really need to find time to update it....


Tuesday, August 30, 2016

Lingusia - the Age of Strife: Fire Knife Assassins in D&D 5E

So the rule of thumb is: as soon as I invest time in another fantasy game, I start pining for D&D 5E again. With that, I offer you the 5E version of the Fire Knives for your enjoyment....

Fire Knives
Group Alignment: Neutral Evil
Leader: Shadulos Elas Boron
Headquarters: An anonymous guild hall in the Guild District
   The Fire Knives are an international organization of illuminated conspirators who have supporters within Hyrkania, Octzel, and Jhakn. Rumors indicate that there are even members operating within the empires of Persedonia and Galvonar to the south, and maybe even as far east as Cretea and Namintha. The Fire Knives are a vicious predatory political organization, motivated less by religious or moral principles than they are by political gain, despite their origins as a cult to Haro, the god of murder. The mysterious Council of Thirteen are a secret council of dissident political radicals from across the Middle Kingdoms who work together to maintain long distance ties and support. Their agendas are many and varied. Some employ magical prowess which is often learned from the Cabal of Southern Hyrkania, while others practice bastard magic, culled from the books of Blue Robes and Geomancers who dared to cross their path. Most members of the guild are common men and kindred folk who rely on stealth and swift assassination to accomplish their nefarious deeds.
   At its roots, the guild looks like some sort of thug-enforcer type of thieves’ guild that seems to have little obvious direct connection to their actions. In some cities, such as Octzel, their movements are silent and unobserved by most people. In Krythia, they wear their shield of stars surrounded by a weapons symbol proudly, and are believed to be a mercenary's guild by most people. In Jhakn the existence of the Fire Knives is unknown, as their movements are so carefully concealed and hidden that not even close allies know who they are dealing with.
   In Octzel, the Fire Knives have few allies and many enemies, often coming to blows with rival organizations and guilds. Of the many thieves and mercenaries guilds in Octzel only the Order of the Blade maintains neutral relations, and is willing to hire out sellswords to the Fire Knives for any unsavory deeds.
   The Fire Knives have the primary support of three Barons, and possibly other nobles, in Octzel. House Boron, House Killaman, and House Agrapor are the primary backers. House Boron, of the Merchant Lord Shadulos Elas Boron, and his wicked daughter Teylayurana Sorinos are the most dangerous members. Hallergan Blacknails is an infamous orc assassin of the order.
   Beside the illegal and secretive activities which likely take place in the shadowed chambers of the manors of each noble house, the Fire Knives own property through indirect channels throughout the city. They own a trade and import shop in the Marketplace which leads to a secret meeting place. They own a Guild Hall that is rented out regularly, except on dark, moonless nights when they convene for a recap of their actions. They own warehouses by the docks, where imports of special relation are often kept, or where bodies can safely be dumped. Members of the Fire Knives learn as much as they can about the back alleys, secret passages, sewers, and catacombs beneath the streets of Octzel.
   Some would say that the Fire Knives go beyond being a society of political assassination and into the realm of a secret society for the sake of secretiveness. Much of this is due to the fact that the three barons behind the house lack the backing or funds of a major political interest, and it is believed that none of them belong to the Thirteen. Yet, since some claim that Fire Knives in Hyrkania, such as Dame Magna Mordent, say that there is a member of the Thirteen in Octzel, then who is he or she, and what are they planning?

The Thirteen
   The Thirteen are an entity unto itself, operating in utter secrecy throughout the Middle Kingdoms and the East to further its diabolical ends, using assassination, slavery, and the sale of opiates (especially of the blue and black lotus) to manipulate the political currents of the realms.
   An agent, follower or servant of the Thirteen is likely to be a lower order member of the Fire Knives, but someone could also have a conflicted relationship if they revere the god Haro, or are independent assassins, and an adversarial relationship could stem from any number of cases where one would see cause to oppose the actions of a murderous guild-cult.

Shadulos Elas Boron
   The guild master of Fire Knife operations in Octzel, Boron is a local merchantman with family ties back to Hyrkania. His rise to power on the surface appears to be one of a shrewd businessman, but behind the scenes he is suspected of being ranked as one of the Thirteen, relying on the bloody death that his guild can heap upon those who stand in his way to further his ambitions.
   Boron has locked down the city for the Fire Knives, eliminating most other rival guilds, and now schemes to find ways to dislodge the Black Lotus and the Guild of the Spheres.
Level 12 Human fighter, NE
CR 6 (2,300 XP)
STR 12 (+1)     DEX 16 (+3)     CON 18 (+4)    INT 15 (+2)      WIS 17 (+3)     CHA 20 (+5)
HPs 114 (HD 12D10+48)         AC 16              Saves STR +5, CON +8, DEX +7
Initiative +3
Skills Intimidation +9, Perception +7, Persuasion +9, Sleight of Hand +7, Stealth +7
Multiattack Shadulos Boron may make three rapier attacks or three ranged dagger attacks (or any combination) as an attack action.
Melee Rapier Attack +9 attack, 5 foot reach; 1D8+5 piercing damage; any attack may be sacrificed to attempt a disarm: the target must make a DC 18 DEX save or become disarmed (see additional details below).
Ranged Poisoned Daggers +9 attack, 20/40 range; 1D4+4 damage and target must make a DC 17 CON save or become paralyzed for 1 minute (target may make a save each round to end). If Shadulos rolls a critical hit the target also takes 4D8+2 poison damage.
Disarming Personality Shadulos has learned a little magic in his time and may cast charm person 3 times per day and charm monster once per day. Shadulos has subjected his very body to complex rituals to allow for unnatural magical guile.
Entourage Shadulos rarely travels alone. Typically he travels with 1D6 assassins in his presence at all times.
Equipment scale mail, Rapier +2 of disarming, a bandolier of 2 dozen poisoned daggers, 3 vials of paralytic poison (6 doses per vial), 1,230 GP pocket change


Teylayurana Sorinos
   The bastard daughter of Shadulos Elas Boron, Teylayurana has worked her way up the ranks in the Fire Knives to become the premiere assassin in Octzel. She is ruthless and efficient, though regarded as unstable by those who have seen her succumb on occasion to a bloodlust driven by her madness. Some believe that when she experiences these “episodes” she is actually channeling the spirit of Haro himself; no one knows for sure, but her skill has nonetheless attracted the attention of Celiobantes Astiriate in the east, and within the guild it is rumored the two have had relations.
   About two years earlier Teylayurana also traveled with the adventurer Cassius Augustus and was lured into a war between the Fire Knives and the Guild of the Spheres. This conflict led to ongoing enmity between the two guilds.
Level 14 human rogue, CN
CR 9 (5,000 XP)
STR 14 (+2)     DEX 20 (+5)     CON 13 (+1)    INT 16 (+3)      WIS 12 (+1)     CHA 14 (+2)
HPs 77 (14D8+14)                   AC 19              Saves DEX +10, INT +8
Initiative +9
Skills Acrobatics +10, Intimidation +7, Perception +6, Sleight of Hand +10, Stealth +10
Multiattack Teylayurana may make three twin dagger attacks (at 2 attacks per strike) or three ranged crossbow attacks (or any combination) as an attack action.
Melee Twin-Dagger Strike +12 attack (twice), reach 5 ft against 1 or 2 targets; 1D4+7 piercing damage per strike and target is subject to blue lotus poison (see below).
Ranged Hand Crossbow +12 attack, 1D6+6 piercing damage, and target subject to blue lotus poison (see below).
Blue Lotus Poison target must make a DC 19 save vs. CON or target is incapacitated (save each round to end) due to intense and sudden hallucinations.
Sneak Attack if Teylayurana has advantage on the target then she deals an additional 7D6 damage on a single successful attack.
Evasion if Telayurana rolls a successful DEX save she takes no damage. If she fails the save she takes ½.
Blindsense Teylayurana does not roll for disadvantage on attacks and actions in total darkness or while blinded.
Equipment Leather +2 (wyvernscale), 2 daggers +2, 6 vials of blue lotus poison (5 applications per vial), one hand crossbow +2, a case with 30 bolts, pocket change of 500 GP

Hallergan Blacknails
   Hallergan Blacknails is Shadulos Boron’s right-hand man. He is an accomplished mage, a tough fighter, and a tricky devil. Hallergan is approaching middle years, but has worked hard to keep a lean figure, and avoid the bloatedness so characteristic older male orcs. His snout is stubbier than usual, perhaps due to some forgotten human blood in his ancestry, and he will often pass without question in the city streets if he wears heavy robes like a priest. He is a master tactician when it comes to weaving his magic, and he can bring down some rather impressive foes with little difficulty.
Level16 Orc fighter/warlock, CE
CR 7 (2,900 XP)
STR 20 (+5)     DEX 12 (+1)     CON 18 (+4)    INT 15 (+2)      WIS 14 (+2)     CHA 20 (+5)
HPs 141 (11D8+5D10+64)      AC 19              Saves STR +10, CHA +10
Initiative +5
Skills Arcana +7, Intimidation +10, Perception +7, Stealth +6
Multiattack Hallergan may make two axe attacks as an attack action.
Melee Great Axe of the Beheader +13 attack, reach 5 ft; 1D12+7 slashing damage. On a natural 20 the axe deals triple damage and if the target reaches zero hit points is automatically decapitated.
Ranged Spectral Syphon +10 attack, reach 60 ft (one target); 4D8+5 psychic damage and target must make a DC 18 INT save or target gains -1 AC and Hallergan gains +1 AC. This effect continues each round dealing damage and making a save until the target succeeds; AC gain/loss is cumulative and lasts five minutes. This terrifying and unique warlock power Hallergan has taught himself drains spirit energy from the target and does not stop until forcibly interrupted or the target succumbs.
Warlock Abilities Hallergan has a Spell Attack modifier of +10 and Spell Save DC of 18.
Cantrips: eldritch blast, true strike, blade ward
Warlock Spells (3/day): invisibility, Dream, Hallucinatory Terrain, vampiric touch, tongues, dimension door, hunger of hadar, crown of madness, contact other plane, misty step, shatter
Equipment Great axe +2 of the Beheader, full plate +1, loose change of 225 PP and 1,500 GP

Other Fire Knife Assassins

Use the assassin in the MM but substitute blue lotus poison and black lotus poison (below) for master assassins.

New Magic Items and Gear:

Great Axe of the Beheader
Very rare (attunement required) weapon
This +2 great axe deals triple damage on a critical hit. If the target is reduced to zero hit points as a result of being struck by this axe, the target is automatically beheaded (or equivalent, if target does not have a head).

Rapier of disarming
Very Rare (attunement required)
This +2 rapier makes disarming an opponent incredibly easy. Whenever a strike connects, instead of dealing damage the wielder may declare a disarm attack. The target must save vs. DEX at a DC equal to 8+DEX Mod+Proficiency+2 of the wielder or the target’s weapon lands 1D10 feet away from him in a random direction. Target may save at advantage if it is a two handed weapon or larger.

Blue Lotus Poison
Uncommon (poison); typical retail value 250 GP/vial
The blue paste that is made from the leaves of the blue lotus poison is well known for it’s strong hallucinogenic properties, which seem to cause distressing feelings of madness and entrapment within the walls of the City of Nith in the Dreamlands of Ethenur; some mages speculate that the person’s astral self is actually displaced by this poison.

When used the target must make a DC 19 save vs. CON or target is incapacitated (save each round to end) due to intense and sudden hallucinations. One vial contains 5 doses, and each dose will last for one combat.

Black Lotus Poison
Rare (poison); typical retail value 4,000 GP/vial
The incredibly deadly black lotus leaf, when treated correctly with a special alchemical ingredient known only to assassins and poisoners, can be applied in food (for ingestion) or to a blade (for wounding). The poison in minuscule doses causes severe hallucinations and catatonia (DC 19 save vs. CON or become incapacitated) for 1D6 hours; a DEX check (DC 18) is needed to correctly apply the dose at this level (proficiency in alchemy or poisons will grant proficiency bonus to this check). At full doses the user must make a DC 15 DEX Save to avoid accidentally making contact with the poison, subjecting him or herself to its effects (roll at advantage if wearing thick leather gloves; cloth won’t do). Once applied, a single dose will last until a target drinks or eats the poisoned product, or a wound is made. The target then makes a DC 18 CON Save or immediately drops to zero hit points and begins making death saves. If the target stabilizes he or she will remain catatonic and unconscious for 1D6 hours.

A typical vial of black lotus poison contains 3 doses and comes with measuring tools, pestle, and the “vitae mortae” liquid added to bring out the lethal component of the leaf. Rumors that the liquid is derived from the blood of medusae are not entirely unfounded.


Fun notes about statting for 5E vs. 13th Age:

In working out comparable stats for both systems I realized that 13th Age is much quicker, but also very floaty, since you can pretty much make up anything you want as long as you confine your design to something that makes sense....and be ready to revise when it doesn't work as intended in actual play. The incredibly basic core stat block of 13th Age is also a real boon for quick monster design. It's not the fastest system for statting NPCs and monsters (that honorific necessarily goes to Tunnels & Trolls) but it's probably the fastest one for D&D, short of Swords & Wizardry.

D&D 5E has more precision in it than one might realize, since you have lots of design rules and guidelines (those who say otherwise are coming from Pathfinder and 3.5, where the mechanical complexity makes 5E feel spartan), and compared to 13th Age it's rather complicated in that regard. But you can "template" classes as a base of design without having to rigidly adhere to all features of the class (as I did above), instead focusing on those elements relevant to the likely encounter. It takes longer than 13th Age....but if you get used to 5Eisms and memorize the process it can be almost as speedy.

Friday, August 12, 2016

Lingusia-The Age of Strife: The Lord of the North Sea Pirates for 13th Age


Lord of the North Sea Pirates
Group Alignment: neutral evil
Leader: Captain Draskos
Headquarters: Draskos sails on the “Merry Dog,” a great galleon armed with dwarven cannonshot.

   The so-called North Sea Pirates are actually an informal coalition of senior captains and scurvy dogs of vile repute, who earned their fame and fortune by plundering the sea lanes of the Middle Kingdoms, either for the realms, or against. There are believed to be two dozen such captains, all in league with one another in their solemn “code of the north.” They recognize one among them, Abelman Draskos, as their nominal leader.

   In the region of Octzel the North Sea Pirates have a special relationship, for over two-thirds of their lineage descend from the kingdom and still recognize it as their nominal homeland. Furthermore, many of them, such as Captain Draskos, have sworn fealty to the kingdom and pursue treacherous piracy in Hyrkanian of Jhaknian seas on behalf of Octzel as privateers. As a result, it is very likely that roving adventurers who get involved with famous, independent-minded captains might in fact be dealing with members of the North Sea Pirates.
  
   When meeting a pirate, especially in the North Sea (along the northwest coast of Autrengard and the Northern Wilderness) or the Baldaric Sea (from Hyrkania’s shores to Zarn and Hettanar) there is a reasonable (20%) chance he or she swears fealty to this order of salty northern sea dogs.

Captain Abelman Draskos (Human Level 7 rogue, NE). Draskos is a scurvy dog, a worshipper of Set and Haro, and consorts with the Black Society (through he, in fact, is not in any known way supernatural). He is a principal supplier of the Pirate Coves in the Northern wilderness coastlands, and knows more about the coasts of the northern Baldaric and Endless Ocean on up to Autrengard than anyone. He is a daring, chivalrous sort of fellow, until you get to know him real well or find yourself on the opposite side of a conflict. Spend too much time with him and you will see a drunken madman armed with dwarven pistols and explosives.
   Draskos maintains a manor house and small amount of land in which his wife, Lady Estrela
Huvirian-Draskos resides (Human Level 7 sorceress, CE), just north of capitol Octzel. She was a famous pirate who wooed him into marriage and retired after a conflict with Hyrkanian bounty hunters left her crippled. Her reputation preceded her, and the Curatorium of Hella refused aid. She is a minor practitioner of divination and necromancy through the worship of Set.


Captain Abelman Draskos
Level 7 human (offensive skirmisher)
Initiative +14
AC 23 MD 17 PD 21 HP 230
Melee Cutlass +12 vs. AC; 30 damage and on a 16+ on the attack die Draskos can force the target to make a DC 20 Dexterity check or fall prone.
Ranged Brace of Pistols +13 vs. AC; 25 damage; on even attack Draskos makes a second pistol attack.
Explosives +11 vs. PD of targets nearby (close range); each target sustains 30 damage and is knocked prone on a 16+ attack roll.
Entourage Abelman is rarely alone, and usually accompanied by at least half a dozen sea dogs of level 5, or more.


Lady Estrela Huvirian-Draskos
Level 7 human sorceress (defensive damager)
Initiative +13
AC 22 MD 22 PD 16 HP 200
Melee Burning Claw +13 vs. PD; 50 necrotic damage and on a 16+ the target is weakened, taking -4 on further MD attacks (11+ save ends); while weakened Estrela gains +2 to her MD.
Shield of Wolves On escalation die 2+ Estrela can summon a horde of spirit wolves to surround her in an ectoplasmic field of force. It has MD and PD 17 and can absorb up to 300 points of magical damage before collapsing. Once collapsed she must rest before summoning it again.
Aura Horde of Hummingbirds anyone entering or starting their turn in the aura of a horde of fiendish ghost hummingbirds is subject to a +13 vs. MD attack or they take 30 psychic damage and are teleported 30 feet up in to the air as the hummingbirds lift them away. Falling damage would be 17 from that height.
Divination Estrela can perform complex rituals to divine an aspect of fortune or love in the near future. In combat, any time she rolls a 2 on a D20, Estrela can grant an ally a +2 luck bonus to the next D20 roll if they are within hearing range of her.

Plot Hooks:
1.      Draskos and several allies have found a passage through the western expanse of the Endless Ocean to the distant isles of Mataclan. They have heard the stories of these western lands across the sea, and now that the endless storms of the god Ravanos have revealed a safe passage he wants to find hardy souls to engage in distant plunder.
2.      Draskos and his wife Estrela are in trouble. A Hyrkanian pirate hunter piloted by Captain Aldros Daremak is seeking them out, and he has conspired with assassins of the Order of the White Spear, a cult from Jhakn, to hunt the pirate and his wife down at their estates. The Fire Knives, who are the cult of the Order of the gof of Murder (Haro) have gotten wind of this…they feel they cannot oppose their southern kin, but loyalists to Draskos hire the PCs to intervene on their behalf and stop the White Spears.

3.      Draskos has many hidden treasures on the northern coast. Recently a thief broke in to his cabin on the Salty Dog and stole his chest containing the maps and clues to several of his hidden treasure spots. He may approach the PCs, if they have a reputation for such (and honor to match) to seek out the thief and return his box of maps. Alternatively, the thief will seek them out and offer to sell it, realizing that the potential gain of such treasure is outweighed by the Lord of the North Sea Pirates desiring his immediate death…

Wednesday, April 18, 2012

Zaidan's Blight

I worked out this campaign outline a while ago and never ended up going anywhere with it. It's fairly setting neutral, but it is situated in the Warlords of Lingusia campaign (and could just as easily work in any era of the campaign). Enjoy...



Zaidan’s Blight


Suitable for a party of 2-3rd level adventurers (or some very foolish 1st level adventurers!)

Deep in the Halale Wilderness, along the edge of Mitra’s Woods lies the remote barony of Osterman. Here in the town of Gray’s Retreat a hardy folk live, skirting constant danger for the local profits from a very prosperous mining operation as well as a local timber mill.

The town of Gray’s Retreat wasn’t always such a prosperous location. As the story goes, Lord Gray Osterman in his youth forged out in to the wilds, far away from the comfort of the provinces of Octzel proper, skirting the very edge of Mitra’s Woods to seek his fame and fortune. With him was a small company of loyal soldiers and allies who believed in the young baron’s cause.

The troop of men led by Osterman eventually happened upon a lush region of hills and woodlands in Halale, where they settled for a time, while the baron and his advisors decided upon a course of action. The stone in the region was plentiful and useful for construction, there was no end to the harvestable wood and a nearby river provided fresh water. It was clear to the baron that this was an ideal location to build his remote keep and establish a name for himself.

Only Osterman’s eldest advisor, the seneschal Grimark, suggested otherwise, pointing out how dangerous the region was and how close the hills were to the ominous Mitra’s Woods. The baron paid no heed, though, for the old terrors and mysteries of the land were largely unknown to him and his men.

For months the baron and his men labored to build a keep, and a small settlement of his loyal soldiers and soon their families began to spring up around it. During the first new moon of the third month however, a small army of monstrous beings descended from the hills upon the settlement and attacked, burning houses and pillaging in the night. Dozens of people were killed or kidnapped, and though Gray’s men mounted a strong defense and drove the beasts away, the damage had been done.

With morale at a new low and many suspecting that the seneschal was right, Osterman took a squad of his best soldiers in to the deep woods of the hills to follow the trail of their attackers to its source. He eventually happened upon an ancient castle, overlooking a hill riddled with shallow caverns and an occasional, deeper warren that appeared to delve deep in to the earth. They happened upon a small tribe of orcs and engaged in a brief skirmish, after which prisoners were taken and an interrogation of one of the captured warriors revealed that the hill was called Zaidan’s Blight, and it was shunned even by the orcs in the region. \

“Zaidan dwells here,” the orc said in his crude mastery of the human tongue. “Zaidan is evil, in a way my people find disturbing.” This news left Gray and his men with a new determination. He let the orc go, and told him he would demand peace from the orc and his tribe if he braved Zaidan’s Blight and put an end to the evil. The orc agreed.

What happened when Zaidan and his men journeyed up the hill and smashed their way through the ancient gate to enter the courtyard of the ruined castle, none can say. All that is known is that Gray Osterman and his men spent three days inside, and when they at last emerged, half of them were dead and all had a haunted look about them. Gray returned to the settlement and resumed building, stating only that the evil was gone, for as long as he lived. About this he was right; the settlement prospered, and turned in to a thriving township named Gray’s Retreat after rich gold veins were discovered. Soon the young barony was recognized by the King of Octzel, and the baron and his family became very wealthy and important, even in so remote a location.

The story of Gray’s Retreat and its early years is known to all locals. Recently, sixty years after the incidents which happened in those first months, Lord Osterman came down with a terrible illness that ate away at him and in months he went from a strong 85 year old man who had lived a full life to a hollow shell. He at last perished, and a funeral was held the next day, with his body interred in the fresh family mausoleum, blessed by the local priest of Death, the Nameless One to insure safe passage to the afterlife. All seemed well, and his immediate heir, his son Davin Osterman, who had already been participating in managing the barony stepped up to the task in a public ceremony two days after the funeral. Davin was already an older man at age 60, being the eldest son, and he was no longer in much condition to fight, though he had a son and daughter who handled such affairs for him.

Eight days after his burial, a new raid took the township by surprise. In the middle of the night an army of monstrosities, including chimeric creatures ridden by mihidr trolls as well as ground forces consisting of wolven and goblins descended upon the town and attacked. When the monsters were at last driven away, it was determined that several dozen townspeople had been killed or kidnapped once more, and even stranger, the Osterman family Crypt had been smashed open and the body of Lord Gray Osterman had been stolen away! This blashphemy drove Davin Osterman mad with rage, and he rode off in to the deeps of the woods, where his father had gone so long ago to find the mysterious hill and castle known as Zaidan’s Blight. He and his force of one hundred men were never seen or heard from again.

Now Erik Osterman, son of Davin, has been forced to step up to the mantle of baron while his father is absent and possibly dead. On the day the PCs begin the adventure with their arrival in town, a strange messenger from the hills appears. The misshapen goblin bears a scroll, from which he reads a new proclamation.

“Lord Zaidan has claimed the soul of Gray Osterman, lord and Baron of these lands!” The goblin cackles. “Per his agreement with the late Lord Osterman, all of the lands under his lord’s barony are now Zaidan’s to claim. Let any who would oppose his great and evil master step forth, to be struck down at his convenience!” The cackling goblin will then toss the scroll down and try to make good an escape, certain that the humans of the town will try to kill, capture or enslave him.

Thus does the adventure of Zaidan’s Blight begin, with Erik Osterman declaring a great reward to the first hero who puts down the threat of Zaidan once and for all, and possibly deliver’s his father’s and grandfather’s bodies back to him, for he has no hope his father yet lives.

Tuesday, February 7, 2012

Origin of the Endreti Trolls of Lingusia

There was a post on troll origins in people's campaigns over at rpg.net and while answering it I thought, "I should add this bit to my blog." And lo, so it was! (Note: if you are reading this post without context, it is about a D&D campaign).

Long ago, about ten thousand years or more in the distant past, during the fall of the Prehunat Empire, the trolls were a sylvan race not unlike elves who at the dawn of time were an innocent people. As the fable goes, the first of their kind was a terminally ill woman who would travel to a reflecting pool from which it was said those who slept by the water would experience strange healing dreams. There she shunned her sickly image in the water but made a comfortable bed in the grass beside the pool, and she did indeed dream. A voice spoke to her, ageless and ancient, with a strange quality that suggested that the originator of the voice was, itself, dreaming, perhaps even of her. In the dream it offered her perfection and immortality, if she but honored the sleeping entity. It revealed its name as Tsathoqqua, and said that like the frogs of the earth who bore down into the mud so too had it, long ago, and it had ever since been trapped below.*


The woman considered the voice's offer and eventually assented to its wishes. In doing so, she was changed into the first troll, as her flesh grew rubbery and pallid, but her immortality through regeneration (and a racial memory) was made manifest. Her form became hideous, and she cried out against the change, but Tsathoquaa explained that she was the purest form of beauty he could imagine. This first troll woman was known as Sakarta (and indeed all endreti trolls afterwards would name their first queen after her). She grew mad from her change, and at first lashed out with her newfound beastial rage against her fey kin. In time she grew lonely, and in a pact with Tsathoquaa she would capture her kin in the night, take them to the pool, and subject them to the dark god's change. Thus were the first of the endreti trolls born.



*Tsathoquaa in the Warlords era of Lingusia is revealed to be one of the twelve chaos titans called the Skaeddrath, and the pool from which the first trolls came was also the birthpoint of many horrible monsters over the eons. It is located deep in the eastern mountains of the Amechian region (the Sea of Amech region in the Warlords era).
 

Wednesday, December 28, 2011

Ages of Lingusia: Neutral Kindred in Swords & Wizardry



Next up are the neutral races of Lingusia. Note that satyrs and faeries have made an appearance in Agraphar as well; here are their Lingusia counterparts.

The Neutral Races

Half dragons: The Half dragons of Lingusia are a servitor race of the dragon lords, destined for slavery due to their draconic heritage, and often seeking to rebel.
Half dragons are statistically the same as Marlacks, but gain an additional feature:
Humanoid Form: half-dragons can shapeshift between their draconic form and a humanoid form of usually pleasing likeness, with either human, elf, or Halfling traits. This form lacks the claws and wings of their draconic form (see Marlacks, above) but still has a certain scaliness and draconic slit eyes. It takes one round to complete the transformation, although the half dragon can still move and act while changing. The half dragon can shift between forms at will.

Faeries: The faerie kin are true fey, born out of the Weirding and driven by curiosity to enter the mortal realm.
Height: 10 inches to 1’4” tall
Weight: 5-15 lbs.
Languages: Faespeak, elvish, and Middle Tongue
Ability Scores: +1Cha, -1 Con
Favored Classes: thief, magic user
Tiny Creatures: Faeries roll only 1D6+2 for Str and Con and never have higher than 8 in either attribute.
Tiny Fae: All Faeries are of the Fey realm (the Weirding Realm), and are tiny creatures, only one foot tall on average. They gain a 2 point bonus to AC and Reflexes due to their small size and nimble flying abilities. Faeries can only wear armor made for their own kind, which can be difficult to locate, and normally is only ever made of leather.
Flight: Faeries have wings and can fly. They are tiny however and only walk at half their normal movement rate, but can fly at double that rate.
Fae Archers: Faeries are always skilled in the use of the faerie bow, regardless of class weapon options. Such faerie bows only ever do 1 point of damage (and it has a 50% chance it only does subdual damage), but they can apply their fey magic to it to make the bow more effective. A faerie begins play knowing how to apply the sleep spell to a single arrow, but in the course of play the faerie can take magic user spell scrolls (and even tomes) and learn other spells to apply to her arrows as well. The faerie must use the Spell Learning chance based on her Int to attempt this, but once she has learned a spell that can be used for her arrow, then she may always imbue her arrows with that spell. Regardless of what spell she is imbuing, she can do so three times per day; the arrows will last for one week, and must be fired by a faerie from a faerie bow to activate the imbued spell.
Glamour Magic: Faeries may choose any one first level magic user spell that they can cast once per day.
Aspect of the Fae: Faeries are able to detect the presence of other fae for 100’ at will.

New Weapon: Faerie Bows
Ranged Weapon; Damage: faerie arrows do 1 point (50% chance of subdual damage only) plus imbuement if any; Rate of Fire: 2; Weight: .25 lbs.; Range: 20 feet; Cost: 150 GP (faerie characters get one for free); Special: Can’t be wielded by anything less than tiny creatures; small creatures can use the bow with a -5 penalty to attack. Only faeries can cause the spell imbuement when wielding the bow.

Goblins: Goblins are a deviant underworld race of deformed unseelie fey who have long ago sought to make a home for themselves in the mortal plane.
Goblins have statistics in the MM can serve for player characters, if desired.
Height: 4’1” to 5’2” tall
Weight: 100-155 lbs.
Languages: goblin, orcish, middle tongue and some other monstrous languages
Ability Scores: +1 Dex, -1 Wis
Favored Classes: assassin, fighter, thief
Goblinoids: The goblins are the least of the goblinoid races, and are related to both orcs, hobgoblins and bugbears. Goblins have learned to sustain their society through living off the scraps of their larger kin, and have become excellent survivors as such.
Although goblins are not prone to the use of magic, they nonetheless do have occasional mages and clerics in their communities. They revere an obscure deity, one never heard of outside goblin circles called Yamgach, the patron god of goblins. No human texts, not even the Idean Codices, speak of who or what this Yamgach is. Not even the orcs, trolls and other monster kin under whom goblins dwell seem to know much about this goblin god!

Terkithyi Lizard Men: A brutal race of fierce alligator-headed warriors who pride strength and fierceness as key traits.
Average Height: 6'6”-7’6” tall
Average Weight: typically 200-350 lbs
Languages: Lizardman and Middle Tongue. A few Terkithyi learn Draconic or other local Amechian tongues such as Chigros, Belladasian or Hotepsalan.
Ability Scores: +1 Strength, -1 Intelligence
Favored Classes: cleric, fighter
Vision: lowlight vision
Natural Claws and Bite: Terkithyi have vicious claws that do 1D6 damage and a bite that does 1D4 damage.
Natural Armor: Terkithyi receive a 2 point Natural Armor bonus to armor class.
Cold Blooded: Terkithyi are reptiles by nature, and grow sluggish and unresponsive in cold climates. When exposed to winter conditions atypical of their native environment (usually by more than 30 degrees), Terkithyi are at -1 to attack rolls from sluggishness. A terkithyi in a cold environment for more than 24 hours begins to lose hit points at the rate of 1 per day (negating normal healing).

Haikyndyr Lizard Men: A desert-dwelling race of lizard men who are swift and cunning, defending their southern lands with poisoned arrows and traps.
Average Height: 5'1”-5’6” tall
Average Weight: typically 100-150 lbs
Languages: lizardman and Middle Tongue; some know Draconic
Ability Scores: +2 Dexterity, -1 Intelligence
Favored Classes: cleric, fighter, thief
Vision: lowlight vision
Claws: All Haikyndyr claws do 1D6 damage. They have a bite that does 1 damage (but is not nearly as fearsome as other lizardmen)
Favored Environment: Haikyndyr are desert dwellers and receive some special bonuses when in a desert environment. They gain a +10% bonus to stealth checks in the desert (move silently, hide in shadows) which is also a -10 penalty to tracking attempts.
Tail Trip: Haikyndyr are known for using their tails in trip attacks. They get a +1 attack bonus when aiming to trip someone in battle.

Serpent Men (Setites): The dark race of serpent men owe their existence to the dark god Set, considered to be the great deceiver and lord of maliciousness. The serpent men seek to espouse their dark god’s ideals and secretive goals.
Average Height: 5'6”-6’6” tall
Average Weight: typically 100-250 lbs
Languages: Serpentine and Middle Tongue; some know Draconic
Ability Scores: +1 Intelligence, -1 Constitution
Favored Classes: assassin, cleric, thief, magic user
Optional Racial XP Modifier: -10%
Vision: darkvision 120 feet
Poison Bite: Serpent men can bite with potentially lethal effect. Their bite does 1 point of damage but injects poison that requires a saving throw; failure means the victim is paralyzed for 1D6 hours; at the end of that time a second saving throw must be made; failure means the victim has perished.
Long Lifespan: setites can live to be 200 or more years old, and some venerable priests are said to be 600 years or older.

Ogres: A race of brutal killers and mercenaries who dwell in the forestlands of Lingusia and will work for whoever offers the best loot and largest meals.
Average Height: 8’ to 12’ feet tall
Average Weight: 400-900 lbs.
Languages: ogreish, plus one other (usually the middle tongue or giantish)
Ability Scores: +1 Str, -1 Wis; ogres should never have less than a 12 strength
Favored Classes: fighter
Optional Racial XP Modifier: -10%
Vision: darkvision 60 feet
Tough Hide: Ogre’s have thick skin offering a 2 point improvement to AC.
Large Weapons: Ogres can wield normal human-sized two-handed weapons as one handed weapons.
Disguise Issues: Ogres can’t attempt a decent disguise unless they are trying to masquerade as a different sort of large creature, like a troll or minotaur. This makes ogre assassins particularly ineffective.
Fists: Ogre fists do 1D4 damage.

Tieflings: Touched by infernal and abyssal blood, the taint of the tieflings is evident in their appearance and often also their behavior.
Languages: the local common tongue; tieflings who are in touch with their ancestry might know an abyssal or infernal tongue
Favored Classes: assassin, thief, magic user
Ability Scores: +1 intelligence and -1 charisma
Vision: Dark Vision 60 feet
Infernal Heritage: tieflings take half damage from fire sources and gain a +2 save bonus against spells and effects with fire (fireballs, fire breath, etc.)
Darkness 15 Feet: Tieflings can cast darknes 15' once per day.

Living Constructs: Extremely rare products of sorcery and arcanists, the living constructs of Lingusia are very rare, self-aware golems.
Ability Scores: Living constructs should gain a +1 bonus to one stat of choice, and a -1 penalty to Charisma, as they have difficulty understanding the emotions of living beings.
Mental Resistance: the strange minds of these animated entities make them especially resilient against mind affecting charms and enchantments, incurring a +4 save bonus against such magic and effects.

Marlacks: The winged dragonmen of Lingusia are an ancient, fiercely loyal race that has become more populous in recent centuries. Dedicated to their dragon lords, the Marlacks are determined to prove their worth so that they may ascend the ranks of dragonhkind.
Average Height: 6'-7' tall
Average Weight: typically 300-450 lbs; the natural armor of draconians is heavy
Languages: Draconic and the middle tongue
Ability Scores: +1 Str, -1 Int
Favored Classes: fighter, thief, magic user
Claws: Draconians have claws that do 1D6 damage.
Wings: Marlacks have dragon wings which give them lift. They can move somewhat faster, fly reasonably well, and are sufficiently talented that they gain no normal penalty when fighting while in flight (thus fighting as if they were on solid ground). They move at the same flight rate as their ground rate.

Minotaurs (Mishrag): From deeply religious cults to fierce warrior tribes, the minotaurs are a god-touched races of men who are born with bull’s heads.
Average Height: 8’ to 10’6”; minotaurs have shrunk over the centuries, and are not quite as large as they once were in ages past.
Average Weight: 400 to 550 lbs.
Languages: Minotaur and Middle Tongue, though some learn giantish, orcish and ashtarth.
Favored Classes: cleric, fighter, ranger
Ability Scores: +1 Str, -1 Int; as an optional rule, characters should not choose minotaurs as a raceunless they rolled at least 13 or better for Strength. There are no weak minotaurs out there.
Optional Racial XP Penalty: -10%
Vision: dark vision
Head Butt: Minotaurs who can get a charge attack or running start in can gouge with their horns for 2D4 damage in melee.
Maze Sense: Minotaurs are exceptionally good at navigating mazes and other complicated passages, and have a sense of absolute direction when doing so. A Minotaur has a 3 in 6 chance of discerning false passages and secret doors when in a maze.

Satyrs: The mysterious satyrs are native to the Weirding Realm, but they cross over more and more frequently in to the mortal plane, obsessed with its delights and hedonistic possibilities.
Satyrs gain access to a uniquely powerful power (the pan pipes) which are presented here as an encounter power that gets better as the Satyr levels. DMs may wish to scrutinize the race carefully if you are concerned about balance. Satyr characters should be most likely to choose primal classes, though by no means are they exclusively required to choose from such.
Height: 5’2” to 6’ tall
Weight: 100-250 lbs. (or greater for the gluttons)
Languages: Feyspeak, elvish, and middle tongue
Ability Scores: +1 Cha, -1 Wis
Favored Classes: fighter, thief, magic-user
Optional Racial XP Modifier: -20%
Master of Pan Pipes: Satyrs can imbue any set of pan pipes with melodious and hypnotic magic. Satyrs can learn to perform multiple hypnotic tunes with their pan pipes, to various effects. At the start of their career the Satyr may choose from one of the following song effects, which he may perform once per day for 1D6 rounds (with the effect lasting for the length indicated by the roll). Additional tunes may be learned over time, as the satyr reaches 3rd, 6th, 9th and 12th level in their class advancement. All satyr songs can be resisted with a save versus magic enchantment/charm, and elves are always immune to satyr’s songs.

Satyr Songs:

Song of Delirium: You can weave a hypnotic tune that lulls your foes in to a stupor. All listening become entranced by the song and cease their actions for one round.

Song of Ferocity: You pipe a ferocious tune that sets your allies’ blood a’boiling. All allies who hear the song gain a +1 to their next attack roll and damage roll.

Song of the Wild: Your furious music sets your allies or enemies dancing madly about. The targets of this spell are compelled to dance instead of their preferred choice of actions.

Song of Escape: Through the wild pipings you energize your allies to recover from their plight. Each ally gains a +2 bonus to saving throws.

Song of Understanding: Through your enrapturing songs you sew the seeds of communication. This spell works to allow all who hear the song to understand one another as if they spoke each other’s language.

Song of Seduction: Through your hypnotic music you weave complex charms which draw in those around you, charging them with passion and lust. Each creature in burst becomes enamoured with the creature closest to it or a satyr, chosen by the song caster (save ends). When enamored, the target creature is effectively charmed in to desire and lust for a designated target, regardless of previous affiliation. For the duration of the encounter or until the effect ends the enamoured target will attempt to aid, seduce, copulate with or otherwise party with the target of his or her attentions. This can even overcome the hostile intentions of otherwise mortal enemies when in effect.

Option: Daughters of Oberon
Some satyrs are, once every seven generations, born as females (not called fawns, either; never ever call them that!) A satyress is a rare beast, for not only you are a coveted female satyr, but you are born a true daughter of Oberon. On discovering your heritage you find that you have some of his fey glamour to light your blood with arcane power. Satyresses (all female satyrs) gain the ability to charm person once per day.
Source!




Monday, December 26, 2011

Ages of Lingusia: Kindred of Chaos in Swords & Wizardry


As with the races of law, refer to prior blog entries for expanded data on each race; what follows is a short summary plus S&W statistics:

The Chaos Races


Dark Elves (Ashtarth): Members of the renegade sorcerer clan of the silver elves, these chaos-tainted dark elves have evolved a sophisticated culture of demon worship.
Dark elves are like normal elves in all ways with the following differences:
Attribute Modifiers: +1 Dex, -1 Con; female Ashtarth gain +1 Cha as well.
Favored Classes: ranger, thief, magic-user, cleric. assassin
Racial Spells: once per day each: faerie fire, darkness 15' radius. 10% of ashtarth can levitate at will.

Orcs (Anyu): The orcs come in many varieties, from the civilized but still brutal grey orcs to the malicious chaos-tainted blue and red orcs and the xenophobic fell manorg of the north. They are a threat to all humankind, and few of their number are civil enough to interact with other races.
Average Height: 4’6” to 7’ feet tall; orcs vary widely in size
Average Weight: 100-350 lbs.
Languages: ogcish, plus one other (usually the middle tongue, ogreish or goblin)
Ability Scores: +1 Str, -1 Int
Favored Classes: assassin, fighter, thief
Vision: darkvision 120 feet
Light Blind: orcs fight at a -1 penalty to attacks in sunlight or other bright light (torch light is okay)
Half Orc Adventurers
In S&W, half orcs have darkvision for 60 feet but do not suffer penalties to battle in sunlight.
Ability Scores: They are stronger (+1 strength) but suffer for their mixed heritage (-1 charisma).
Favored Classes: assassin, fighter, thief
Red Orcs
Red Orcs are treated somewhat differently than normal orcs, and have normal average intelligence and strength (no modifiers)
Red orc may treat cleric and magic user as favored classes
Gul'hlath Black Orcs
Black orcs gain a 2 point armor bonus
Fell Manorg
Fell Manorg receive a +2 save bonus against cold effects and spells (breath attacks, cone of cold, etc.)
Fell Manorg may never start with another language other than orcish, goblin, minotaur, giantish or draconic.
All Fell Manorg start off illiterate (which precludes them from starting at 1st level as a wizard) and must use a language slot from intelligence to learn one form of writing
Green Orcs
Green Orcs are natural experts at jungle camouflage and survival, and receive a +10% racial modifier to all attempts at stealth (move silently, hide in shadows) in a jungle environment.

Naga: An aquatic race of evil beings who have risen to power and now aspire to conquer the dry lands of the world.
Height: 5’5” to 6”
Weight: 150-180 lbs.
Languages: Naga, common, and other options include draconic, infernal, and orcish.
Attributes: +1 Dexterity, -1 Constitution
Favored Classes: cleric, fighter, thief, magic user
Optional Racial XP Modifier: -10%
Deep Vision: Naga deep vision functions equally well underwater as well as in darkness. They can see in shades of grey even in total darkness.
Amphibious: Naga can breathe normally on land and under water with no impairment. Note that this does not protect them from unnatural attacks such as stinking cloud.
Natural Swimmer: All naga are excellent swimmers, and move at full speed when swimming.
Armored Scales: Naga are scaled, and these scales provide natural armor protection, offering a natural 2 point armor class bonus.
Tail Strike: Naga can smack with their tails for 1D3 damage, and get a +1 bonus to attack when trying to trip with their tails.

Gnolls: The gnolls are a demonic race that seeks to overcome the dominance of the orcs in the underworld races and to establish themselves as the principle legions of chaos.
Gnolls are by and large an unfriendly fringe race, but if your campaign tends to avoid urban humanocentric regions in favor of the vast wilderlands inhabited by other monsters then gnolls may be especially suited to your particular games.
Height: 5’4” to 6’6” tall
Weight: 100-250 lbs.
Languages: gnollish, goblin, orcish, giantish, demonic
Ability Scores: +1 Con, -1 Int
Favored Classes: cleric (of chaos), fighter, thief
Bite: gnolls have a deadly bite that does 2D4 damage.

Sherigras: These chaos-tainted beings were once human, and long ago their kind descended in to chaos and madness, pursuing the dark arts and worshipping the dread gods of the Abyss. Marked by skeletal, gaunt features, the Sherigras exist where they are allowed, on the fringes of society.
Average Weight: 65 to 150 lbs.
Average Height: 5’1” to 6’6”
Languages: middle tongue and abyssal
Favored Classes: cleric, thief, magic user
Ability Scores: +1 Dex, -1 Cha
Vision: dark vision
Optional Racial XP Penalty: -15%
Chaotic Alignment: Sherigras are by their very nature aligned with chaos.
Mark of Chaos: Sherigras are tainted by an aura of chaos that is easily sensed by most creatures if they do not try to hide it. This penalty makes commoners, children, animals and other beings sense a vague sort of unease in their presence, and can lead to strong negative reactions from normal folk.
Taint of Chaos: The taint of chaos can be used as a weapon. Once per day, by concentrating, a Sherigras can project the aura, treating it like a fear spell with a 30 foot radius of effect from their person.
Chaos Affinity: Sherigras are attuned to chaotic energies, and have a 3 in 6 chance that they can feel the presence of planar beings and objects which are attuned to Order or Chaos (such as demons and angels or artifacts) when such creatures are within visible range.
Manifestation of Chaos: Long ago before the cataclysm Sherigras were so attuned to chaos that efforts to advance the indelible cause of their dark gods rewarded them with strange side effects, and efforts to oppose their nature led to punishment. After the cataclysm this effect lifted, and sherigras have since been freed of their dark tether to chaos, although their bodies remain wracked with corruption. Choose or roll one trait from the following list, and gain that as your chaotic affinity; each affinity grants a penalty and a bonus accordingly:

Sherigras Chaotic Affinity Table, S&W Version(D100)
1-10: hideously skeletal; you suffer an additional -2 modifier to your Con score but may use your chaos affinity fear effect twice per day.
11-20: Permanent Blindness; you permanently suffer from blindness, but gain the ability to cast invisibility once per day.
21-25: Permanent loss of one arm, but you gain a flexible tentacle which provides a +10% bonus to Delicate Tasks, Opening Locks and a +5% bonus to Picking Locks.
26-30: You have hideous claws instead of hands. You gain a natural claw attack that does 1D4 damage and can be treated as two-weapon attacks, but you suffer a -10% penalty to Delicate Tasks, Open Locks and any other check requiring fine manipulation.
31-35: You have a serpent’s tail instead of legs. You can swim at double your movement speed, and can make a constriction attack that deals 1D4 subdual damage. You suffer all the reasonable restrictions accompanied by having a serpent’s body instead of normal legs.
36-40: A Visible black nimbus of chaos energy surrounds you, visible to anyone and disguisable only by illusions (spells); However, you become more resistant to undead level drain effects and on a saving throw with a +2 bonus will be unaffected by a level drain attack.
41-50: A Third eye rests in your forehead; it grants periodic visions as determined by the GM and you gain a +2 save bonus to any saving throw against a blindness or vision-imparing effect.
51-60: A demonic face appears in your torso, which must be fed and speaks a lot (double your daily intake of rations, and take a -15% penalty on Move Silently checks if you don’t gag it). You can cast spells using this mouth even if you are gagged normally, and can perform unusual acts of ventriloquism.
61-70: Animals will instinctively attack you on site, without exception, even if you have some sort of animal empathy. However, all aberrations, undead and outsiders of at least animal intelligence react to you as if you are at least not hostile, if not actual kin, and you may cast charm monster once per day.
71-80: Blistery Black Boils cover your body from head to toe giving you a -2 reduction to your Charisma, but you are immune to disease and any exposure to a disease to which you fail a saving throw on makes you a carrier for that disease, instead.
81-90: You have perpetual stigmata, bleeding from spontaneous wounds, your eyes, and elsewhere constantly. Once per day if you are reduced to negative hit points you may make a saving throw with a +2 bonus; if you succeed, then you stabilize at 1 hit point.
91-95: You have the head of an animal; you may choose the animal and gain a natural attack appropriate to the type you chose (i.e wolves get a 1D4+1 bite), as well as a natural animal empathy for those animals and the ability to communicate with them.
96-00: You appear to be outwardly normal, but at nighttime your skin disappears and you seem to bleed continually. In addition to being easy to track, you no longer suffer as grievously from cutting and slashing wounds, instead reducing all such damage by 1 point (to a minimum of 1) while this is in effect. However, you are of such a monstrous appearance that normal social interactions are almost impossible. Think “Hellraiser.”

Ghuls: The flesh-eaters of Lingusia are half-undead survivors of undead plagues who retained their wits if not their sanity and formed a new race of deformed beings, many of whom serve Orcus and other demon gods.
Average Weight: 100 to 250 lbs.
Average Height: 5’2” to 6’6”
Languages: ghoulish, middle tongue, and access to most monstrous languages
Favored Classes: assassin, thief, cleric, magic user
Ability Scores: +1 Con, -1 Cha
Optional Racial XP Penalty: -10%
Vision: dark vision
Cannibalism: Ghuls gain strength from cannibalism. They do not need to eat fresh meat; there is much truth to the idea of ghuls seeking out corpses and carrion. Once per day, Ghuls who spend a minute or more devouring a humanoid corpse may regain 1D3 hit points.
If a ghul goes a day without eating humanoid flesh, then he does not heal 1 HP at the end of the day as he normally would. After one month of resisting cannibalism he will lose 1 HP per day. This continues until he resumes his cannibalistic ways or eventually is wounded and dies, after which he turns in to a normal undead ghoul.
Although the notion of cannibalism applies to eating members of one’s own species, ghuls find that the flesh of any demihuman will do just fine, be it elf, orc, dwarf, halfing or gnome. Humanoids that are not mammalian such as lizard men, kobolds, marlacks and so forth will also suffice, although they taste disgusting to the ghul palette.
Disease Resistance: Ghuls gain a +2 saving throw bonus to resist disease.
Putrefying Smell: Ghuls can emit a terrible stench twice per day which can have an adverse impact on nearby enemies and allies alike. All creatures within 15 feet of a ghul that emits the stench must make a saving throw against poison or suffer nausea and weakness, instilling a -1 penalty to attack rolls and other checks.

Deep Dwarves (Darendur): The deep dwarves were once a chaos-tainted race themselves, though many of their kind have emerged from the deepest regions of the Lower Dark and renounced the chaos gods. Some still adhere to the old ways, though, and regardless of their affiliation, the deep dwarves are still marked by chaos.
Darendur are like all other dwarves, save for the following differences:
Languages: Deep Speech, plus one other (usually Tradespeak or Giantish)
Ability Scores: +1 Con, -1 Cha
Favored Classes: assassin, fighter, thief
Restricted Classes: Darendur are barred from any spell-casting class, as they are unable to work magic.
Optional Racial XP Penalty: -15%
Magical Sensitivity: All darendur have a curious innate ability to tell what sort of magic an item is, much as if they had cast detect magic. Darendur may identify magic items in this manner merely by touch (they don’t even need to study them visually).
Dark Vision: Darendur have Darkvision of 120 feet, being atuned to the lightless depths of their subterranean homes. They need no light source to see in a series of black and white shades, able to rely on a form of infrared to see.
Light Sensitive: All darendur are light-sensitive, and experience blindness for one round if exposed to a sudden daylight-like effect (such as a spell or unexpected sunlight), and normaly fight with a -1 penalty when in light brighter than a torch thereafter.
Magic Resistance: Darendur have a strange resilience against magic, and have a +2 bonus to saves against it.

Trolls (Thargonids, Mihidir): The trolls are an ancient race, and while the thargonids are horribly corrupted by chaos, the mihidir still retain a trace of their ancient, proud lineage.
Average Height: 7’ to 7’6” tall (males) or 6’ to 6’6” for females
Average Weight: 250-350 lbs.
Languages: Trollish, plus one other (usually Tradespeak or Deep Speech)
Favored Classes: assassin, thief
Ability Scores: +1 intelligence and -1 charisma
Vision: Dark Vision 120 feet
Optional Raciail XP Miodifier: -20%
Regeneration: Mihidir trolls heal at an amazingly fast rate, recovering one hit point per round of battle. Only fire and acid damage does not regenerate.
Claws and Teeth: Mihidir are well armed with natural attacks; their bite does 1D3 damage and claws do 1D4 damage.



Next: Neutral Kindred in S&W!