Post by gardenGnostic on Mar 27, 2011 16:36:21 GMT -6
RACES:
Human
RACIAL TRAITS:
Average Height: 5' 6” - 6' 2”
Average Weight: 135-220 lb.
Origin: Natural
Ability Scores: +2 to one ability score of your choice.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other.
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex and Will defenses.
Once a proud and mighty race, capable of rivaling Prospit and Derse, humans now stand merged in with the other kingdoms of Skaia. While most can be found in Prospit or scattered amongst other kingdoms, some still choose to live in the Crossroads, the ruins of their destroyed kingdom. Because of this, they feature a wide mix of physical, cultural, and political traits, making them the most varied and diverse race.
Personality: Humans are the most adaptable, flexible, and ambitious people. They are diverse in their tastes, morals, customs, and habits.
Physical Description: Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with the men being noticeably taller and heavier than women. Their skin shades range from very pale to very dark, their hair from black to blond.
Relations: Because of their scattered linage, they mix with members of other races as a habit. Thus, they are very good at acting as ambassadors, diplomats, merchants, or anything that involves interaction with other races.
Alignment: Humans tend towards no particular alignment, not even neutrality. The best and the worst are found among them.
Human Lands: The primary human lands is the lands of the Crossroads between Derse and Prospit where the Kingdom of Earth once stood. While some choose to remain there, they are primarily scattered now among all of the kingdoms of Skaia. They do not have a true leader, although leaders amongst humans are usually young and charismatic.
Human institutions change with the generations, adapting and evolving faster than parallel institutions among other races. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political situations.
Language: Humans speak Common, a variant of English. They typically learn other languages as well, including obscure ones, and are fond of sprinkling their speech with words borrowed from other tongues, such as Alternian curses, Caudatian musical expressions, Dersean military phrases, and so on.
Adventurers: Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than other people, champion causes rather than territories or groups.
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Trolls (Land)
RACIAL TRAITS:
Average Height: 5' 6” - 6' 2”
Average Weight: 135-220 lb.
Origin: Natural
Ability Scores: +2 and +1 to Strength, Dexterity, Constitution or Intellegence (You cannot place the +2 and the +1 in the same stat).
Size: Medium
Speed: 6 Squares
Vision: Low-light Vision
Languages: Common, Alternian
Skill Bonuses: +2 Dungeoneering, +2 Streetwise
Alternian Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hitpoints. The temporary hitpoints increase to 10 at 11th level and to 15 at 21st level.
Blood Frenzy: You gain a +1 racial attack bonus when you are bloodied.
Sick Fires: You have the sick fires encounter power.
Sick Fires
You unleash a particularly sick burn on your opponent, catching them off guard and unexpecting.
Encounter
Free Action Personal
Trigger: You hit an enemy.
Effect: The attack deals 1[W] extra damage if it's a weapon attack, or an extra 1d8 if it isn't.
The brutal trolls of the Kingdom of Alternia are most well known for their military might, strict blood caste system, and prosperity. Trolls are raised from their earliest wriggling days with the idea of natural selection. First, they have to prove themselves to a lusus, who would act as their parent, and they must pass a set of trials in order to live. The Land Trolls make up the lower 80% of the blood caste, featuring a varied and diverse set of talents and abilities while still being universally lower than the Sea Dwellers.
Personality: Hateful, mean spirited, manipulative, cold. All of these things sum up Trolls to the outside world. Trolls have two main emotions: pity and hate. The primary goal of every troll is the betterment of themselves above all else, and they are often ready and willing to use and abuse others to achieve this goal. That being said, some trolls do seem to follow their own personal code of honor when it comes to how they interact with others, and while they do not truly make friends, it is possible for others to earn their respect. Some trolls have a strong sense of justice, if a bit brutal, especially those who wish to join the ranks of the Legislacerators or Threshecutioners. There are also “mutant” trolls who seem to have an overabundance of pity which can make them almost nice to others. They are often cast out, moving to Prospit or the Crossroads to escape culling, or join the ranks of the Cavalreapers, an order of Knights who seek the betterment of all trolls.
Physical Description: Trolls bear a very strong physical resemblance to humans, with a couple key differences. They stand at about the same height (5 feet to a little over 6) and have about the same weight range (110 pounds to 300, depending on their strength), with males being heavier set than woman. However, they have yellow eyes with black pupils and coloration, gray skin, black hair, and varied horns that are referred by humans as being “candy corn horns”. They are clean shaven, and often sport a wide variety of hairstyles. They often are seen wearing black or dark clothes with no stylization to them, although a few trolls have taken cues from other societies and have attempted to popularize this thing known as fashion. Most trolls are nocturnal, however there are occasional instances of trolls who can bear the sun. The sun over Skaia, however, is not nearly as brutal as the Alternian sun, so most trolls remain nocturnal out of habit.
Relations: Relations between Trolls and other races is limited, and only sought when they will get something out of it. They have been much more open with Derse than other kingdoms, however if history is any indication, they are just as willing to backstab Derse as any other kingdom.
Alignment: While most other societies view trolls as being cruel and evil to some regard, they are just as prone to being good as evil. They tend to be more chaotic due to their brutal heritage, however.
Troll Lands: The Trolls have established the Kingdom of Alternia south of Derse in the Land of Shade and Oil, as it is most like their old home of the planet Alternia. Sea Dwelling trolls hail from the ocean south still of the Kingdom, ruling from the safety of the bottom of the sea, or remote islands far off of shore. Within Alternia, many trolls take on a variety of roles in society, although the more manual jobs are given to drones. Trolls outside of Alternia are often mecenaries or merchants, and take the attitude that they will get a job done right if the price is right!
Leaders amongst Trolls are most often high bloods or rarely blue bloods, although there are a select few occasions where low bloods have acted as superb leaders for the Trolls.
Language: Trolls speak Alternian. Alternian literature majorly features their vast history of conquest over many planets, although there are rare instances of fiction written. The most infamous is a set of novels about rainbow drinkers and shadow droppers and forbidden passions.
When it comes to spoken Alternian, each troll seems to have their own unique accent or take on the Alternian language, making it very difficult, although not impossible to teach to outsiders. This habit or accent is referred to as their “quirk”. This has the result of making each troll unique and memorable in their own way. When dealing with especially serious situations, however, they will drop their quirk in order to make sure their point is gotten. This can be seen in tense negotiations, during times of hardship, or, rarely, in bartering.
Adventurers: Troll Adventurers can be motivated by many things: the wish to make themselves stronger, a lust for wealth to better themselves, obtaining the respect of other trolls, or even just seeking the thrill from battle. Whatever the reason, Troll adventurers a force to be reckoned with.
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Troll (Sea Dweller)
RACIAL TRAITS:
Average Height: 5' 6” - 6' 2”
Average Weight: 135 – 220 lb.
Origin: Natural
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Low-Light Vision
Languages: Common, Alternian
Skill Bonuses: +2 Arcana, +2 History
Highblood Mind: You have resist 5 psychic. The resistance increases to 10 at 11th level, and 15 at 21st level.
Seaborn Origin: You automatically pass endurance checks relating to swimming and survival underwater. In addition, you cannot drown.
Elite Training: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Making the upper 20% of Troll society, Sea Dwellers server as the natural leaders of the Kingdom of Alternia. They are perched on the top of the blood caste with no intention of letting their leadership slip. They are often the most brutal, calculating, manipulative, and cruel of all the trolls, although there are a few noticeable exceptions. For the sake of preventing redundancy, their personality, physical description, relations, and lands are exactly the same as land based Trolls.
Alignment: Due to their very nature, most high blood trolls tend towards evil, allowing them to secure their positions by any means necessary and forward their power while still maintaining control and order over Alternia. As stated before, however, there are famous exceptions to the rule.
Language: Sea Dwellers speak Alternian, just as their land counterparts. However, on top of their unique quirk, Sea Dwellers also possess an added quirk of “glubbing”. This glubbing is often ignored by others, in fear of them taking offense to comments to their speech impediment and attempting to cull them.
Adventurers: Sea Dweller adventurers are incredibly rare, as most Sea Dwellers prefer to let others do their dirty work for them. However, with the discovery that high bloods can be potent wizards and sorcerers, some have set out in the search of knowledge and power unique among trolls.
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Prospitians
RACIAL TRAITS:
Average Height: 4' 0” - 6' 6”
Average Weight: 100-200 lb
Origin: Game Construct
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Prospite
Skill Bonuses: +2 Insight, +2 Perception
Eye for Detail: You grant non-Prospitian allies within 5 squares of you a +1 racial bonus to Perception checks.
Eye for Danger: You have a +2 racial bonus to Initiative.
Golden Insight: You have the golden insight encounter power.
Golden Insight
You take the knowledge of other subjects and use them to aid you.
Encounter
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
Effect: You add 1d6 to the triggering roll.
A race of honor and justice, defenders of good and the weak, destined to lose to Derse. Prospitians are constructs of Sburb that act as allies to the players of the game. With the peace brokerage between Prospit and Derse, Prospites now act as diplomats and made quick allies with Humans and the consort races in order to increase the wellness of all.
Personality: Prospitians are lovers of art of any kind. As a result, the Kingdom of Prospit is always lively with some form of music or song, and an artist or musician of some sort can be found on every block. They are slow to anger, and are much more willing to use diplomacy to solve a situation than violence. That's not to say they cannot fight, however, they are not the most skilled fighters. Still, famous Prospitian heroes of sword and word have existed, and have aided in their bitter rivalry with the Kingdom of Derse. They tend to wear colorful garbs inspired by their vast creativity. They do like jokes and pranks, but only lighthearted ones. They also have a particular affinity for the postal service.
Physical Description: Prospitians can stand anywhere from 4 feet tall to a towering 7, however, the average Prospitian is about 6 feet tall. They weigh considerably less than their Dersite counterparts, only from 100-200 pounds. They do not have skin, instead, they have a pure white carapace, with black eyes. They do not grow hair.
Relations: Prospitians are successful diplomats, becoming strong allies with Humans, Salamanders, Turtles, and even acting as a peace keeping group between the constantly feuding Crocodiles and Penguins. They are more suspicious of Trolls and Derseites, but are willing to ally with them out of good faith.
Alignment: Almost all Prospitians are good to some degree. Most follow the law to the letter, but some feel the need to circumvent the law in order to achieve a greater good, or out of necessity. They almost never seek to do harm for self gain or for the sake of doing harm, which makes an evil Prospitian that much more frightening.
Prospitian Lands: Most Prospitians live within the golden walls of the Kingdom of Prospit or just outside in villages or towns in the surrounding lands. Some still make their homes in the former Human Kingdom now known as Crossroads, where a wide variety of races live. They are generally well liked there, and act as artists, musicians, mail workers, sages and tutors.
Language: The Prospitian language is a very elegant language based on the Dersean counterpart, using a wide variety of descriptive terms and well flowing words to liven up the dull and dreary language of Derse. It is considered by many to be the best language for song.
Adventurers: Prospitians prefer politics and diplomacy to the lures of adventure, however there have quite a few successful and well known heroes over the years. They often find themselves joining the ranks of the Paladins or Clerics. Others take up the role of a more “Robin Hood” type figure, adventuring for the good of others and while stopping the corrupt and wicked.
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Dersites
RACIAL TRAITS:
Average Height: 4' 0” - 6' 6”
Average Weight: 100-260 lb
Origin: Game Construct
Ability Scores: +2 Strength, +2 Intellegence
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common, Dersean
Skill Bonuses: +2 Intimidate, +2 Thievery
Finishing Finesse: You gain a +1 racial bonus to attack rolls against bloodied foes.
Unyielding Alliances: You gain a +5 racial bonus to saving throws against charm effects.
Obsidian Precision: You can use Obsidian Precision as an encounter power.
Obsidian Precision
With lethal focus, you take aim at your foe and strike true.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
For everything Prospit stands for, Derse stands for the polar opposite. Oppression and hate is found within Derse's black walls, and in the lands beyond, they attempt to spread their dominance. While peace has been forged between the two warring nations, how long will it truly last before the dark war machine hungers again?
Personality: Most Dersites come off to other races as being cold, calculating, always looking out for themselves above all else, and how to forward their own interests regardless of cost. That's not to say they are evil. Most Dersites hold a strong code of honor or love of law, with many going to work for the Kingdom itself as Agents of Derse believing the Kingdom is doing what is right. There are some who have more artistic and rebellious thoughts, seeking to break down the culture norms and bring a new era of enlightenment from the Golden Kingdom.
Physical Description: Like their Prospitian counterparts, they can be 4 feet tall to 7 feet, however, the norm falls at about 6 feet tall. They are rather more heavy set than Prospitians due to their required military service. They possess a black carapace, with white eyes, and they do not grow hair.
Relations: Their relationship with many other nations is strained at best due to their shifty nature. They hold a very strong relationship with the Alternian nation, and have a kinship with the Salamanders, due to their shared land.
Alignment: Many Dersites lead towards unaligned, wishing only the best for themselves and their kingdom. Due to what their Kingdom wants, however, many shift towards evil as their lives progress on.
Dersite Lands: The Kingdom of Derse is located on the western coast of Skaia in the Land of Shadow and Oil, north of the Kingdom of Alternia. They share their lands outside of the city itself with the Salamanders to the east, and many live near or with Salamanders, or within the Crossroads or Battlefield. Rarely, a Dersite may take up residence in Prospit, but they are viewed with distrust within the city.
Language: The Dersean language is simple and straight to the point, and according to others, boring. It leaves no room for elegance, but instead is unnaturally efficient. They have many descriptive words for issues relating to fighting or their military.
Adventurers: Many Dersites take up arms for their nation, but some travel beyond the obsidian walls for wealth and power on their own. They often travel alone, as they are not trusted by other adventurers. If one's goals align with an adventuring party, they will be fiercely loyal and will not be swayed from aiding them in whatever way possible.
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Salamander
RACIAL TRAITS:
Average Height: 3' 2” – 3' 6”
Average Weight: 50-75 lb.
Origin: Consort
Ability Scores: +2 Intellegence, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Low-light Vision
Languages: Common, Caudatian
Skill Bonuses: +2 Diplomacy, +2 Perception
Secret Supporter: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
Curious Attention: You have a +5 racial bonus to saving throws against illusions.
Be Adorable: You can use be adorable as an encounter power.
Be Adorable:
Your very cute presence is enough to dissuade enemies from harming you or your allies. They'll eat a weird bug and won't even care.
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
A rather cute and cuddly race hailing from the Land of Shadow and Oil, these curious tribal amphibians seek to learn more about their surrounding world and form a true nation from their scattered people. One should not be deceived by their rather clumsy outward appearance, for beneath that lies a very intelligent and powerful race who will go to endless lengths to protect those they hold dear.
Personality: From birth, Salamanders love to explore and are eager to chase after whatever gains their attention at the time with reckless abandon. Not quick to judge, and quick to forgive, Salamanders are willing to be friends with anyone who shares their love of knowledge. Some take up arms to protect those around them, and fewer still venture beyond their familiar lands to fight for what's right and seek answers to whatever they can ask. They also have an affinity for the word “glub” and the Arcane. They also use both Boondollars and trading for currency.
Physical Description: The rather short Salamanders are very light set and are never taller than 4 feet tall. They have bright yellow skin which allows them to stand out in a crowd, along with their beady eyes. They are often seen with makeshift clothing that they have made, or wearing rather poor tastes from clothes others have made.
Relations: The Salamanders are almost universally loved. Even the cold-hearted Kingdom of Derse has made a truce with them to allow them to live in Derse's lands, however this truce may become broken with the talk of a Salamander nation rising. They are aided in this effort by Prospit and the other Consort races. The Trolls generally hate the Salamanders.
Alignment: Salamanders seek knowledge, but do not wish to harm others to gain it. They lean towards good with rare exceptions.
Salamander Lands: Salamanders primarily hail from tribes in the Land of Shadow and Oil. However, the land is not truly theirs. It is uncommon, but possible, to see a Salamander living in the Crossroads or Prospit or the other Consort lands.
Language: Salamanders speak a unique dialect known as Caudatian. It is described as being a very descriptive, if difficult to learn and “slippery” language. They often times learn Dersean to aid their neighboring nation.
Adventurers: Salamander adventurers often are seeking knowledge, but rarely monitary gain. They wish to see justice spread to all and will stop wrongs as they see them, regardless of the cost to themselves. A few even join the ranks of the Paladins, who welcome them with open arms.
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Turtle
RACIAL TRAITS:
Average Height: 3' 8” – 4' 7”
Average Weight: 170-250 lb.
Origin: Consort
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 Squares
Vision: Normal
Languages: Common, Tortish
Skill Bonuses: +2 Dungeoneering, +2 History
Natural Hardness: You have a +1 racial bonus to your AC.
Encumbered Speed: You move your normal speed when it would be reduced by armor or a heavy load.
Stand Firm: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Turtles are a wise and thoughtful race who come from the land of Islands and Color to the east of Prospit. They have histories' most famous Alchemiters and Blacksmiths, along with some of its bravest warriors. Like their Salamander brothers, they wish to see good done to all, and do not take kindly to those who betray trust and bring harm to others.
Personality: Turtles like to take things slow and cautiously, looking for many different solutions before taking action. They are described as being inactive by others who are not so patient, their methodical approach generally pays off, with their decisions being the right ones. They seek to solve problems peacefully more often than not, but they will fight if no other option remains. Young Turtles can often times very nervous or scared in high pressure situations, but as they age, they become more brave and far more confident.
Physical Description: Most turtles possess a pink, scaly skin with a darker shell which serves as natural armor and clothing. They are very heavy despite being rather short.
Relations: The Turtles have strong ties with Prospit and the Salamanders. They do not like nor dislike humans, and they wish to stay out of the conflict between the Crocodiles and the Penguins. They hate Dersites and Trolls.
Alignment: Turtles are often lawful good, seeking justice and fairness for all. It is not in their nature to be evil.
Turtle Lands: The Turtles primarily live either in Prospit or the Land of Islands and Color to the east of Prospit. They take up jobs of Blacksmiths, Alchemiters, Bankers, among many other things within Prospit. To the east, they live on the many islands in small villages and towns. While they are not ruled by a true nation, the towns are self policing, with mayors and governments.
Language: Turtles speak Tortish, a slow but thoughtful language fitting for them. Sometimes, tacticians switch to primarily Tortish to better describe their plans.
Adventurers: Turtle adventurers seek law and justice for all, and many strong warriors and wizards wish to spread their vision. That's not to say there aren't some who wish for only monetary gain, but it is uncommon to see one who wishes so.
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Crocodile
RACIAL TRAITS:
Average Height: 3' 11” – 4' 9”
Average Weight: 140-210 lb.
Origin: Consort
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Nakanese
Skill Bonuses: +2 Bluff, +2 Streetwise
Money to Burn: You gain a racial +2 to Bluff, Diplomacy and Streetwise when performing a business transaction.
Heat Affinity: You have resist 5 fire. The resistance increases to 10 at 11th level, and 15 at 21st level.
Ferocious Bite: You can use ferocious bite as an encounter power.
Ferocious Bite:
You use your oversized jaw to attack your foe, leaving them with a gaping wound. Nak.
Encounter
Minor Action Melee 1
Target: One creature
Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC
Hit: 1d6 + Strength, Constitution, or Dexterity modifier damage, and your target takes 1 damage every round (Save ends).
Level 11: 2d6 + Strength, Constitution, or Dexterity modifier damage, and your target takes 2 damage every round (Save ends).
Level 21: 3d6 + Strength, Constitution, or Dexterity modifier damage, and your target takes 3 damage every round (Save ends).
Crocodiles are easiest described as businessmen. Seeking as much money as they can possibly get their hands on, some turn towards adventuring as a means to an end. Don't expect to be able to talk them down when it comes to cost, and if you find yourself allied with one, expect good help to come at a price. They also have a very distinct sound they make when they open and shut their jaw.
Personality: Crocodiles are selfish, but will honor any agreement they make so long as the price is right. They are almost always the loudest voice advertising at a market place, and are quick to anger if you violate an agreement. That being said, they can make very good friends if you can get over their eagerness to earn wages. They will make exceptions and provide discounts for their wares and services, and while their prices might be high, whatever they provide is second to none.
Physical Description: Crocodiles are red scaly... well, crocodiles. They have very pounced jaws with sharp teeth, clawed feet and hands.
Relations: They are constantly almost at war with the Penguins to the north, due to their conflicting ideals. They are on good terms with Prospit and the Salamanders. Prospit is trying to create peace between the Crocodiles and Penguins, to little effect.
Alignment: Crocodiles vary in alignment, many being good, evil and unaligned. Some are willing to cheat and steal to gain wealth, others are wanting to provide the best possible service they can, and some just want to make a profit.
Crocodile Lands: Crocodiles will live pretty much anywhere as long as people congregate nearby. They come from the Land of Beat and Magma, and some live in tribes within the Land. They have a massive capital city near the southern coast of the Land, which spans almost as big as Prospit or Derse.
Language: Nakanese is a language that is very hard for other races to imitate. It utilizes the sound their jaws make to create unique inflections on words, and can create unique songs and other forms of dialect, if a bit hard to comprehend.
Adventurers: In the search for wealth, many Crocodiles turn towards adventuring as a way to gain either money itself or supplies to sell for profit. There is legend of a Crocodile who refused to trust suppliers and kept his shop stocked solely with things he found himself. Many seek to emulate his legend. That being said, there are still some who seek something beyond money, whether it be good, evil, justice or chaos.
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Penguin
RACIAL TRAITS:
Average Height: 3' 4” – 3' 8”
Average Weight: 60-100 lb.
Origin: Consort
Ability Scores: +2 Dexterity, +2 Constitution
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, Gwynish
Skill Bonuses: +2 Athletics, +2 Nature
Unstoppable Courage: You have a +2 Will Save versus Fear.
Slippery: You have a +2 racial bonus to AC against opportunity attacks you provoke when charging.
Sliding Charge: You have the Sliding Charge power.
Sliding Charge:
You dive onto your stomach during a charge, barreling into your foe.
Encounter
Standard Action Melee 1
Effect: You charge and make the following attack in place of a basic melee attack.
Target: One creature
Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC
Hit: 1d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone.
Level 11: 2d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone.
Level 21: 3d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone.
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Dragonborn
RACIAL TRAITS:
Average Height: 3' 9” – 4' 8”
Average Weight: 150-200 lb.
Origin: Consort
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Draconic.
Skill Bonuses: +2 History, +2 Intimidate
Draconic Flow: You ignore difficult terrain when shifting.
Dragon Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.
Dragon Breath
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter
Minor Action Close Blast 3
Target: All creatures in area
Attack: Strength, Dexterity or Constitution + 2 vs. Reflex (+ 4 at 11th level, and +6 at 21st)
Hit: 1d6 + Constitution Modifier damage.
Level 11: 2d6 + Constitution Modifier damage.
Level 21: 3d6 + Constitution Modifier damage.
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power's damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character's life and do not change the power's other effects.
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History:[/u]
Coming Soon.
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Setting Information:
Setting information and a brief summary of current events:
The Battlefield:
A strange land of rolling hills and checkerboard dirt. Located in the middle of the continent, this bizarre landscape resembles plains, sporting tall grass and sparse trees. The land has come under rule of Prospit after the Great War, and many who wish to get away from the more hectic life of the city come here. Some live on their own as hermits or farmers, but others settle in the small outlying towns that are scattered throughout. But beware, wandering bands of monsters have been spotted in the countryside, and the Gamblignants seem to be more active in this region. What has caused them to become so much more bold is anyone's guess.
Prospit:
The Golden City, a center for economic prosperity and artistic genius. While Prospitians are the primary race in the city, it is a melting pot of sorts. Most humans chose to stay in Prospit after the fall of the Earthen Kingdom during the Great War, and the more business or creatively minded of the other races have set up shop here, or just wish to be a part of the most successful city in the world. That is not to say the city is perfect, however. There has been rumors of a set of gangs in the city trying to gain a foothold, some even of Prospitian decent! The Kingdom's defenses are not the best nor the bravest, and despite having firm alliances with the Human's Holy Order, and the Alternian Cavalreapers, they are always looking for able hands to aid their defense and border guard.
Derse:
The Obsidian Kingdom. Ruled by the Black King, Derse is a city of military pride. That's not to say there are no creative or business ventures, in fact, far from it. Races of all sorts live in the city for various reasons, and it's power stretches out over the Land of Shadow and Oil to the Battlefield. Crime is sadly commonplace in the city, with gangs battling for turf throughout the city. Derse is attempting to crack down, but only time will tell if their attempts are successful. For example, all attempts to stop the rise of a new, quickly growing gang, the Midnight Crew, have failed. There is also talk of an exiled rebel returning to the city who wishes to stop the monarchy and give rise to a new power in the Kingdom.
The Kingdom of Alternia:
The mostly isolated and conflicted Alternian Kingdom sees mostly Trolls living within its borders. It is located south of Derse near the coast of the Land of Shadow and Oil as it is most familiar to them. The capital city itself is a paradoxical mix of looking rundown and poor, and having some of the most well developed and creative architecture. A majority of the royalty live off the coast underneath the water, or on remote islands. The rest live on the coast, isolated from the problems and trials Alternians face. Alternia is, obviously, well known for its military strength, with a majority of their history books and legends of lore being tales of their victory in battle. Their army currently is facing crisis. The Cavalreapers remain deserted and there is growing unhappiness amongst the ranks of the rest of the military. Could another civil war be on the horizon?
Outside of their military, Alternia is well known for being completely apathetic in the ways of fashion and art, which is only trumped by the rare instance of a Troll contributing to those fields. The most famous of which is the Maryam line of clothing which received universal critical praise and the infamous "Dawn" Rainbow Drinker novels.
The Crossroads (Formerly known as the Kingdom of Earth):
Located on the Battlefield towards the center of Skaia is the remains of the Kingdom of Earth, which was destroyed during the Great War and shattered. Taken under the wing of Prospit, this land has not seen any sort of major reconstruction of the Kingdom itself. Instead, the various races remaining here have chosen to found many small self ruled towns, often times with a small militia for defense against Gamblignants and monsters. While most of the capital city has been looted and picked clean, the castle itself is protected by a mysterious force that prevents all entry. What will break this force is unknown, but many parties seem interested to see what's being protected within the castle's decrepit halls.
The Land of Shadow and Oil:
Located to the west of the Battlefield, the first thing that strikes you about this odd land is the sky, which is covered in low black clouds. While the coverage isn't complete, it's enough to block out the sun completely. Beneath the cloud layer, sparkling lights illuminate the landscape almost like stars. As for the land itself, it has strange blue vegetation and sparse pipes which cover most of the rocky rolling hills, but even more bizarrely is the stagnant pools of black oil which are spread throughout, looking almost like tar pits. You also notice that there seems to be no wind or air movement whatsoever, leaving the air feeling stagnant and heavy. The local population is primarily composed of Salamanders, who are incredibly panicked at the apparent theft of the wind.
The Land of Islands and Color:
To the East of Prospit, the Land of Islands and Color span as far as the eye can see. One can argue that the ocean itself is the land, but the turtle inhabitants live on the many islands scattered throughout. While the land itself is bathed in sunlight a majority of the time, many passing clouds often produce light showers, creating beautiful rainbows. These rainbows are rumored to have magic powers, which are sought after by a strange, but relatively harmless group of face painted cultists. More disturbingly, however, is the disappearances of many of the local turtles, sometimes leaving entire villages abandoned. No one knows who's taking them or why, and are seeking aid from anyone who can help solve the mystery.
The Land of Beat and Magma:
To the south of the Battlefield, this strange land baffles all. It features a mix of lush, green, jungle landscapes and charred, magma filled wastelands. Rivers and lakes of both water and lava flow throughout the land, and the change between the two environments is often rapid and abrupt. Stepping onto the land itself, though, allows one to feel a faint, almost natural vibration coming from the ground. All are confounded by this land.
While some Crocodiles live throughout the land in tribal villages, a majority of them live in the capital city, a prosperous business center where all races flock to. However, in the last ten years, the city has become more and more crime ridden, all starting from the legalization of gambling. Many residence find themselves in debt to rigged Casinos and crime lords. Prospit has taken great interest in the situation and has dispatched some of their best sleuths, aces and inspectors into the city to try and bring crime to a halt.
The Land of Ice and Aurora:
North of the battlefield lies this harsh land, a place where only Penguins dare tread. While the sky is often filled with colorful light shows, the frequent snowstorms dissuade any sort of travelers from frequenting there. The Penguins have taken residence in the former cities of the Frogs, a race which was brutally ended by the Derse offensive during the Great War. Recently, they have sought aid from Prospit, as the dead seem to be rising from their graves and attacking their cities! Due to their land, however, it is hard for aid to reach them.
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Feats:
Coming Soon.
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Languages
Human: Common
Trolls: Alternian
Prospitians: Prospite
Dersites: Dersean
Salamanders: Caudatian
Turtle: Tortish
Crocodile: Nakanese
Penguin: Gwynish
Dragonborn: Draconic
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Currency[/u]
Copper Pieces (cp) = Boonbits (bi)
Silver Pieces (sp) = Boondollars (bd)
Gold Pieces (gp) = Boonbucks (bu)
Platinum pieces = Boonbond (bb)
100 bi = 1 bd
100 bd = 1 bu
10 bu = 1 bb
Human
RACIAL TRAITS:
Average Height: 5' 6” - 6' 2”
Average Weight: 135-220 lb.
Origin: Natural
Ability Scores: +2 to one ability score of your choice.
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other.
Bonus At-Will Power: You know one extra at-will power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Bonus Skill: You gain training in one additional skill from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex and Will defenses.
Once a proud and mighty race, capable of rivaling Prospit and Derse, humans now stand merged in with the other kingdoms of Skaia. While most can be found in Prospit or scattered amongst other kingdoms, some still choose to live in the Crossroads, the ruins of their destroyed kingdom. Because of this, they feature a wide mix of physical, cultural, and political traits, making them the most varied and diverse race.
Personality: Humans are the most adaptable, flexible, and ambitious people. They are diverse in their tastes, morals, customs, and habits.
Physical Description: Humans typically stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds, with the men being noticeably taller and heavier than women. Their skin shades range from very pale to very dark, their hair from black to blond.
Relations: Because of their scattered linage, they mix with members of other races as a habit. Thus, they are very good at acting as ambassadors, diplomats, merchants, or anything that involves interaction with other races.
Alignment: Humans tend towards no particular alignment, not even neutrality. The best and the worst are found among them.
Human Lands: The primary human lands is the lands of the Crossroads between Derse and Prospit where the Kingdom of Earth once stood. While some choose to remain there, they are primarily scattered now among all of the kingdoms of Skaia. They do not have a true leader, although leaders amongst humans are usually young and charismatic.
Human institutions change with the generations, adapting and evolving faster than parallel institutions among other races. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political situations.
Language: Humans speak Common, a variant of English. They typically learn other languages as well, including obscure ones, and are fond of sprinkling their speech with words borrowed from other tongues, such as Alternian curses, Caudatian musical expressions, Dersean military phrases, and so on.
Adventurers: Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than other people, champion causes rather than territories or groups.
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Trolls (Land)
RACIAL TRAITS:
Average Height: 5' 6” - 6' 2”
Average Weight: 135-220 lb.
Origin: Natural
Ability Scores: +2 and +1 to Strength, Dexterity, Constitution or Intellegence (You cannot place the +2 and the +1 in the same stat).
Size: Medium
Speed: 6 Squares
Vision: Low-light Vision
Languages: Common, Alternian
Skill Bonuses: +2 Dungeoneering, +2 Streetwise
Alternian Resilience: The first time you are bloodied during an encounter, you gain 5 temporary hitpoints. The temporary hitpoints increase to 10 at 11th level and to 15 at 21st level.
Blood Frenzy: You gain a +1 racial attack bonus when you are bloodied.
Sick Fires: You have the sick fires encounter power.
Sick Fires
You unleash a particularly sick burn on your opponent, catching them off guard and unexpecting.
Encounter
Free Action Personal
Trigger: You hit an enemy.
Effect: The attack deals 1[W] extra damage if it's a weapon attack, or an extra 1d8 if it isn't.
The brutal trolls of the Kingdom of Alternia are most well known for their military might, strict blood caste system, and prosperity. Trolls are raised from their earliest wriggling days with the idea of natural selection. First, they have to prove themselves to a lusus, who would act as their parent, and they must pass a set of trials in order to live. The Land Trolls make up the lower 80% of the blood caste, featuring a varied and diverse set of talents and abilities while still being universally lower than the Sea Dwellers.
Personality: Hateful, mean spirited, manipulative, cold. All of these things sum up Trolls to the outside world. Trolls have two main emotions: pity and hate. The primary goal of every troll is the betterment of themselves above all else, and they are often ready and willing to use and abuse others to achieve this goal. That being said, some trolls do seem to follow their own personal code of honor when it comes to how they interact with others, and while they do not truly make friends, it is possible for others to earn their respect. Some trolls have a strong sense of justice, if a bit brutal, especially those who wish to join the ranks of the Legislacerators or Threshecutioners. There are also “mutant” trolls who seem to have an overabundance of pity which can make them almost nice to others. They are often cast out, moving to Prospit or the Crossroads to escape culling, or join the ranks of the Cavalreapers, an order of Knights who seek the betterment of all trolls.
Physical Description: Trolls bear a very strong physical resemblance to humans, with a couple key differences. They stand at about the same height (5 feet to a little over 6) and have about the same weight range (110 pounds to 300, depending on their strength), with males being heavier set than woman. However, they have yellow eyes with black pupils and coloration, gray skin, black hair, and varied horns that are referred by humans as being “candy corn horns”. They are clean shaven, and often sport a wide variety of hairstyles. They often are seen wearing black or dark clothes with no stylization to them, although a few trolls have taken cues from other societies and have attempted to popularize this thing known as fashion. Most trolls are nocturnal, however there are occasional instances of trolls who can bear the sun. The sun over Skaia, however, is not nearly as brutal as the Alternian sun, so most trolls remain nocturnal out of habit.
Relations: Relations between Trolls and other races is limited, and only sought when they will get something out of it. They have been much more open with Derse than other kingdoms, however if history is any indication, they are just as willing to backstab Derse as any other kingdom.
Alignment: While most other societies view trolls as being cruel and evil to some regard, they are just as prone to being good as evil. They tend to be more chaotic due to their brutal heritage, however.
Troll Lands: The Trolls have established the Kingdom of Alternia south of Derse in the Land of Shade and Oil, as it is most like their old home of the planet Alternia. Sea Dwelling trolls hail from the ocean south still of the Kingdom, ruling from the safety of the bottom of the sea, or remote islands far off of shore. Within Alternia, many trolls take on a variety of roles in society, although the more manual jobs are given to drones. Trolls outside of Alternia are often mecenaries or merchants, and take the attitude that they will get a job done right if the price is right!
Leaders amongst Trolls are most often high bloods or rarely blue bloods, although there are a select few occasions where low bloods have acted as superb leaders for the Trolls.
Language: Trolls speak Alternian. Alternian literature majorly features their vast history of conquest over many planets, although there are rare instances of fiction written. The most infamous is a set of novels about rainbow drinkers and shadow droppers and forbidden passions.
When it comes to spoken Alternian, each troll seems to have their own unique accent or take on the Alternian language, making it very difficult, although not impossible to teach to outsiders. This habit or accent is referred to as their “quirk”. This has the result of making each troll unique and memorable in their own way. When dealing with especially serious situations, however, they will drop their quirk in order to make sure their point is gotten. This can be seen in tense negotiations, during times of hardship, or, rarely, in bartering.
Adventurers: Troll Adventurers can be motivated by many things: the wish to make themselves stronger, a lust for wealth to better themselves, obtaining the respect of other trolls, or even just seeking the thrill from battle. Whatever the reason, Troll adventurers a force to be reckoned with.
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Troll (Sea Dweller)
RACIAL TRAITS:
Average Height: 5' 6” - 6' 2”
Average Weight: 135 – 220 lb.
Origin: Natural
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Low-Light Vision
Languages: Common, Alternian
Skill Bonuses: +2 Arcana, +2 History
Highblood Mind: You have resist 5 psychic. The resistance increases to 10 at 11th level, and 15 at 21st level.
Seaborn Origin: You automatically pass endurance checks relating to swimming and survival underwater. In addition, you cannot drown.
Elite Training: At 1st level, you choose an at-will power from a class different from yours. You can use that power as an encounter power.
Making the upper 20% of Troll society, Sea Dwellers server as the natural leaders of the Kingdom of Alternia. They are perched on the top of the blood caste with no intention of letting their leadership slip. They are often the most brutal, calculating, manipulative, and cruel of all the trolls, although there are a few noticeable exceptions. For the sake of preventing redundancy, their personality, physical description, relations, and lands are exactly the same as land based Trolls.
Alignment: Due to their very nature, most high blood trolls tend towards evil, allowing them to secure their positions by any means necessary and forward their power while still maintaining control and order over Alternia. As stated before, however, there are famous exceptions to the rule.
Language: Sea Dwellers speak Alternian, just as their land counterparts. However, on top of their unique quirk, Sea Dwellers also possess an added quirk of “glubbing”. This glubbing is often ignored by others, in fear of them taking offense to comments to their speech impediment and attempting to cull them.
Adventurers: Sea Dweller adventurers are incredibly rare, as most Sea Dwellers prefer to let others do their dirty work for them. However, with the discovery that high bloods can be potent wizards and sorcerers, some have set out in the search of knowledge and power unique among trolls.
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Prospitians
RACIAL TRAITS:
Average Height: 4' 0” - 6' 6”
Average Weight: 100-200 lb
Origin: Game Construct
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Prospite
Skill Bonuses: +2 Insight, +2 Perception
Eye for Detail: You grant non-Prospitian allies within 5 squares of you a +1 racial bonus to Perception checks.
Eye for Danger: You have a +2 racial bonus to Initiative.
Golden Insight: You have the golden insight encounter power.
Golden Insight
You take the knowledge of other subjects and use them to aid you.
Encounter
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result.
Effect: You add 1d6 to the triggering roll.
A race of honor and justice, defenders of good and the weak, destined to lose to Derse. Prospitians are constructs of Sburb that act as allies to the players of the game. With the peace brokerage between Prospit and Derse, Prospites now act as diplomats and made quick allies with Humans and the consort races in order to increase the wellness of all.
Personality: Prospitians are lovers of art of any kind. As a result, the Kingdom of Prospit is always lively with some form of music or song, and an artist or musician of some sort can be found on every block. They are slow to anger, and are much more willing to use diplomacy to solve a situation than violence. That's not to say they cannot fight, however, they are not the most skilled fighters. Still, famous Prospitian heroes of sword and word have existed, and have aided in their bitter rivalry with the Kingdom of Derse. They tend to wear colorful garbs inspired by their vast creativity. They do like jokes and pranks, but only lighthearted ones. They also have a particular affinity for the postal service.
Physical Description: Prospitians can stand anywhere from 4 feet tall to a towering 7, however, the average Prospitian is about 6 feet tall. They weigh considerably less than their Dersite counterparts, only from 100-200 pounds. They do not have skin, instead, they have a pure white carapace, with black eyes. They do not grow hair.
Relations: Prospitians are successful diplomats, becoming strong allies with Humans, Salamanders, Turtles, and even acting as a peace keeping group between the constantly feuding Crocodiles and Penguins. They are more suspicious of Trolls and Derseites, but are willing to ally with them out of good faith.
Alignment: Almost all Prospitians are good to some degree. Most follow the law to the letter, but some feel the need to circumvent the law in order to achieve a greater good, or out of necessity. They almost never seek to do harm for self gain or for the sake of doing harm, which makes an evil Prospitian that much more frightening.
Prospitian Lands: Most Prospitians live within the golden walls of the Kingdom of Prospit or just outside in villages or towns in the surrounding lands. Some still make their homes in the former Human Kingdom now known as Crossroads, where a wide variety of races live. They are generally well liked there, and act as artists, musicians, mail workers, sages and tutors.
Language: The Prospitian language is a very elegant language based on the Dersean counterpart, using a wide variety of descriptive terms and well flowing words to liven up the dull and dreary language of Derse. It is considered by many to be the best language for song.
Adventurers: Prospitians prefer politics and diplomacy to the lures of adventure, however there have quite a few successful and well known heroes over the years. They often find themselves joining the ranks of the Paladins or Clerics. Others take up the role of a more “Robin Hood” type figure, adventuring for the good of others and while stopping the corrupt and wicked.
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Dersites
RACIAL TRAITS:
Average Height: 4' 0” - 6' 6”
Average Weight: 100-260 lb
Origin: Game Construct
Ability Scores: +2 Strength, +2 Intellegence
Size: Medium
Speed: 6 Squares
Vision: Low-light
Languages: Common, Dersean
Skill Bonuses: +2 Intimidate, +2 Thievery
Finishing Finesse: You gain a +1 racial bonus to attack rolls against bloodied foes.
Unyielding Alliances: You gain a +5 racial bonus to saving throws against charm effects.
Obsidian Precision: You can use Obsidian Precision as an encounter power.
Obsidian Precision
With lethal focus, you take aim at your foe and strike true.
Encounter
Free Action Personal
Effect: Reroll an attack roll. Use the second roll, even if it's lower.
For everything Prospit stands for, Derse stands for the polar opposite. Oppression and hate is found within Derse's black walls, and in the lands beyond, they attempt to spread their dominance. While peace has been forged between the two warring nations, how long will it truly last before the dark war machine hungers again?
Personality: Most Dersites come off to other races as being cold, calculating, always looking out for themselves above all else, and how to forward their own interests regardless of cost. That's not to say they are evil. Most Dersites hold a strong code of honor or love of law, with many going to work for the Kingdom itself as Agents of Derse believing the Kingdom is doing what is right. There are some who have more artistic and rebellious thoughts, seeking to break down the culture norms and bring a new era of enlightenment from the Golden Kingdom.
Physical Description: Like their Prospitian counterparts, they can be 4 feet tall to 7 feet, however, the norm falls at about 6 feet tall. They are rather more heavy set than Prospitians due to their required military service. They possess a black carapace, with white eyes, and they do not grow hair.
Relations: Their relationship with many other nations is strained at best due to their shifty nature. They hold a very strong relationship with the Alternian nation, and have a kinship with the Salamanders, due to their shared land.
Alignment: Many Dersites lead towards unaligned, wishing only the best for themselves and their kingdom. Due to what their Kingdom wants, however, many shift towards evil as their lives progress on.
Dersite Lands: The Kingdom of Derse is located on the western coast of Skaia in the Land of Shadow and Oil, north of the Kingdom of Alternia. They share their lands outside of the city itself with the Salamanders to the east, and many live near or with Salamanders, or within the Crossroads or Battlefield. Rarely, a Dersite may take up residence in Prospit, but they are viewed with distrust within the city.
Language: The Dersean language is simple and straight to the point, and according to others, boring. It leaves no room for elegance, but instead is unnaturally efficient. They have many descriptive words for issues relating to fighting or their military.
Adventurers: Many Dersites take up arms for their nation, but some travel beyond the obsidian walls for wealth and power on their own. They often travel alone, as they are not trusted by other adventurers. If one's goals align with an adventuring party, they will be fiercely loyal and will not be swayed from aiding them in whatever way possible.
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Salamander
RACIAL TRAITS:
Average Height: 3' 2” – 3' 6”
Average Weight: 50-75 lb.
Origin: Consort
Ability Scores: +2 Intellegence, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Low-light Vision
Languages: Common, Caudatian
Skill Bonuses: +2 Diplomacy, +2 Perception
Secret Supporter: You grant allies within 10 squares of you a +1 racial bonus to Diplomacy checks.
Curious Attention: You have a +5 racial bonus to saving throws against illusions.
Be Adorable: You can use be adorable as an encounter power.
Be Adorable:
Your very cute presence is enough to dissuade enemies from harming you or your allies. They'll eat a weird bug and won't even care.
Encounter
Immediate Interrupt Personal
Effect: When an attack hits you, force an enemy to roll the attack again. The enemy uses the second roll, even if it's lower.
A rather cute and cuddly race hailing from the Land of Shadow and Oil, these curious tribal amphibians seek to learn more about their surrounding world and form a true nation from their scattered people. One should not be deceived by their rather clumsy outward appearance, for beneath that lies a very intelligent and powerful race who will go to endless lengths to protect those they hold dear.
Personality: From birth, Salamanders love to explore and are eager to chase after whatever gains their attention at the time with reckless abandon. Not quick to judge, and quick to forgive, Salamanders are willing to be friends with anyone who shares their love of knowledge. Some take up arms to protect those around them, and fewer still venture beyond their familiar lands to fight for what's right and seek answers to whatever they can ask. They also have an affinity for the word “glub” and the Arcane. They also use both Boondollars and trading for currency.
Physical Description: The rather short Salamanders are very light set and are never taller than 4 feet tall. They have bright yellow skin which allows them to stand out in a crowd, along with their beady eyes. They are often seen with makeshift clothing that they have made, or wearing rather poor tastes from clothes others have made.
Relations: The Salamanders are almost universally loved. Even the cold-hearted Kingdom of Derse has made a truce with them to allow them to live in Derse's lands, however this truce may become broken with the talk of a Salamander nation rising. They are aided in this effort by Prospit and the other Consort races. The Trolls generally hate the Salamanders.
Alignment: Salamanders seek knowledge, but do not wish to harm others to gain it. They lean towards good with rare exceptions.
Salamander Lands: Salamanders primarily hail from tribes in the Land of Shadow and Oil. However, the land is not truly theirs. It is uncommon, but possible, to see a Salamander living in the Crossroads or Prospit or the other Consort lands.
Language: Salamanders speak a unique dialect known as Caudatian. It is described as being a very descriptive, if difficult to learn and “slippery” language. They often times learn Dersean to aid their neighboring nation.
Adventurers: Salamander adventurers often are seeking knowledge, but rarely monitary gain. They wish to see justice spread to all and will stop wrongs as they see them, regardless of the cost to themselves. A few even join the ranks of the Paladins, who welcome them with open arms.
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Turtle
RACIAL TRAITS:
Average Height: 3' 8” – 4' 7”
Average Weight: 170-250 lb.
Origin: Consort
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 Squares
Vision: Normal
Languages: Common, Tortish
Skill Bonuses: +2 Dungeoneering, +2 History
Natural Hardness: You have a +1 racial bonus to your AC.
Encumbered Speed: You move your normal speed when it would be reduced by armor or a heavy load.
Stand Firm: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to.
In addition, when an attack would knock you prone, you can immediately make a saving throw to avoid falling prone.
Turtles are a wise and thoughtful race who come from the land of Islands and Color to the east of Prospit. They have histories' most famous Alchemiters and Blacksmiths, along with some of its bravest warriors. Like their Salamander brothers, they wish to see good done to all, and do not take kindly to those who betray trust and bring harm to others.
Personality: Turtles like to take things slow and cautiously, looking for many different solutions before taking action. They are described as being inactive by others who are not so patient, their methodical approach generally pays off, with their decisions being the right ones. They seek to solve problems peacefully more often than not, but they will fight if no other option remains. Young Turtles can often times very nervous or scared in high pressure situations, but as they age, they become more brave and far more confident.
Physical Description: Most turtles possess a pink, scaly skin with a darker shell which serves as natural armor and clothing. They are very heavy despite being rather short.
Relations: The Turtles have strong ties with Prospit and the Salamanders. They do not like nor dislike humans, and they wish to stay out of the conflict between the Crocodiles and the Penguins. They hate Dersites and Trolls.
Alignment: Turtles are often lawful good, seeking justice and fairness for all. It is not in their nature to be evil.
Turtle Lands: The Turtles primarily live either in Prospit or the Land of Islands and Color to the east of Prospit. They take up jobs of Blacksmiths, Alchemiters, Bankers, among many other things within Prospit. To the east, they live on the many islands in small villages and towns. While they are not ruled by a true nation, the towns are self policing, with mayors and governments.
Language: Turtles speak Tortish, a slow but thoughtful language fitting for them. Sometimes, tacticians switch to primarily Tortish to better describe their plans.
Adventurers: Turtle adventurers seek law and justice for all, and many strong warriors and wizards wish to spread their vision. That's not to say there aren't some who wish for only monetary gain, but it is uncommon to see one who wishes so.
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Crocodile
RACIAL TRAITS:
Average Height: 3' 11” – 4' 9”
Average Weight: 140-210 lb.
Origin: Consort
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Nakanese
Skill Bonuses: +2 Bluff, +2 Streetwise
Money to Burn: You gain a racial +2 to Bluff, Diplomacy and Streetwise when performing a business transaction.
Heat Affinity: You have resist 5 fire. The resistance increases to 10 at 11th level, and 15 at 21st level.
Ferocious Bite: You can use ferocious bite as an encounter power.
Ferocious Bite:
You use your oversized jaw to attack your foe, leaving them with a gaping wound. Nak.
Encounter
Minor Action Melee 1
Target: One creature
Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC
Hit: 1d6 + Strength, Constitution, or Dexterity modifier damage, and your target takes 1 damage every round (Save ends).
Level 11: 2d6 + Strength, Constitution, or Dexterity modifier damage, and your target takes 2 damage every round (Save ends).
Level 21: 3d6 + Strength, Constitution, or Dexterity modifier damage, and your target takes 3 damage every round (Save ends).
Crocodiles are easiest described as businessmen. Seeking as much money as they can possibly get their hands on, some turn towards adventuring as a means to an end. Don't expect to be able to talk them down when it comes to cost, and if you find yourself allied with one, expect good help to come at a price. They also have a very distinct sound they make when they open and shut their jaw.
Personality: Crocodiles are selfish, but will honor any agreement they make so long as the price is right. They are almost always the loudest voice advertising at a market place, and are quick to anger if you violate an agreement. That being said, they can make very good friends if you can get over their eagerness to earn wages. They will make exceptions and provide discounts for their wares and services, and while their prices might be high, whatever they provide is second to none.
Physical Description: Crocodiles are red scaly... well, crocodiles. They have very pounced jaws with sharp teeth, clawed feet and hands.
Relations: They are constantly almost at war with the Penguins to the north, due to their conflicting ideals. They are on good terms with Prospit and the Salamanders. Prospit is trying to create peace between the Crocodiles and Penguins, to little effect.
Alignment: Crocodiles vary in alignment, many being good, evil and unaligned. Some are willing to cheat and steal to gain wealth, others are wanting to provide the best possible service they can, and some just want to make a profit.
Crocodile Lands: Crocodiles will live pretty much anywhere as long as people congregate nearby. They come from the Land of Beat and Magma, and some live in tribes within the Land. They have a massive capital city near the southern coast of the Land, which spans almost as big as Prospit or Derse.
Language: Nakanese is a language that is very hard for other races to imitate. It utilizes the sound their jaws make to create unique inflections on words, and can create unique songs and other forms of dialect, if a bit hard to comprehend.
Adventurers: In the search for wealth, many Crocodiles turn towards adventuring as a way to gain either money itself or supplies to sell for profit. There is legend of a Crocodile who refused to trust suppliers and kept his shop stocked solely with things he found himself. Many seek to emulate his legend. That being said, there are still some who seek something beyond money, whether it be good, evil, justice or chaos.
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Penguin
RACIAL TRAITS:
Average Height: 3' 4” – 3' 8”
Average Weight: 60-100 lb.
Origin: Consort
Ability Scores: +2 Dexterity, +2 Constitution
Size: Small
Speed: 6 squares
Vision: Normal
Languages: Common, Gwynish
Skill Bonuses: +2 Athletics, +2 Nature
Unstoppable Courage: You have a +2 Will Save versus Fear.
Slippery: You have a +2 racial bonus to AC against opportunity attacks you provoke when charging.
Sliding Charge: You have the Sliding Charge power.
Sliding Charge:
You dive onto your stomach during a charge, barreling into your foe.
Encounter
Standard Action Melee 1
Effect: You charge and make the following attack in place of a basic melee attack.
Target: One creature
Attack: Strength, Constitution, or Dexterity + 4 (6 at 11th level and 8 at 21st level) vs. AC
Hit: 1d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone.
Level 11: 2d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone.
Level 21: 3d6 + Strength, Constitution, or Dexterity modifier damage, and you knock the target prone.
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Dragonborn
RACIAL TRAITS:
Average Height: 3' 9” – 4' 8”
Average Weight: 150-200 lb.
Origin: Consort
Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 Squares
Vision: Normal
Languages: Common, Draconic.
Skill Bonuses: +2 History, +2 Intimidate
Draconic Flow: You ignore difficult terrain when shifting.
Dragon Heritage: Your healing surge value is equal to one-quarter of your maximum hit points + your Constitution modifier.
Dragon Breath: You can use dragon breath as an encounter power.
Dragon Breath
As you open your mouth with a roar, the deadly power of your draconic kin blasts forth to engulf your foes.
Encounter
Minor Action Close Blast 3
Target: All creatures in area
Attack: Strength, Dexterity or Constitution + 2 vs. Reflex (+ 4 at 11th level, and +6 at 21st)
Hit: 1d6 + Constitution Modifier damage.
Level 11: 2d6 + Constitution Modifier damage.
Level 21: 3d6 + Constitution Modifier damage.
Special: When you create your character, choose Strength, Constitution, or Dexterity as the ability score you use when making attack rolls with this power. You also choose the power's damage type: acid, cold, fire, lightning, or poison. These two choices remain throughout your character's life and do not change the power's other effects.
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History:[/u]
Coming Soon.
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Setting Information:
Setting information and a brief summary of current events:
The Battlefield:
A strange land of rolling hills and checkerboard dirt. Located in the middle of the continent, this bizarre landscape resembles plains, sporting tall grass and sparse trees. The land has come under rule of Prospit after the Great War, and many who wish to get away from the more hectic life of the city come here. Some live on their own as hermits or farmers, but others settle in the small outlying towns that are scattered throughout. But beware, wandering bands of monsters have been spotted in the countryside, and the Gamblignants seem to be more active in this region. What has caused them to become so much more bold is anyone's guess.
Prospit:
The Golden City, a center for economic prosperity and artistic genius. While Prospitians are the primary race in the city, it is a melting pot of sorts. Most humans chose to stay in Prospit after the fall of the Earthen Kingdom during the Great War, and the more business or creatively minded of the other races have set up shop here, or just wish to be a part of the most successful city in the world. That is not to say the city is perfect, however. There has been rumors of a set of gangs in the city trying to gain a foothold, some even of Prospitian decent! The Kingdom's defenses are not the best nor the bravest, and despite having firm alliances with the Human's Holy Order, and the Alternian Cavalreapers, they are always looking for able hands to aid their defense and border guard.
Derse:
The Obsidian Kingdom. Ruled by the Black King, Derse is a city of military pride. That's not to say there are no creative or business ventures, in fact, far from it. Races of all sorts live in the city for various reasons, and it's power stretches out over the Land of Shadow and Oil to the Battlefield. Crime is sadly commonplace in the city, with gangs battling for turf throughout the city. Derse is attempting to crack down, but only time will tell if their attempts are successful. For example, all attempts to stop the rise of a new, quickly growing gang, the Midnight Crew, have failed. There is also talk of an exiled rebel returning to the city who wishes to stop the monarchy and give rise to a new power in the Kingdom.
The Kingdom of Alternia:
The mostly isolated and conflicted Alternian Kingdom sees mostly Trolls living within its borders. It is located south of Derse near the coast of the Land of Shadow and Oil as it is most familiar to them. The capital city itself is a paradoxical mix of looking rundown and poor, and having some of the most well developed and creative architecture. A majority of the royalty live off the coast underneath the water, or on remote islands. The rest live on the coast, isolated from the problems and trials Alternians face. Alternia is, obviously, well known for its military strength, with a majority of their history books and legends of lore being tales of their victory in battle. Their army currently is facing crisis. The Cavalreapers remain deserted and there is growing unhappiness amongst the ranks of the rest of the military. Could another civil war be on the horizon?
Outside of their military, Alternia is well known for being completely apathetic in the ways of fashion and art, which is only trumped by the rare instance of a Troll contributing to those fields. The most famous of which is the Maryam line of clothing which received universal critical praise and the infamous "Dawn" Rainbow Drinker novels.
The Crossroads (Formerly known as the Kingdom of Earth):
Located on the Battlefield towards the center of Skaia is the remains of the Kingdom of Earth, which was destroyed during the Great War and shattered. Taken under the wing of Prospit, this land has not seen any sort of major reconstruction of the Kingdom itself. Instead, the various races remaining here have chosen to found many small self ruled towns, often times with a small militia for defense against Gamblignants and monsters. While most of the capital city has been looted and picked clean, the castle itself is protected by a mysterious force that prevents all entry. What will break this force is unknown, but many parties seem interested to see what's being protected within the castle's decrepit halls.
The Land of Shadow and Oil:
Located to the west of the Battlefield, the first thing that strikes you about this odd land is the sky, which is covered in low black clouds. While the coverage isn't complete, it's enough to block out the sun completely. Beneath the cloud layer, sparkling lights illuminate the landscape almost like stars. As for the land itself, it has strange blue vegetation and sparse pipes which cover most of the rocky rolling hills, but even more bizarrely is the stagnant pools of black oil which are spread throughout, looking almost like tar pits. You also notice that there seems to be no wind or air movement whatsoever, leaving the air feeling stagnant and heavy. The local population is primarily composed of Salamanders, who are incredibly panicked at the apparent theft of the wind.
The Land of Islands and Color:
To the East of Prospit, the Land of Islands and Color span as far as the eye can see. One can argue that the ocean itself is the land, but the turtle inhabitants live on the many islands scattered throughout. While the land itself is bathed in sunlight a majority of the time, many passing clouds often produce light showers, creating beautiful rainbows. These rainbows are rumored to have magic powers, which are sought after by a strange, but relatively harmless group of face painted cultists. More disturbingly, however, is the disappearances of many of the local turtles, sometimes leaving entire villages abandoned. No one knows who's taking them or why, and are seeking aid from anyone who can help solve the mystery.
The Land of Beat and Magma:
To the south of the Battlefield, this strange land baffles all. It features a mix of lush, green, jungle landscapes and charred, magma filled wastelands. Rivers and lakes of both water and lava flow throughout the land, and the change between the two environments is often rapid and abrupt. Stepping onto the land itself, though, allows one to feel a faint, almost natural vibration coming from the ground. All are confounded by this land.
While some Crocodiles live throughout the land in tribal villages, a majority of them live in the capital city, a prosperous business center where all races flock to. However, in the last ten years, the city has become more and more crime ridden, all starting from the legalization of gambling. Many residence find themselves in debt to rigged Casinos and crime lords. Prospit has taken great interest in the situation and has dispatched some of their best sleuths, aces and inspectors into the city to try and bring crime to a halt.
The Land of Ice and Aurora:
North of the battlefield lies this harsh land, a place where only Penguins dare tread. While the sky is often filled with colorful light shows, the frequent snowstorms dissuade any sort of travelers from frequenting there. The Penguins have taken residence in the former cities of the Frogs, a race which was brutally ended by the Derse offensive during the Great War. Recently, they have sought aid from Prospit, as the dead seem to be rising from their graves and attacking their cities! Due to their land, however, it is hard for aid to reach them.
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Feats:
Coming Soon.
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Languages
Human: Common
Trolls: Alternian
Prospitians: Prospite
Dersites: Dersean
Salamanders: Caudatian
Turtle: Tortish
Crocodile: Nakanese
Penguin: Gwynish
Dragonborn: Draconic
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Currency[/u]
Copper Pieces (cp) = Boonbits (bi)
Silver Pieces (sp) = Boondollars (bd)
Gold Pieces (gp) = Boonbucks (bu)
Platinum pieces = Boonbond (bb)
100 bi = 1 bd
100 bd = 1 bu
10 bu = 1 bb