the mithral portals
Starting stat scores
12, 17, 14, 11, 16, 8
13, 12, 15, 13, 11, 15
The Mithral portals were created by the greatest of the human war mages. They created these portals as war gate to bring troops and war machines thru to the lands they planned to conquer. The humans rampaged thru the other races lands before they knew what to do. When the humans were on the brink of ruling most of the known world. Three great drow wizards taped into the power of the portals and unleashed this power onto the invading armies. This devastated the army and any human 100 miles from the portals it also depleted the power of the portals. This totally destroyed the humans might and they retreated back to their own land. But the other races followed them back thru the portals and after a few more bloody years conquered the human lands. Each race the elves, goblins, and Halflings have agreed to split the land evenly leaving only one city in human control. Three hundred years later because of the mithral portal that was left to the humans this one town is now the center of all trade among the races and the humans are now glorified inn keepers.
The orcs are a tribal community who worship nature spirits. they live in about a 100 to 250 person tribal societies. The orcs are fiercely loyal and their word is their bond. They are very territorial and their raiding parties are feared. It is said that if one puts down their weapons and give up all the property they will leave you alive but if they fight the orc show no mercy. Most orcs stick to their territory and dont move beyond very often unless helping other races win their wars. Their are rumors a very large band of orc and undead roaming the country side and killing all in its wake.
+2 str, +2 wis , – 2 cha : orcs are strong and have the wisdom of the nature spirits. Most races hate and despise orcs.
Darkvision: orcs have darkvison of 60 feet.
ferocity: an orc remains consious and can continue fighting even if its hit points total is below 0. it is still staggered and loses 1 hit point each round. a creature with ferocity still dies when it hits point total reaches a negative amount egaul to its constitution score.
weapon familiarity: orcs are always proficient with greataxes and falchions and treat any weapon with the word orc in its name as a martial weapon
languages: orcs begin play speaking common and orc. orcs with high intelligence scores can choose from among the following bonus language: dwarven, giant, gnoll, goblin, undercommon
The halflings are a diverse and factious race. Four sub-races have emerged through centuries of wars and competition.
- The xaie
The dark and mysterious Xaie have become twisted by a omnious explosion that ravaged their homeland long ago. Since then the Xaie have built their lives around service to Shurion a deity that rules the grand void.
The Xaie have adopted the traditional cerimonial robes abd burial masks used by the Krinn to send their departed into the next world. They consinstently wear their mask and robe so much that most people have not seen more than the hand or foot of the Xaie.
- The Krinn
Often accused of being corrupt and decadent, the Krinn free cities control most of the halfling lands. Their very society seems to be feuled by greed and ambition. They once had a traditional monarchy but have since structured their society around powerful companies.
-Red Leaf Trading Company: most wide spread, richest and most influencial of all the companies. They are known for thier large fleet and warehouses stuffed with riches. They employ vast armies to protect their interests.
-Obsidian Rose: This company delves into the things most people hold as taboo. The slave trade, gladitorial rings, grave robbing, and wonderous alchemical mixtures that are banned in most places. They control numerous armies of slaves who have been mindwashed in to total loyalty. These slave armies are often lent out to thehighest bidder.
-Council of Mysteries: The self proclaimed law over all that is mysticial in the krinn lands, they formulate regulations on mystical items and activity in the Krinn city-states and make out hansomely selling thier magical services to people around the world. It is reported that the high council has many mysterious members, such as an elf or two, a half-dragon, and at least one has claimed divine lineage. The public is often curious about the true agenda of the council but none are suprised that any answers they receive are vauge or contradictory.
-The Coursie Moutain Miner’s Guild
-The House of Flesh and Bone
- The Dokean
A culture of travelers known for their guile and jovial nature.
- the Treba
This culture of tree dwelling tribe based halflings dwell in the northern region beyond the reach of the corrupt Krinn society.
Soulforged bodies are easy to make and resources were easy to come by. The magical portion that was hard to come by. Known to the dwarfs as life crystals, magical gems that could hold the soul of a living creature were hard to come by. Only certain dwarven individuals of great deeds or through other means were granted these new bodies to start anew. The major draw back for being soulforged is the all of the memories of their past lives were erased.
- soul forged
+2 con, +2 wis., – 2 cha. War forged are both tough and have wisdom of the ancestors but are not socially excepted among most races.
Medium- soul forged have no penalties due to their size.
land base speed 30 feet
Dark vision- soul forged can see in the dark up to 60 feet
soul forged are constructs that have been brought to life from a dwarven soul and have both living and construct treats.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion,sickened and energy drain.
unlike other constructs soul forged can heal on their own and with the help of positive energy.
a soul forged does not need to eat sleep or breath.
Light fortification (ex) when a critical hit or sneak attack is scored on a soul forged they have a 25% chance that the extra damage is negated and rolled normally.
Koven Edgetrim-Not really a deity but more of a patron. Koven Edgetrim was looked upon by many of the soul forge being that he was the first to be forged. Alot of forged and dwarves alike respected him for the duties he served for his kingdom.
Norlamin Gemviper- Is the god of stone and the forging. It is said that Norlamin Gemviper could take materials and give life to them, with that being said there are a handful of weapons and armor crafted by his very hands spread across the land, but only 4 weapons that had life in them that contained knowledge of the forge. The weapons consist of a sword so sharp it can cut through any material, a bow and a quiver set that gave the carrier unlimited arrows and the arrow could have element for a twelve hour period, An axe that would that the head of any enemy and set the body on fire, that is a drawback to the axe, the wielder would have a duplicate of one’s self but the opposite aliment, and the last a hammer, it was his very own
hammer he used on the forge, when used as a weapon you could feel the ground quake when an enemy was struck down by it.
Ravathyra Samulkin-She was the goddess of nature and the hunt. It is said that if you caught her attention she would grant you a gift of the beast, but the beast form is different to each person
and only last 3 hours and could only be used 3 times a day.
Prustina Dagarkin-She is the mistress of the night worshiped by magic users. There isn’t a lot of dwarf magic users but there are dwarves that are and they have a staff of a powerful spell, it has ten charges and only the person who reserves one can us it.
Ianorin Swordsteel-He is known as the protector of the dwarves and any that follow under his teaching reserves a shield with his symbol on it. It is said that if you gain his favor that the shield will absorb partial of the damage you take.
Naturalist-These are dwarves against the soulforge, The organization isn’t all evil but some of the members will go to an extreme to stop a soulforge being made and try to stop the ones that are active. Many of the members are concerned with war between the races because of the tech the dwarves possess other think that it is an abomination
and is border lining necromancy.
Hobgoblins are defined by their class levels—they do not possess racial Hit Dice. All hobgoblins have the following racial traits.
+2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.
Goblins are defined by their class levels—they do not possess racial Hit Dice. All goblins have the following racial traits.
–2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
Gnomes first appeared on a tropical volcanic island that is covered in rain forests. It is said that their deity that lives in the volcano itself, Brigh, used magic to create the first gnomes from the earth itself. Brigh clerics have access to the Fire, Earth, Artifice, and Knowlegde. Brigh’s favored weapon is the light hammer. As they evolved into more intelligent beings through prehistory, they became more and more adept at creating tools and machines helping them create great settlements among the thick vegetation without hurting the jungle itself. In order to protect themselves from the predators of the jungle, they developed an affinity to magic (especially illusions). The gnome is known for having a great, or odd and obscure depending on who you ask, sense of humor. Practical jokes and humor are a staple of gnome life. There are tales of gnomes without a sense of humor being thrown out of gnome society to fend for themselves.
The gnome stands around 3 feet tall and weighs in at around 35 lbs. The males have long beards that are sometimes considered a status symbol in society. They are generally green or brown skinned to help hide in their jungle homes with similar colored hair. The females are slightly shorter than males and have hair color in designs that make them look like a flower. They have no facial hair and larger eyes than males.
Gnome names follow a scheme: First name (any chosen by the player/gm), Middle name (usually some aspect of nature), Gnome name (acquired while growing up and subject to change if a more suitable or funny nickname presents itself), Family name (generally describes the family’s craft or occupation). When given a leadership role, gnomes will add another name at the end to show their importance.
There are three separate subraces of gnome in the world.
- Common Gnomes can be found in cities with other humanoids. They generally find a place as alchemists, engineers, or craftsmen using their ingenuity and curiosity to the greatest advantage. They like to dye their hair in vivid colors and wear all kinds of gaudy clothing, but gnomes see this as a chance to express their individuality.
- Svirfneblin or deep gnomes live in underground cities. They are often mistaken for crazy evil creatures due to living alongside evil and strange beings in their underground world. They are actually no more evil than their relatives above ground, but are isolationists and distrustful of any outsiders. They are similar size to common gnomes with grey skin and black hair. Many males ritually shave their heads and leaders are always bald.
- Gnogre,a cross of ogres and gniomes, is about the size of a human with long brown fur covering its body. It has a large round nose that it acquired from its gnome side. The race began as an unfortunate group born of rape and has since formed its own species. They live on the outskirts of gnome cities and villages preying on them. They wish for all gnomes to live through the pain they went through, so they steal gnome girls and raise them as prostitutes to increase their numbers. They have a hatred for ogres as well, but lack to size to realize their revenge. They hope to gain enough numbers to eventually steal from the ogres as well.
- Gnome (Same stats as normal Pathfinder)
-2 STR, +2 CON, +2 CHA
Small: Gain +1 size bonus on AC and Attack, -1 on CMB and CMD, and +4 on stealth checks.
Speed: 20 ft
Defensive Training: +4 Dodge vs Humanoid(Giant)
Hatred: +1 attack vs. Humanoid(Reptilian) and Humanoid(Giant) due to constant conflict.
Low-light vision and Keen Senses: +2 on Perception checks.
Gnome Magic: +1 DC on illusion spells cast. Gnomes with CHA of 11 or higher gain spell-like abilities 1/day: Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. DC equals 10 + spell level + CHA.
Illusionist: Gnomes gain +2 on saves against illusions.
Weapon Familiarity: Gnomes treat any weapon with Gnome in the name as a martial weapon instead of exotic. They are also considered proficient with any weapon they create themselves.
Languages: Common, Gnome, and Sylan. Bonus: Draconic, Dwarven, Elven, Giant, Orc, and Goblin.
Gnomes favor Bard, Cleric, Druid and any arcane class with a focus on illusion.
- Sverfneblin (Same as entry in monster manual)
-2 STR, +2 DEX, +2 WIS, -4 CHA
Small: Gain +1 size bonus on AC and attack, -1 on CMB and CMD, and +4 on stealth checks.
AC Bonus: Sverfneblin gain a +2 Dodge bonus to AC.
Darkvision 60ft and Low-light Vision
Resistant: Sverfneblin gain a +2 on all saves and Spell Resistance of 11 + Class Level.
Hatred: +1 attack vs. Humanoid(Reptilian) and Humanoid(Dwarf) due to constant conflict.
Stonecunning: Sverfneblin gain +2 perception on natural stone. They also gain +2 appraise and craft checks dealing with stone.
Svefneblin Magic: +1 DC on illusion spells cast. They are under constant nondetection as the spell and with a CHA of 11 or higher can cast Blindness/Deafness, Blur, and Disguise Self 1/day as a spell-like ability. Caster 1evel is character level and the DC is 10 + spell level + CHA.
Languages: Gnome and Undercommon. Bonus: Aklo, Common, Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.
Sverfneblin favor Wizards of the illusion school and Clerics. Warrior classes tend to chose ranged fighting over melee.
+2 STR, +2 CON, -2 INT, -2 WIS, -2 CHA
Med: no bonus or penalty due to size. Speed: 30ft
Darkvision 60ft, Low-light vision.
Keen Senses: +2 on Perception checks.
Hatred: +1 attack vs. Humanoid(Gnome) and Humanoid(Giant) due to constant conflict.
Tough Skin: Gain +1 Natural Armor.
Mechanically Challenged: Whenever a gnogre tries using a complex device, it must make an intelligence check DC 10 or break the item. The definition of a complex device is determined by the GM.
Weapon Familiarity: All gnogres begin with proficiency with Greatclubs and Falcions. They are always figthing and begin training as soon as they can lift a weapon.
Languages: Gnome and Giant. Bonus: Common, Goblin, Dwarven, and Undercommon.
Gnogres are almost all Barbarians and a few choose Cleric or Oracle to help maximize combat capabilities. They revel in melee combat and don’t care much for tactics.
The Isle of Mitsurin
The volcanic island that the gnomes came from is a tropical island about 70 miles south of the equator. The peak of the volcano is over 8,000 ft with a 2-3 mile dead zone around the cone. Trees and plants are strangely unable to grow around the volcano, but the rest of the approximately 30 mile diameter island is lush with rain forest. Most who have taken an adventure to the peak of the volcano have never returned, and those that have are unable to speak of what they’ve seen. The whole east side of the island has no known civilization, except rumors of a hidden pirate city built into the cliffs by the sea on the far eastern shore. The island is surrounded by a barrier reef, making it hazardous for amateur sailors. The position of the ports was decided by the ease of traversing the reef at that point. There are three port cities ruled by the gnomes, but have a large variety of races that come through trading for fruits and other prizes of the jungles. There are a couple smaller gnome towns, but otherwise no known villages exist on the island. The largest threat comes from the jungle ogres and the strange offspring of ogres and gnomes, gnogres. There is the occasional attack from the jungle creatures, but it’s very rare that the victim is gnome.
The Drow rule this Magic centric society. They have a very strict caste system with the Drow nobles on top. The elven society is ruled by the most powerful Drow wizards. The laws of the elven society state that most powerful wizard may claim the seat of power but no elf has ever been able to reach that level without disappearing or having a horrible accident. The Drow have spent a lot of time keeping this power by not letting other elves exceed to far. The half elves and the wild elves are shunned and hunted and are either enslaved, exiled, or killed. The elves don’t worship any gods because they see divine magic as weak because any self respected elf doesn’t beg for its power. Any elf caught practicing is stripped of all land or titles. The poor elf is then brought in front of the town and his ears are cut off and burned. They then exile the elf by sending them thru the portal to the human lands with no cloths, food, or any money.
+2 str + 2 wis, – 2 dex : Half-giants are tough and intuitive, but not too nimble.
Giant blood: have giants count as both giants and humans for any related effects
Medium: half giants are medium creatures and have no bonuses or penalties due to their size
normal speed half giants have a base speed of 30 feet
low light vision half giants can see twice as far as humans in dim light
fire acclimated: half giants receive a +2 racial bonus on saving throws against all fire spells and effects
•Naturally Psionic: Half-giants receive Wild Talent as a bonus feat at 1st level. If a half-giant takes levels in a psionic class, he instead gains the Psionic Talent feat.
•Half-giant Psionics: Half-giants gain the following spell-like ability: 1/day—stomp. The manifester level for this effect is equal to 1/2 the half-giant’s level (minimum 1st). The DC for this power is equal to 10 + the power’s level + the half-giant’s Charisma modifier.
•Psionic Aptitude: When a half-giant takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
•Survivor: Half-giants gain a +4 racial bonus to Survival checks.
•Languages: Half-giants begin play speaking Common. Half-giants with high Intelligence scores can choose from the following: Draconic, Giant, Gnoll, and Ignan.
The rat folk have been around since anyone can remember they live in the lowest part of every society they are the vermin of the world. They migrate from city to city in the hundreds and no city has truly been successful in the termination.
+2 Wis, +2 Cha
+2 racial bonus on Knowledge(History) and Diplomacy
Knowledge(History) is always a class skill
Spell-like Abilities: Seek Thoughts 1/day, Scrying 1/day. Caster Level= Class Level
Languages: Common and Celestial. Bonus: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Aasimars are humanoids with a celestial ancestry. They were originally created by the gods as observers of the material plane. Aasimars were born on the astral plane, where the great Aasimar city Celestea is located. There is the location of the greatest library ever constructed on any plane. Aasimars are the scribes of history of the material plane and every major event from the dawn of time is written down and stored here. They are also interested in family lineages, and many family histories can also be found in the great library.
Aasimar society is led by clerics with the knowledge domain and bards, who relate history through their poems and songs. They are not only fascinated by written history, but oral history and ballads created throughout time. There is also a highly protected portion of the great library that holds every spell ever created in spellbooks. Any who wish to access this room must gain the trust of the Aasimar counsel and pay a fee to use it. Even those the counsel trusts are accompanied by guardians the entire time inside.
Aasimars can be found in many large capital cities, where they are employeed as scribes. Their knowledge of lineage and history is used to keep census records for taxation and their divination helps track people going in and out of the country. They don’t always have good relations with those in charge. If they are denied access to accounts of history and lineage in a region, they often use divination and scrying to attain the information they seek. All these records are relayed on a yearly or 5-year basis to the Astral Plane to be added to the library.
The fire god of gnomes, NG
Domains: Artifice, Earth, Fire, Good
Favored Weapon: Light Hammer
Holy symbol is a laughing flame.
Brigh created the gnomes from a mixture of fire and earth. The gnomes were told to build grand inventions to honor Brigh and always have fun while doing it. Clerics of Brigh are always gnomes and are chosen by other clerics at a young age for their likeness to Brigh. Gnome clerics adamantly refuse teaching non-gnomes the ways of Brigh. While any other race may become a cleric through self teaching, they are seen as a hypocrite. Such people are banished from gnome society.
The god of nature, N
Domains: Animal, Plant, Sun, Weather
Favored Weapon: Natural Weapons (Bite, Claw, etc) or Quarterstaff
Holy symbol is a crossing pattern of claw and leaf.
While Shalm is the god of nature, most worship an aspect of nature rather than Shalm himself. Clerics and druids worship him by name, but others worship a forest, river, lake, or mountain spirit. Shalm is raw nature itself, both giving and taking life away. Clerics and druids share this harshness and may come off as evil in their inability to show compassion. Death is a part of life like everything else, and the weak become food for the strong. Clerics are not taught, but learn through experiencing nature. The apprentice is taken into the wild and must survive a week alone in the wilderness. Upon survival, the apprentice is given a holy symbol and becomes a true cleric. The new cleric doesn’t learn from another cleric, but from the spirits of nature. Clerics of Shalm cast raise dead and resurrection spells as written in the spells, but also add a change in body like the reincarnate spell. Bodies are temporary vessels and a new vessel is needed to bring back the dead to allow the old body to decay naturally.
The god of ogres and trolls, CE
Domains: Chaos, Destruction, Evil, Strength
Favored Weapon: Greatclub
Holy symbol is a club surrounded by a pool of blood.
Vaprak teaches his followers that the only way to become powerful is to destroy everything else. Only then will you become the most powerful. Clerics must prove their strength and must destroy a settlement during the ritual to gain the favor of Vaprak and become a cleric.
The god of Aasimar and Celestials, LG
Domains: Glory, Good, Knowledge, Law, Protection
Favored Weapon: Greatsword
The Halfling god of law, LG
Domains: Law, Good, Community, Protection, Rune, Nobility
Favored Weapon: Spear
The Halfing Trickster, CN
Domains: Chaos, Tickery, Travel, Luck, Liberty
Favored Weapon: Rapier
The God of Creation and life, NG
Domains: Good, Healing, Protection, Magic
Favored Weapon: Staff
The God of the Void, NE
Domains: Evil, Death, Darkness, Destruction
Favored Weapon: Morningstar
The Minor God of Bread and Bakers, NG
Domains: Good, Healing
The Minor God of Seafaring, TN
Domains: Water, Travel
Favored Weapon: Scimitar