Habololy Handbook
Habololy Press, Garnet Valley, Pennsylvania
Habololy copyright © 2012 Derek Lloyd
Habololy and all related properties are trademarks of Habololy Press
Habololy by Derek Lloyd
All rights reserved. No part of this publication may be used or reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the publisher except in the case of brief quotations embodied in the critical articles and reviews. The author asserts his moral right to be identified as the author of this work.
Handbook for the Habololy setting used with the D20 rules set.
| An excerpt from the stories of Toivyr Clicksmash, half-orcish bard and Warden of Nature It is the duty of all who hear these words and know the tale to act accordingly. In the years past, all have seen the horrors brought about by the Tinkocracy and their clickers. It was a reign of metal over flesh and clicker over magic. It was evil in the guise of progression, chaos in the guise of advancement, cruelty in the guise of order. Folly, folly, to think that these things only occurred once, and will never again. Lest we forget the same treacheries that Habololy has met with before the Tinkocracy. The many incarnations of Amat, some which lasted longer, some that killed more, some that continue in the form of his nation and his daughter. Lest we forget when the cults held more power over our neighbors and our kin; when the Spider Queen, Chaos, and sheep-cloaked Hemator defied the Counsil. And these treacheries are not limited to the realm of deity and god. The Gree once ruled the seas with a clenched claw, preventing all from the sea’s glory. And when the sea was liberated, those liberators, the Horarians, in time became an equal threat. The Vishtoo spread like locust when they choose to bring harm to the world. Killing the strong and taking from the weak. Nations can go quickly from proud, noble, and goodly, to maniacal, lowly, and dangerous. That is the way of things… Know that in your memories must first come these things. What has happened will happen again. Until the end, things will continue to occur again and again. Never do they occur the same, but never wholly different. It is to us to recognize the signs for when these events will occur, and although we cannot stop them, we can be prepared. In things as small as your axe chopping the wood of another oak, but not the exact one, to as large as the rise and fall of the empire, every time a different emperor, but the same nation. Even I have spoken these similar words before and will again. But not exactly me, and not exactly here. The same is true of you, who have heard this before. Remember what I say, so that should you hear it again, you will know that it is not wasted. |
CHAPTER 1: Introduction
The Land, the Sea, and the Sky
The lands of Habololy range from the near insurmountable String Mountains to the deep hot desert of Intoria. There are vast jungles and massive forests. The Great Plateau is known by all and is a subcontinent above the main continent. The lands of the continent of Icefia were once covered in Ice, and parts of it still are. Thousands of islands of every kind cover the only great ocean. In the kingdom of Yellowia, four-foot high grasslands dominate the area, grasslands where the grass is yellow. On the continent of Icefia, the pine forest wages war with the growing forest trying to claim the fertile land. The Great Halfling forest wages it own war against the encroachment of the Boiled Forest, a swamp that was once part of the forest.
The seas and the ocean of Habololy are deep blue, with hints of green since the appearance of the moon. The only true ocean is cut in half by thousands of small and several large islands. Somewhere in that ocean lay Doggeden Island, and some islands that have been long forgotten. Some tales say that the seas and the ocean have receded over the centuries, but few believe that is actually truth.
The skies above Habololy are light blue. During the day, the sky is filled with two suns, one large and one small. During the winter months, it is impossible to see the smaller sun, known as Hew. In the summer months, sometimes Hew is the only one that is visible. At night, the moon dominates the sky. It appears as white with dull green and blue patches. The nights of the summer, spring, and autumn months have the moon for nearly the entire night. It is not until the winter that the moon is not out for the entire night. Only a few stars can be seen, and they change as the years progress, making it difficult to recognize them.
Geography
Habololy is made up of three major continents and one major ocean, which has hundreds of large and small islands it in. The first of the continents to be created, inhabited, and explored is simply known as the main continent. It is the largest and home to as many creatures as the rest of Habololy’s lands combined. At its center lies the Great Halfling Forest, which sprawls nearly three thousand miles from its top where it meets the sea to its bottom where it meets the wall of Hertoplowis. Attached to the Great Forest to the east is the Boiled Forest, a swamp that encroaches more and more on the Great Forest every year. To the northeast lie the Orcish Empire and the open lands that separate the empire from the forest. The Orcish lands are made up of harsh broken lands and light forests, as are the open lands that are home to several independent cities. To the east of the Great Forest and south of the Orcish Empire are the Kingdom of Yellowia and its vast farmlands. The Kingdom’s southern border are the Giant’s Hills. Farther south are the Elven Jungles, which stretch for over a thousand miles, and the Salt Peninsula, a small swamp that is sinking into the ocean. South of the Great Forest is the Wall of Hertoplowis and the nation by the same name that is behind it on the Hook, a peninsula that stretches into the southern reaches on the world. The tip of the hook contains the Ten Ogre Forest and in the center of it is an island on which the nation of Iott is located.
The western side of the main continent is roughly the same size as the eastern side. To the west of the center of the Great Halfling Forest is Intoria, the largest desert on Habololy. It stretches nearly twenty-five hundred miles from east to west and nearly two thousand miles from north to south. On the southeastern corner of the desert lies the Desert Edge Mountains, home to the Fire Giants and several volcanoes. To the southwest of the desert is the massive Destroytian Peninsula. It is cut off from the main continent by a vast jungle. Beyond the jungle are the nations of Thalmeret and the Destroytian Republic, which are home to forests, hills, plains, mountains, and several rivers. To the northwest of the Great Forest are lands of the main continent that were the first to be settled. A massive plateau that is over one thousand miles from north to south and over five hundred miles wide is north of the Intorian desert. The Great Plateau is anywhere from five hundred feet to one mile above the rest of the land around it. North of the Great Plateau are the Crescent Mountains and farther north is the Rose Forest. The other lands around the Great Plateau are home to many independent cities.
The second largest continent, but the last to be created, is the continent of Icefia. It lies almost one thousand miles to the west of the main continent. Its southern most point is roughly equivalent to the northern most point of the main continent. Icefia is over fifteen hundred miles across. Lower Icefia extends at least that far from south to north. Farther north is upper Icefia, which covers the northern cap of Habololy. Upper Icefia is a desolate frozen waste where even the Ice Gnomes fear to tread. The most northern parts of Lower Icefia aren’t very hospitable either, but the chosen of Frostine and the Ice Gnomes manage to survive there. The southern coast of Icefia is a land of rolling hills and forests and is home to the Kingdom of Icefia and the Scaled Kingdom. Several hundred miles inland from the eastern coast is the Bane of Frostine, a dormant volcano. It has erupted several times in recorded history and created a rocky field for over one hundred miles around it. In the midst of the vast forest that runs along the southern coast is The Frozen Twin, a glacier that appears to have been cleft in the middle. If one stands exactly between the Bane of Frostine and the Frozen Twin, both are barely visible above the forests. They are about three hundred miles apart. A great frozen lake once dominated the center of Lower Icefia. Since the defeat of the chosen of Frostine, the lake has begun to melt. Only one tenth of the lake has melted, and already it is two hundred and fifty miles across. The rest of Lower Icefia is a land struggling to free itself from an ice age: snow-capped mountains, ground frozen for three-quarters of the year, miles of snowdrifts that never fully melt, and rugged hills that have precious little life.
The third continent is known for the mountain range that dominates it, the String Mountains. The continent is four thousand miles long, over half of which is the String Mountain Range. It is less than fifteen hundred miles from north to south at its thickest point. The Sting Mountains dominate the western half of the continent, while the eastern half contains forests, hills and rivers. The lands between the mountains and the forests and hills are known as the Badlands. It is the only land in which the Vishtoo live. It has become extremely barren, as the Vishtoo suck the life out of the land more and more as the years pass.
The ocean, which does not have any other name for it is the only one, is below Icefia and the eastern half of the Sting Mountain continent. It separates the western shores of the main continent and the eastern shores of the Destroytian Peninsula by just over two thousand miles. Near the center of the ocean is Doggeden Island, although no one knows its exact location. Red Island and the thousand islands of Kathow-tio-Horari dot the ocean half that lies below Icefia. The northern part of the ocean separates Icefia from the String Mountain continent and is the rumored location of the Counsil of Deities. The sub-continent of Ekarude, a land of vast plains and rivers surrounded by smaller islands occupies the southern ocean. Ekarude is home to the Islanders, the nation of Layraedia, and to the nation of Amatom, which is surrounded by Chloren’s Mountains.
Map 1: Habololy
Language
There are many languages spoken on Habololy. Some of these are derived from each other while others are unique and found only in very specific locations. The most prolific language is known as common. It is the language used by most humans, and since they are the most populous of all races, many other races use it as well. In fact, the use of the common language has become so prolific that some of its more common words are used in every language. The prime example of this is the word moon, which did not exist until 213 AC. When the first human used the term, it quickly spread to all languages and became generally accepted.
Below is a list of languages that exist on Habololy. In many cases, there is a basic language with some different dialects of that language. The dialects are in fact different languages for the purpose of learning a new language, but in some cases the dialects are so close that a character that speaks one might be able to understand the dialect. There are several different alphabets used among the languages. The alphabet used by each language is listed. Also listed are the most common practitioners of each language.
Table 1-1: Languages
| Language | Dialects | Understandable | Alphabet | Practitioners |
| Bugbear | Common | Bugbears | ||
| Common | Common | Humans | ||
| Barbaric | Yes | Common | Barbarians | |
| Fastspeak | No | Common | Tinkers, Residents of the Plateau | |
| Giantish | No | Common | Fire Giants | |
| Island | No | Common | Islanders | |
| Dwarven | Dwarven | Dwarves | ||
| Crystol | No | Dwarven | Crystol Dwarves | |
| Giantish | Yes | Dwarven | Frost Giants | |
| Elven | Elven | Northern Elves | ||
| Drow | No | Elven | Drow Elves | |
| Ebon | Yes | Elven | Desert Elves | |
| Scaled | Yes | Elven | Scaled Elves | |
| Vine | Yes | Elven | Jungle Elves | |
| Gnomish | Dwarven | Plateau Gnomes | ||
| Amatin | Yes | Dwarven | Amatin Gnomes | |
| Frozen | Yes | Dwarven | Ice Gnomes | |
| Goblin | Common | Goblins | ||
| Gnoll | Common | Gnoll | ||
| Gremlin | Elven | Gremlins | ||
| Grwees | Dwarven | Gree | ||
| Halfling | Common | Halflings | ||
| Hobgoblin | Common | Hobgoblins | ||
| Nipeete | Elven | Nipits | ||
| Orcish | Common | Orcs | ||
| Ogre | No | Common | Ogres | |
| Raker | Draconic | Sakor’akai | ||
| Elven | Yes | Draconic | Scaled Elves | |
| Scalee | Draconic | Vass, Gatori | ||
| Under | No | Draconic | Kobalds, Troglodytes | |
| Sand | No | Draconic | Sandoo | |
| Swamp | No | Draconic | Wugs | |
| Vishtoon | Infernal | Vishtoo |
Days, Weeks, Years, and Months
The days of Habololy are split into 24 hours. The weeks are split into six days. The months are split into five weeks. The year is split into twelve months, plus five added days that are considered part of no month. There are four seasons, which are the same around the world at all times. Each season takes up three months. The amount of light on any given day varies greatly depending on the time of year, but like the seasons, the amount of light does not vary dependant on where one is on the world. On any given day, both the north and south pole and the equator will share the same season and have the same amount of daylight.
The year starts in the cold of winter on the day after the day of darkness, a day when the suns don’t shine. In the middle of the summer, there is a day of light. On that day, one of the two suns is always shining on Habololy. Except for the months immediately preceding and following the day of darkness and light’s day, the other months share a fair amount of light and dark. The week has six days. Each day has traditionally assigned a certain type of day: a day of rest, a day of work, or a day of worship.
Table 1-2: The Year
| Month/Day | Season | Days of Year |
| New Year’s Day | Winter | 1 |
| Coustus | Winter | 2-31 |
| Smofena | Winter/Spring | 32-61 |
| Pramon | Spring | 62-91 |
| Wavery | Spring | 92-121 |
| Day of Life | Spring | 122 |
| Trest | Spring/Summer | 123-152 |
| Huenti | Summer | 153-182 |
| Light’s Day | Summer | 183 |
| Kiusta | Summer | 184-213 |
| Leenot | Summer/Autumn | 214-243 |
| Mefeeti | Autumn | 244-273 |
| Napay | Autumn | 274-303 |
| Magic’s Day | Autumn | 304 |
| Progonust | Autumn/Winter | 305-334 |
| Baston Sun | Winter | 335-364 |
| Dark Day | Winter | 365 |
Table 1-3: The Week
| Day | Type of Day |
| Bairday | Work |
| Choorday | Work |
| Donday | Work |
| Eveday | Work |
| Fateday | Worship |
| Alesday | Rest |
Alignment
The basic alignments of the characters and creatures of Habololy are the same as described in the Players’ Handbook. Occasionally, the description of a character or creature will have an alignment in parenthesis. This denotes that the character or creature has tendencies towards a slightly different alignment. This usually means a change in alignment is underway. A thief in the process of becoming an honest man, a deity whose faithful are coming from a different alignment base than the deity’s, and a fallen knight are all examples of this circumstance.
The Alignments of the characters and creatures of Habololy can be of a very relative nature. A Good character that is devoted to a religion may have little problem killing a good cultist. A Lawful character that despises technology would execute a tinker without trial or due process. A Chaotic wizard would still be likely to fear sorcerers and follow all of the rules governing wizards’ interaction with them.
CHAPTER 2: Races
Varied and numerous, the races of Habololy are shaped by each other. They each have their origins in a unique lifestyle or philosophy, but have all been affected by the events of the world since its creation. This has left indelible marks on each society, and allowed a mixture of cultures, which have created new and unique styles found nowhere else.
Despite their differences, there are conditions that have lead to certain common traits among of all the races.
- Because of the lack of maps, all races start with one rank of the Knowledge (Geography) skill for free and no character may take the Profession (Cartographer) skill.
- No race starts with the ability to read and write. There is a new skill, Literacy, which must be taken to learn to read and write.
- All characters start with only the ability to speak their native tongue. Other languages must be taken by using the speak language skill. At first level, the cost for taking a language is only one skill point, regardless of class.
- Dragons are creatures of amazing power and legend. For this reason, any time the word dragon or the name of a known dragon is mentioned, all who hear it must make a DC20 willpower save or be unable to act for one round. It is also common knowledge that to use their name is to draw the attention of the dragons.[1]
- For this same reason, dragons add a +12 bonus to the DC of their fear save against all creatures of Habololy. (Horarians and Sakor’akais ignore this penalty.)
Bugbears
The clearest example of cultures influencing each other can be found in the race of Bugbears. The Bugbears of Habololy began as uncivilized, brutal, and barbaric. No laws existed to bring them together into anything more than small hunting tribes. They were nearly wiped out by the Orcs, then by the Gnomes. It was only when no single nation dominated the main continent that the Bugbears began to find their place. In the centuries since, the Bugbears have taken on the aspects of the nations that surround their homes. Slowly beginning to understand the need for unity and order, they began to develop a society of their own.
The Bugbear culture revolves around three important ideals: physical ability, remembrance of the past, and the coming of death. They spend their lives in hard exertion. They battle, wrestle, build, hunt, and do anything that keeps them strong. Bugbears hold on to any old item, seeing them as links to the past and reminders not to forget what has happened. Everything that a Bugbear does is with the knowledge that ultimately death comes for all, and when it does, it will judge. No Bugbear wants to be on the wrong end of that judgment.
Most Bugbears live in the nation of Borkondof, named for the greatest Bugbear warlord of all time, who was also its founder. He was large, even for a Bugbear, and wielded an ancient Orcish blade known as City Clever. Many legends say that the next great warlord will be whoever finds Borkon’s lost blade. Until that day, the nation is ruled by the strongest Bugbear, who is given another magical blade known as the Legacy. He rules until death, which usually occurs in a challenge from another Bugbear. The nation is poor and horrific by many races’ standards, but certainly above the old ways.
Females are given every opportunity to succeed as a male would. Unfortunately for them, very few are strong enough to ever gain any respect or power. Cubs are well tended to, being seen as the possibility for one to pass on a legacy. One’s lineage, if it can be proven, is very valuable in Bugbear culture.
Bugbears prefer the night, but are active during the day as well. They wander away from Borkondof if the need arises. Usually that need is food, and the goal is the cattle of another land. Hobgoblins and Kobolds also live in Borkondof. Both races are considered below Bugbear standard, but necessary for the overall survival of the nation. Other races rarely visit, but are not attacked on sight.
Bugbears are seen around the world very differently by the races. Some see them as a threat to be dealt with harshly. Some see they as a race struggling to escape their natural instinct. Others see them as just another humanoid.[2]
APPEARANCE: Bugbears are massive creatures. On average, they stand near 6½ ft tall, 4 ft. wide and weigh 400 lbs. Their eyes are big and round, and usually yellow and dark blue in color. Their ears are big, come to a long hairy point, and stick out above the head. Thick hair covers 90% of a Bugbears body, including below the chin and around the ears to form a circle around the face. It ranges in color from black to gray-blue to almost yellow. There have even been white Bugbears seen. Their face is long, with nose upturned. They have a big jaw, but it does not protrude out. Their fingers are thick and are without claws, as are their toes.
Bugbears are a very cleanly race. They are known to bath in oil at least once every three days. They also use a great many perfumes. Clothing is kept in the best state of cleanliness as possible, although its quality isn’t very good. Leather is the material of choice in Bugbear clothing. Weapons are carried at all times.
Female Bugbears are noticeably smaller than the males. Their hair grows twice as long over their entire body. Their eyes are bigger, and their coloring is darker.
ALIGNMENT: Most Bugbears are chaotic, with some neutral and no lawful. They are also mostly neutral, with some tendencies towards both good and evil.
RELIGION: The three major faiths among the Bugbears are those of The Oldest Orc, Tyrogatore, and Dedestroyt. The Oldest Orc is revered for his knowledge of and reverence towards ancestry. Tyrogatore is seen as the physically strongest of all of the deities. Dedestroyt is seen as the judge upon death and the guardian of that realm. The Bugbears fear Lakius above all others for he is the bringer of water, the element that Bugbears fear above all others.
WHAT MAKES BUGBEARS DIFFERENT:
- Bugbears are medium-sized
- Bugbears have 60ft. low-light vision
- Bugbears have a base speed of 35ft.
- Bugbears have a +2 bonus to armor class because of the thick hair and tough skin
- Bugbears receive a +4 bonus to all Hide checks while in the wilderness
- Bugbears may never take the Technology feat
- Bugbears may not be Wizards or Tinkers
- Bugbears favored class is Berserker
- Bugbears receive a +2 bonus to Strength, a +1 bonus to Constitution, a –1 penalty to Intelligence and Wisdom, and a –2 penalty to Charisma
- Bugbears may select from the following racial feats: Chilling Growl, Dark Vision, Freakish Size, and Scent
Dwarves
The Dwarves of Habololy descend from two stocks. The first and more widely known stock is that of the String Mountains. These Dwarves are the sons of Smofarf, deity of magic and crafts, and have inhabited the String Mountains since they first rose out of the sea. They are the world’s foremost practitioners of magic and revere it as the most demanding of all the crafts. Their society is based in clans, each of which has a craft of which they are considered to be the masters. Magic, however, is woven into the craft of each clan. That is to say, all except one.
As legend has it, the first major rift among the clans came when the clan of weaponsmiths, known as Sledgehammer, had an argument with the clan of armorers, known as Granitebreaker. The argument centered on whom made the finer items, as was common between the clans. When it was decided upon to have a contest, all of the clans were invited to judge. The gathered clans judged a year’s worth of work, and the Granitebreaker clan won the contest hands down. Unfortunately, there had been some miscommunication and the Sledgehammer clan had not used magic to enhance their weapons. The other clans laughed as the Sledgehammer clan insisted on a new contest. Their clan’s king was so offended that the other clans would not allow another contest that he vowed never again to trade weapons to the other clans, and vowed to make weapons without the use of magic that would be able to overcome the magical armor of the Granitebreaker clan. This bitterness grew and festered into hatred so great, that the king, Drunnbar by name, became empowered by the feelings of his clan, and eventually, others who hated magic for any reason, to the point where his power rivaled the deities. Hence, the first rift among the Dwarves of the String Mountains was complete and two kingdoms stood where there once was one.
The second rift was not so dramatic in it’s beginning, but none the less important. The clan known as Frozensky is the master of the hunt and the only clan who fares well outside of the mountains and caves. Eventually, the clan moved completely out of their ancestral home and into the forests and rolling hills. Although the Frozensky clan does not possess the hatred for the other clans that the Sledgehammer clan has, they are not on the best of terms either.
The other stock of Dwarf is far less known of and far less diverse. The Crystal Dwarves live far below the surface and try their best to avoid contact. Like the String Mountain Dwarves, they are interested in the tenants of Smofarf, who is believed to be their creator. However, the craft that they have mastered is that of the mind, of psionics. For that reason, they also follow the tenants of the faith of Celetal. Gems and mining are a major part of the life of nearly every Crystal Dwarf as well.[3]
APPEARANCE: All Dwarves are stocky, short, and grow beards. All Dwarves applaud a healthy belly and weigh in at about one and a half times what a Human of the same height would weigh. The average Dwarf stands about 4 feet tall, with Frozensky clan Dwarves being on average about 6 inches taller, and Crystal Dwarves standing on average about 6 inches shorter. All Dwarves have beards, but all beards are not the same. Clan Frozensky Dwarves are known for their long unkempt beards, while Crystal Dwarves keep long clean beards. The other clans prefer a short, kept beard. Crystal Dwarves are usually bald, and usually very pale. Females of all types are usually slightly shorter. They are known to grow facial hair, but not always. Crystal Dwarf females are also bald.
ALIGNMENT: The overwhelming majority of Dwarves are lawful, with the sole exception being clan Frozensky who tend toward neutral or even chaotic. Dwarven morality, on the other hand, is quite diverse. The Crystal Dwarves and clan Sledgehammer tend toward neutral, while the other clans tend toward good. There are however many exceptions to this rule, especially in certain clans.
RELIGION: All Dwarves see Smofarf as their creator. This is a reason for worship by most, and a reason for hatred by clan Sledgehammer. They worship Drunnbar, who they see as both patron and savior. Clan Frozensky can be found in the worship of Gnarion and Treetop, as well as Smofarf, revering freedom and survival as much as anything else. The Crystal Dwarves are mild in their faith, which lead them towards the bland tenants of Everentual and Celetal.
WHAT MAKES DWARVES DIFFERENT:
Although all Dwarves share some bonds with each other, there are some differences brought on by their chosen lifestyles. Described below are what all Dwarves have in common and what nuances make them distinct from other Dwarves.
- All Dwarves are medium-sized
- All Dwarves have a +4 dodge bonus versus giants
- All Dwarves have a +2 saving throw against poison
- All Dwarves have a +2 saving throw against spells
- All Dwarves receive a +2 bonus on any skill check which involves stone (such as: tracking on it, determining value or quality of it, etc)
- All Dwarves are not effected in their speed by the weight of armor the dwarf is wearing
- No Dwarves may be sorcerers
- Frozensky Dwarves gain one rank of survival for free at first level; all other Dwarves gain one rank of craft.
- Frozensky Dwarves have 120ft. low light vision, Crystal Dwarves have 120ft. darkvision, all other Dwarves have 60ft. darkvision
- Frozensky Dwarves have a base speed of 25ft.; all other Dwarves have a base speed of 20ft.
- Crystal Dwarves receive a +1 bonus to attack roles when fighting against Illithids and Drow Elves, all other Dwarves receive the bonus only when fighting the Gree or the Vishtoo
- Crystal Dwarves receive a –1 circumstance penalty to all skill checks and attack roles when exposed to any bright light (anything as bright or brighter than the sun on a cloudless day)
- Sledgehammer Dwarves may not be wizards
- The favored class of the Crystal Dwarves is Psion or Psychic Warrior. This may be chosen at any time, but may not be changed once the dwarf has taken a level in either class.
- The favored class of the Sledgehammer clan is Fighter.
- The favored class of the Frozensky clan is Ranger.
- The favored class of all of the other clans is Wizard.
- Crystal and Sledgehammer Dwarves receive a +2 bonus to Constitution and a –2 penalty to Charisma
- Frozensky Dwarves receive a +1 bonus to both Strength and Dexterity and a –2 penalty to Charisma
- All other Dwarves receive a +1 bonus to both Intelligence and Constitution and a -2 penalty to Charisma
- Dwarves may select from the following racial feats: Crafting Tradition (Sledgehammer or String Mountain), Endure Light (Crystal), Frontiersman (Frozensky), Hardy (Frozensky), Seething Hatred, Touch of the Arcane (String Mountain), No Friend of the Arcane (Sledgehammer), Uncommon Sense, Unemotional (Crystal)
Elves
The most diverse of all of the races, save Humans, is the race of Elves. They are known to inhabit almost every terrain Habololy has to offer, known to worship deities of all sorts, and can be found in every walk of life and class. Virtually every Human society has Elves intermingled with it. This can lead to an Elf coming from almost anywhere. However, there are also many societies which are predominantly elven and which spawn the five types of known Elves.
The Northern Elves are the most widely known because it is they who most often mingle with other societies. They are called the Northern Elves simply because their king, who rules over virtually nothing, resides to the north of most of the lands of the main continent, and has for as long as lore tells. They have long been forced to partially assimilate to the culture they live near. There are simply too few of them in any one place to stand on their own. However, their presence in most societies has lead to the general notion of an Elf being that of a Northern Elf. That notion being: of a creature, which is thinner, shorter, and weighs less than the average Human. They prefer a rural setting to an urban one. They tend to worship Treetop, but not exclusively. They are long-lived, but no longer than a Dwarf. These observations are true when it comes to most Northern Elves, but not so when it comes to the other varieties.
Common legend has it that the Northern Elves were the original stock, and that the other known Elves sprang of in different directions, much like the Sledgehammer Dwarves did. This point is disputed only by the other Elves, and most clearly by the Desert Elves. Their appearance in the Intorian desert is said by most to have occurred in recent history, but they would argue that they have been there since the creation of the world. That is the typical style of any Desert Elf. They are always at odds with anyone they talk to, believing that they are above all other races. If a Desert Elf had it his or her way, they would prefer to be left alone. To further this, most Desert Elves behave in a manner that causes most to not want to be near them. This includes refusing to speak any other language unless absolutely necessary. This is their greatest burden, for there are not enough Desert Elves to even form their own city, so they must resort to living in the cities of the other races that live in the desert.
In the truest example of diversity among the Elves, this philosophy is put on its head by the Jungle Elves, who are in every way different from their desert cousins. They care little, even not at all, about ancestry or putting on airs. They live primarily in the jungles on the eastern side of the main continent, but are happy to travel wherever, when the need arises. They mix with other cultures without complaint, but manage to hold onto their own unique style. The Jungle Elves have been a sovereign state for as long as any other mainly due to their flexibility. A king or queen has sat upon their throne for nearly three thousand years. They are tolerant, and even allow gremlins to inhabit their jungle, going so far as to adopt some of their comic traditions. There is only one thing that unites all of the Jungle Elves, and that is the jungle itself. Every Jungle Elf realizes that without the jungle their way of life is doomed. It is the one of the only reasons that this otherwise friendly race goes to war.[4]
The Scaled Elves live in the cold western reaches of Icefia, and make no claims on being the first Elves. They were enslaved for many years before being freed by the god Stasis in his mortal days. More than half a millennium has passed and the Scaled Elves have built their own realm. They are not quick to take action, but fierce when they do. The Scaled Elves have developed a harsh, but fair society, where the greatest warrior or knight rules over a counsel. They drew on the greatest cultures of the world to design their own after they were freed. A Scaled Elf could be seen wielding any type of weapon, speaking nearly any language, and found in the worship of numerous deities. Their name derives from the fact that they have formed a relationship with the Wyverns, which inhabited the land they first settled in after being freed. Their greatest knights ride the beasts into combat, and their warriors wear armor made from the dead wyverns’ scales.
The final Elves do not live on the surface and are known by all as the Drow. Appearing to the other races only at night, all other Elves agree that the Drow are not of this world, but are instead a fiendish corruption of whatever surface Elves hold as true and noble. The Drow are in fact a vile race looking to enslave, rule, and exploit the surface dwellers. Their cities are horrible places deep under ground where only the Crystal Dwarves live. It is the hope of every surface race that there are no caves beneath their home from which the Drow could strike.
APPEARANCE: The typical Northern Elf stands about 5ft. tall and weighs about 100lbs. They have long, pointed ears and a paler than Human skin tone. A fat Elf is truly an enigma. Northern Elves have brown to blonde hair and a variety of eye colors ranging from dark purple to near-white blue. No Elf can grow facial hair. Northern Elves tend to dress in the fashion of the city or town they live in or near.
Desert Elves are on average 3 to 6 inches taller than a Northern Elf, but weigh no more. Their skin is darker and beaten by the desert sun. They wear light colors and thin fabrics with as much ornamentation as possible. Female desert Elves are never seen by the other races, but are said to be much the same in style to their male counterparts.
Jungle Elves are usually the same height as the Northern Elves, but are 10 to 20 lbs. Heavier. Their hair is a variety of bright colors: violet, green, red, etc. They try to match their clothes, the little that they do wear, to those same colors. Their skin is typically light brown. They have more defined muscles than any of the other Elves. Jewelry among the Jungle Elves is very common, but the jewelry is not obnoxious or expensive.[5]
Scaled Elves have dark hair, sometimes even black. They are as tall as Humans, but weigh 10 to 20 lbs. less. Their skin is pale almost to the point of graying. Clothing is rarely colorful, but usually comfortable. Jewelry is a sign of station and wealth, but is never gaudy. They have gray, blue, and steel colored eyes.
Drow Elves
have ebony black skin and typically have white to silver hair. Their eyes have haunting colors, which swirl and twinkle in the dark. They are only seen wearing armor and ready for battle. Females are never seen.
ALIGNMENT: Northern Elves usually take on the alignment of the society they have lived in, but rarely toward evil. Desert Elves are ambivalent and unconcerned with the world and tend toward neutral in all ways. Jungle Elves are predominantly chaotic and good. Scaled Elves are rarely chaotic. The Drow Elves are evil.
RELIGION: Treetop is seen as the creator by Northern, Jungle, and Scaled Elves and therefore given appropriate worship. Northern Elves also worship a variety of deities, dependent upon where they live. Jungle Elves are found in the worship of Arsur’anyodel and Tommimao as well as Treetop. Scaled Elves worship Stasis as a liberator, Gruweas as an organizer, Treetop as creator, Han~Sui as a weapon master, and all of the judges as keepers of order. They despise The Oldest Orc and feel his organization led to their imprisonment. The Drow Elves are all in the thrall of different cults. The Desert Elves struggle to avoid any worship, but fall into the beliefs of Everentual and The Oldest Orc.
WHAT MAKES ELVES DIFFERENT:
The Elves have developed many differences based on their lifestyles and homelands. In the beginning it is believed all non-Drow Elves were like the Northern Elves.
- All Elves are medium-sized
- All Elves are immune to sleep-like effects from spells
- All Elves receive a +2 bonus on Spot, Search, and Listen checks
- Desert Elves have a base speed of 30ft. All other Elves have a base speed of 35ft.
- Jungle Elves are entitled to an automatic Spot check when brought in contact with poison (contact and DC to be determined by the DM). Desert Elves are entitled to a Spot check when brought within 5ft. of an active spell to notice there is magic at work (DC = 20 - spell’s level; cannot be used to sense illusions or summoned creatures). All other Elves are entitled to a Spot check when they pass within 5ft. of a secret door (DC determined by DM).
- Drow Elves have 60ft. darkvision. Desert Elves have no special vision. All other Elves have low-light vision.
- Jungle and Drow Elves receive a +2 bonus on all saving throws against poison. All other Elves receive a +2 bonus on all saving throws against enchantment-based spells.
- Drow Elves have a natural spell resistance equal to 11+ total class levels
- Drow Elves are light sensitive must make a reflex save DC 20 or be stunned for one round when presented with anything brighter than a torch. Furthermore, any light brighter than a torch will cause a Drow Elf to suffer a –1 penalty to all attack rolls, saving throws, and skill checks.
- Drow Elves favored class is Cleric
- Jungle Elves favored class is Ranger
- All other Elves favored class is Wizard
- Northern and Drow Elves receive a +2 bonus to Dexterity and a –2 penalty to Constitution
- Scaled Elves receive a +2 bonus to Dexterity and a –2 penalty to Charisma
- Jungle Elves receive a +1 bonus to Strength and Dexterity and a –2 penalty to Intelligence
- Desert Elves receive a +2 bonus to Intelligence and a –2 penalty to Constitution
- Elves may select from the following racial feats: Blend (Jungle), Dark Vision (Scaled), Distrusting Nature (Desert), Endure Light (Drow), Fierce Defender (Jungle or Scaled), Seething Hatred (Northern or Jungle), Night Vision (Desert), Touch of the Arcane (Desert, Drow, or Scaled), Unemotional (Desert), Weapon Master Trained (Scaled), Wild Heart (Jungle or Northern), Winged (Northern)
Gnomes
The Gnomes of Habololy have the unfortunate distinction of having spawned two of the greatest tragedies in the history of the world. The first, being the Gnome turned deity Amat, who ruled the world for centuries and twice returned from exile to bring war to the world. The second catastrophe was the War of Technology, which was brought on by the inventions of the gnomish tinkers. These events have led to a distrust and dislike of the Gnomes by most other races.
Three of the four varieties of Gnomes are descended from those Gnomes who have lived on the great plateau since the world’s creation or soon after according to some. Those Gnomes who are little different from the original ones are called simply plateau Gnomes. They live in harmony with the other races of the great plateau and have adopted many of their styles, giving them just a slight gnomish twist. They have no cities of their own. The kingdom they once had fell to corruption centuries ago. To look at this curious, kind-hearted, little race, one would wonder where they could have been lead astray.
The Amatine Gnomes were the first departure from the traditions the Gnomes of long ago. Amat was the first of these Gnomes, and so distinct was he, that the Gnomes that followed him now bare his name. Much like Amat, the Amatine Gnomes are greedy. They are planners and schemers. They love to invent and create new things to further their greed and ambition. Their wars have also tried to further that cause, but have ultimately lead to the imprisonment of their leader in the moon and their home being on the far off continent of Ekarude. Despite these loses, the Amatine Gnomes have not given up. The Amatine Assassin is one of the most feared being in existence, out done in infamy by only the dragons. Although they live in a far off continent, they live there in prosperity, waiting for the day when they can launch another war, behind the leadership of the descendants of Amat.[6]
Perhaps their cousins, the Tinker Gnomes, caused the greatest thing that ever happened to the Amatine Gnomes. The tinkers love invention and the sciences above all else. Most of the world has long taken a foul view of the workings of the tinkers. When the country that protected them fell, it did not take long for outsiders to come in and put an end to many of the advances they had made. Wizards and clerics alike wanted nothing to do with technology. The tinkers were infuriated, but had no recourse. Years passed, and eventually, the rest of the world had other concerns. It was then the tinkers launched into their greatest drive ever. A century after the drive began; they brought the War of Technology to the world; much like Amat had done time and again in ancient days. With this new threat, the world put its distrust of the Amatine Gnomes aside. Eventually the world was able to stave off the tinkers and drive most of them back into hiding. The great plateau remains the only place where they can live peacefully.
The final race of Gnomes, actually have nothing to due with their cousins. The Ice Gnomes are a hardy little race that carved out a place for themselves in the inhospitable frozen wastes of northern Icefia. For much of their history, they were the unwilling slaves to the climate and its rulers. Much like Amat, a Gnome by the name of Gnarion rose through the ranks of the Ice Gnomes and eventually led his race out from under the thumb of the deity Frostine and his minions. The Ice Gnomes live by perseverance and persistence. They openly trade and talk with anyone willing to make the journey to their homeland, seeing the journey itself as a way of honoring them. Ice Gnomes gladly take on a challenge, looking to overcome every obstacle.
APPEARANCE: The average plateau Gnome stands just over 3 ft. tall and weighs about 40 lbs. Their skin varies from pale to a healthy pinkish tone. Their hair can be white, blonde, brown, black, or any shade in between. Their eyes are usually brown. Their ears have a slight point and their faces are usually long and have sharp features. Hair and clothing styles vary greatly from Gnome to Gnome. Regardless of style, all Plateau Gnomes are meticulously clean. Female Gnomes are more slender than the males and have noticeably bigger eyes. Tinker Gnomes are nearly indistinguishable from Plateau Gnomes, a fact that has helped keep them alive.
Amatine Gnomes have the same height and build as their cousins. Their hair is always dark, as are their eyes. Their skin has an almost leathery feel and is brown with deep lines. While the average Amatine Gnome dresses similarly to the Gnomes of the plateau, no one can mistake the sight of an Amatine warrior. They dress in black boots that go up above the knee, leather armor that looks eerily similar to their skin, and bracers made of the same material, which far too often hold magic devices. Goggles are another common sight, as is a finely crafted crossbow. Amatine Gnomes care less for cleanliness and more for practicality, but not at the cost of style.
Ice Gnomes are about 6 inches taller than their cousins and weigh about twice as much. They are sometimes plump, usually well muscled, and always have enough reserves to get them through the winter. Their skin is always in a tanned state. Their hair is always a shade of brown. Their eyes are blue or green. Every male Ice Gnome grows some form of facial hair. Clothing for the Ice Gnomes is a necessity and its quality comes before style, color, or cost. Female Ice Gnomes tend to be voluptuous and are considered the standard of beauty among many of the races of the world.
ALIGNMENT: Plateau and tinker Gnomes tend to be truly neutral. Amatine Gnomes are never chaotic and rarely good. Ice Gnomes are never evil.
RELIGION: The Gnomes have lost many of their deities since the world began. Their creator was slain by Amat, who was in turn imprisoned. The god of technology died at the end of the War of Technology.
The plateau Gnomes worship a variety of deities based upon individual beliefs and the beliefs of the races they live near. The tinker Gnomes dislike most faiths and only worship in certain cults if at all. The Amatine Gnomes still hold Amat as their creator, although he cannot aid them. Most have turned to the worship of the other deities or toward some cult, but there is no majority.
The Ice Gnomes have great faith in Gnarion, who they see as a savior. They still revere Frostine as a holder a great power. Habastly, Stasis, and The Oldest Orc also have strong followings among the Ice Gnomes.
WHAT MAKES GNOMES DIFFERENT:
The paths the Gnomes have taken have led to some striking differences between them. This is clearly apparent when looking at an Ice Gnome and an Amatine Gnome, who are completely different.
- All Gnomes are small-sized
- All Gnomes have a base speed of 20ft.
- All Gnomes receive a +2 bonus on Listen checks
- Ice Gnomes are immune to the effects of snow blindness. All other Gnomes have 30ft. of low-light vision
- Ice Gnomes receive a +2 bonus to all checks and saves dealing with the effects of the cold or ice. Amatine Gnomes receive a +2 bonus on saving throws against poison. Other Gnomes receive a +2 bonus when trying to resist or recognize illusions
- Ice Gnomes receive a +1 circumstance bonus to attack roles when fighting in freezing temperatures against non-arctic creatures (this includes Humans who happen to live in the arctic). Amatine Gnomes receive a +1 competency bonus to attack roles when using a crossbow.
- Tinker Gnomes receive a +2 bonus to all Craft, Disable Device, and Knowledge skill checks.
- Ice Gnomes with a Wisdom of 10+ may bestow an endure cold as a cleric of level equal to the Ice Gnome’s total class levels once per day. Amatine Gnomes with an Intelligence of 10+ may cast a change self as a sorcerer of level equal to the Amatine Gnome’s total class levels once per day. Plateau Gnomes with an Intelligence of 10+ may cast ghost noise, prestidigitation, and dancing lights each once per day as a sorcerer of level equal to the Gnome’s total class levels.
- Tinker Gnomes receive the Technology feat for free at 1st level
- Tinker Gnomes may not be Shaman or Berserkers
- Ice Gnomes favored class is Fighter
- Amatine Gnomes favored class is Rogue
- Plateau Gnomes favored class is Illusionist
- Tinker Gnomes favored class is Tinker
- Ice Gnomes receive a +1 bonus to Constitution and a –1 penalty to Strength
- Amatine Gnomes receive a +1 bonus to Dexterity and to Constitution and a –2 penalty to Charisma
- Plateau Gnomes receive a +2 bonus to Constitution and a –2 penalty to Strength
- Tinker Gnomes receive a +2 bonus to Intelligence and a +1 bonus to Constitution and a -1 penalty to Strength and a -2 penalty to Wisdom.
- Gnomes may select from the following racial feats: Crafting Tradition (Tinker), Distrusting Nature (Amatine), Fight Small, Hardy (Ice), Naturally Quiet (Amatine), On the Move (Plateau or Tinker), Problem Solver (Amatine, Plateau, or Tinker), Technology (Plateau), Tradition of Faith (Ice)
Gree
The Gree are a race of laws and of organization. They have inhabited the land to the east of the String Mountains for as long as the land has existed. They are a race of fur-covered humanoids that remind the other races of a weasel. They were the masters of the oceans and sea travel for centuries, but have lost that title. They had one of the most powerful nations on the planet, but that too is crumbling.
The focus of the life of a Gree is to follow the laws set out by their people and to serve in the role determined for each. This philosophy was set in process soon after the land they still live on was settled. It was handed down from the leaders of the time, who were clerics of the Grees’ creator and patron, Gruwees. Although the vast majority of Gree follow the path without question, there are some who have been betrayed by it, or who have seen the differences in other cultures and therefore desire change. Every Gree must decide whether they are part of the new tide or part of the ancient traditions. Few choose the former.
The structured Grean society has lead the race to the mastery of some things at the expense of others. They are one of the two premier shipbuilding races. Their metal ships are a marvel of magic, derived from their unparalleled knowledge of the elements. This knowledge has also allowed them to construct the elemental epbul. This rare weapon uses elementals themselves as the force behind blasts of fire, water, lightning, or any element they wish. They are the master crafters of the Blue Metal, a soft magical alloy that they use to create their ships and elemental epbuls. Their understanding of law and organization is second to none. In this order, however, they have lost much of their creativity. They are a stagnant race. Art and music are uncommon, and emotion is seen as a weakness.
The Gree see most other races as step below and behind. They despise the Horarians, who took the seas away. They also hate the Dwarves and Vishtoo, who have long been their neighbors. These biases have contributed to their slow downfall. It is left to the few Gree who see the problems and try to integrate the ideas of other cultures into Grean society to stop the decay. These Gree are outlaws and outcasts.
One of the few accepted variations from the norm is a tradition that has its roots in the beginnings of the Gree. For no reason anyone has determined, one out of every 12 Gree is born with wings. These Gree were at first slain as monsters, a fact every Gree will deny. Eventually, the usefulness of such Gree was recognized and they became elite soldiers. The Grean Wings are a deadly force placed on a level with the Amatine Assassins.[7]
APPEARANCE: The Gree are generally about 5ft. in height and weigh about 120 lbs. Their bodies are streamline and almost serpentine. Their legs are short, and their arms are proportionally small. Grean eyes are long and can track independently. Their ears are small and can be hidden under their fur. Their nose is small and black and sits at the end of a long snout, with their mouth at the bottom base of it.
Grean hands have only four digits, one thumb and three fingers. Each finger has a small claw which is sharp enough to puncture Human skin, but rarely used as a weapon. Between each finger is a small bit of webbing, which can also be found between their toes in larger form. Their feet also have only four digits.
Gree tend to have gray or brown hair, with white or black occurring occasionally. About one in ten Gree are spotted. More commonly, a Gree will have colored patches only around their eyes or on their stomach. Eyes are brown, gray, or blue. Females have the same coloring as the males.
On the occasion that a Gree is born with wings, the wings are most similar to those of a gull. They are long, thin, and come to a point. The wing’s color matches that of the fur, although Gree with wings tend to be of lighter coloration. All Gree also have a tail. It is small and hides well beneath their fur. The only known use is for maneuvering both in sea and in the air. Much like the tail, a winged Gree can tuck his wings back so as to make them nearly unrecognizable, albeit they do look bulkier than Gree without wings.
Gree view clothing as necessary, for both keeping warm and for showing proper station. For the most part, males and females dress similarly in style. The only difference being that all female clothing has shorter lengths in the sleeve, pant leg, boot height, etc. Once again, this is done to show station. Leather is the overwhelming material of choice among the Gree. Other materials are considered too expensive.
Because of their lack of defined shoulder, Grean arms come out of the torso in much the same way as a four-legged animal. Vests are the most common choice. Clothing is tubular to fit the body, and most things wrap around using a tie string or buttons to keep them in place. Pants are never worn below the knee and skirts simply don’t exist. Although they prefer not to wear anything on their feet, the Gree have adopted sandals and boots for the appropriate occasions. Jewelry and any form of headgear are very uncommon. Helmets are worn to battle and jewelry to ceremonies.
The winged Gree have much the same fashion except that they usually forego shirts, being that they are difficult to get on and off around their wings.
ALIGNMENT: Gree tend toward lawful and neutral. Chaotic Gree are unheard of, and good Gree are rare. Even non-lawful Gree fear the law too much to break it.
RELIGION: The patron and creator of the Gree is Gruweas, who is also their namesake. They see the judges as important and necessary. Han~Sui is in that category, but is also the patron of the military. Sutyr has become worshiped as a hard-line reformer. Lavash-Ki is the greatest evil and hated above all other deities.
WHAT MAKES GREE DIFFERENT:
The differences in the Gree come from only the distinction between those with wings and those without.
- Gree are medium-sized
- Gree have a base speed of 40ft, swim at a speed of 40ft, and those with wings fly at 60ft. (poor)
- Gree have 60ft. of low-light vision
- Gree receive one free rank of the Swim skill
- Gree can hold their breath for one minute for each point of Constitution they have
- Gree receive a +2 bonus on all Escape Artist, Knowledge, Move Silently, and Hide skill checks
- Gree receive a –4 penalty to all Ride skill checks
- Gree have a carrying capacity of a creature with two less Strength points than they have
- Gree receive a +2 bonus to any saving throw against an elemental-based attack or spell
- Gree are a mostly carnivorous creature, three quarters of a Gree's diet must be meat. A Gree that goes more than three days without meat is sickened until it has a normal day's meals of meat.
- Gree suffer if they do not drink enough water. Their tolerance for lack of water is half that of a human. They take an additional one point of damage from dehydration damage per die of damage rolled. They have a -2 penalty to all saving throws made against dehydration.
- Gree receive 4 bonus skill points at first level
- Gree have no favored class
- Gree may make a bite attack once per round at their base attack bonus for 1d3 points of damage, not modified by Strength
- Gree are immune to Lycanthropy
- Gree receive a +1 bonus to Intelligence and Dexterity and a –1 penalty to Charisma and Strength
- Gree may select from the following racial feats: Ordered Mind, Seething Hatred, Waterborn, Winged
Half-Elves
More than any other race, the half-elves have grown in population since they first came to exist on Habololy. The first half-elves lived soon after elves and humans first came into contact and they learned that their races could produce an offspring. Since that time, elves and humans of all types have mated and produced half-elven children.
The Half-Elves do not have a culture or nation of their own. They mingle with the humans and elves that they live with and become part of that culture. They are generally accepted by most nations. More often than not, a Half-Elf will live with his or her human parent. That trend has come about more because of the life span of the Half-Elf, which is closer to that of a human, than anything else. There are exceptions to acceptance. The Drow and Desert elves will usually eliminate any of the half-elven bastards, as will the Umanin.
The typical Half-Elf will be easy to pick out upon a close look. Their ears are not as dramatically pointed as an elf’s. Their height and weight vary, but they can resemble the tendencies of either parent. Hair and eye color can be any that either parent might have had. The Half-Drow are the only truly distinctive Half-Elves, as their skin is ashen in color.
Half-Elves can be found in every profession and are known to worship nearly every religion and cult.
WHAT MAKES HALF-ELVES DIFFERENT:
- All Half-Elves are medium-sized
- All Half-Elves have a base speed of 30 ft.
- All Half-Elves receive a +2 bonus on any saving throw against a sleep-like effect
- All Half-Elves receive a +1 bonus to all Listen, Spot, and Search skill checks
- Half-Drow have 30 ft. darkvision. Half-Desert Elves have only normal vision. All other Half-Elves have 30 ft. low-light vision.
- Half-Elves may have any favored class
- Half-Desert Elves receive a +1 bonus to intelligence and a –1 penalty to Constitution
- Half-Elves may select at most two elven racial feats based on the ones available to their parent’s type of elf.
Half-Orcs
The half-orc is the only other widely recognized crossbred race to live on Habololy besides the half-elf. A half-orc is far more rare than a half-elf, but enough exist that they are commonly known. While Half-Elves have had an easy time integrating as a whole into the other societies of the humans and elves, the Half-Orcs are often outcasts and wanderers. By the time a half-orc has been alive for twelve years, it is more likely than not that he has left his parent and is on his own in the world.
A half-orc is clearly recognizable as such. They are broader than the average human in the shoulders and waist. Their hairline starts farther back than the average human and their lower jaw juts out a little farther than the average human’s does. Their hands are thicker and their skin is ashen in color. Half-orcs have only dark colored hair, while their eyes are never blue and occasionally red. It takes a great deal of effort for a half-orc to disguise himself well enough to be mistaken for a human or an orc.
For reasons no one has ever been able to discover, nine out of every ten half-orcs are male.
WHAT MAKES HALF-ORCS DIFFERENT:
Regardless of what type of orc and human mated to produce a Half-Orc, they all share the same traits.
- Half-Orcs are medium-sized.
- Half-Orcs have a base speed of 30 ft.
- Half-Orcs receive a +1 bonus to all intimidate skill checks
- Half-Orcs receive one bonus feat at first level
- The favored class of a Half-Orc is Berserker
- Half-Orcs receive a +1 bonus to Strength and a –1 penalty to Charisma
- Half-Orcs may select at most two Orcish racial feats
| ~From a lecture of Stalan Blastganger III, cleric of Falan, at the Bardic College of Icefia on half-breeds. …and so we come to the notion of cross-breeding. While it is widely known and accepted that humans are readily able to mate with both elves and Orcs, much of the other cross-breeding that you hear of is nonsense and fantasy. Let me first assure you of what is not possible. The Gree and the Vishtoo can mate with no other races. This is a fact beyond discussion. Of equal certainty, but much more surprising, is the fact that the mating of a Nipit and any other race will not produce a child. Since no one has even been able to say that Gremlins mate anyway, it is also fairly assured that a half-Gremlin will never occur. As to what is possible, I will first limit myself to the races that are commonly found across out world. Humans, being the most capable race of producing cross breeds are known to have mated with Elves, Orcs, Bugbears, Hobgoblins, Dwarves, and Halflings. Of all of those, only the half-Elves and half-Orcs are commonly known and found. The others have only a tiny chance of surviving. Nonetheless, all of those unique creatures are known to have walked the lands of Habololy. None of the other races can come close to claiming such an ability to mingle with other races. Of the orcs, we have seen them produce half-bugbears and half-hobgoblins. Often the offspring so closely resemble one of the parents, that the difference is not easily seen by a human observer. Half-ogres have also been seen, and they are easily recognizable, being larger than any Orc and smaller than any ogre. The little folk; the dwarves, the gnomes and the Halflings, have all seen examples of their races mingling with each other. This is rare though, and such offspring are commonly sickly and survive only a short time. A commonality more than skin deep must run through the scaled races, because half breeds of nearly all of the combinations of Vass, Sakor’akai, Wugs, Gatori, Kobalds, Sandoo, and Troglodytes are known to have existed at one time. When these offspring are born, even among the noble Sakor’akai, they are often killed. But the blood of the scaled races seems easy to adapt, and those that do survive generate some of the most unique creatures ever. Those of you from Amanski, southern Plateauia, or the desert of Intoria have all heard the tales of winged or hiding Gatori. You might be surprised to learn that these creatures actually exist, and are the offspring the Gatori and Sandoo, and of Gatori and Sakor’akai. Having started there, I will move on to the topic or cross breeding via magical means, which some claim is cheating, and others claim is simply not enough fun, a point I just don’t understand… |
Halflings
There is only one type of Halfling that lives on Habololy, and they have made the great forest their home for so long that it has come to be known as the Great Halfling Forest. Halflings are a race concerned first and foremost with home and hearth, family and friends. They are a peaceful race, but are willing to fight for what they love.
Most Halflings live in communities, which rarely grow in size to match the cities of most other races. These communities are democratic. A mayor and a sheriff are the elected leaders of the community. Halflings are farmers, gatherers, and hunters. All of these are done in moderation to ensure the natural balance of nature is kept. The communities are very inviting to visitors. In fact, Halflings take great pride in showing any visitor to their home a great deal of respect and hospitality. One of the greatest offenses is to be ungrateful for any show of kindness or generosity.
If it were up to Halflings, and any Halfling will be sure to say that it should be, there would be no tall buildings, paved roads would be kept to a minimum, and disputes would be settled by contests, not battle. Life should be filled with friends, food, pets, games, song, story, pipeweed, and only as much hard work as is necessary. Some of these ideals have spilled over into the lands that the Halflings inhabit with others and taken root. Halflings have been known to take their family and suddenly move to a new home for no better reason than it suited them at the moment. This has lead to Halflings living in as many different places as any other race.[8]
APPEARANCE: Halflings are a short race, averaging just over 3 ft. in height. They weigh in at a robust average of 60 lbs. A thin Halfling is assumed to be ill. Other races often ridicule their stature. Halflings don’t quite understand this, as they see only advantages to being short and round. Females are about the same height and weight, but they never look quite as plump as the males.
Halflings often have both brown hair, which is likely curly and brown eyes. Blonde or black hair is not so common, and the same can be said of blue eyes. Only the rare example can be found of red hair or green eyes. While green eyes are considered a blessing, red hair is considered a curse. Halflings’ skin is usually peach in color and even has a pinkish hue. Their eyes are a little big for their head as their eyelashes are longer and thinner than one would expect to compensate.
Although a Halfling’s toes and fingers are stubby, most Halflings are quite dexterous when it comes to manipulating objects. Some have even been known to write with their feet, which are rarely covered in any shoe or sock. A Halfling’s feet are just as hairy as the top of his head. They are very hard and calloused on the bottom. With only the rare exception, Halflings do not grow facial hair, as it takes them far too long to grow any.
Clothing for a Halfling can vary greatly. Comfort is very important, as is style. A Halfling must also be practical and have clothes for all occasions. To that end, most Halflings have a wardrobe that is large. Although jewelry is common, piercing is not.
ALIGNMENT: The vast majority of Halflings are good. It is very uncommon to find a chaotic Halfling, and evil ones are even more rare.
RELIGION: The Halflings pay homage to Habastly as their creator and also as the provider of the common needs of life. Many other deities are worshipped by the Halflings but none as widely as Habastly.
WHAT MAKES HALFLINGS DIFFERENT:
All Halflings come from the same stock, and no matter where they live, are roughly similar.
- Halflings are small-sized
- Halflings have a base speed of 20 ft.
- Halflings receive a +2 bonus on all Hide, Knowledge (Geography), Listen, Move Silently, and Tumble skill checks
- Halflings receive a –4 penalty on all Ride skill checks
- Halflings receive a +1 bonus on all saving throws versus fear
- Halflings may not be Wizards
- The favored class of the Halfling is Rogue
- Halflings receive a +2 bonus to Dexterity and a –2 penalty to Strength
- Halfling may select from the following racial feats: Crafting Tradition, Love of Food, Tiny Fighting, Wild Heart
Humans[9]
Humans are the most diverse and numerous of all the races that live on Habololy. They are both the creators of the greatest cultures and the most likely to adopt another’s when it is beneficial. They can be found in every climate and in the worship of nearly every cult and religion. It is this diversity that makes them great and powerful, but also keeps them from uniting and dominating the world.
There are at least a hundred groups of Humans, who would call themselves unique and not connected to any other culture. While this is true, there are only five truly different bloodlines of Humans on Habololy. The others groups are different, but not so far displaced as to have different natural traits. Because of these many different groups, it is difficult for other races to generalize about Humans. There is no one set of rules that one can use and be sure of, when dealing with them.
The first line of humanity is those Humans that live in virtually every place in the world. Little can be said of them as a whole. They rule the nations of Yellowia, Icefia, Thalmeret, Destroyt, Pacyr, and live throughout the Great Plateau and the Great Halfling Forest. They are the epitome of adaptation to the environment and the cultures around them.
Called the Umanin, the second line of humanity descends from the culture of the Kingdom of Yellowia. They were once the ruling family of that kingdom. Centuries ago, they allowed their desire for power to overcome them and drive them to kill anyone who was not human, and anyone who stood against them. Fearing their growing power, the Jungle Elves rose up, and with the help of the other families of the nation, drove the Umanin from power. They escaped to the western lands of Yellowia and set up a new kingdom. The Umanin kingdom lasted for several hundred years before the Elves and the Kingdom of Yellowia were able to destroy it. The Umanin still live scattered in their former lands and have also migrated to other parts of the world in small numbers.
They are a hate-filled race that despises any non-Human. Umanin cannot tolerate the presence of any other race and seek to one day rid the world of the infestation, as well as Humans who side with or welcome the other races. Having discovered their inability to accomplish this goal through direct action, the Umanin have resorted to assassination and covert operations. Although there is no longer a nation to back or guide them, the Umanin still meet whenever possible to plan the next step.
The third line of humanity is barbarians. They hold no nation. They are found in the hills south of the Kingdom of Yellowia, the lands south of the String Mountains, and in both the northern and southern arctic regions. They are a tribal people, and are only known by the name of barbarian because of their lifestyle. Each tribe has its own name, usually named after an animal. Most other races consider the barbarians to be foolish in their desire to hold on to their primitive culture.
This culture turns away from modern inventions and mass magic. They prefer a simple life in the worship of the deities. Survival is the most important ideal to most barbarians. The survival of the tribe is the most important, followed by the survival of one’s family, and then oneself. They see many of the pursuits of the other races as foolish or trivial. To try and avoid the contamination of those pursuits, the barbarians avoid contact with other cultures. Their stubborn refusal to accept new and different ways has led to a dwindling population and a dying race.
Before the third Amatine War, virtually nothing was known of the islanders, and there were no Horarians. During that war, Amat brought a people from another world to fight for him on Habololy. These people had a powerful and strong warrior background. Unfortunately for the Horarians, Amat was imprisoned, and they were left without a cause. Most of their leaders and warriors were killed. Luckily, the world saw fit to allow what was left of their culture to settle on the sparsely inhabited Red Island. They were a frightened and beaten people who turned to pacifism and peace for survival.
As the centuries passed, they came to understand the world and the place they could take in it. The Horarians began to travel the seas as no one else had. Their placement on an island, far from any of the major continents forced them to sail to trade. They culture became based on the sea and their power arose from it. However, a strong government never formed, because the pacifists held sway over many. After the Gree were defeated for supremacy of the sea, the power of the Horarians fell to piracy. However, these pirates have performed a great service for the world. Before their arrival, the Gree, who had no desire to allow their knowledge of ocean travel out, dominated the seas. The Horarians made it possible for the races to better trade and travel from nation to nation.
The culture of the Horarians is split between the pacifistic larger islands and the many smaller pirate islands. Other races are wary of any Horarian on the open sea, but rather at ease if encountered on land. In both instances, honor is very important, although gained in different ways. Women are also very important, as the Horarians feel they have never recovered all of their losses from the third Amatine War, and the women must give birth to recoup these losses.
APPEARANCE: Humans all share some characteristics, with each line of humanity having some variation. The average Human stands about 5½ ft tall and weighs 150 lbs. Women are generally an inch or two shorter and 10 to 20 lbs. lighter. Their hair can be any shade of brown, red, blonde, black, or white. Their eyes can be any shade of brown, blue, or green. Their skin varies in color from a light peach to as dark as near-black brown.
Both the barbarians and islanders tend to be about 6 inches taller, while the Horarians tend to be an inch or two shorter. The barbarians and Horarians weigh proportionally the same, but the islanders are lighter in weight than one would expect for their height.
The islanders never have lighter colored skin. The Horarians never have dark skin. The Umanin are never very pale or very dark, nor do they ever have blue eyes. Islanders always have brown eyes, while the barbarians never have blue eyes. The Umanin, Horarians, and islanders all predominately have black or dark brown hair. The barbarians tend to have lighter colored hair.
The islanders wear very little clothing. They are often in a hot climate and near water. Much of their clothing, and that of the barbarians, is very simply made. The barbarians, who are generally in much colder climates, wear more and heavier clothes. The other Human races have such a variety of styles that it would be impossible to make any generalization about them all.[10]
ALIGNMENT: Most of humanity is diverse in their alignments, depending on the culture from which they some. Being more separate from other cultures, the islanders and the barbarians tend to be more set in their ways. Both are usually some form of neutral: the barbarians in their morality, the islanders in their ethics. The Umanin hatred for all other races has led them to a generally evil view.
RELIGION: Each Human culture has different deities that are more prevalent. Habastly is the one constant, as all see him as the creator. The cult of Vishtoo is the only religion or cult that is universally hated by humanity.
The barbarians are fond of Tyrogatore for his natural strength and simple ways. They also pray to Lakius for he is seen as distant as the barbarians wish to be. Cults of Drunnbar have also arisen in many barbarian tribes.
The islanders also worship Lakius, for he is the master of the sea, which gives life to the islanders. The islanders are the only culture that has a wide acceptance for shaman.
The Umanin are often found in the worship of Dedestroyt. They are also the only culture that is known to have many members of the Cult of the Slaughter, which is based on mass execution and genocide.
The Horarians have a distinct difference in opinion. Those who are pirates follow the religion of Lavash-Ki, who is said to have once been a mortal Horarian. Others are followers of Quan Yin, for she is the matron of pacifism and childbirth. When there were no other deities that would look after them, Quan Yin stepped in with faithful objectives that would lead to the continuation of the race.
WHAT MAKES HUMANS DIFFERENT:
When it comes down to basics, the lines of humanity are only slightly different from each other.
- All Humans are medium-sized
- All Humans receive one extra feat at 1st level
- All Humans receive one extra skill point every level after first
- Barbarians have a base speed of 35 ft. All others have a base speed of 30 ft.
- Islanders receive 2 ranks of the Swim skill at 1st level
- Barbarians receive 2 ranks of the Survival skill at 1st level
- All others receive 4 extra skill points at 1st level
- Islanders and barbarians may not start will the Literacy skill.
- Islanders and barbarians may never take the Technology feat
- Barbarians and islanders may not be Wizards or Tinkers
- Horarians may not be Berserkers
- The favored class of the Barbarians may be Berserker, Ranger, or Cleric
- The Islanders may have any favored class
- All others may have any favored class except Shaman
- Islanders receive a +1 bonus to Constitution and a –1 penalty to Charisma
- Barbarians receive a +1 bonus to Constitution and a –1 penalty to Intelligence
- Humans may select from the following racial feats: Hardy (Barbarian), Night Vision (Umanin), No Friend of the Arcane (Barbarian), Seething Hatred (Umanin), Unarmed Tradition (Barbarian), Waterborn (Horarian or Islander)
Lizardfolk
The lizardfolk are not one race, but a collection of races that are grouped together because they all appear reptilian in nature. To ask most other races, they are all very similar, but to ask one of the lizardfolk, each race is quite different. There are four dominant varieties of lizardfolk: the Wugs, the Gatori, the Vass, and the Sandoo. The other races know them as; Frogmen, Gatormen, Lizardmen, and Chamelemen, terms that the lizardfolk do not like.
The origins of the lizardfolk are unknown. They do not keep records and care little for lineage. Stories are proverbs and lessons, but never involve names or dates. Other cultures have records of the lizardfolk that date back at least two millennia. Some legends even tell of a Lizardman nation, which ruled the Great Forest nearly fifteen hundred years ago. Whatever the truth of their origins may be, the lizardfolk now live in every non-arctic part of Habololy.
The four races have few traits that extend to all. The Wugs are a brutal tribal race that pollutes and uses up any area that they inhabit. Their lives are the shortest of the four lizardfolk and are dominated by fighting for both pleasure and survival. They focus on immediate gratification and rarely look to the consequences of their actions. Wugs despise all other races, including the other lizardfolk. The Wugs prefer swamps to all other terrain. They are never found in mountainous or rocky areas.
The Gatori are also brutal, but have learned to live in harmony with nature. They have ravenous appetites for food, drink and sport. Gatori understand that with these things must also come work. They build settlements to last and attempt to emulate the culture that is nearest to help accomplish this. Gatori are a simple race of simple pleasures. They prefer hot jungles.
The Vass are the most numerous of all the lizardfolk. They can be found throughout the main continent and in southern Icefia. They have adapted to living in most climates and terrains. They are also the most diverse of the Lizardfolk. Vass can be found in all professions and religions. They have mingled with the other races and live in their cities.
The Sandoo are docile and nervous. There are fewer Sandoo than any other of the lizardfolk. They are a nomadic race, which has never had a home. Their focus is on survival. This focus has led them to avoid the other races if possible. They prefer hot climates, but will adapt to whatever climate is necessary.
APPEARANCE: Each race of lizardfolk had earned its nickname because of the animal they most resemble. The Wugs, or Frogmen, are hunched over, which make them appear to be only 4 ft tall. When they stand upright, they are closer to 5½ ft. They weigh on average 120 lbs. Their legs are thin but extremely strong with large webbed feet that have four digits. Their arms are short and end in four fingers. Their eyes are big and can track independently. The tongue of a Wug is as long as its body and can be launched out that distance. Their skin is smooth and soft to the touch.
The Gatori are the largest of the lizardfolk. They average 7 ft. in height and they weigh no less than 400 lbs. They have a tail, which can grow up to 5 ft. from the base of the spine to the tip. Gatori are best known for their long snout, which conceals rows of razor-sharp teeth. Their skin is covered in hard scales. Both the arms and legs of a Gatori are short and end in four clawed digits.
Vass usually stand just over 6 ft. tall and weigh about 225 lbs. Their tails are at most 3 ft. in length. They have a partially defining nose and eyes that are fully on the front of their face. Their mouth has defined, but scaled, lips. All Vass have a small row of fins that runs from the top of their head, down their back, to the tip of their tail. Their arms and legs are well proportioned for their body and end five digits on each. Their bodies are covered in scales, which are only as hard as a human’s skin.
The smallest of the lizardfolk are the Sandoo, who stand only 4½ ft. tall and weigh only 80 lbs. Their eyes are on either side of their head on the end of mounds that allow the eyes to move in any direction independently. Their nose is at the end of a short snout, which contains their mouth, filled with dull teeth. Their arms and legs are proportional but thin. They have only three toes per foot and four fingers per hand. Their scales are hard and rough.
All lizardfolk have black eyes. Their skin and scales are always some shade of either green or brown. The Sandoo have the natural ability to change their skins color based of the colors that surround them, making it easy for them to hide and stay unnoticed.
Clothing among the lizardfolk is limited to what is necessary to keep warm, stay safe, and carry what is needed. They do not wear any footwear or headgear. With the only exception being when armor is worn. Animal hides are the most common material used, unless another race with which to trade is nearby.
Weapons and armor are of simple design, unless bought or stolen from another race. The Gatori prefer large weapons and heavy armor. The Sandoo prefer small weapons and light armor. The Vass and the Wugs will use anything.
The females of all of the races of lizardfolk are subservient to the males. On rare occasions, a female will rise in status because of her size, but this is uncommon. They are generally smaller in stature and lighter in color than their male counterparts.
ALIGNMENT: The Wugs are never lawful or good. More often than not, a Wug will be chaotic and evil. The Gatori are usually neutral in both their ethics and morality, with some lawful communities. The Vass also tend to be ethically neutral, but their morality swings toward whatever cultures are most influential on a particular group of Vass. The Sandoo are chaotic in their wanderings. They also have little concern for anything but survival, and this leads them to be neutral in their morality.
RELIGION: All lizardfolk see Tyrogatore as their creator and give him the proper respect. The Wugs are known to have many members of the cult of Loomashyn, the master of hatred and slime. The Gatori revere Han~Sui as the master of combat and place him just below Tyrogatore. The Vass have the most diverse worship of the lizardfolk. Dresta and Habastly are among the most worshiped, Dresta by those who tend towards power and control, and Habastly by those who tend towards nature and health. The Sandoo follow only Tyrogatore and Tommimao devotedly. Frostine, the bringer of winter, is the devil to all races of lizardfolk.
WHAT MAKES LIZARDFOLK DIFFERENT:
Each race of lizardfolk has traits that make them unique. The similarities are what cause most other races to lump them into one group.
- All lizardfolk are medium-sized
- All lizardfolk suffer from exposure to cold in greater effect than other races. When the temperature drops below 50 degrees, they must make a fortitude save DC15 +1 per previous check every half of an hour. When the temperature drops below freezing, they must make the same saving throw every five minutes. In either case, a failed saving throw means that the lizardfolk suffers 1d6 points of subdual damage that cannot be magically healed. If reduced to zero hit points, they go into a coma. This coma ends with their death after an hour if they are not brought to a warmer environment.
- All lizardfolk receive a +1 bonus to all saving throws against poison
- All lizardfolk receive a –2 penalty to all saving throws against cold or ice-based attack (this does not include the exposure rule form above)
- Wugs have a base speed of 20ft. They swim at 30ft.
- Gatori have a base speed of 20ft. They swim at 25ft.
- Vass have a base speed of 25ft. They swim at 20ft.
- Sandoo have a base speed of 35ft.
- Wugs receive a +1 natural armor bonus
- Gatori receive a +3 natural armor bonus
- Vass receive a +2 natural armor bonus
- Regardless of class all lizardfolk except the Sandoo have Swim as a class skill.
- Sandoo have Hide as a class skill.
- The Vass receive a +4 bonus to all Jump, Balance, and Swim skill checks.
- The Gatori receive a +2 bonus to all Swim, Balance, and Intimidate skill checks
- The Wugs receive a +2 bonus to all Swim checks and a +6 bonus to all Jump skill checks
- The Sandoo receive a +8 bonus to all Hide skill checks
- No lizardfolk may take the Technology feat
- No lizardfolk may be a cleric of Frostine
- The Vass may use their bite and claws as weapons. Their claws deal 1d4+1 points of damage each, and their bite deals 1d3 points of damage. The Gatori may do the same, but they do 1d3 and 1d8 points of damage respectively.
- The favored class of the Wugs is Ranger
- The favored class of the Gatori is Berserker
- The favored class of the Vass is Cleric
- The favored class of the Sandoo is Rogue
- Wugs receive a +2 bonus to Constitution and a +1 bonus to Strength and a –1 penalty to Wisdom and Charisma and a –2 penalty to Intelligence
- Gatori receive a +3 bonus to Strength and a +2 bonus to Constitution and a –1 penalty to Dexterity and –2 penalties to Intelligence and Charisma
- Vass receive a +1 bonus to Strength and Constitution and a –2 penalty to Intelligence
- Sandoo receive a +2 bonus to Dexterity and a –1 penalty to Wisdom and Charisma
- Lizardfolk may select from the following racial feats: Blend (Wug), Distrusting Nature (Sandoo), Freakish Size (Gatori or Vass), Naturally Quiet (Sandoo), Night Vision, Scent (Gatori or Vass), Warm the Blood, Waterborn (Wug)
Nipits[11]
Some races have taken on the culture of another race by chance or by design. It is the natural progression of things that influence occurs. The Nipits are what happens when that natural progression is tampered with. As legend has it, the Elves once attempted to bridge the gap between humanity and themselves. They were trying to understand Humans in order to better deal with them. Their experiment led to the creation of the Nipits. For millennia, the Elves denied this and tried to eliminate all Nipits, so that the truth would never be known. The Nipits endured and survived long enough to be at first acknowledged by the other races, and eventually accepted by some nations. Their struggle has become one not against genocide, but a struggle for understanding of their own nature and place in the world.
Nipits are a contemplative race. They are often found seeking answers to great mysteries and puzzles. They are curious, but recognize that precaution is a key to staying alive. They will travel to any place necessary in order to accomplish a quest, but always remember from where they came. For most Nipits, war and bloodshed are not glorious, but sometimes necessary to defend oneself. The goals that most Nipits are taught is to become self-aware, to become in tune with the world around, and to live in harmony with the other races.
Through all of those ideals, the Nipits have found precious few places that they can comfortably call home. The Great Plateau had traditionally been the home for most, but that ended when the War of Technology almost destroyed that land. They have their own nation with the Sakor’akais, in whom they have found an ally, which lies south of the Great Plateau and north of Intoria. It is located in the Hiding Forest, so named because of the difficulty of finding anyone or anything in it. Elsewhere, they have founded some small communities, where they attempt to live in peace with the other races.[12]
APPEARANCE: Nipits can be mistaken for Elves given just a casual glance. They have both slender bodies and pointed ears. They both tend to have pale skin and light colored hair and eyes. A closer look reveals that a Nipit’s ears are even longer, and bigger than an Elf’s, usually extending to the top of the head at their point. While their bodies are thin, their fingers are not as long and subtle as an Elf’s. Their skin is naturally pale, and when it is exposed to the sun for long periods, it turns brown. Nipits that live in arctic regions have skin that gets even paler and almost too white in winter months. The hair on their head grows very quickly, while facial hair grows very slowly. Most Nipits have either light or dark brown hair, with rare occasions of red or blonde. Much like their skin, Nipits’ hair will noticeably change in color when the elements become extreme, growing white in the arctic and black in the desert. Their eyes are always blue of some shade.
As it has been noted by every race that knows the Nipits, there are never any that are taller than 5 ½ ft. or shorter than 4 ½ ft. There are never any obese Nipits, nor any that look unhealthily thin. Their average weight is about 125 lbs.
The dress of the Nipits has become known throughout the world. They wear elegant dresses and beautifully made shirts. Their boots are always comfortable. Different colors are often used in all outfits, but bright colors are uncommon, as most Nipits do not what to stick out. Jewelry is common, but no Nipit pierces his or her skin.
Females are roughly the same as males in coloring, weight, and height. They tend to have curly hair as opposed to the straight hair of the males.
ALIGNMENT: Although Nipits are predominantly neutral and good in nature, there are Nipits of every alignment.
RELIGION: Habastly is seen as the giver of life and is worshipped for his role as the overseer of all life. Tommimao is seen as the travelers’ friend and the defiant hero, a role most Nipit heroes of legend take. The cult of Hemator also has a strong Nipit following, as many see her as a caretaker of all races.
WHAT MAKES NIPITS DIFFERENT:
The Nipits are one of the least populous and least physically diverse races on Habololy. All Nipits are therefore very similar.
- Nipits are medium-sized
- Nipits have a base speed of 30ft.
- Nipits have low-light vision
- Nipits have very sensitive hearing and receive one rank of the Listen skill for free, and regardless of class, they have Listen as a class skill
- For that same reason, Nipits receive a –2 penalty on all saving throws against sonic-based attacks
- Nipits receive a +2 bonus on all Balance, Open Locks, and Slight of Hand skill checks
- Nipits receive a –2 penalty on all Diplomacy and Intimidate skill checks
- A Nipit in the terrain that he commonly lives in receives a +4 bonus to all Hide skill checks
- Nipits may not be Berserkers
- The favored class of a Nipit may be: Bard, Psion, Rogue, Ranger, or Sorcerer
- Nipits receive a +2 bonus to Dexterity and a +1 bonus to Charisma and a –1 penalty to Strength and a –2 penalty to Constitution
- Nipits may select from the following racial feats: Blend, Natural Linguist, Naturally Quiet, Magic Sense
Orcs[13]
The Orcs of Habololy are fiercely militaristic and harshly lawful. Honor is paramount and battle is the best way to earn it. Respect is key in their society, but it is not easily earned. The quickest way to earn respect is by devotion to a noble cause, the devotion itself being more important than the cause. These are the most important two elements in any Orc’s life.
Orcs live in massive organized cities that are built in simple fashion. Monuments to the deities and mortal heroes abound, where the bigger the monument, the better. Orcs follow all of the laws with which they are presented over the course of their life. The laws of their deity, their nation, their family, and their community are all important to an Orc. Law provides a way of avoiding the loss of either respect or honor. Orcs will even strictly obey the laws of other nations that they are visiting out of respect. This is not the case should they visit a dishonorable nation or race.
Because the Orcs are a short-lived race, they place a high amount of importance on tradition and ancestry. They have seen through mingling with other cultures, that the long-lived races have an advantage over the short-lived Orcs. Teachers and warriors can take an active part in other cultures for centuries, while the average Orc only participates for several decades. Long ago, the Orcs realized that they would have to be very meticulous in passing knowledge from father to son and from mother to daughter. Lessons learned must not be forgotten. To facilitate this, every Orc performs a ritual called the Dekmurre, where a dying Orc will recite all the knowledge they have gained to the next Orc in the family line. The ceremony does not take long, but that does not detract from its importance.
Institutions are also very important to Orcish culture. The military, schools, and temples are entrusted to keep records of events, which can be passed down through the centuries. Every adult Orc is required to spend at least three years of life working for one of these institutions. Females always teach, while males go into the military and run the temples.[14]
The majority of Orcs on Habololy live in the Orcish Empire, which has existed since nearly the beginning of the world. The empire once spanned the known world. It has seen both brighter and darker days. There are also Orcs who live elsewhere around the world. No matter where they live, all Orcs make a pilgrimage at least once in their life to the homeland on the northeastern corner of the main continent.
APPEARANCE: The Orc is a large humanoid and on average stands 6½ ft. tall. They average weighing over 300 lbs. Only when very ill or very old will an Orc appear thin. Their entire body, from their meaty fingers and toes to their barrel chest, is thick. Even an Orc’s skin is tough and feels more like that of an elephant than a Human.
An Orc’s head is proportional to his body in size with several defining features. Their foreheads slope and their hair does not begin until about half way back on the scalp. Their eyes are smaller than would be expected and are sunken into the head. The most notable and important feature to the Orcs is the tusk. All Orcs have a lower jaw that extends out to allow two tusks to grow up and be visible over the upper lip. The size of one’s tusk is often seen as a measure of the greatness that an Orc will achieve. Tusks are carved and decorated to demonstrate rank and accomplishment.
Orcish skin is always some shade of gray, ranging from off-white to charcoal. Hair is always black. A shaven head is common among males, while the females don short hair. Only Orcs of young age or of significant prestige grow long hair. Eyes are the only feature that varies greatly in color. Grey, blue, brown, and red are the most common colors, but others occur. Tusks, if not carved, are ivory in color, but turn yellow with age. Females have the same color trends as males.
Clothing for the Orcs is only about practicality and necessity. Only armor and ceremonial garb are given any special embellishment. Most Orcs wear clothes made of leather, burlap, or canvas. Females tend to use wool and suede. Actual pants are uncommon. The males prefer kilts and shirts or togas. The females generally wear togas. Sandals are very popular for all, although no footwear is common when at home. The only thing ever worn by an Orc on the head is a helmet.
Jewelry is uncommon in Orcish style. Rings are the only piece of jewelry that is often worn. Because Orcish skin heals quickly and is tough to pierce in the first place, earrings are rare. Their skin is also very resilient to tattooing, and so the only carvings are found on their tusks.
ALIGNMENT: Orcs tend to be lawful. Any chaotic Orcs find it very difficult to survive in the Orcish culture and quickly leave to become savages in the wild. Orcs of all morality can be found.
RELIGION: The Oldest Orc is the most revered and worshiped deity. He is seen as creator, preserver, and keeper of ancestors and their knowledge. Both Stasis and Han~Sui are seen as great warriors and also have many Orcish military followers. Tyrogatore holds that same respect in the general population. Lavash-Ki is considered the new devil in Orcish stories. Lakius is the old devil and Amat is the defeated devil.
WHAT MAKES ORCS DIFFERENT:
When an Orc abandons his culture and goes into the wilderness, he undergoes changes that make him very different from those he left behind. Those Orcs differ from the ones described below.
- Orcs are medium-sized
- Orcs have a base speed of 25ft.
- Orcs receive a +2 bonus to intimidate skill checks
- Orcs receive a +1 natural armor bonus because of their tough skin
- Orcs receive a bonus feat at first level which must be taken from the following list: Power Attack, Skill Focus, Great Fortitude, Iron Will, Endurance, Toughness, and the Racial feats below.
- Orcs may not take ranks in the swim skill
- Orcs receive a +2 bonus to all saving throws versus fear
- The favored class of an Orc is Fighter
- Orcs receive a +2 bonus to Strength, a +1 bonus to Constitution, a –1 penalty to Dexterity and to Intelligence, and a –2 penalty to Charisma
- Orcs may select from the following racial feats: Freakish Size, Night Vision, Seething Hatred, Weapon Master Trained
Sakor’akai[15]
The Sakor’akais are the newest race to appear on Habololy. Falan, the god of necromancy, brought them to the world. It is rumored that he tricked the other deities and circumvented the ban of creating new races or lands. Some of the other deities took great offense to this and have cursed the Sakor’akais. This has caused many Sakor’akais to become very devout worshipers of the deities in hopes that the curse will bypass them.
Since their appearance, the Sakor’akais have made homes for themselves wherever it was possible. They tend to enjoy warmer climates and forests or jungles. The most successful group lives in the Hiding Forest and has formed a nation with the Nipits, another maligned race. Their culture is based around worship and craft. Honor is highly regarded, but not at the expense of life or freedom. Devotion is also very important, but fanaticism is a trap that Sakor’akais try to avoid. Sakor’akais love their freedom and the ability to take flight at a moments notice should the mood arise. This freedom is tempered by the responsibility of the individual to the community, which is paramount to the survival of the race.
Since their arrival nearly six centuries ago, the Sakor’akais have made it to every non-arctic area of Habololy. The curse that seems to follow them has ended some of those journeys, such as the massacre in the nation of Thalmeret where an entire community of Sakor’akais was wiped out by a vicious storm. Some nations have barred their entry, while others try to keep their number in check. Most other races try to avoid the Sakor’akais, fearing their curse. This has lead to isolation and segregation in many places. Fortunately for the Sakor’akais, they tend to obey the laws of the land they are in, and don’t cause much trouble.
Despite all of these setbacks, the Sakor’akais are a race with a purpose. They have an intimate knowledge of dragons, which they used to great effect during The Hunt years ago. They also have a hatred for the Vishtoo, who have become their mortal enemies. Many Sakor’akais will spend their lives hunting down these evils, and be satisfied with a death that involves fighting them.
After their appearance, the Counsil laid down new laws governing new races. It is likely that the Sakor’akais are the last new race that will ever appear on Habololy.
APPEARANCE: Sakor’akais are a reptilian, but warm-blooded, race. They are covered in scales and have no fur or hair. Much like a dragon, which is to the dismay of many who see them flying above, Sakor’akais have large leathery wings. These wings stretch out to a span of 12 to 14 ft when in flight. It is impossible to hide these wings, even when folded back. They have five fingers and toes on each hand and foot, and have a small amount of webbing in between them. Since they have no tail, this is how they maneuver when flying. Females are smaller in stature than the males, and less muscular. Their bodies are otherwise shaped similarly.
They stand between 5½ and 7 ft. tall and weigh on average 175 lbs. They are lighter than one would expect so that they can fly without difficulty. There are no obese Sakor’akais, as they only eat what they need to make it through the day’s activities. Their bodies are sculpted, and their legs and arms are long.
A Sakor’akai’s face is probably the most intriguing part of the body to other races. The face of a Sakor’akai shimmers as if it were a wet diamond struck by sunlight. Only the eyes and ears are clearly visible from the front. Their ears are actually fins which stick out from either side of their head and run about half the way from top to bottom. They have a nose, but it is flat and nearly unrecognizable behind the shimmer of their face.
Sakor’akais range in color from light green to dark blue, with an occasional black-scaled Sakor’akai reported. Their eyes are always dark in color and have no white in them. Females tend to be lighter in coloring than the males.
Clothing in kept to a minimum by the Sakor’akais. Modesty and battle are the two main reasons to wear clothing. A Sakor’akai proverb says that if one is too cold, one is probably living in the wrong place. Shirts are seldom worn. Leather trunks that only go from waist to knee are the most common piece of clothing worn. Wool is the most preferred material of any blankets, cloaks, or robes. Any armor is light so as to allow the Sakor’akai to comfortably fly. Footwear is infrequently used.
ALIGNMENT: The Sakor’akais are a free race. Although this usually to mean that they are chaotic, it also means that each is free to choose a path, so neutral and lawful Sakor’akais exist as well. Sakor’akais are mostly good in nature.
RELIGION: Devotion is very important to all Sakor’akais, and hence everyone has a strong sense of religion. Falan is seen as the creator and father. In a strange twist, Han~Sui, nearly the antithesis of Falan, is widely worshipped as the weapon master, a fact that has lead to the Bladelords. This group has a schizophrenic belief system, which reveres creativity and unwavering adherence to certain laws. Tfop is also important for those who want to overcome the curse.
WHAT MAKES SAKOR’AKAIS DIFFERENT:
Sakor’akais are the youngest of all of the races, and have not yet developed any sub cultures or species.
- Sakor’akais are large-sized due to their massive wings
- Sakor’akais have a base speed of 25ft. They fly at 100ft. (average)
- Sakor’akais have darkvision up to 60ft
- Sakor’akais receive a +2 bonus to all saving throws that involve dragons’ breath. They take half damage from fire-based attacks.
- Sakor’akais receive a –2 penalty to all saving throws that involve ice or cold, this includes skill checks made in freezing temperatures
- Sakor’akais receive a +1 natural armor bonus
- Sakor’akais receive a +2 bonus to all Hide, Knowledge (religion), and Jump skill checks
- Sakor’akais receive a –4 penalty to all Ride skill checks
- Sakor’akais receive a –2 penalty to all Diplomacy skill checks that involve any race familiar with their curse
- Sakor’akais receive the Fly-by Attack feat for free at 1st level
- Sakor’akais may never take the Technology feat
- The favored class of the Sakor’akai may be Cleric, Wizard, or Fighter. This must be chosen at 1st level
- Sakor’akais receive a +1 bonus to Intelligence and Constitution and a –1 penalty to Wisdom and Charisma
- Sakor’akai may select from the following racial feats: Gift of Faith, Sleeping Flight, Touch of the Arcane, Weapon Master Trained.
Other Notable Races
While the races already described are the most influential ones that live on Habololy, they are not all of them. Other races live on the same world and have their own histories and goals. Some of these races are the enemy of every civilized race, others are simply too few in number too make a global difference as a whole.
FIRE GIANTS[16]
The Fire Giants have lived in and near the Intorian Desert for as long as it has existed. For much of the desert’s history, the Fire Giants were a force, but a small one. The peoples of the desert and the areas around it were wise enough to stay away from the giants and their lands. This began to change after the fall of the Intorian Empire, which had always been able to keep the giants in check. Soon after the empire’s fall, the giants from different tribes formed larger groups. Eventually, a giant named Sutyr united the all the tribes. He claimed to be the divine representative of a deity from a different plane where Fire Giants held sway over all. Under his guidance, the Fire Giants formed a nation that Sutyr named it Baenrl. For all his accomplishments and claims, the Counsil elevated Sutyr to the status of Deity. The once scattered race was now united under one deity and under the banner of one nation.
Fire Giant society is brutal and dominated by the powerful. Males have all of the power, and the strongest and most intelligent males dominate the others. Slavery is common, with many other races being subjugated by the giants. Every chance to gain control of more land or claim more slaves is taken. Wars are a noble undertaking on the sole reason they allow the powerful to thin the ranks of the weak.
FROST GIANTS
The nation of the Frost Giants has at times rivaled the great nations of Habololy. It has existed in one form of another, as have the Frost Giants, for as long as the dwarves have been on Habololy. Legend has it that the Frost Giants and the dwarves of the String Mountains were brought to Habololy together by Smofarf. The two races have lived close to each other in the String Mountains for all that time. They have been at different times allies and enemies.
Through the will of Frostine, the Frost Giants made their way to all of the other cold climates of Habololy. They live on the continent of Icefia, and in the southern reaches of Pacyr. While the Frost Giants of the String Mountains have always maintained a semblance of order and community, those that have moved elsewhere fall into a more chaotic and brutal lifestyle.
None of the Frost Giants are gentile or kind, but those of the String Mountains at least obey the laws they have had for centuries. The strong rule over the weak, but all are given a chance to prove themselves strong, even the females. Large cities are built and maintained for protection against enemy nations. Trade and only minor competitions goes on between the cities and towns of the String Mountains. Meetings are held that involve leaders from all of the communities where decisions regarding them all are made. None of this is true of the Frost Giant settlements elsewhere on Habololy. The most powerful male rules these tribes. Different tribes are just as much an enemy as the town of another race.
Frostine is worshipped by the majority of Frost Giants, and by all who do not live in the String Mountains. Those that still live in their ancestral homes in the mountains also worship Smofarf and The Oldest Orc, as the creator and the keeper of the past. Sutyr has taken the mantle of devil away from all of the deities that shared that title before his arrival.
GNOLLS
Only found in the southern reaches of the main continent, the race of Gnolls has harried the nations that border their territories for millennia. Whenever they are rallied by a leader, they march together and assault one of the nations. This is done only rarely with success,
A Gnoll is taller than a human, standing usually over six feet tall, up to near nine feet is cases. The have an undeniable resemblance to Hyenas, and in fact keep the creatures as pets. Their hands have six fingers and their feet have six toes. Their skin is covered in a thin fur, which grows thick into hair around their head and waist. The chest and stomach of a Gnoll is furless. They range in color from near white to dark brown, with yellows, oranges and reds mixing into their color scheme. Their eyes are big, and entirely black, although a close inspection reveals slight shade changes within each eye.
The Gnolls are a vicious race that lives for the hunt. They are interested in survival, and see the conquering of other lands as a sure way to that end. They live wherever they can lay claim, often in rolling hills and empty plains. They have never been known to go into the higher mountains or into the forests. They are semi-nomadic. The stronger their current chief, the more likely a tribe is to stay in one place.
Dedestroyt is the most worshipped deity, although Habastly and Treetop also hold some respect in certain tribes, and Dresta has many followers. Compture’s clerics have been known to take control of the more nomadic tribes, often to horrible ends. On occasion, a tribe will follow Shaman instead of the clerics.
It is extremely rare to find a Gnoll away from his tribe. Those that are separated have a very difficult time living. While most peoples of the southern main continent know of the Gnolls, only those that travel the lands frequently are likely to encounter them.
GOBLINS
The race of Goblins is rarely found across most of the lands of Habololy. No records can be found of their existence before the first human colonists came to the continent of Icefia. Even then, the sightings were spotty at best. It was not until the establishment of the Kingdom of Icefia in pre-9 that Goblins were officially noted and described by any nation’s historians. Luckily for the Goblins, the leaders of the Kingdom of Icefia thought before they acted.
The Goblins that were encountered were dirty little creatures that reminded those who saw them of dark-skinned, hairless Halflings. They were fearful of any creature that approached them and tried to frighten any travelers away. The Goblins rarely attacked, but fought viciously and in large groups when cornered. When the representatives of the kingdom finally reached the Goblin’s home, they were confronted with an unexpected sight. The Goblins had a large city, which was well disguised, deep in the forests of Icefia. It was home to thousands of Goblins, and dozens of Hebablams. The Goblins had domesticated the massive beasts and used them for plowing and for war. They lived a poor lifestyle and had little in the way of what was considered modern advances. When the Goblins saw some of the things the representatives of the kingdom had, and were told of the Kingdom of Icefia and the king Stasis, they were quick to nearly deify him. Since that time, the Goblins have been some of the most loyal members of the Kingdom of Icefia.
Goblins are not known as an intelligent or strong race. They do not ponder the mysteries of life, and are content to allow those they consider great to lead the way. They are excellent at crafting, especially at crafts that don’t require advanced or complex equipment. Most of Icefia’s pig products and mushrooms come from the Goblins’ farms. Although the Goblins do not like to travel far from their homes, many do join the Icefian military. They see it as a way to do something good and noble in the path of their hero without having to think too much about it.
Most Goblins live in their cities in the forests of Icefia. Some live in the cities of the other races, but only those who are extremely brave or adventurous. They are not persecuted, but find it difficult to fit in a world of larger and more intelligent races. Wherever they do live, Goblins stay in extended family units. They mate for life, although they don’t marry in the traditional sense. Goblins have as many children as possible, and a female will generally have a dozen children before she dies, which will often happen in childbirth at an older age. Females are expected to spend all of their time raising children, while the male does everything else the family needs.
Besides having a unique bond with Hebablams, Goblins have a love for two other things above all else: Stasis and firearms. Stasis is the most often worshipped deity, since he is seen as the great hero that brought prosperity to all Goblins. The Goblins usually do not understand that technology almost destroyed the world. Lacking that understanding, they have no problem wielding firearms. The Goblins love the fact that firearms are loud, dirty, and strike an innate fear in most of the larger races.
GREMLINS
No other race is as difficult to grab a hold of, both figuratively and literally. The only rule that one can follow when dealing with Gremlins is that nothing they have done or said before can be used to predict what they will do in the future. They worship the deities of change, anarchy, and trickery. The vast majority of Gremlins live in the jungles that have born their name for millennia, which separate the Destroytian peninsula from the main continent.
There is one distinction that can be made in the population. When both Gremdelivian and Compture were deities, the Gremlins were split as to which one was the more important. That split led to hatred between eastern and western Gremlins. The western Gremlins believed Compture was the greater of the two, and the eastern Gremlins believed Gremdelivian was the greater. The debate came to an abrupt end when Gremdelivian was trapped and slain. The eastern gremlins were suddenly overmatched and nearly wiped out. Those that remained traveled across the continent to live with the Jungle Elves, where they fell into the worship of Tommimao, Falan, and Treetop.
While all Gremlins want to bring change to the world, the western Gremlins look to cause change that will more benefit themselves than anyone else. The eastern gremlins, the few that are left, case change just for the sake of change. (See p. 183 for further description)
HOBGOBLINS[17]
Only found in the lands of and near Borkondof, Hobgoblins are a vile race, constantly searching of power and gratification. They have taken much of their society from humans, orcs, and even the drow elves. Nothing that the Hobgoblins design is innovative. Nothing they do is creative. They are the leaches of the civilized world. They use the other races that they are able to overpower or corrupt to further their goals.
Hobgoblins in height and build are very similar to humans. Their hair and skin is almost always tan or brown. Their eyes are often red and sunken.
KOBALDS
Also found exclusively in and around the nation of Borkondof, Kobalds exist only because races like the Hobgoblins and drow elves allow them too. Pitiful and weak, the Kobalds perform every task that they are forced to do. Generations of slavery and mistreatment have led to a culture of beaten and broken creatures. They are the perfect fodder for experiments and war. Kobalds breed quickly, offer little resistance to the commands of larger races, and few have any self-motivation.
With thousands upon thousands of Kobalds born every year, there are bound to be some that break the mold. These few are clearly distinguishable by the lack of scars from being whipped by a master or beaten for sport. They are smart enough to know how to avoid the larger races’ wrath. When one of these Kobalds looks for a purpose or a way out, he is left with only two options. Some learn the secrets of sorcery, or the Way of Blood as the Kobalds call it. Others tap into an innate link that their race possesses with the race of owlbears. These Kobalds join as an elite group as a Kobald can find, the Bearbacks, who ride owlbears into combat. Although these Kobalds can match the power of the larger races, they are few in number. Most choose to fight for their masters instead of against them, simply because it’s easier.
OGRES
Many of Habololy’s ogres are near-mindless brutes that roam the wilderness in search of their next meal. They squabble with trolls over territory and control of lands that the civilized races wouldn’t consider worthy of controlling. When they do wander into the lands of a nation, they are quickly run off or dispatched. Most trained soldiers of any background can deal with a lone ogre.
The exception are the ogres of the Ten Ogre Forest, west of the nation of Pacyr. Centuries ago, one of the last great ogre tribes was defeated by Pacyr, and the survivors were driven into the forest. Legend claims only ten ogres made it there. Those few ogres were not heard from for generations. When they finally did emerge from the forest, they had a new outlook on life. The ogres were devoted to the religion of Habastly. Nature was their ally and to be preserved at all costs. As time went on, they also gained a hatred for all cults and all religions that opposed Habastly.
The life style of these ogres has evolved away from the brutal animalistic way of their cousins around the world. They revere all forms of nature. Only dead animals and plants are used in clothing or for food. Luckily, ogres can live off even rotting or decaying meat. Stone and metal are highly valued, as no living thing had to die to provide them. The only creatures that deserve a harsh death are those who oppose life and the laws of Habastly. Luckily for Pacyr, and any other close-by nation, these ogres enjoy their forest life too much to be a constant threat. They raise an army once every thirty or forty years and march on Pacyr, but other than that, they keep to themselves.
TROGODYTES[18]
Often mistaken for some form of Lizardfolk, the Troglodytes are humanoid reptiles that live underground. They are only found under the lands of the main continent, and mostly in or under Borkondof, where their presence is only barely tolerated. Troglodytes are not civilized by most standards. Their tribes are brutal and led by the cruelest and most powerful. They interact with other races only to gain power, or food.
They only venerate deities out of a desire for power. Vishtoo, Dresta, and Loomashyn are the most commonly worshipped. They do not raise families; they do not adhere to any law except that of the powerful rule over the weak; they hold nothing sacred.
VISHTOO
The Vishtoo are the most feared humanoid race on Habololy. Their existence has been a constant plague on the world. Their obsidian-like skin and featureless faces are the stuff or nightmares. Their existence sucks the life out of any area they inhabit. Religions and cults alike tell of a time when the deity Vishtoo brought creatures formed in his image to Habololy to plague the world. Since that time, the Vishtoo have coveted all the lands that have reached. They attack those that live on the lands and either kill those creatures or die themselves. Luckily for the races of the world, the Vishtoo have only ever managed to control the badlands between the String Mountains and the Grean Republic. (See p.186 for further description)
Aging [19]
Each race has a different life span. Below is a table of life spans for all of the major and lesser races of Habololy. It is not an exact rule of aging, but a guideline for the majority of each race. When two ages are given, the number before the slash represents males; the number after the slash represents females.
Table 2-1: Races’ Ages
| Race | Adult | Middle | Old | Venerable | Oldest Recorded | Marrying Age | First Child |
| Bugbear | 16 | 55 | 80 | 100 | 219 | - | 19/16 |
| Dwarf, Crystal | 70 | 175 | 300 | 450 | 592 | 100 | 110 |
| Dwarf, Frozensky | 40 | 110 | 200 | 300 | 130 | 90/50 | 100/75 |
| Dwarf, Other | 50 | 125 | 210 | 325 | 560 | 100/75 | 125/100 |
| Elf, Desert | 125 | 275 | 450 | 700 | 1018 | 200 | 225 |
| Elf, Drow | 90 | 180 | 270 | 350 | 666 | - | 95/120 |
| Elf, Scaled | 120 | 260 | 425 | 625 | 978 | 160/140 | 170/150 |
| Elf, Other | 110 | 175 | 225 | 350 | 812 | 150 | 175 |
| Giant, Frost | 20 | 60 | 100 | 175 | 279 | - | 32/20 |
| Giant, Fire | 40 | 90 | 150 | 300 | 410 | 50/40 | 52/45 |
| Gnoll | 15 | 50 | 75 | 100 | 113 | 20/15 | 21/15 |
| Gnome, all | 60 | 130 | 220 | 300 | 365 | 85 | 85 |
| Goblin | 10 | 22 | 35 | 55 | 71 | - | 11 |
| Gremlin | 12 | - | - | - | 400 | - | - |
| Gree | 14 | 50 | 75 | 100 | 112 | 30/18 | 32/19 |
| Half-Elf* | 25 | 50 | 80 | 110 | 145 | 40 | 45 |
| Half-Orc | 14 | 30 | 40 | 60 | 82 | 25 | 25 |
| Halfling | 20 | 60 | 80 | 120 | 131 | 30 | 32 |
| Hobgoblin | 14 | 35 | 50 | 70 | 77 | - | 15/13 |
| Human, Barbarian | 15 | 30 | 40 | 65 | 88 | 17/15 | 18/16 |
| Human, Islander | 16 | 35 | 45 | 70 | 93 | 17/16 | 18/17 |
| Human, Horarian | 18 | 40 | 60 | 80 | 133 | 25/18 | 27/18 |
| Human, Other | 17 | 35 | 55 | 75 | 114 | 21/18 | 21/19 |
| Kobald | 4 | 40 | 75 | 120 | 181 | - | 5 |
| Lizardfolk, all | 16 | 40 | 80 | 150 | 312 | - | 18/16 |
| Nipit | 30 | 70 | 100 | 140 | 192 | 45 | 50 |
| Ogre | 15 | 40 | 70 | 100 | 220 | - | 25/18 |
| Orc | 12 | 25 | 35 | 60 | 90 | 17/14 | 18/15 |
| Sakor’akai | 25 | 100 | 200 | 350 | 415 | 40/30 | 43/35 |
| Troglodyte | 10 | 30 | 60 | 80 | 120 | - | 13/10 |
| Vishtoo | 7 | 50 | 100 | 175 | 296 | - | 30/10 |
*Half-Elf values are just an average. They will vary depending upon the elven parent.
CHAPTER 3: Classes
Although many of the classes of Habololy are similar to those found elsewhere in the multiverse, there are several that are unique. There are also slight differences the old classes, and some old classes that don’t appear anywhere on the planet.
Existing Classes
ADEPT: There are NO Adepts on Habololy.
ARISTOCRAT: They are replaced by Nobles.
BARBARIAN: They are called Berserkers. On Habololy, it is more of a gauge of fighting style than anything else. A Berserker relies on raw ability and rage to win a battle. They are not expertly trained, nor do they care to be. There are no changes in their rules.
BARD: They are the same.[20]″
CLERIC: Although they are the same in theory, there are minor differences in a cleric’s abilities dependent upon their deity.
COMMONER: There are NO characters with the Commoner class on Habololy.
DRUID: There are NO druids on Habololy.
EXPERT: They are replaced by Crafters.
FIGHTER: They are the trained and skilled warriors. The only difference is in their starting proficiency with weapons, which is based on their training.
MONK: Monks are warriors that prefer unarmed combat. They lead a focused life, which often leads them to a devout life style. They are somewhat different in their role.
PALADIN: They are the same.
PSION: They are very rare, but remain the same.
PSYCHIC WARRIOR: They are as rare as the Psion, but also remain the same.
RANGER: While Ranger’s fulfill much the same role, the nature of Habololy changes the way some of their abilities work. In addition, some Rangers have migrated into the cities, where they put their abilities to a somewhat different end.
ROGUE: They are the same.
SORCERER: All Sorcerers’ have a background that has led to their innate ability. This background has an effect on their abilities. They are considered by many to be dangerous, because their powers come from strange and unknown sources.
SOULKNIFE: There are NO soulknives on Habololy.
WARRIOR: There are no characters with the Warrior class on Habololy.
WILDER: They are the same.
WIZARD: They are the same.[21]
New Classes
CRAFTER: Many people of Habololy do not take an adventuring career. The farmers, smithies, merchants, and everyday peoples of the world have little need to know the intricacies of magic or swordplay. That does not mean, however, that they are less skilled or talented than the fighters, wizards, clerics, and rogues of Habololy. Their expertise lies in everyday work that is just as important.
NOBLE: The mere presence and words of a noble can be more devastating than any sword or spell. Whether out for their own greed or looking to aid the peoples that they look over, the noble’s life can be just as dangerous as anyone else’s.
SHAMAN: Much like a Sorcerer, the Shaman has powers from an unknown source. Their ability lay in communication with spirits that are around them. Where the Wizards see the Sorcerers as abominations, the Clerics view Shaman in much the same way.
TINKER: The masters of technology. Tinkers single-handedly try to push the world further and further forward, often to places it does not need to go. They are scientists and inventors. Few cultures are accepting of their ways.
Class Changes
BERSERKER
They are the primal warriors who are naturally gifted. Although they can be found in most cultures, they are never leaders of those cultures.
CLERIC
The clerics have a closer tie to their deity than most worshipers. They guide other followers of their religion. Some seek to become the embodiment of their deity in the mortal world.
Turn or Rebuke Undead: Some clerics of Habololy have no power over the undead. Each deity rewards clerics with the power to turn or rebuke the undead, or some other power. A list of these abilities can be found in Chapter 6 with the listings of the deities.
Other Classes: Some deities’ faiths so closely resemble the paths of other classes that their clerics may take on another class as a favored class even if it is not normally allowed by their race. If this is the case, the cleric may also freely gain levels in both cleric and the favored class, even if this is normally not allowed. A list of these can be found with the listings of the deities in Chapter 6.
FIGHTER
The best trained warriors of every culture. Fighters can be found everywhere.
Weapon and Armor Proficiency: A fighter must choose at 1st level whether he was trained as an archer, a cavalryman, or a foot soldier. An archer is not proficient with heavy armor, but receives the Weapon Focus feat free for a ranged weapon of his choice. A cavalryman is not proficient in martial ranged weapons or heavy armor, but receives the mounted combat feat for free. A foot soldier is not proficient in either heavy armor or martial ranged weapons (his choice), but receives either the Exotic Weapon Proficiency feat free for a melee weapon of his choice, the Martial Weapon Proficiency feat free for a ranged weapon of his choice, or the Weapon Focus feat free for a martial melee weapon of his choice.[22]
MONK
The Monks of Habololy are focused warriors that see a higher purpose. They are never concerned with wealth or the collection of material things. Their goals are usually of an internal nature, whether it be physical, spiritual, or mental. Although many find a religious calling, some do not.
Alignment: Monks may not be chaotic, but are otherwise unrestricted in alignment.
RANGER
Some Rangers differ greatly from the norm, and instead of having their homes in the wilderness, they have made their way into the large cities of the world. A Ranger must make this choice at 1st level. If the Ranger chooses to be an “Urban” Ranger, they are granted the following different abilities:
Table 3-1: Urban Ranger
| Level | Ability | Replaced Ability |
| 1st | City Familiarity feat | Wild Empathy |
| 4th | Sidekick | Animal Companion |
| 7th | Investigator feat | Woodland Stride |
| 13th | Urban Camouflage | Camouflage |
| 17th | Hide in the City | Hide in Plain Sight |
Sidekick: The Ranger gains a companion of similar demeanor to himself. The companion is 1st level and is an NPC.
Urban Camouflage: The Ranger can use the Hide skill in an urban setting, even if it doesn’t grant cover or concealment.
Hide in the City: While in an urban setting, the Ranger can use the Hide skill even if being observed.
The types of creatures that exist on Habololy differ from that in other places. For that reason, the choices that a Ranger has for their favored enemy differ as well. The list of choices a Ranger has is given in the Table 6.
Table 3-2: Favored Enemies
| Type | Examples |
| Aberration | Aboleth, Cloaker, Roper |
| Animals | Dog, Horse, Bear, Boar, Cat |
| Birds | Roc, Falcon, Giant Eagle |
| Beasts | Griffon, Wyvern, Bulette, Pegasus |
| Constructs | Golems |
| Demi-Human* | Dwarf, Elf, Gnome, Gree, Nipit |
| Dragon* | Red, White, Gold, Green, Blue |
| Giant* | Fire, Frost, Ogre, Ettin, Formian |
| Human* | Horarian, Common, Barbarian |
| Humanoid* | Orc, Bugbear, Goblin, Vishtoo |
| Insects | Giant Wasp, Ants, Ankheg |
| Lizardfolk* | Vass, Kobald, Troglodyte, Sandoo |
| Lycanthrope | Werewolf, Werebear, Wererat |
| Magical Beasts | Doppleganger, Umber Hulk |
| Oozes | Puddings, Oozes, Slimes |
| Organization* | Guilds, Prestige Classes |
| Outsider* | Fire, Air, Good, Evil, Lawful |
| Sea Creatures | Shark, Octopus, Dolphin, Squid |
| Spiders | Drider, Ettercap, Giant Spiders |
| Undead(corporeal) | Skeleton, Vampire, Zombie |
| Undead(incorporeal) | Ghost, Shadow, Specter |
An (*) denotes that the Ranger must choose one particular example within the type.
SORCERER
Every sorcerer on Habololy has a bloodline that has given her power over arcane magic. Their power does not require the studies that a wizard must endure. Their power is not understood by the general populations as a wizard’s are. For those reasons, the sorcerers are feared and hated. It is a lonely life to be born a sorcerer. That magical birth can be one of luck, fate, or granted power.
Every sorcerer eventually comes to know the origins of her powers; whether it traces back to an event earlier in life, or to her mother, or to her ancestors. This secret may be obvious when she casts her first spell, or it may not reveal itself until the day she dies. It is a secret that she is unlikely to share with anyone, save her closest confidants.
Some of what a sorcerer can do and how she behaves is dependant upon the origin of her power. Certain races are more likely to have their origins in certain areas. The list below describes the different origins that a sorcerer may have, and the rules that bind a sorcerer of that background.
- Angelic: Somewhere in the past, this sorcerer is related to a celestial. More removed than a half-celestial or an Aasimar, but not so far as to not have an effect. This bloodline can be found in humans, elves, gnomes, Halflings, and Nipits. A sorcerer with this bloodline may not be evil. They receive one rank of the Knowledge (Upper Planes) skill for free at 1st level. They may choose to take Celestial as a language at 1st level if they spend the appropriate skill points to take another language. They receive resistance 3 to cold, acid, or electricity, at the DM’s discretion.
- Deity: Somewhere in the past, this sorcerer is related to one of the deities. Chances are that this relation is centuries removed, but not necessarily. This bloodline can be found in any race. They receive one rank of the Knowledge (Religion) skill at 1st level for free. They may learn one spell per casting level from the cleric spell list. This means they will have at most one spell from each level included in their list of spells known. This spells acts in the same manner as if cast by a cleric of the sorcerer’s level.
- Demonic: Somewhere in the past, this sorcerer is related to a creature of the lower planes. This bloodline can be found in elves, humans, gnomes, lizardfolk, and Gree. The sorcerer may not be of good alignment. They receive one rack of the Knowledge (Lower Planes) for free at 1st level. They may take a lower planar language at 1st level if they spend the appropriate skill points to do so. They receive resistance 3 to cold, fire, or electricity, at the DM’s discretion.
- Draconic: Somewhere in the past, this sorcerer is related to a dragon that mated with a member of the sorcerer’s family while in humanoid form. This bloodline can be found in humans, elves, lizardfolk, and Sakor’akai. Draconic sorcerers do not suffer the normal extra fear of dragons that other Habololians do. They receive one rank of the Knowledge (Dragonlore) skill at 1st level for free. They may also speak the Draconic language at 1st level if they spend the skill points necessary to learn another language.
- Elemental: Somewhere in the past, one of the sorcerer’s relatives was exposed to the pure energies of an elemental plane. The effect has left a mark on the bloodline that may never disappear. This is available to any race. The sorcerer must be some form of neutral in alignment. They receive one rank of the Knowledge (Elemental Planes) skill for free at 1st level. They receive resistance 3 towards one chosen element. They may only cast spells that have an elemental base. For example; Ray of Frost, Fireball, and Lightning Bolt. Other spells are not learnable by these sorcerers. However, they may double the number of spells known at each level.
- Enchantment: This is the strangest of all of the bloodlines. For some reason, the forces of magic have made their way into the sorcerer and her family, on a level beyond what most can tolerate. Their origins are unknown, but they have an affinity for creation and charm. This bloodline can be found in humans, elves, Gree, gnomes, Nipits, and Halflings. They are unable to use their powers to use any necromantic spells. They may learn as many Enchantment spells as they would like, and they do not count against the normal spell limit for known spells. All charm-based spells cast by these sorcerers have a +2 to their DC.
- Faerie: Somewhere in the past, this sorcerer is related to a faerie; whether it is a Sprite, Pixie, Nymph, etc. This bloodline can be found in elves, humans, gnomes, Halflings, and Nipits. These sorcerers may not be lawful. They receive one rank of the Knowledge (Faeries) skill for free at 1st level. They have the ability to see through the invisibility of the faeries, and other planar creatures. They may take any faerie language at 1st level if they spend the appropriate skills points.
Crafter
The most common class on Habololy is also the least glorious and prestigious. There is no doubt that without the crafters, the world would not be able to survive. They can be found in every culture, in every race, in all nations.
Adventures: Crafters do not ofter go on adventures. Those that do will always take on another class and use their craft to supplement their other skills.
Characteristics: The Crafter, regardless of his individual craft, is striving to be the best at that craft. He may do it for wealth, fame, or personal satisfaction. The Crafter’s skills lie in the ability to do the everyday activities that keep people alive.
Alignment: Although they are found in every persuasion, crafters are not often chaotic in nature.
Religion: Smofarf is the deity of crafts, and hence is revered by many crafters. However, there are crafters that revere nearly every deity, religion and cult alike. Chaos and Loomashyn are the only two deities that have no crafters as followers.
Background: Crafters come from every culture. Their backgrounds are as diverse as the world is.
Races: Every race has crafters. Although each race may specialize in particular crafts, virtually every culture has need of at least one of each possible crafter.
Other Classes: Every adventuring Crafter has an additional class.
Table 3-3: The Crafter
| Level | Base Attack Bonus | Fortitude Save | Reflex Save | Willpower Save | Special |
| 1 | 0 | +2 | 0 | 0 | Area of Mastery |
| 2 | +1 | +3 | 0 | 0 | |
| 3 | +2 | +3 | +1 | +1 | Craft Expertise |
| 4 | +3 | +4 | +1 | +1 | |
| 5 | +3 | +4 | +1 | +1 | Learned Feat |
| 6 | +4 | +5 | +2 | +2 | |
| 7 | +5 | +5 | +2 | +2 | Area of Mastery |
| 8 | +6/+1 | +6 | +2 | +2 | |
| 9 | +6/+1 | +6 | +3 | +3 | Learned Skills |
| 10 | +7/+2 | +7 | +3 | +3 | |
| 11 | +8/+3 | +7 | +3 | +3 | Area of Mastery |
| 12 | +9/+4 | +8 | +4 | +4 | |
| 13 | +9/+4 | +8 | +4 | +4 | Renowned Craftsmanship |
| 14 | +10/+5 | +9 | +4 | +4 | |
| 15 | +11/+6/+1 | +9 | +5 | +5 | Learned Feat |
| 16 | +12/+7/+2 | +10 | +5 | +5 | |
| 17 | +12/+7/+2 | +10 | +5 | +5 | Area of Mastery |
| 18 | +13/+8/+3 | +11 | +6 | +6 | |
| 19 | +14/+9/+4 | +11 | +6 | +6 | Almost Magical |
| 20 | +15/+10/+5 | +12 | +6 | +6 |
Abilities: Intelligence and Wisdom are the most important ability scores for a crafter, as they allow him to use his craft the most successfully. Depending of the craft, any one of the other ability scores might also be valuable. For example, a Blacksmith would have need of Strength.
Alignment: A Crafter may be of any alignment.
Hit Dice: A Crafter receives 1d6 hit points plus his constitution modifier every level.
Class Skills
The Crafter’s class skills are: Appraise(Int), Climb(Str), Concentration(Con), Craft(Int), Heal(Wis), Jump(Str), Knowledge (any) (Int),
Open Lock(Dex), Perform(Cha), Profession(Wis), Ride(Dex), Survival(Wis), Swim(Str), Use Rope(Dex).
Skill points at first level: (6+ intelligence modifier) x 4.
Skill points at each additional level: 6+ intelligence modifier.
Class Features
Weapon and Armor Proficiency: The Crafter is proficient in all simple weapons, light armor, and shields.
Area of Mastery: Every time the Crafter gains this ability, he may pick one craft. His training has lead him to an in depth knowledge and understanding of that particular craft. On any skill roll involving that craft, he receives a +3 bonus. This includes, but is not restricted to the following skill rolls: Appraise, Concentration, Craft, Knowledge, and Profession. The crafter only receives the bonus if the roll is directly related to his craft of choice.
Every time the crafter gains this skill, he may choose another craft, or one he has already chosen. If he chooses the same craft as he already has, he gains an additional +2 bonus that stacks with the +3 bonus he already has. If he picks the same craft a third time, the additional bonus is +1. He may not pick the same craft four times.
Craft Expertise: The Crafter has advanced past the level of apprenticeship. He may now add his Crafter level to any craft skill check involving a craft he has taken as an Area of Mastery.
Learned Feat: The Crafter gains one feat that could normally be taken by the Learned Feat ability described on page 91.
Learned Skills: A Crafter picks up a variety of other skills while performing those in which he specializes. The Crafter may choose two skills which are not class skills for him and they become class skills.
Renowned Craftsmanship: The Crafter has been performing his crafts for so long and so well that his name and symbol are well known. The Crafter receives a +2 circumstance bonus to all reaction, diplomacy, and similar checks. This bonus only applies while the Crafter is within 500 miles times his charisma modifier of his home. This also has the effect of his crafts selling for at least 125% of the object’s normal cost.
Almost Magical: The Crafter’s skill has become so great that his crafts take on an almost magical quality. They do not radiate magic, but for all purposes, such as being destroyed, damaging creatures, etc; they are considered magical.
Noble
Those who are born into power, those whose skill lie in the simple mastery of using one’s own notoriety and station, they are the nobles. It is rare to find a noble who does not learn some other skill, but it is equally rare to find a wealthy or royal person that does not take some advantage of their natural position in their community.
Adventures: Those Nobles that have fallen on hard times or that have something to prove go into the adventuring life style. It is uncommon that a Noble would choose to start adventuring unless they had to. Adventuring Nobles do so to defend their people from danger, returning to a normal lifestyle when the danger has passed.
Characteristics: The Noble has a great deal of knowledge and resources. They have connections that they take advantage of to survive. They can often supply companions with the best equipment and provide them with comfortable lodging and travel.
Alignment: Nobles come in all alignments.
Religion: A Noble will often retain the most notable religion of her culture. It is very advantageous for a Noble to appear to be representative of her people.
Background: Most Nobles inherit their title, and hence come from a background of esteem and wealth, although those things are relative to their culture.
Races: Not all races have nobles. The Lizardfolk, Vishtoo, Gremlin, and Barbarian cultures find the idea very foreign, for a variety of reasons. Humans have the most nobles.
Other Classes: Many nobles take up another class. It is most common to see them as Fighters, Clerics, Wizards, and Crafters. A Noble becoming a Berserker, Sorcerer, Psion, or Shaman is rare.
Table 3-4: The Noble
| Level | Base Attack Bonus | Fortitude Save | Reflex Save | Willpower Save | Special |
| 1 | 0 | 0 | 0 | +2 | Friends in High Places |
| 2 | +1 | 0 | 0 | +3 | Bonus Feat |
| 3 | +1 | +1 | +1 | +3 | Symbol of the People |
| 4 | +2 | +1 | +1 | +4 | Growing Reputation |
| 5 | +2 | +1 | +1 | +4 | Rally the Masses |
| 6 | +3 | +2 | +2 | +5 | Friends in High Places |
| 7 | +3 | +2 | +2 | +5 | Bonus Feat |
| 8 | +4 | +2 | +2 | +6 | |
| 9 | +4 | +3 | +3 | +6 | Growing Reputation |
| 10 | +5 | +3 | +3 | +7 | Rally the Masses |
| 11 | +5 | +3 | +3 | +7 | Friends in High Places |
| 12 | +6/+1 | +4 | +4 | +8 | Bonus Feat |
| 13 | +6/+1 | +4 | +4 | +8 | |
| 14 | +7/+2 | +4 | +4 | +9 | Growing Reputation |
| 15 | +7/+2 | +5 | +5 | +9 | |
| 16 | +8/+3 | +5 | +5 | +10 | Friends in High Places |
| 17 | +8/+3 | +5 | +5 | +10 | Bonus Feat |
| 18 | +9/+4 | +6 | +6 | +11 | Rally the Masses |
| 19 | +9/+4 | +6 | +6 | +11 | |
| 20 | +10/+5 | +6 | +6 | +12 | Growing Reputation |
GAME RULE INFORMATION
Abilities: Charisma is the most important ability score for a noble. The ability to naturally command and influence are paramount to a Noble.
Alignment: A Noble may be of any alignment.
Hit Dice: A Noble receives 1d6 hit points plus his constitution modifier every level.
Class Skills
The Noble’s class skills are: Appraise(Int), Bluff(Cha), Diplomacy(Cha), Intimidate(Cha), Knowledge (any) (Int), Perform(Cha), Sense Motive(Wis), Speak Language, Literacy.
Skill points at first level: (6+ intelligence modifier) x 4.
Skill points at each additional level: 6+ intelligence modifier.
Class Features
Weapon and Armor Proficiency: The Noble is proficient in all simple weapons and all light armor. The Noble is also proficient with
one martial or exotic weapon. This weapon must be directly related to her culture.
Friends in High Places: Once per day, the Noble may call on an acquaintance to aid her in some way. This may be a free night at the inn, a free meal, a borrowed weapon or armor, a free spell casting, information, advice, or anything that the DM sees fit to grant. The Noble only has to be able to communicate with the friend from whom he is getting the assistance, and no check to see if the friend will help is needed (A good rule of thumb for spells is to allow the assistance if a spellcaster of the same level as the Noble could cast the spell asked for). This ability is only usable in the area in which the Noble is known. This may be a city, a town, a Nation, a part of the world, or whatever the DM decides.
Every time this ability is gained after the first, the Noble may call on another friend in the same day to grant assistance. The same friend may not be called on twice in the same day using this ability. The DM should keep in mind that overuse of this ability on the same friend may cause them to no longer be a friend of the Noble.
Bonus Feat: This feat must be taken from the list of regional or racial feats for nationality or race type of the Noble. For example, a Halfling Noble from Yellowia may pick her bonus feat from the Yellowian or Halfling list.
Symbol of the People: The Noble is known to be a representative of her people. By presenting her case to her people, the Noble can persuade them to aid her. She can also use this ability to inspire followers that are already aiding her cause. The Noble must make a Perform check. The result is the number of people she rallies to her cause. For inspiration, the result divided by five is the bonus her followers add to their morale and to one other role type of the Noble’s choice; such as a saving throw, a skill check, attack roles, damage roles.
Growing Reputation: As the Nobles reputation grows, she is able to use her Friends in High Places ability in other places. Every time this ability is gained, she may choose another town, city, nation, location, etc. in which she can use this ability. Her choices must be reasonable and the DM has final decision on where she may and may not pick.
Rally the Masses: The number of people the Noble can immediately rally to her cause by using the Symbol of the People ability doubles the first time this ability is gained, triples the second time, and quadruples the third time.
| Aianna Cadmurren Female Jungle Elven Ra 3 / No 14 / Diplomat 5: CR 22; Medium-sized humanoid; HD 3d8+6 plus 14d6+28 plus 5d4+10 ; hp 120 ; Init +2; Spd 35 ft.; AC ; Atk +12/+7/+2; SQ Wild Empathy; AL NN(g); SV Fort +10;Ref +10; Will +17; Str 11; Dex 15; Con 14; Wis 17; Int 17; Chr 19. Height 5’5”; Weight 125 lbs; Violet-Grey Hair; Yellow Eyes; 316 years old. Skills and Feats: Appraise, Bluff, Concentration, Craft (Bowmaking), Diplomacy, Disguise, Esape Artist, Fogery, Gather Information, Intimidate, Knowledge (Geography, History, Local, Nations, Nobility, Religion), Listen, Sense Motive, Speak 8 languages; Blend, College Educated, Endurance, Iron Will, Leadership, Negotiator, Noble Tradition, Rapid Shot, Track, Wild Heart, 1 other. The Cadmurren family is the only noble elven house in the Destroytian Republic. Before the days of the republic, the empire allowed slaves. The ancestors of Aianna were brought | to the empire so that they could help in hunting the Gremlins in the jungles. When the slaves were freed, Aianna’s family remained. Through their actions in the following centuries as skilled rangers, they earned nobility and the name Cadmurren. Aianna was the first born into her family after it had become a noble house of the republic. She learned the traditional ranger skills of her family, and the new ways of the nobility. She at first intrigued the noble families, and then impressed them by convincing Thalmeret to sign a defensive pact against the invading Fire Giants. She traveled the main continent, then the world. Her face is one of few that can be identified in every nation’s ruling chamber. Aianna’s knowledge is more powerful than most spells, and her timing sharper than most blades. She speaks often, but reveals little. It is mused that she has met more rulers than death. However, never in her presence, for that would violate etiquette. |
Shaman
The Clerics and cultists of Habololy hold sway over the faith and the afterlife of most of the beings of the world. However, there are creatures whose beliefs or circumstances have led them not to the cradle of the deities, but to roam or forced to inhabit the world of the living. The Shaman understands, cares for, uses, controls, and aids these spirits.
Adventures: Shaman adventure to learn more about the spirits, to aid certain spirits in gaining a better existence, to use the spirits to help himself and his people or to use the spirits he comes across for his own personal power. Shaman look to bring all states of existence to a common ground. They try to create a better understanding of each other. The Shaman is the enemy of intolerance and ignorance, for he is usually misunderstood and feared. He is the foe of any crusade against what is different or unknown. To the Shaman, spiritualism and religion should be free for every being to choose.
Characteristics: Shaman have such a connection with the spirits that they can request or demand favors from the spirits with whom they communicate. These favors are regarded by most as magical abilities, divine spells, or even psychic phenomenon. In truth, they are the intervention of the spirits in the physical world.
A Shaman uses whatever weapon they have available and has no compunction about using any weapon short of a firearm or epbul, which they feel are too far removed from nature. A Shaman never wears armor, as the weight and encumbrance makes it more difficult to stay it contact with the spirits.
Tattoos are very common for a Shaman to have. They help to focus their attention, much as a holy symbol would help a priest. A Shaman will often have one tattoo for every spirit that he is regularly in contact with.
Alignment: Shaman are focused individuals, and for that reason cannot be chaotic. The majority of Shaman are ethically neutral. The morality of a Shaman varies from individual to individual. Lawful Shaman will only support tolerant laws and traditions.
Religion: The Shaman are generally not devoted to any one religion. They see religions as dividers of people. Religions are also often intolerant of other faiths and beliefs. If a Shaman adheres to any one religion, it is usually a cult, and they are usually fighting to gain respect and equality with the established religions for the cult.
Background: A Shaman’s goal is tolerance and understanding. He works towards this goal out of a sense of self-preservation, because most do not understand his power, and for the spirits with whom he communicates. The Shaman believes that all creatures are part of the cycle of existence. This is the notion that they look to foster in all the races.
Accomplishing this goal may take one Shaman on a different path than another. Few Shaman actually meet. One is only likely to ever meet his mentor and no other Shaman through the course of his life. There are few Shaman, and since their goal is tolerance and understanding, they do not have to preach that to other Shaman, who would already believe this.
Travel is very common among the Shaman of Habololy. They are not welcome in many places. Once they have accomplished their goal, or realized that it is futile to continue, they move to another location. They also recognize that different spirits inhabit different areas of the world. The more spirits one meets, the more knowledge, or power, one can gain.
Races: Islanders, Horarians, and barbarians are the most common races to have the special connection required to be a Shaman. It is uncommon to find in other human races, in dwarves, in Bugbears, and in lizardfolk. It is rare for an elf, Nipit, Halfling, or Orc to have the gift. There has never been a gnomish, Grean, or Sakor’akai Shaman.
Other Classes: Shaman are the most friendly with Bards, who are usually also tolerant and on a quest for understanding. Paladins and Clerics are very religious, and they tend to interfere with Shaman. Few understand the point of view or correctly interpret the goals of a Shaman. Berserkers never take the time to think in depth about anything, and so don’t consider what a Shaman is trying to say or what he is trying to do. Wizards dislike Shaman much in the same way they dislike a sorcerer. Sorcerers see a person in the same situation as they are. Rangers tend to like Shaman, because they don’t interfere with nature and preach that they are in favor of a balance.
A Shaman is likely to multi-class. The most common choices are Rogue, Fighter, Monk, and Bard. They will never take on any Cleric or Paladin levels. It would be most unusual for a character to be gifted with spirit sight and either Sorcerer abilities or Psychic powers.
Table 3-5: The Shaman
| Level | Base Attack Bonus | Fortitude Save | Reflex Save | Willpower Save | Special |
| 1 | 0 | 0 | 0 | +2 | Request, Spirit Commune, Spirit Companion |
| 2 | +1 | 0 | 0 | +3 | |
| 3 | +1 | +1 | +1 | +3 | Spirit Sense |
| 4 | +2 | +1 | +1 | +4 | Resist Fear |
| 5 | +2 | +1 | +1 | +4 | Resist Undead |
| 6 | +3 | +2 | +2 | +5 | |
| 7 | +3 | +2 | +2 | +5 | Resist Control |
| 8 | +4 | +2 | +2 | +6 | Spirit Travel |
| 9 | +4 | +3 | +3 | +6 | Ageless |
| 10 | +5 | +3 | +3 | +7 | Resist Undead 2 |
| 11 | +5 | +3 | +3 | +7 | |
| 12 | +6/+1 | +4 | +4 | +8 | Call Greater Spirit |
| 13 | +6/+1 | +4 | +4 | +8 | Strong Soul |
| 14 | +7/+2 | +4 | +4 | +9 | Call Greater Spirit 2 |
| 15 | +7/+2 | +5 | +5 | +9 | |
| 16 | +8/+3 | +5 | +5 | +10 | Call Greater Spirit 3 |
| 17 | +8/+3 | +5 | +5 | +10 | |
| 18 | +9/+4 | +6 | +6 | +11 | Call Greater Spirit 4 |
| 19 | +9/+4 | +6 | +6 | +11 | |
| 20 | +10/+5 | +6 | +6 | +12 |
GAME RULE INFORMATION
Abilities: Charisma determines how many and how powerful requests made by the Shaman are. A request may be made up to a level equal to a Shaman’s Charisma score minus 10. Dexterity is important for the Shaman, because armor interferes with his ability to communicate with the spirits, so is not often worn. Constitution is needed to maintain communes and requests once they have begun.
Alignment: The following alignments are allowed for a Shaman character: neutral good, true neutral, neutral evil, lawful neutral, lawful good, and lawful evil.
Hit Dice: A Shaman receives 1d8 hit points plus his Constitution modifier every level.
Class Skills
The Shaman’s class skills are: Concentration(Con), Craft(Int), Diplomacy(Cha), Knowledge(Int), Sense Motive(Wis).
Skill points at first level: (4+ intelligence modifier) x 4.
Skill points at each additional level: 4+ intelligence modifier.
Class Features
Weapon and Armor Proficiency: Shaman are proficient with all simple and martial weapons. They are not proficient with any type of armor. If a Shaman becomes proficient in armor, he
becomes subject to arcane spell failure rules applied to using requests.
Requests: The Shaman makes requests of the spirits around him. The spirits usually see fit to grant any request made by a Shaman of sufficient respect and power. The requests are arranged in levels to represent the amount of respect a Shaman has gained. The more respected the Shaman, the more powerful of a request may be made. A spirit who is of matching power must perform powerful requests. This means that a Shaman must not only have the respect to make certain requests, but must also be in the neighborhood of a spirit powerful enough to fulfill it.
The first 5 levels of requests are capable of being performed at any location in which a spirit is. Since a Shaman always has at least his spirit companion with him, this means that these requests can be made in any location not blessed or cursed by the deities. Requests of higher levels require a more powerful spirit. These spirits are not common, and it is up to the DM to determine if there are any present when a Shaman makes such a request.
Table 3-6: Shaman Requests by Day
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| 1 | 2 | - | - | - | - | - | - | - | - |
| 2 | 3 | 1 | - | - | - | - | - | - | - |
| 3 | 3 | 2 | - | - | - | - | - | - | - |
| 4 | 4 | 2 | 1 | - | - | - | - | - | - |
| 5 | 4 | 3 | 2 | - | - | - | - | - | - |
| 6 | 5 | 3 | 2 | - | - | - | - | - | - |
| 7 | 5 | 3 | 3 | 1 | - | - | - | - | - |
| 8 | 5 | 4 | 3 | 2 | - | - | - | - | - |
| 9 | 6 | 4 | 3 | 2 | - | - | - | - | - |
| 10 | 6 | 5 | 4 | 3 | 1 | - | - | - | - |
| 11 | 7 | 5 | 4 | 3 | 2 | - | - | - | - |
| 12 | 7 | 6 | 5 | 3 | 2 | - | - | - | - |
| 13 | 8 | 6 | 5 | 4 | 3 | 1 | - | - | - |
| 14 | 8 | 6 | 6 | 4 | 3 | 2 | - | - | - |
| 15 | 8 | 7 | 6 | 5 | 3 | 2 | - | - | - |
| 16 | 9 | 7 | 6 | 5 | 4 | 3 | 1 | - | - |
| 17 | 9 | 8 | 7 | 6 | 4 | 3 | 2 | - | - |
| 18 | 10 | 8 | 7 | 6 | 5 | 3 | 2 | - | - |
| 19 | 10 | 9 | 8 | 6 | 5 | 4 | 3 | 1 | - |
| 20 | 11 | 9 | 8 | 7 | 6 | 4 | 3 | 2 | 1 |
A list of the requests available for the Shaman can be found on pages 222-225. A Shaman may choose to make any request from the list of the appropriate level.
Spirit Commune: The Shaman has a natural affinity for the spirit world. For that reason, they can see and communicate with spirits as if they were communicating with other mortals.
Spirit Companion: When the Shaman begins his training, he attracts a spirit to his side. That spirit helps the Shaman by answering questions, guiding him through the spirit world, and performing some of the requests that the Shaman makes. The extra presence also provides the Shaman with a +2 bonus on all Sense Motive skill checks. The spirit has the ability to perform up to 5th level requests. The spirit binds itself to the Shaman, leaving the place where it had been forced to stay. This binding takes place at the end of the Shaman’s training. It must always remain within 100ft of the Shaman.
Spirit Sense: The Shaman knows of every spirit that is within 10ft of him per Shaman level he has. A successful Wisdom check at DC10 will tell the Shaman of the relative power of the spirit.
Resist Fear: The Shaman’s knowledge of the true nature of the dead gives him a resistance to fear. He receives a +2 bonus to all saving throws against fear.
Resist Undead: All forms of intelligent undead respect and sometimes fear the Shaman. His knowledge and connection to the life after death gives him a unique relationship to undead creatures. Any intelligent undead which wants to attack the Shaman must make a DC10 + the Shaman’s level + the Shaman’s Charisma modifier Willpower saving throw before doing so.
Resist Undead 2 gives the Shaman a +4 bonus to any saving throw made against an undead source. The Shaman may also make a Willpower saving throw at DC20 adjusted only by his Charisma modifier to resist the effect of any undead attack that would normally not allow a saving throw. This does not include physical attacks, but does include ability drain effects from those attacks.
Resist Control: The Shaman’s own spirit is difficult to overcome, and he always has his companion to aid him against others attempting to control him. A Shaman receives a +2 bonus to all saving throws and checks against charm-based spells and effects.
Spirit Travel: Once per day, the Shaman may meditate for ten minutes and have his spirit leave his body. This separation can occur for 1 minute per point of Constitution that the Shaman has. His spirit may move freely at his normal speed. Every round, after the maximum time the Shaman can stay away from his body, he must make a fortitude save at DC10 + the number of rounds over the maximum he has been away from his body. For every failed saving throw, he takes 1d6 points of subdual damage. If he is reduced to zero hit points before returning, the Shaman’s body dies.
During the time spent outside of his body, the shaman may make any number of 1st through 5th level request without using up any requests from his daily allotment. He simply performs them on his own. There are certain requests that cannot be performed in this state. They are listed with the request description.
Ageless: The Shaman stops aging. Although he still suffers the effects of aging as it relates to ability scores, he will not die of old age. This is a supernatural ability.
Strong Soul: The Shaman’s own spirit is stronger than most. He is immune to Trap the Soul, Magic Jar, and any spell that specifically traps or attacks the soul or spirit.
Call Greater Spirit: Starting at once per day, and increasing as the Shaman goes up in level, the Shaman may spend ten minutes in meditation to summon a powerful spirit. Once the summoning is complete, the closest spirit of necessary power will make its best efforts to reach the Shaman. This is generally done so that the Shaman may make requests of the summoned spirit, which he could not make of the spirits readily available.
Tinker
There exist beings that are so intrigued by technology that they are driven to it both night and day. These beings follow neither the arcane or divine crafts. They do not focus on physical or mental prowess. They are shunned and hated for engulfing the world in war centuries ago, but must also be praised for inventing devices, which are referred to as clickers, that have helped and improved Habololy. These being are known as Tinkers.
Adventures: To the Tinker, the greatest adventure is invention. There can be no better goal than the creation of a new clicker. Beyond that, the clickers must also be put into use. Some are used for mundane tasks, such as building a house or plowing a field. Some are used for war, and some are used for profit. Tinkers who adventure can have nearly any motivation: greed, revenge, or even for altruistic reasons. Whatever the case, a Tinker will always make sure that his clickers are central in the task he is attempting.
Characteristics: Tinkers are know-it-alls and handymen. They have a unique solution to almost every problem. They think first and act later. Although a Tinker must spend a great deal of time creating a clicker, once it is complete, they can use it and repair it quickly. Their usefulness comes from their clickers and their knowledge.
Alignment: Although Tinkers can be found in every philosophical camp; the most well-known and accomplished ones are usually lawful or neutral. The focus and devotion required to invent in the ways the Tinkers do is not often found in the chaotic. Tinkers generally care little for the goings on of others, and can be seen as evil, even though they are often simply detached from society.
Religion: Many Tinkers feel that the other deities abandoned them when their deity perished near the end of the Technology War. Most feel that the deities are simply powerful mortals that can be overcome. Those that have fallen into a faith are attracted to one of three deities: Arsenal, who is the heir apparent to their former deity; Tfop, the master alchemist and champion of the underdog; or Drunnbar, for his absolute hatred for magic.
Background: Nearly every Tinker comes from the Great Plateau. Most other lands and nations have laws against much of the work that they do. Those that do live elsewhere keep their actions and agendas well hidden. Regardless of where they live, every Tinker has grown accustomed to life with the constant presence of clickers. Much of the world finds this very notion abhorrent.
Although the world does not differentiate between Tinkers, the Tinkers do have different views on the rest of the world. Some do want to avenge their loss nearly two centuries ago, and look to create clickers of such power that they could rule the world. Others simply want to show that Tinkers have a place in the world, to show that clickers can help and work in unison with magic to create a better world. Still others become hermits, ignoring the world to devote their existence to the discovery of some new theory or clicker.
Races: The most commonly found Tinkers are of course Tinker gnomes, who have all but defined the profession. Humans and Plateau gnomes are not as common, but well known as Tinkers. Of the other races, Sledgehammer dwarves, Gree, and Ice gnomes are found to have representatives in the Tinker profession. Many races cannot become or will not allow Tinkers.
Other Classes: Although it is uncommon for a Tinker to travel with non-Tinkers, when they do, they often fill the role of the planner. They are the brains or the money behind an operation. They rarely travel with wizards or clerics. Rangers, Shaman, and Paladins find their ways abhorrent, while berserkers just become frustrated. Rogues, fighters, and psychic classes tend to travel with a Tinker more than any other class.
A Tinker will often take on another class during his life. Some do it to experiment; others do it out of basic need. A Tinker who is constantly being hunted may find great use in knowing how to defend themselves or blend into the backdrop. A Tinker would never take on a Ranger’s, Paladin’s, or Berserker’s ways.
Table 3-7: The Tinker
| Level | Base Attack Bonus | Fortitude Save | Reflex Save | Willpower Save | Special |
| 1 | 0 | 0 | +2 | 0 | Tinker Bonus Feat, Tinkering, “my first toy” |
| 2 | +1 | 0 | +3 | 0 | Quick Fix |
| 3 | +1 | +1 | +3 | +1 | Area of Expertise |
| 4 | +2 | +1 | +4 | +1 | Tinker Bonus Feat |
| 5 | +2 | +1 | +4 | +1 | Quick Fix 2 |
| 6 | +3 | +2 | +5 | +2 | |
| 7 | +3 | +2 | +5 | +2 | Area of Expertise |
| 8 | +4 | +2 | +6 | +2 | Tinker Bonus Feat |
| 9 | +4 | +3 | +6 | +3 | Quick Fix 3 |
| 10 | +5 | +3 | +7 | +3 | |
| 11 | +5 | +3 | +7 | +3 | |
| 12 | +6/+1 | +4 | +8 | +4 | Area of Expertise |
| 13 | +6/+1 | +4 | +8 | +4 | Tinker Bonus Feat |
| 14 | +7/+2 | +4 | +9 | +4 | Quick Fix 4 |
| 15 | +7/+2 | +5 | +9 | +5 | |
| 16 | +8/+3 | +5 | +10 | +5 | Oops Prevention |
| 17 | +8/+3 | +5 | +10 | +5 | |
| 18 | +9/+4 | +6 | +11 | +6 | Area of Expertise |
| 19 | +9/+4 | +6 | +11 | +6 | Tinker Bonus Feat |
| 20 | +10/+5 | +6 | +12 | +6 |
GAME RULE INFORMATION
Abilities: Intelligence is the most important ability for the Tinker. It allows him to take more skill and become better in the ones he has. Since skills are how the Tinker survives, this is important. Dexterity allows the Tinker to more nimbly use many of the more precise tools of his trade.
Alignment: A Tinker may be of any alignment.
Other Requirements: To become a Tinker, a character must have the Technology feat.
Hit Dice: The Tinker receives 1d4 hit points plus his Constitution modifier every level.
CLASS SKILLS
The Tinker’s class skills are: Appraise(Int), Concentration(Con), Craft(Con), Disable Device(Int), Knowledge(Int), Profession(Wis), Literacy, Tinkering(Int)
Skill points at 1st level: (8 + Intelligence modifier) x 4.
Skill points at each additional level: 8 + Intelligence modifier.
CLASS FEATURES
Weapons and Armor Proficiency: Tinkers are proficient with all simple weapons and all light armor.
Tinker Bonus Feat: Every time a Tinker receives a Tinker Bonus Feat, he may
choose a feat from the following list: Armor Proficiency (Medium or Heavy), Endurance, Skill Focus (any Intelligence-based skill), Weapon Focus (Firearms or Epbuls), Problem Solver.
“my first toy”: The Tinker starts his career with one clicker. This is assumed to be a perfected clicker and may only come from the list of lesser or standard clickers.
Tinkering: This is the skill that Tinkers use to invent and design clickers. It is unique to the Tinkers and although it follows similar rules to other skills, it is exclusive to the Tinker class. It may not be picked as an option for the Skill Focus feat. Ranks may be given normally to this skill, and it is adjusted by the Tinker’s Intelligence modifier, as any other skill based on Intelligence would be.
This skill must be used whenever a Tinker wants to invent or design a new clicker, whenever a Tinker wants to improve or re-design an already existed clicker, or when a Tinker wants to create an already perfected clicker.
Whenever a tinkering check is made, the DM rolls it in secret. This is because a tinker often does not know how far or close he is to success or disaster.
The first step for a Tinker is to design a plan. The difficulty of this plan, and in turn the DC of the tinkering check, is dependent upon the category of clicker and whether the Tinker is trying to create a new one, re-design an existing one, or re-create a perfected one. The table below gives the DC for all instances. It is assumed that if the Tinker is re-creating or re-designing, that he has extensive knowledge or an example of the clicker on which he is working. Extensive knowledge can be had by a DC20 check on the Knowledge (Technology) skill. If this is not the case, add 5 to the DC of the tinkering check.
| Category | Perfected | Re-design | New |
| Lesser Clicker | 5 | 8 | 15 |
| Clicker | 10 | 15 | 20 |
| Greater Clicker | 20 | 25 | 35 |
| Unique Clicker | 35 | 45 | 60 |
After the tinkering check is rolled, there are four possible results. Three of these results cause the Tinker to continue his work on the clicker; one causes him to stop. The following table gives the possible results.
| Roll | Result |
| An unmodified 1 | Tragic Failure |
| Modified result of 1 or less | Tragic Failure |
| Modified result below but not within 5 of the DC | Failure |
| Modified result below and within 5 of the DC | Close Failure |
| An unmodified 20 with a modified result below the DC | Close Failure |
| Modified result equal to or greater than the DC | Success |
When the result is a failure, the Tinker realizes that he is not close enough to hope to get the result he wants, and may stop there. Any other result gives the Tinker hope that he may accomplish what he set out to do. When he continues along the path of creating the any clicker, the following table provides the time that needs to be spent to build it. This assumes the Tinker has the required parts and assistants in place to complete the task.
| Category | Perfected | Re-Design | New |
| Lesser Clicker | 1 hour | 5 hours | 12 horus |
| Clicker | 12 hours | 60 hours | 144 hours |
| Greater Clicker | 6 days | 30 days | 72 days |
| Unique Clicker | 24 days | 120 days | 288 days |
These times assume an eight-hour workday. Any days of longer work are subject to endurance checks as warranted by the DM. All times are modified by the result of the tinkering check. Take the result of the tinkering check, and divide the appropriate time by the result. For example, a Tinker is trying to re-design a clicker. The result of his roll was 18. He has a success. The time to create it is 60 days divided by 18, hence 3 days and 3 hours. For purpose of time, assume a tragic failure is a result of 20.
When this time has been put in, the Tinker has completed what he hopes is a working clicker. If the result of the tinkering check was a success, then he has a working clicker. If the result was a close failure, then the clicker does not work as planned. If the Tinker attempts to work on the same project again after a close failure, he receives a +2 to the tinkering check. If the result was a tragic failure, then the first time the clicker is used, a roll must be made on the oops table.
Quick Fix: The Tinker may attempt to fix a broken or malfunctioning clicker “on the fly”. By using a full round action, the Tinker may make a tinkering skill check. If the check is successful, then he has temporarily fixed the clicker. The difficulty of the check is dependant upon the complexity of the clicker and how many times it has been quick fixed without a complete repair.
| Category | Difficulty Check | Addition to DC per Quick Fix Already Attempted |
| Lesser Clicker | 10 | +1 |
| Clicker | 15 | +2 |
| Greater Clicker | 20 | +3 |
| Unique Clicker | 30 | +4 |
Quick Fix 2: The time it takes to perform a quick fix is reduced to a standard action.
Quick Fix 3: The time it takes to perform a quick fix is reduced to a move-equivalent action.
Quick Fix 4: The time it takes to perform a quick fix is reduced to a free action.
Area of Expertise: Every time the Tinker gains this ability; he may choose a different area. From then on, every check the Tinker makes in that area gains a +4 competency bonus. This bonus applies to Knowledge, tinkering, quick fix, craft, alchemy, profession, and possibly other skills checks. It could also apply to attack roles or saving throws, given the right area of expertise. Some choices for area of expertise are as follows: Alchemy, Elementics, Epbuls, Firearms, Mechanics, and Steamworks. This is not a complete list.
Oops Prevention: Whenever the Tinker would have to role on the Oops table, he may make a Wisdom check at a DC 20 to negate the effect from taking place.
THE OOPS TABLE
It sometimes occurs that a clicker has a malfunction and the results are catastrophic. Events like these can happen while the clicker is being built, during its first tests, or after it has been used dozens of times. The occurrences of malfunction by a clicker were long ago nicknamed oopses by non-tinkers. The word inspires almost as much fear as the word dragon, but in a more instantly dangerous way.
When it is determined that an oops has occurred, role on the table below. Use a d20 to roll on the table.
| Roll | Result | |
| 1 | The clicker begins to work better than it did before. This lasts for one hour, at the end of which it returns to normal. | |
| 2 | The clicker begins to work better than it did before. This lasts for ten minutes, at the end of which another roll is made on the oops table with a +1 modifier to the roll. | |
| 3 | The clicker begins to work better than it did before. This lasts for ten minutes, at the end of which it breaks. | |
| 4 | The clicker stops working for an hour. If an attempt is made to repair it or make it work during that time, any additional role made on the oops table has a +3 modifier. | |
| 5 | The clicker stops working for ten minutes. If an attempt is made to repair it or make it work during that time, any additional role made on the oops table has a +2 modifier. | |
| 6 | The clicker stops working for ten minutes. If an attempt is made to repair it or make it work during that time, any additional role made on the oops table has a +1 modifier. | |
| 7 | The clicker performs randomly when any attempt to use it is made for the next 12 hours. | |
| 8 | The clicker performs randomly when any attempt to use it is made for the next hour. | |
| 9 | The clicker performs randomly when any attempt to use it is made for the next 10 minutes. | |
| 10 | The clicker takes on a mind of it’s own. It performs whatever tasks it can randomly for an hour. | |
| 11 | The clicker performs its function constantly for 2 minutes. | |
| 12 | The clicker performs its function constantly for 20 minutes. | |
| 13 | The clicker performs its function constantly for one hour. | |
| 14 | The clicker changes function for 10 minutes. It now performs a different task from the one it was constructed to do. | |
| 15 | The clicker changes function for 2 hours. | |
| 16 | The clicker changes its function for one day. | |
| 17 | The clicker has changed function. It now performs a different task than it did before. This effect is permanent. Any rolls made on the oops table while the clicker is altered are made with a +2 modifier. | |
| 18 | Disintegration. The clicker falls apart. It is unusable. | |
| 19 | An explosion. The wielder of the clicker takes damage based on the type of clicker. See Table 3-9 for the amount of damage. The clicker is destroyed in the explosion. | |
| 20 | A catastrophic explosion. Everyone and everything within a certain radius is caught in the blast and is dealt a certain amount of damage. The table below gives an average amount of damage for each type of clicker. The clicker is destroyed in the explosion. |
| Type of Clicker | Radius | Damage |
| Lesser Clicker | 5 feet | 1d6 |
| Clicker | 20 feet | 2d8 |
| Greater Clicker | 50 feet | 3d10 |
| Unique Clicker | 100 feet | 4d20 |
CHAPTER 4: Skills and Feats
Listed here are only the new skills and feats unique to Habololy. All of the already existing skill and feats can be used. Following the listing of new skills are the rules for learning new skills in place of old skills.
Table 4-1: New Skills
| SKILL | Brd | Brs | Clr | Cft | Ftr | Mnk | Nbl | Pal | Psi | PsW | Rgr | Rog | Sha | Sor | Tnk | Wiz | Ability |
| Knowledge (Creaturelore) | o | o | x | o | o | x | x | x | x | x | o | o | o | x | x | x | Int |
| Knowledge (History) | o | x | o | o | o | o | o | o | x | x | x | x | x | x | o | o | Int |
| Knowledge (Technology) | o | x | x | o | x | x | o | x | x | x | x | o | x | x | o | x | Int |
| Learned Feat | o | o | o | o | o | o | o | o | o | o | o | o | o | o | o | o | N/A |
| Literacy | o | x | o | o | o | o | o | o | o | o | x | o | x | o | o | o | Int |
o – represents a class skill x – represents a cross-class skill
HOW TO READ THE SKILLS
SKILL NAME (Ability; Whether it can be used untrained; If armor check penalties apply)
A description of what the skill is used to do.
Check: What a successful check allows you to do. What the DC is for various attempts for this skill.
Retry: Whether or not this skill can be retried. If it can, this explains how long in between tries and the difference in DC between tries.
Special: Extra items that need to be explained about the skill, such as: equipment needed, results of a failed attempt, synergy bonuses, etc.
NEW SKILLS
KNOWLEDGE (CREATURELORE) (Int; yes; no)
You have learned through experience, training, or both, what to expect and how to deal with the creatures of the world. This skill is more oriented towards magical beasts and monsters as opposed to pets or farm animals.
Check: This skill allows you to answer a question about a specific creature. This could be anything from what a Griffon’s favorite meal is, to what happens if a Basilisk gazes at you, to what must be done to totally defeat a Vampire. The difficulty of the check depends upon two things: how specific the information is, and how commonly known is the creature. The specificity of the question is determined by the DM, and falls into one of the following categories: General (DC 13), Average (DC 18), Specific (DC 25), Exacting (DC 35). This difficulty is modified by the rarity of the creature. This rarity is on a scale from 10 to 1, where a 10 is the most common creature and 1 is a unique creature. A rarity of zero means that the creature does not exist on Habololy. The rarities of the creatures of Habololy can be found on Table 4-2. Second names on Table 4-2 for creatures are the name of a creature, as it is known on Habololy.
Retry: No. If the check is failed, the character simply has not gained that information.
KNOWLEDGE (HISTORY) (Int; yes; no)
Your knowledge of when and what has happened in the past.
Check: A successful check allows you to know of an event that occurred or to correctly identify when an event occurred if you already know of the event. The difficulty of this check depends on the event in question. The timeline in Chapter 8 has a listing of the difficulty checks with the events.
Retry: No. If you miss the check, you simply don’t know the information.
Special: A character receives a bonus to this check dependant upon race, class, and nation of origin. For example, a jungle elf would have a better chance of knowing when his won kingdom was founded than a Gree would. A bonus of +5 is appropriate. A character with an education would also receive a bonus. Any character that has attended an actual school, such as a bardic college or wizard academy, receives a +5 bonus to any history check.
KNOWLEDGE (TECHNOLOGY) (Int; yes; no)
You have learned what types of technology exists, how it works, and how long it has existed for. This learning could have occurred through experience, schooling, or both.
Check: A successful check allows you to give an appropriate answer to a question involving technology. This question could relate to what the invention does, who invented it, how long it has existed for, or how to use it. The DM determines the difficulty of this check.
Retry: No. If you miss the check, you simply don’t have the information.
LEARNED FEAT (n/a; no; no)
Though a great deal of training, you have learned a feat.
Check: There is no check. Once you have learned the feat, you may use it whenever applicable.
Retry: No
Special: Every time a character devotes five skill points to the Learned Feat skill, the character may choose a feat from the following list: Cityborn, College Educated, Combat Expertise, Craft Cognizance Crystal, Craft Dorje, Craft Psionic Arms and Armor, Craft Psionic Construct, Diligent, Eschew Materials, Expanded Knowledge, Investigator, any magical Item Creation feat, Leadership, Living with the Arcane, Magical Aptitude, Professional Training, Problem Solver, Scribe Tattoo, Self-Sufficient, Shield Proficiency, Technology, any Weapon Proficiency feat, or Wizard Tradition.
LITERACY (Int; no; no)
You know how to read and write.
Check: Only necessary if attempting to read or write something written poorly.
Retry: This skill may be retried once per day on the same document. It may be used multiple times a day, only if used on different documents.
Special: Every time this skill is taken, a new language is picked. This skill is a prerequisite for the Decipher Script and Forgery skills. For every three ranks of the Literacy skill taken, you receive a +1 synergy bonus to the Decipher Script and Forgery skills.
LEARNING NEW SKILLS FROM OLD ONES
It happens that a character may, for any number of reasons, no longer need or be able to use a certain skill. For example, a character with the listen skill may lose her hearing. Without the ability to hear, the skill points spent on the Listen skill become useless. The character may choose to learn a new skill with the points used on an old skill. Since part of the characters experience derives from using old skills, some of the experience that character has already gained is lost when switching skills. This process also takes time. Although the exact amount of experience and time are up to the DM, a fair estimate would be one month of training and 100 experience points lost per point of skill that a character moves from one skill to another.
Table 4-2: Creature Rarity
| CREATURE | RARITY | CREATURE | RARITY | CREATURE | RARITY |
| Aboleth | 3 | Frost Worm | 3 | Nymph | 3 |
| Allip | 2 | Gargoyle | 5 | Ogre | 5 |
| Animal, unless noted | 8 | Genie | 3 | Ooze | 3 |
| Animal, ape, baboon, monkey | 6 | Ghoul | 3 | Orc | 8 |
| Animal, camel | 5 | Giant, Cloud | 4 | Otyugh | 3 |
| Animal, cat, dog, horse, donkey | 10 | Giant, Fire | 5 | Owlbear | 5 |
| Animal, elephant, octopus, porpoise, squid | 6 | Giant, Frost | 6 | Pegasus | 3 |
| Animal, rat | 9 | Giant, Hill | 5 | Purple Worm | 2 |
| Ankheg | 4 | Giant, Stone | 4 | Rakshasa | 2 |
| Azer | 2 | Giant, Storm | 3 | Remorhaz | 3 |
| Basilisk | 5 | Githyanki | 3 | Roc | 2 |
| Behir | 3 | Githzerrai | 4 | Roper | 3 |
| Beholder | 3 | Gnoll | 4 | Rust Monster | 4 |
| Blink Dog | 3 | Gnome (any variety) | 9 | Sahuagin | 4 |
| Bodak | 2 | Goblin | 5 | Satyr | 0 |
| Bugbear | 6 | Gorgon | 2 | Shadow | 3 |
| Bulette | 5 | Griffon | 7 | Shadow Mastiff | 3 |
| Carrion Crawler | 4 | Hag | 4 | Shocker Lizard | 4 |
| Catoblepas | 3 | Halfling | 8 | Sirine | 4 |
| Centaur | 0 | Harpy | 3 | Skeleton | 4 |
| Chimera | 2 | Hell Hound | 3 | Spectre | 2 |
| Choker | 3 | Hippogriff | 4 | Sprite | 3 |
| Chuul | 3 | Hobgoblin | 5 | Stirge | 5 |
| Cloaker | 2 | Hook Horror | 5 | Treant | 3 |
| Cockatrice | 4 | Hydra | 3 | Troglodyte | 4 |
| Couatl | 2 | Kobold | 4 | Troll | 5 |
| Darkmantle | 3 | Kraken | 2 | Umber Hulk | 4 |
| Dire Animal {By Animal Type -1) | * | Lich | 2 | Unicorn | 2 |
| Displacer Beast (Shadow Panther) | 5 | Lizardfolk (any variety) | 7 | Vampire | 4 |
| Doppelganger | 3 | Lycanthrope, werebear, -boar, -tiger | 3 | Vermin | 7 |
| Dragon, True | 3 | Lycanthrope, werewolf, -rat | 5 | Wight | 2 |
| Dragon Turtle (Turtle Isle) | 2 | Manticore | 3 | Will-O-Wisp | 2 |
| Dragonne (Sky Lion) | 4 | Medusa | 3 | Winter Wolf | 4 |
| Dryad | 3 | Merfolk | 3 | Worg | 4 |
| Dwarf (any variety) | 9 | Mind Flayer | 4 | Wraith | 2 |
| Elemental | 3 | Minotaur | 0 | Wyvern | 5 |
| Elf (any variety) | 9 | Mummy | 1 | Xorn | 3 |
| Ettercap | 4 | Naga | 3 | Yuan-Ti | 4 |
| Ettin | 3 | Nightmare | 4 | Zombie | 3 |
| Formian | 4 | Nightshade | 2 |
Table 4-3: New Feats
| Feat | Prerequisite | Benefits |
| Always on the Move | Gnome (Plateau or Tinker) | Less Sleep Required, bonus to Endurance |
| Armor Familiarity | Armor Proficiency | Bonuses to using a particular armor type |
| Blend | Nipit, Wug, Elf (Jungle), Sakor’akai | + 4 to Hide checks, Hide always a class skill |
| Born for the Saddle | Yellowian, Orcish Empire | +2 to Ride and Handle Animal, Ride always a class skill |
| Chilling Growl | Bugbear | +2 to Intimidate, bonus intimidate result |
| Cityborn | 5 years lived in city of choice | +4 Knowledge (Local) checks, always a class skill |
| College Educated | Graduates form a college | Three Knowledge skills are always class skills, 1 rank each |
| Crafting Tradition | National or Racial (see description) | Crafter becomes a favored class |
| Dark Vision | Bugbear, Elf (Scaled), 1st level | Gain dark vision |
| Distrusting Nature | Elf (Desert), Sandoo, Gnome (Amatine) | +2 to Sense Motive checks, +2 saves against Illusion and charm |
| Endure the Light | Elf (Drow), Dwarf (Crystal) | No penalties for being exposed to light |
| Fierce Defender | Elf (Jungle or Scaled) | Enter rage while defending a person or place |
| Freakish Size | Bugbear, Orc, Vass, Gatori, 1st level | Large sized |
| Frontiersman | National or Racial (see description) | +2 to Survival skill checks, always a class skill |
| Gift of Faith | National or Racial (see description) | Three 0-level divine spells per day |
| Goodly Aura | Pacyr, good alignment | +1 saving throws and armor class against evil |
| Hardy | Racial (see description), 1st level | +1 hit point per level, +1 Fortitude save |
| Irrarcanic Vow | No spellcasting, specific faith | Cannot use some magic; gain feat; +2 saves vs spells, +2 SR |
| Living with the Arcane | String Mountain, Iott | Knowledge (Arcana), Spellcraft, Use Magical Device class skill |
| Love of Food | Halfling | Craft (Cooking) and Profession (Chef) class skills, +1 bonus |
| Low Profile | National or Racial (see description) | See Description |
| Magic Sense | Nipit | Detect active spells in 30 feet by Concentration check |
| Naturally Quiet | Nipit, Sandoo, Gnome (Amatine) | +3 to Move Silently skill checks, always a class skill, +1 Listen |
| Natural Linguist | Nipit | 1 rank for two languages, chance to understand any language |
| Near to Monsters | National (see description) | See Description |
| Night Vision | Racial (see description), 1st level | Low light vision |
| No Friend of the Arcane | National or Racial (see description) | Spell Resistance equal to level plus relevant ability modifier |
| Noble Tradition | National (see description) | Noble becomes a favored class |
| Ordered Mind | National or Racial (see description) | +2 bonus against Confusion and chaotic spells |
| Paladin Tradition | Pacyr | Paladin becomes a favored class |
| Prestigious Combination | One level in a prestige class | May take a 2nd relevant prestige class |
| Problem Solver | Gnome (Plateau, Amatine, Tinker) | See Description |
| Professional Training | Destroytian, Grean nationals | 3 ranks in Profession skill, always a class skill, +1 synergy |
| Psionic Tradition | Hertoplowan national | Psion becomes a favored class |
| Punch Hardened | See Description | Subdual damage reduction 2 |
| Raised in War | National (see description), 1st level | +1 attack roles, weapon and armor proficiency |
| Ranger Tradition | Yellowian | Ranger becomes a favored class |
| Renowned Health | Pacyr | +2 to personal Heal checks, always a class skill, +1 save |
| Sea Legs | 1 year spent at sea | +2 to swim always, +2 to Balance, Rope Use, and Climb on ship |
| Seething Hatred | Racial (see description) | +2 attack roles and knowledge against selected enemy |
| Slavery Survivor | 3 years as slave | Immune to intimidation, +1 to saves, +2 against fear |
| Sleeping Flight | Sakor’akai | Fly while sleeping |
| Slow Aging | Non-chaotic, Wisdom 13+ | Live 10 years longer, +2 versus time spells |
| Song of the Wild | Bardic music, 8+ ranks in Perform | Bardic music effects animals |
| Spell Linking | 2nd level spells, any metamagic feat | See Description |
| Summons Extension | A summoning spell, any metmagic feat | Summoned creatures may remain longer, costs gold and xp |
| Technology | Intelligence 10+, 1st level or 2 years | Do not suffer penalty when using clickers |
| Tiny Fighting | Gnome, Halfling | Considered tiny when fighting medium or larger creatures |
| Tough of the Arcane | National or Racial (see description) | Three 0-level arcane spells per day |
| Tradition of Faith | Gnarland, Gnome (Ice) | Cleric becomes a favored class |
| Unarmed Tradition | National or Racial (see description) | Monk becomes a favored class |
| Uncommon Sense | Dwarf | +1 to all wisdom-based skill checks |
| Unemotional | Dwarf (Crystal), Elf (Desert) | +2 to saves with emotional involved, +2 versus Sense Motive |
| Warm the Blood | Lizardfolk | Survive in 10 degrees colder |
| Waterborn | National or Racial (see description), 1st | See Description |
| Weapon Master Trained | National or Racial (see description), 1st | Proficiency in 3 weapons |
| Winged | Gree, Elf (Northern), 1st level | Born with wings |
| Wild Heart | Racial (see description), non-lawful | +2 saves against Hold, Charms, and Lawful spells |
| Wild Surge | Ability to cast arcane spells | See Description |
| Wizard Tradition | Iott | Wizard becomes a favored class |
HOW TO READ THE FEATS
FEAT NAME (Type of Feat)
A description of how the feat works.
Prerequisite: Anything that a character needs to possess before acquiring this feat. This could include an ability score minimum, a level minimum, a racial requirement, a class requirement, etc.
Benefit: How the feat helps a character. Unless otherwise noted, feats cannot be taken multiple times by the same character.
Normal: This describes what characters have to do if they do not possess this feat and wishes to attempt an action that the feat would help in doing.
Special: Other facts that relate to this feat.
An * next to a feat’s name means the feat can be taken by a fighter as a bonus feat.
A # next to a feat’s name means that the feat can be taken as a learned feat.
NEW FEATS
ALWAYS on the MOVE (Racial)
Your disposition is one of constant movement and boundless energy.
Prerequisite: Gnome (Plateau or Tinker)
Benefit: You only need 6 hours sleep to be considered to have had a full nights rest. You receive a +1 bonus on any check that involves endurance.
Special: Spellcasters still require a full 8 hours rest to be able to cast their spells.
ARMOR FAMILIARITY (General)*
Choose a specific type of armor, such as scale mail. After using the same type of armor for an extended time, you learn how to best take advantage of the armor.
Prerequisites: Proficient with the type of armor chosen.
Benefit: Whenever you are wearing this particular type of armor, you gain a +1 competency bonus to armor class. You may also reduce the armor check penalty for the armor by one. The maximum dexterity bonus allowed also increases by one. Reduce the donning time for that type of armor by 25%. If it would normally take 4 minutes, it now takes 3 minutes.
Special: You can gain this feat multiple times. Every time it is taken, a new type of armor must be chosen and the benefits apply separately.
BLEND (Racial)
Your skin has the ability to mimic your surroundings after long periods of exposure.
Prerequisite: Nipit, Lizardfolk (Wug), Elf (Jungle), Sakor’akai
Benefit: In your natural environment, you gain a +4 to all Hide skill checks. Hide is always a class skill for you regardless of class.
Special: You may only have one environment that is considered your natural environment. Your natural environment can change if enough time is spent in the new environment.
BORN for the SADDLE (National)
From a young age, you have been taught how to behave around and how to ride a horse.
Prerequisite: Yellowian national, Orcish national.
Benefit: Ride (Horse) is always a class skill for you. Whenever you use the Ride or Handle Animal skill involving a horse, you get a +2 bonus to the role.
Normal: The Ride skill is not a class skill for some classes.
Special: Orcs may choose Rhinoceros instead of horse.
CHILLING GROWL (Racial)
The deep sound of your growl is disturbing to others.
Prerequisite: Bugbear.
Benefit: As long as the target is able to hear your growl, you gain a +2 bonus to all intimidate skill checks. Once per day, you may use your intimidate skill to cause a target to make a willpower save at a DC equal to your intimidate check. Failure means the target must leave your presence.
Special: This skill has no effect on a creature that is one or more size categories larger than you.
CITYBORN (General, National) #
Your life has been spent mostly in the confines of a particular city.
Prerequisite: Must have lived in the same city for at least 5 consecutive years.
Benefit: You receive a +4 circumstance bonus to any Knowledge (Local) skill checks that involve your city. Knowledge (Local) is always a class skill for you.
Special: Hertoplowan nationals may take this as a national feat. The city you choose for this feat must be the one in which you have lived for at least 5 consecutive years.
COLLEGE EDUCATED (General, National) #
Having spent more time in school than most, you have gained additional skills.
Prerequisite: Must have graduated from one of the following colleges: Bardic college of Icefia, Bardic college of Yellowia, The college of wizardry in Iott, or The Academy of Song & Magic in Amansky.
Benefit: You may pick three intelligence-based skills in which you receive one free rank. Those three skills are always class skills for you, regardless of class.
Special: Icefian, Yellowia, Iott, and Amansky nationals may take this as a national feat
CRAFTING TRADITION (National, Racial)
The tradition of your people is one that includes many skilled crafters.
Prerequisite: String Mountain national, Halfling, Dwarf (Sledgehammer or String Mountain), Gnome (Tinker)
Benefit: You gain the crafter class as a favored class.
Normal: Crafter is not your favored class.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points.
DARK VISION (Racial)
Some members of your race have developed vision that allows you to see in complete darkness.
Prerequisite: Bugbear, Elf (Scaled), May only be taken at 1st level.
Benefit: You gain darkvision for 30 feet.
DISTRUSTING NATURE (Racial)
Your race is noticeably uneasy around other races. They generally do not trust or like the other races.
Prerequisite: Desert Elves, Lizardfolk (Sandoo), Amatine Gnomes
Benefit: You receive a +2 bonus to all saving throws against charms and illusions. You receive a +2 bonus to all sense motive skill checks.
Special: Because of your cynicism, you receive a -2 penalty to all diplomacy checks.
ENDURE the LIGHT (Racial)
After years of exposure, you have overcome your race’s natural tendency to avoid light.
Prerequisite: Drow Elf, Crystal Dwarf
Benefit: You no longer suffer from the penalties your race normally has for being exposed to light.
Normal: Whenever you are exposed to the light, you suffer penalties to certain roles.
FIERCE DEFENDER (Racial)*
When faced with the defense of those you love and the place you care for, you go into a rage.
Prerequisite: Elf (Jungle or Scaled)
Benefit: Once per day, for a number of rounds equal to your constitution modifier, you go into a rage similar to that of a berserker.
Special: You may only enter the rage when defending a person or place that you hold dear. The person or place must be attacked before you can go into the rage.
FREAKISH SIZE (Racial)
Your race occasionally produces specimens that are significantly larger than the rest of the race.
Prerequisite: Bugbear, Orc, Lizardfolk (Gatori or Vass). May only be taken at 1st level.
Benefit: You are considered a large creature. Apply all of the following penalties and benefits. Benefits: 2 to Strength, +2 to Constitution, Large size carrying capacity, Movement increased by 10 ft., Face and/or Reach increases to 10 ft., Height increase by 133%, Weight increase by 200%, +4 Bonus to grapple checks. Penalties: -2 to Dexterity, -4 to Hide skill checks, -1 to Armor Class, -1 to Attack Rolls.
Normal: You are a medium-sized creature
FRONTIERSMAN (Racial, National)
A life of hard work and living on the edge has given you the ability to survive where other would falter.
Prerequisite: Icefian national, Frozensky national, Dwarf (Frozensky)
Benefit: The survival skill is always a class skill. You receive a +2 bonus to all survival checks.
GIFT of FAITH (Racial, National)
Your deep devotion to a deity has led them to grant you a boon.
Prerequisite: Pacyr national, Sakor-akai
Benefit: You may pick three 0-level orisons. Each day, you can cast each orison once at a casting level equal to your current total level.
Special: A spellcaster that is prohibited from casting spells of a certain type may not choose 0-level spells of that type using this feat.
GOODLY AURA (National)
Evil cannot stand to be in your presence.
Prerequisite: Pacyr national; must be of good alignment.
Benefit: You receive a +1 bonus to saving throws against any evil-based spells. You gain a +1 circumstance bonus to armor class against any evil outsider.
Special: Evil spellcasters and evil outsiders can detect your presence within 30 feet as if they were casting a Detect Good spell.
HARDY (Racial)
You are a particularly tough member of your race.
Prerequisite: Dwarf (Frozensky), Gnome (Ice), Human (Barbarian); must be taken at 1st level.
Benefit: You gain +1 hit point per level. You gain a +1 bonus to your Fortitude Save.
IRRARCANIC VOW (General)
You have taken a vow against using and being beneficially effected by arcane magic.
Prerequisite: May not have the ability to use arcane spells or spell-like abilities; may not be a follower of: Arsur’anyodel, Chaos, Dresta, Falan, Melodi, Smofarf, Tfop, or Wandle.
Benefit: You may select any one other feat. You gain a +2 bonus to all saving throws against arcane spells. You gain a +2 to any spell resistance you possess.
Normal: You may use arcane magic items and spells as normal.
Special: You may not use any magic items created via arcane means. You may not willingly accept any arcane spell. If you do either, you must atone as a paladin would. If you have an arcane spell forcibly cast upon you, you are sickened for one round.
If you have one or more levels in any of the following classes, this feat is lost along with any benefits or hindrances: Spellbreaker, Magic Render, or Barbaric Protector. You may not have this feat and the Vow of Poverty.
LIVING with the ARCANE
(National) #
The ever presence of wizards and arcane magic has given you a basic knowledge of the art.
Prerequisite: String Mountain national or Iott national.
Benefit: The following three skills are always class skills for you: Knowledge (Arcana), Spellcraft, and Use Magical Device.
Normal: These skills are cross class skills for some classes.
LOVE of FOOD (Racial)
Trained from a young age to appreciate food, Halflings are gifted with the ability to cook and recognize what tastes good.
Prerequisite: Halfling.
Benefit: Craft (Cooking) and Profession (Chef) are always class skills for you. You receive a +1 bonus to all skill checks with those two skills. You receive a +2 bonus when trying to identify a substance by taste.
LOW PROFILE (Racial, National)
Yours is a society that values privacy, an ideal that you have taken to heart.
Prerequisite: Human (Umanin), Amansky national, Amatom national.
Benefit: You receive a +1 bonus to all Hide and Move Silently skill checks. When you are in cover, you receive an additional 5% to what cover would normally be. You have spell resistance equal to your level plus your charisma modifier against divination spells. The difficulty check to scry you is 2 higher.
Special: These benefits are always in effect and cannot be deactivated.
MAGIC SENSE (Racial)
You have a natural sense for magic.
Prerequisite: Nipit
Benefit: By making a Concentration check at DC 10, you can determine whether or there are any active spells within 30 feet of you. This includes arcane and divine spells.
Special: This ability is an extraordinary ability. It requires a move equivalent action. It cannot be blocked by spells that block detection.
NATURALLY QUIET (Racial)
You have a better sense than most for how not to make noise.
Prerequisite: Nipit, Lizardfolk (Sandoo), Gnome (Amatine)
Benefit: You get a +3 bonus to all Move Silently skill checks and a +1 bonus to all Listen skill checks. Move silently is always a class skill for you.
NATURAL LINGUIST (Racial)
Languages come easily to you.
Prerequisite: Nipit.
Benefit: Spending one skill point allows you to pick two languages that you now understand. You may make an intelligence check at DC20 to understand the general idea of what is being said to you in a language that you don’t understand.
NEAR to MONSTERS (National)
Your culture is one that lives in close proximity to the beasts and creatures that avoid more civilized places.
Prerequisite: Icefian national, Frozensky national, Amansky national, Jungletree national, or Borkondof national.
Benefit: You receive a +1 bonus on Knowledge (Creaturelore). You receive a +1 bonus on any fear saving throws. You receive a +1 bonus to any Wild Empathy checks. You receive a +1 bonus to all Handle Animal skill checks.
Special: These bonuses only apply to naturally occurring creatures.
NIGHT VISION (Racial)
Some members of your race have developed vision that allows you to see more clearly in the dark.
Prerequisite: Orc, Elf (Desert), Lizardfolk, Human (Umanin), Must be taken at 1st level.
Benefit: You have Low Light vision.
NO FRIEND of the ARCANE (Racial, National)
Most of your life is spent away from the trappings of arcane magic. You have no care for it and have grown a “thick skin” against it.
Prerequisite: Dwarf (Sledgehammer), Nomagrok national
Benefit: You gain spell resistance equal to your total level plus the appropriate ability score modifier against the arcane spell being cast.
Special: You have no resistance to divine spells.
NOBLE TRADITION (National)
The tradition of your people is one that includes many nobles.
Prerequisite: Yellowian national, Thalmeret national
Benefit: You gain the noble class as a favored class.
Normal: Noble is not your favored class.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points.
ORDERED MIND (Racial, National)
Your mind has been trained to ignore what is not logical.
Prerequisite: Gree, Grean national, Hertoplowan national. May not be chaotic.
Benefit: The character gains a +2 bonus against all chaotic spells, and all attempts to Confuse.
PALADIN TRADITION (National)
The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a paladin.
Prerequisite: Pacyr national
Benefit: You gain the Paladin class as a favored class. You may freely take levels in the Paladin class and the Cleric or Ranger classes.
Normal: Paladin is not your favored class. Once you take a level in a class other than Paladin, you may no longer take levels in Paladin.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points.
PRESTIGIOUS COMBINATION (General)
You have found two prestige classes whose talents and goals work together.
Prerequisite: At least one level in a prestige class.
Benefit: You may take a second prestige class.
Normal: You may only have one prestige class.
Special: Using this feat, a character will gain multiple prestige classes. She may discount both when determining if there is a penalty to experience points.
PROBLEM SOLVER (Racial) #
Riddles and puzzles are a part of your culture.
Prerequisite: Gnome (Amatine, Plateau, Tinker)
Benefit: You gain a +2 bonus to all Decipher Script skill checks. You are considered to have an Intelligence 4 higher for the purposes of solving riddles or puzzles. You receive a +2 bonus to any saving throw that involves confusion-like effects. Tinkers gain a +1 bonus on all Tinkering skill checks.
PROFESSIONAL TRAINING (National)
Most members of your culture have been taught a trade.
Prerequisite: Destroytian national, Grean national.
Benefit: You start with 3 ranks in the profession skill, which is always a class skill for you. You receive a +1 synergy bonus to any related craft skill check.
Special: You may choose from the following professions:
PSIONIC TRADITION (National)
The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a Psion.
Prerequisite: Hertoplowan national
Benefit: You gain the Psion class as a favored class.
Normal: Psion is not your favored class.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points.
PUNCH HARDENED (General)*
After endless bouts of unarmed combat, the character has become resistant to melee attacks that cause subdual damage.
Prerequisites: Improved Unarmed Strike, Fortitude save +5, Constitution 13+.
Benefit: When a character takes this feat, the character gains subdual damage reduction 2.
Special: This feat may be taken multiple times. Every time it is taken, the damage reduction is increased by 2.
RAISED in WAR (National)
Your entire life has been spent with the constant threat of war looming. You have been trained for the inevitability of battle.
Prerequisite: Destroytian national, Icefian national, Orcish national, Scaled national, Amatom national, Borkondof national, or Nomagrok national. May only be taken at 1st level.
Benefit: You gain proficiency in all simple weapons, one martial weapon, and light armor. You gain a +1 bonus to all attack roles.
Special: The bonus to attack roles is not a bonus to your Base Attack Bonus.
RANGER TRADITION (National)
The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a ranger.
Prerequisite: Yellowian national
Benefit: You gain the Ranger class as a favored class.
Normal: Ranger is not your favored class.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points.
RENOWNED HEALTH (National)
The people of Pacyr are known to be the most physically fit and healthiest in all of Habololy.
Prerequisite: Pacyr national
Benefit: Heal is always a class skill. You receive a +2 bonus to the check when attempting to heal yourself. You receive a +1 bonus to all saving throws against disease and poison.
SEA LEGS (General)
Through long periods of time spent at sea, you are capable of performing tasks on a ship better than would be expected.
Prerequisite: You must have spent at least one year at sea.
Benefit: The character receives a +2 bonus to all Swim checks. The character receives a +2 bonus to the following skills while the character is on a ship: Balance, Rope Use, and Climb.
SEETHING HATRED (Racial)
Your race has a long a storied hatred of another race. You have been weaned on tales of your hated enemy’s trickery and harmful nature.
Prerequisite: Dwarf, Gree, Jungle Elf, Northern Elf, Orc, Umanin
Benefit: You gain a +2 bonus to all attack roles (but not damage roles) against your chosen enemy. You also gain a +2 bonus to all Knowledge skill checks involving that enemy, and automatically know how to speak their language.
Special: You receive a -4 penalty to all diplomacy skill checks when dealing with your enemy. Each race has a specific list of enemies they may choose from.
Table 4-4: Racial Enemies
| Your Race | Enemy’s Possible Races |
| Dwarf, Crystal | Drow Elf |
| Dwarf, Frozensky | Gree, Vishtoo |
| Sledgehammer Dwarf | Str. Mnt Dwarf, Gree, Vishtoo |
| Str. Mnt. Dwarf | Sledgehammer Dwarf, Gree, Vishtoo |
| Jungle Elf | Drow Elf, Umanin |
| Northern Elf | Drow Elf |
| Orc | Amatine Gnome |
| Umanin | Elves |
SLAVERY SURVIVOR (General, National)
You survived the hard life of a slave to become a free being.
Prerequisite: Must have been a slave for at least three years.
Benefit: You cannot be intimidated by the use of the Intimidate skill. You receive a +1 bonus on all Willpower and Fortitude saving throws. You receive a +2 bonus to all saving throws involving fear.
Special: Thalmeret and Borkondof nationals may take this a national feat. The bonuses to saving throws stack.
SLEEPING FLIGHT (Racial)
Your natural instincts can keep you in the air even while asleep.
Prerequisite: Sakor’akai
Benefit: You may fly slowly in a single direction, or circle one location while asleep.
SLOW AGING (General)
Through mental and physical training, or through prayer and devotion, or through another method, you have been able to slow the affects of aging on your body.
Prerequisites: Wisdom of 13+; must be of non-chaotic alignment.
Benefit: The character may add ten years on to the expected life span of a member of his race. This slowed aging takes place in the ten years following the time the feat is taken. The character also receives a +2 bonus to any spell or effect that would age him or that is temporal in nature. This includes Slow, Haste, and similar spells.
SONG of the WILD (General)
Your bardic music affects naturally occurring animals and beasts.
Prerequisites: Bardic music ability, 8+ ranks in Perform.
Benefit: You can adjust your bardic music so that it affects animals as well as any other creatures that it would normally affect.
Normal: Animals are not affected by bardic music.
SPELL LINKING (Metamagic) #
You have learned how to link your spells so that one casting can cause multiple spells to go into effect in succession.
Prerequisite: Any other metamagic feat, the ability to cast 2nd level spells.
Benefit: You can spells in succession while spending only one round casting. The first spell is cast at the end of the round. Each succeeding spell is cast at the end of the round after the previous spell ended. All targets must be determined by the caster during the initial casting.
Special: Casting linked spells uses up a spell slot of a level equal to the total levels of the linked spells. For this purpose, 0-level spells are considered to be 1st level. The initial casting of linked spells takes a full round. Spells that have a casting time of a full round or more to start may not be linked. Spellcasters that prepare spells may only link spells from those that they have prepared for the day. This feat cannot be effected by feats that reduce matemagic cost.
SUMMONS EXTENSION
(Metamagic) #
By sacrificing some of your life energy and appropriate materials, you can bind a summoned creature to your plane for extended periods of time.
Prerequisite: Ability to cast at least one spell that summons a creature from another plane of existence. Any other metamagic feat.
Benefit: By having items crafted for a specifically summoned creature and sacrificing experience, you can have a summoned creature remain on your plane. The crafted materials must cost no less than 100gc per level of the spell that summoned it. For every 10 experience points sacrificed by the caster, the creature will remain for an extra day past the spells normal duration.
Normal: The summoned creature disappears once the spell’s duration is ended.
Special: The crafted materials must be somehow incorporated into the creature. Such as: gems for eyes. They remain after the creature disappears, but are only half of their original value. If used for an evil creature, the items retain a faint evil aura. The same is true of good, chaotic, lawful, etc.
TECHNOLOGY (General, Racial) #
You are comfortable in the presence of new inventions. You have been around technology long enough to not be frightened or upset by it. You have used clickers long enough to know how to operate simple or common ones.
Prerequisites: Intelligence of 10+; requires the approval of the DM if taken at 1st level. If taken after 1st level, requires two years of constant exposure to clickers.
Benefit: You suffer no penalties from using a clicker, or any technologically advanced item.
Normal: A character, who does not have the Technology feat, receives a –4 penalty to any skill check or attack role made involving a clicker.
Special: Plateau Gnomes may take this as a racial feat.
TINY FIGHTING (Racial)*
You take the greatest possible advantage of your size when fighting larger creatures.
Prerequisite: Gnome, Halfling
Benefit: Whenever you are fighting a creature of medium or greater size, you are considered a Tiny-sized creature for attacking and armor class.
Normal: You are considered a small-sized creature.
Special: In any combat circumstance in which it would be beneficial to be small-sized as opposed to tiny, you are still considered small.
TOUCH of the ARCANE (Racial, National)
Your constant exposure to arcane magic has led to an understanding for certain basic spells.
Prerequisite: Elf (Drow, Desert, or Scaled), Sakor’akai, Dwarf (String Mountain), Iott national
Benefit: You may pick three 0-level spells. Each day, you can cast each spell once at a casting level equal to your current total level.
Special: A spellcaster that is prohibited from casting spells of a certain type may not choose 0-level spells of that type using this feat.
TRADITION of FAITH (Racial, National)
The tradition of your people is one that includes many clerics.
Prerequisite: Gnarland national, Gnome (Ice),
Benefit: You gain the cleric class as a favored class.
Normal: Cleric is not your favored class.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points.
UNARMED TRADITION (National, Racial)
The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a monk.
Prerequisite: Kathow-tio-Horari national, Human (Barbarian)
Benefit: You gain the monk class as a favored class. You may freely take levels in the monk class and any other class.
Normal: Monk is not your favored class. Once you take a level in a class other than monk, you may no longer take levels in monk.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points.
UNCOMMON SENSE (Racial)
Your race is known for their common sense.
Prerequisite: Dwarf
Benefit: You get a +1 bonus to all wisdom-based skill checks.
UNEMOTIONAL (Racial)
Your race is so long-lived that the emotions that come so quickly to others are foreign to you.
Prerequisite: Elf (Desert), Dwarf (Crystal)
Benefit: You receive a +2 bonus to all saving throws that involve emotion; such as fear. The difficulty check for others to sense your motive or intimidate you is raised by 2.
WARM the BLOOD (Racial)
Some Lizardfolk have managed to adapt to the colder climates of the world.
Prerequisite: Lizardfolk.
Benefit: The temperature at which you begin to have to make saving throws to avoid subdual damage is lower by 10 degrees.
Normal: When the temperature drops below 50 degrees, Lizardfolk must begin to make fortitude saving throws or suffer subdual damage.
WATERBORN (Racial, National)
Most of your life has been spent on or near the water.
Prerequisite: Grean, Human (Islander or Horarian), Lizardfolk (Wug), Kathow-tio-Horari national. May only be taken at 1st level.
Benefit: You may hold your breath 20% longer than what would be standard for your race. You receive a +2 bonus to all swim skill checks and it is always a class skill. You receive a +1 bonus to all saving throws against water-based spells.
WEAPON MASTER TRAINED (Racial, National)
For your people, learning a weapon is more than just a matter of self defense or offense, it is an honored tradition.
Prerequisite: Sakor’akai, Orc, Elf (Scaled), Destroytian national, Orcish national, Scaled Kingdom national. May only be taken at first level.
Benefit: You may choose three weapons with which you are proficient. These may be simple, martial, or exotic weapons.
Special: The chosen weapons must have a racial or cultural connection.
WINGED (Racial)
You had the fortune, or misfortune, of being born with wings.
Prerequisite: Gree, Northern Elf. May only be taken at 1st level.
Benefit: The ability to fly at a base speed of 100 ft. with good maneuverability. You also gain the Fly-By attack feat.
Special: While flying, you are considered a large creature.
WILD HEART (Racial)
Your love of a free life pervades everything you do.
Prerequisite: Halfling, Jungle Elf, Northern Elf. May not be lawful.
Benefit: You receive a +2 bonus to all saving throws against being held or charmed. You receive a +2 bonus to all saves versus Law-based spells.
Special: These bonuses do not stack.
WILD SURGE (Metamagic)
You allow the magic you wield a freedom that most would not dare. By exerting less control over the basics forces that make up a spell, you can cause both greater and lesser effects than normal.
Prerequisite: The ability to cast arcane spells.
Benefit: Whenever you cast an arcane spell, you have a chance of casting the spell at a greater caster level than you would normally have. Roll a d20 before casting every spell and apply the result on the following chart to the spell’s effects.
Table 4-5: Wild Surge Result
| Roll | Result |
| 1 | Spell targets a random possible target within the range of the spell. The caster is always a viable target in this case. |
| 2 | Spell fails as per the arcane spell failure rules |
| 3-4 | -4 penalty to casting level. (to a minimum level of 1) |
| 5-6 | -3 penalty to casting level. (to a minimum level of 1) |
| 7-8 | –2 penalty to casting level. (to a minimum level of 1) |
| 9-10 | –1 penalty to casting level. (to a minimum level of 1) |
| 11-12 | +1 bonus to casting level. |
| 12-14 | +2 bonus to casting level. |
| 15-16 | +3 bonus to casting level. |
| 17-18 | +4 bonus to casting level. |
| 19 | +4 bonus to casting level, cannot be counterspelled |
| 20 | +4 bonus to casting level, cannot be counterspelled, no save allowed against it. |
This chart only applies to arcane spells cast by the character. It cannot affect divine spells.
WIZARD TRADITION (National)
The tradition of your people offers respect for, insight into, and knowledge of the life and skills of a wizard.
Prerequisite: Iott national
Benefit: You gain the wizard class as a favored class.
Normal: Wizard is not your favored class.
Special: Using this feat, a character might have multiple favored classes. She may discount both when determining if there is a penalty to experience points
CHAPTER 5: Equipment
WEAPONS
Table 5-1: New Weapons
| Name | Cost | Damage | Critical | Range | Weight | Type |
| Martial Weapons-Melee | ||||||
| Small | ||||||
| Tri-Spike | 5 | 1d4+1 | x3 | - | 2 lbs. | P/S |
| Large | ||||||
| Grean Spear | 6 | 1d8+1 | x3 | 10 ft. | 7 lbs. | P |
| Exotic Weapons-Melee | ||||||
| Tiny | ||||||
| Kovan Fighting Knife | 50 | 1d4 | 18-20/x3 | - | 2 lbs. | P/S |
| Medium | ||||||
| Tri-Sword | 25 | 1d8+1 | x3 | - | 5 lbs. | P/S |
| Great Hammer | 32 | 1d10 | x3 | - | 10 lbs. | B |
| Kovan Blade | 500 | 1d10 | x3 | - | 6 lbs. | S |
| Large | ||||||
| Grean Great Sword | 25 | 2d6+1 | x3 | - | 16 lbs. | P/S |
| Hekuta | 150 | 1d12 | 19-20/x2 | - | 15 lbs. | P/S |
| Kovan Great Sword | 750 | 2d8 | x4 | - | 17 lbs. | S |
WEAPON DESCRIPTIONS
Great Hammer: Not quite a maul, but definitely bigger than a warhammer. This weapon can be wielded with either one or two hands.
Grean Great Sword: A double-handed version of the Tri-Sword. It is also used primarily and designed by the Gree.
Grean Spear: The Gree designed nearly every weapon they wield to have a representation of Gruwees on it. This is a normal spear with a three-pointed head on top of it. The wielder could stab out with the weapon as one would with a normal spear, or the wielder can swing the Gree Spear and use the points to puncture his target.
Hekuta: The traditional weapon of the orcs. The warrior Larius Korda, the only winner of both the Suian competition and the Graplore, first designed it. He created a versatile weapon that could be used one-handed, two-handed, and from a mount. The weapon consists of two metal beams curved into two crescents. The two are connected at three points along the length. The inner beam is sharpened on one side and trimmed at the edges to points. The back crescent is sharpened to points at its ends, but not along the length. The back crescent is wrapped in leather to provide a grip. The weapon usually measures in length as long as two-thirds of its wielder’s height. It may be used a single-handed weapon, a two-handed weapon, or a double weapon. When being wielded as a two-handed weapon the Hekuta adds a +2 shield bonus to its wielders AC.
Kovan Blade: Although similar to a standard longsword, the Kovan Blade is filled with a heavy liquid in a small chamber inside the blade. This liquid moves with the sword allowing it to become heavier when swung. This does have the effect of tremendously unbalancing the blade in the hands of anyone who is not proficient in it, giving a –2 penalty to all attack rolls in addition to normal penalties associated with not being proficient in an exotic weapon.
All of the “Kovan” weapons were first designed by the weaponsmith by the same name. Kovan was a Sakor’akai and a member of the guardian temple in Icefia. He lived from c. pre-200 until his death during the War of Technology. He was the premiere weaponsmith of his time and is said to have been trained by the great weaponsmith and cleric of Han~Sui, Janoy. (seep.49)
Kovan Fighting Knife: This dagger is curved, allowing the wielder to perform deadlier and different attacks than could be performed with a normal blade. It is, however, very difficult to master.
Kovan Great Sword: This blade is similar to the Kovan Blade, except that it is larger. The additional penalty for wielding a Kovan Great Sword without being proficient is –3.
Tri-Sword: The traditional weapon of the Gree. It is a broad-bladed sword that has two spikes that grow out of both blade edges of the sword. The top of the sword is the symbol of their deity, Gruwees.
Tri-Spike: A shortened version of the traditional Grean weapon, the Tri-Spike the three-points top to the Tri-Sword with a three finger grip. It is designed for close-quarter fighting.
FIREARMS & EPBULS
The History
The world of Habololy has known of firearms for over 1400 years. The first firearms were clumsy, inaccurate, unreliable, and prone to failure. These facts did not deter the inventors of the time, or of future generations. A gnome by the name of Graitain Fizzlelaway is credited with the first firing of a firearm. Unfortunately, the incident left him blind in one eye and one step forward led to two steps back, as many inventors left the project of creating a working firearm.
About forty years later, Graitain and his son successfully, and without injury, fired their new firearm. Unlike its predecessor, this version had only one possible exit for the explosion that occurred when the powder was ignited. The results of this test were that a quarter pound iron ball was launched 100 feet, about 50 of which was considered effective for doing any real damage. Despite this meager result, the thought of the firearm being a possibility crept back into the minds of inventors.
By the dawn of the fourth century BC, firearms had become deadly but were still not widely used. They were slow, inaccurate, and cumbersome. The main uses of the firearm were in demolition, where the target didn’t move, or to scare those that didn’t know how inaccurate the firearm actually was. The few firearms in use at the time were exclusively found on the Great Plateau. The firearm faced another major problem in the fourth century, cost. The explosive powder used to propel the ball was so difficult to make or to find that it would cost an inventor 5 gold coins per time he used a firearm.
These problems began fade in 370 BC, when a cleric of the deity Pfot developed a better version of the explosive powder used in the firearms. His name was Andrew Tarther, and his mixture quartered the cost of using a firearm and made him a wealthy man. Fifteen years after that innovation, Witchell Gnowitdal is believed to have invented the first firearm that could be used without the use of a tripod or pedestal. Witchell was quick to strike a deal with the monarchy of the plateau, and within thirty years, his were the only firearms that could be found.
Although the firearm had found a niche, it still had many problems. Witchell’s weapons dominated the market and stagnated the industry. Every five years, he would roll out a new, slightly improved model. The monarchy would buy into it, and any private buyer had few options other than a Witchell firearm. To further ensure his monopoly, Witchell would buy out all supplies of the powder used in the firearms that he could find. Many other inventors couldn’t find the resources necessary to test and demonstrate their own firearms. This cycle continued for two centuries. Witchell did little to improve his products, and the other inventors were forced into other fields to make a living. Outside of the Great Plateau, firearms were met with scorn, hatred, or laughter. Governments and spellcasters wanted nothing to do with the silly invention.
That was the state of the firearm for nearly two hundred years. Only the Gnomish Kingdom of the plateau used the firearm, and they did so successfully. Those two hundred years are considered the golden age for the kingdom. The renowned strategist Gnais Dovurnal led the armies of the plateau and designed the basics of nearly every known battle plan involving the firearm or epbul in mass combat.
The golden age of the Gnomish Kingdom, and the stagnation of the firearm came in 167 BC with the dawn of the Doggeden War. The kingdom determined that their army, armed with firearms, could stand up to any threat. They were proven wrong when a pack of Doggedens rampaged across the plateau. Iron bullets and balls did nothing to slow the Doggedens. The war threw the Gnomish Kingdom into a chaos that would take them a century from which to recover.
When the chaos ended in the mid first century BC, inventors and tinkers went about the business of coming up with ways to prevent the destruction of the Great Plateau in another war. The first place they turned was to the firearm. It came to a poor human inventor named Timon Karsley. He saw the paths that wealthier inventors were taking. The accepted theory of the day was that bigger firearms with a longer range were the answer to creatures such as the Doggedens. Since the money lie in a contract with the government, that’s where most inventors wanted to go. Knowing that he did not have the resources to build bigger firearms, Karsley tried to build more accurate firearms. He designed the Karsley 24, which became the prototype for all firearms for a century. His demonstrations proved that a well-placed shot could penetrate any non-magical armor of the day. While it did not appeal to the military, the average merchant or traveler of the plateau loved it. The firearm had taken a big step, but it was still far from economical to use.
Whereas the age of the Witchell firearms stifled the firearm, the age of the Karsley firearms was a boom time. The firearm became the choice ranged weapon of the wealthy. It became a status symbol. Enough firearms were used that four or five other tinkers made their own designs based on Karsley’s, and were able to stay in business. This attitude remained for four hundred years until the next breakthrough.
By 430 AC, the firearm had crept into the lives of virtually everyone on Habololy. While only one in a thousand owned one worldwide, everyone knew what it was, and most had at least seen a firearm. This came about despite the attitudes of spellcasters and the price, which was still too high for the average man to buy. In that year, a cleric of Pfot by the name of Lorn Whirlson discovered that when he mixed two particular liquids together, they would explode. Many of his contemporaries claimed that he had discovered it accidentally, a claim he denied. Regardless, he quickly went to his tinker friend Gnairgophar Weselly, who designed firearms. After several years, the two produced a firearm that launched a bullet by combining the two liquids instead of exploding a powder. Weselly called it an Explosively Propelled Bullet Launcher, which Whirlson shortened to EPBuL. Weselly named the liquids used to launch a bullet Hammer Activated Explosive Liquid, which Whirlson shortened to HAEL.
The successor to the firearm looked very similar to it, but it had several key differences. No epbul ever used a fuse, because no fire was needed. They use a hammer that crushes a cap containing the two liquids in separate compartments. Bullets had to be used to ensure the cap, which was attached to the bullet, was in the correct position to be hit by the hammer. Balls could roll onto the wrong side. The lack of powder made the epbul easier to keep clean, easier to maintain, and easier to load. Most importantly, the liquids were less expensive than the powder. The cost of one shot from an epbul was one-third of the cost of a shot from a firearm.
The epbul was met with both awe and horror. The common person saw it as a great weapon, while spellcasters and established nations saw it as a threat. The economical machine of the plateau went into full swing. With no controlling government of the Great Plateau, dozens of tinkers began to produce epbuls, and the clerics of Pfot began to produce the liquids necessary to fire them. By 500 AC, epbul manufacturers had appeared in the Kingdom of Icefia and in the Destroytian Republic. The epbul made the crossbow and the firearm obsolete among all but the poor. Only the bow, which was far faster and quieter, remained a viable alternative.
The epbul’s fame turned to infamy quickly in 525 AC when Habololy fell victim to the tinkers. As the Tinkocracy grew in power, the world saw the epbul and other such inventions as the instruments of the destruction. That was all of the leverage that the spellcasters needed to convince the races and nations that the epbul and the tinkers that built them were in the wrong. Their warnings could not stop the Tinkocracy, and for the next hundred years, the epbul helped rule the world.
During the reign of the Tinkocracy, more epbuls were produced than were produced in all other years combined. Epbul manufactures became wealthy, and tinkers strived for more wealth and constantly designed new epbuls to meet demand. As a result, by the end of the 6th century AC, it was reported that there were epbuls in existence that could fire one bullet every second, with deadly accuracy up to 100 feet, and able to punch through magical plate armor. These advances would have no doubt continued had it not been for the death of Highlander, the deity of Technology, and the fall of the Tinkocracy.
Without a deity or a nation to aid them, the tinkers fell into complete disarray. They were tried and often executed for their crimes against the nations and religions of the world. It became illegal to own an epbul in most nations. The reign of the Tinkocracy led to a backlash against technology, which included the epbul and the firearm. Most tinkers that were left alive refused to produce any item that might get them arrested or executed. Many epbuls and firearms were destroyed when the other nations took turns claiming retribution from the Great Plateau. The clerics of Pfot, who produced hael, slowly faded from the world after the death of their deity. The epbul’s golden age had come and gone quickly.
In the years since the fall of the Tinkocracy, the world’s hatred of technology has waned. It is, after all, difficult to turn away from devices that make work easier. Some nations have lifted the ban on epbuls and firearms, although they still pose restrictions. The cult of Arsenal is devoted to technology and the epbul in particular. The cult of Drunnbar and the nation of Nomagrok are proponents of any non-magical device.
The average Habololian most likely knows what an epbul and a firearm is. Unless they have been to the Great Plateau, are well traveled, or well educated, the average Habololian has probably not seen one. Most religions preach against advanced technology, which includes the epbul.
The Rules
Firearms and epbuls are similar in some ways, but do have slightly different effects. The following gives a breakdown of the specialized rules for both and for each type separately:
| For Both | For Firearms | For Epbuls |
| * They are simple weapons. * They use rolling criticals. * Anyone without the technology feat receives a -4 penalty to firing and re-loading both types. * Using a full round action to re-load reduces the DC by 2. | * AC bonuses from armor and naturally provided are halved. Rounded in favor of the target. * On a natural roll of 1, roll on the oops table (3-12). On a natural roll of 2, a critical miss occurs. * Requires a standard action and a DC 20 check modified by Int and Dex to re-load. | * AC bonuses from armor are halved. Rounded in favor of the attacker. * On a natural roll of 1, half of the time roll on oops table, half the time it is a critical miss. * Requires a standard action and a DC 15 check modified by Int and Dex to re-load. |
The Weapons
The following is a list of some of the most common epbuls and firearms found on Habololy.
Table 5-2: Fireamrs
| Name | Manufacturer | Damage | Critical | Capacity | Range | Category | Size | Cost |
| 554 Gnomish | Coinsgear | 2d4 | 19-20/R | 1 | 30 | Firearm | S | 35 |
| 555 Wayfinder | Coinsgear | 2d6 | 19-20/R | 1 | 50 | Firearm | S | 40 |
| 556 Peacekeeper | Coinsgear | 1d10 | 19-20/R | 2 | 50 | Firearm | S | 75 |
| E56 BE-28 Wasp | Coinsgear | 2d8 | 19-20/R | 1 | 50 | Epbul | M | 125 |
| Bp 240 | Batterbronze | 2d4 | 19-20/R | 1 | 30 | Firearm | S | 55 |
| B-sa 260 | Batterbronze | 2d6 | 19-20/R | 1 | 40 | Firearm | S | 65 |
| B-sa 280 | Batterbronze | 2d8 | 19-20/R | 1 | 40 | Firearm | S | 75 |
| 554 HK (Horse Killer) | Gnailhammer | 2d10 | 20/R | 2 | 75 | Firearm | M | 250 |
| RS 280 | Rockshot | 2d8 | None | 1 | 50 | Firearm | M | 80 |
| RS 2100 | Rockshot | 2d10 | None | 1 | 80 | Firearm | L | 100 |
Name: The manufacture’s name for the weapon. The numbers in most of the names refer to the date the first one was produced.
Manufacturer: The person who is credited with inventing the weapon.
Damage: The damage caused by the weapon when fired.
Critical: The critical threat of the weapon.
Capacity: The number of times the weapon can fire before being reloaded.
Range: The range increment of the weapon.
Category: Whether it is a firearm or epbul.
Size: The size category of the weapon.
Cost: The average cost in gold coins of the weapon. This of course says nothing about the availability of it.
| Vowgist Sharpe Male Half-Elven Fi 5 / Ro 4 / Mrk 5: CR 14; Medium-sized humanoid; HD 5d10+5 plus 4d6+4 plus 5d8+5; hp 97 ; Init +9; Spd 30 ft.; AC ; Atk ; SQ ; AL CN; SV Fort ;Ref ; Will ; Str 12; Dex 21; Con 12; Wis 15; Int 13; Chr 15. Height 5’7”; Weight 155 lbs; Brown Hair; Brown Blue; 39 years old. Skills and Feats: Appraise, Balance, Bluff, Climb, Concentration; Craft (Blacksmith), Disguise, Gather Information, Hide , Intimidate, Jump, Knowledge (Geography), Knowledge (Religion), Literacy, Listen, Move Silently, Ride, Search, Sense Motive, Slight of Hand, Speak Elven, Spot, Survival, Use Rope; Improved Initiative, Improved Critical (Epbul), One Shot One Kill, Point Blank Shot, Quick Draw, Rapid Reload, Technology, Track, Weapon Focus (Epbul). Equipment: +4 Chain Shirt, Owidget 571m epbul, two sets of well worn traveling clothes, 3 daggers, short sword, 2 masterwork 556 Peacekeepers, Renowned throughout the Plateau by the age of 30 for his amazing marksmanship, Vowgist was a traveling entertainer and devout follower of Treetop. He was raised in a community known as the Coop by an average human family and an elven mother. He served as a soldier, and then went off to see the rest of the Plateau. When the year of Treetop’s Marks Tournament came, Vowgist left the Plateau for the first time, to participate in the contest. He has yet to return. The tournament was what Vowgist had dreamed of for over a decade. He practiced for countless days and considered it his primary goal in life. When he arrived at the event, he was destroyed when he discovered that they would not allow him to use his weapon, an epbul. Firearms and epbuls were prohibited from competition. | An infuriated Vowgist left the tournament in disarray. Over the next year, hatred and pain raked his heart. There was only one cure, vengeance. He began to seek out the causes of his anguish, the clerics of Treetop and the other marksmen. The first was difficult, a young human cleric in the forest tending the deer. As the months, then years, passed, it became easier and easier. The pain never subsided and the hatred still lingers, but it has become easier and easier for Vowgist to sate his vengeance. His greatest accomplishment to date is the assassination of the last tournament champion, Kevdani Thirdbloom. Vowgist rarely works for payment. He kills out of a deep need. After killing his target, he is known to loot and burn the body. Many have born witness to his crimes, as Vowgist often does not kill others near his target, having no need to do so. Those witnesses have told a great many stories, and turned Vowgist into a legend in his own time. His travels have taken him to every nation and land on the main continent. He is all at once the most recognizable half-elf in the world, and a master of disguise. His dirty Mithral chain shirt, well worn Basilisk hide boots, constant three day beard, and his modified Owidget 571m epbul are sure giveaways that Vowgist is indeed present. |
CLICKERS
Any item that requires a tinker to build or repair is commonly called a clicker. The only exceptions to this rule are firearms and epbuls, which are called by their own names. While the commoner makes no distinction between clickers, the tinker or the well educated makes a great deal of distinctions. The following is a list of some of the more widely used clickers and the categories into which they fall. After the list is a description of the uses and abilities of these clickers.
| Table 5-3: Lesser Clicker | Table 5-4: Clickers | |
| + | Firearms | |
| Clock | Epbuls | |
| Spin Flail | Spring Engine | |
| Multi-tool | Sewing Spider | |
| Crank Engine | Tinker Arm/Leg | |
| Water Cannon | ||
| Repeating Crossbow | ||
| Spring Draw | ||
| Table 5-5: Greater Clicker | Table 5-6: Unique Clickers | |
| Tinker Golem, standard | Flying Deliverer of Death | |
| Self-propelled Wagon | Walkaway’s Moving Mail | |
| Elemental Engine | Tinker Golem, Amatom | |
| Tinker Hand/Foot |
Clock: A device that keeps the time of day in seconds, minutes, and hours.
Crank Engine: A simple source of power derived from a crank.
Elemental Engine: The most complex source of power the tinkers have devised. It involves trapping an elemental in a device that drains the elemental of its energy and uses it elsewhere.
Epbul: The Explosively Propelled Bullet Launcher, described in detail earlier in this section.
Firearm: The antiquated device used to launch bullet or balls at an enemy.
Flame Ring: A simple ring that contains a flammable liquid and a way to ignite that liquid. By a simple snap of a finger, the wearer can produce a small flame from the ring. A ring usually only had enough fuel for one minute of flame.
Flying Deliverer of Death: Although none have been seen since a few years after the end of the War of Technology, most have heard of the giant flying clickers that laid waste to many cities and killed thousands.
Multi-tool: A small device that has many of the most common tinkers’ tools built into it. These tools may include: a screwdriver, a flint/steel, a pick, a small knife, a spoon, a fork, etc.
Repeating Crossbow: Any crossbow that can be used by attaching a clip of multiple bolts and fire in succession without reloading.
Self-propelled Wagon: A wagon that is not drawn by animals, but instead uses an engine to motivate it. Any type of engine may be used, but must be built or purchased separately.
Sewing Spider: A small metal object shaped like a spider. The legs take string from its abdomen and stitch together torn clothing, and on occasion, torn skin. The spider may be loaded with any type of string. A crank engine always motivates them, because they are too small for any other type.
Spin Flail: A two- or three-headed flail with an engine built into the handle. The engine spins the flails in a circular motion. It is a favorite weapon among the physically weak.
Spring Draw: This relatively simple clicker is attached to a weapon or item. When activated, usually by easy to reach button or switch, it causes the item to which it is attached to spring into the wearer’s hand. It must be reset after every use.
For game mechanics, it has the effect of gives the wearer the Quick Draw feat when used.
Spring Engine: An engine that derives its power from coordinated springs.
Tinker Arm/Leg: When a creature loses an arm or leg, the tinkers have begun to replace those limbs with mechanical metal ones.
Tinker Golem, Amatom: The most well known variation of the tinker golem, it was designed by tinkers loyal to the deity Amat. Unlike the standard tinker golems, which use little or no magic, the Amatom variant is armed with several arcane and divine enchantments and items to aid it in its battles. Most commonly seen are wands of lightning, fire, and frost as well as the Fiery Sites (see p.215).
Tinker Golem, standard: Much like the spellcasters, the tinkers saw an advantage to having an automaton available to protect and serve. Tinker golems have many different shapes and designs, but are all built for battle. They may be powered by any means, but only an elemental engine allows the golem to stay active for a reasonable amount of time.
Tinker Hand/Foot: When a creature loses a hand or foot, the tinkers have begun to replace them with mechanical metal versions.
Walkaway’s Moving Mail: A tinker by the name of Walkaway designed the first suit of armor that could move on its own while someone was wearing it. An elemental engine powered the original armor. It stood seven feet tall and weighed over six hundred pounds. It had a built in epbul and water cannon. It was resistant to electricity and fire. Slashing weapons had a minimal effect on the armor. Since the first armor was designed, several other suits have been made. Each one looked different and had somewhat different clickers built into it.
Water Cannon: A device that looks similar to a firearm or epbul. Instead of launching a bullet or ball at a target, the water cannon launches a steady stream of liquid. The type of liquid depends upon what the owner has loaded into the water cannon. The size of the clicker determines how much liquid can be loaded into it. The average water cannon holds two gallons.
CHAPTER 6: Deities
The deities of Habololy look down upon a world that is theirs to shape. They are beings of amazing powers and strong beliefs. Every deity has control over one or several aspects of existence in the world. Through these aspects, a deity looks to bring about a world that is more in line with what that particular deity sees as ideal.
To further many of their causes, the deities long ago decided to form a Counsil. The Counsil was the idea of The Oldest Orc, who is the eldest and most powerful of all the deities of Habololy. He insists that the goal of the Counsil is to prevent extreme acts of the deities from causing chaos and the destruction in the world. They would act upon each other as a system of checks and balances, and allow the mortals of the world to decide whose ideals would prove to be the strongest.
The Counsil has another purpose. When the world was young, over two millennia ago, before the Counsil existed, there was a mortal gnome named Amat Meo. He gained power like no mortal had before him. His armies conquered the world, and his power grew to match the deities. Without a common focus, it took the deities centuries to overcome Amat. After he was defeated, but not killed, the Counsil was formed. When Amat returned centuries later, the Counsil’s combined efforts were able to thwart his plans much more quickly.
For one reason or another, there are other deities that have chosen an existence off of the Counsil. These deities are considered dangerous rogues, and their followers are considered cultists. It is only The Oldest Orc’s first mandate that the deities not directly interfere on the planet, which allows the cult deities to continue. Much like the deities of the Counsil, the outsiders look to have their ideals win out in the mortal world. For a variety of reasons, the Counsil does not agree that their beliefs have a place on Habololy.
There are also beings that do not yet fit into either category. These beings are known as Quasi-Deities. They are more powerful than any mortal, but do not have the worshipers or influence of a deity. Some will one day take a place upon the Counsil. The others will be outsiders and fight for their place against the wishes of the Counsil.
The following pages describe all one needs to know about a given deity. To understand how the entries are set up, there is a chart on the next page.
HOW TO READ THE ENTRIES
DEITY’S NAME [phonetic spelling] (other names the deity is known by)
How the world sees the deity? What role the deity has on the Counsil and in the world? What are the major myths surrounding the deity? Who are the deity’s enemies and allies? How long has the deity existed on Habololy?
Power: The level of power a deity has. Based on length of existence and number of followers. There are five levels: Overgod, Greater God, Lesser God, Demi-god, and Quasi-deity.
Symbol: The symbol that the deity is known by, also usually the holy symbol of a cleric of that deity.
Alignment: The alignment of the deity.
Aspects: The ideals, creatures, races, places, professions, and elements that fall under the watch of the deity.
Plane of Existence: The plane on which the deity truly exists. For the most part, the deities of the Counsil are of the Prime Material Plane.
Domains: The domains of influence, which a deity is known for and that the deity grants to clerics. A cleric must have two domains, no more or less. Clerics of quasi-deities have only one domain.
Favored Weapon: The weapon, if any, that the deity is seen with or known to wield. This is necessary for certain divine spells and for clerics, who wish to closely emulate their deity. It is also often used in symbols of the deity. A cleric automatically gains proficiency in her deity’s favored weapon if not already proficient.
Turn Undead: Whether the deity grants clerics the ability to turn or control the undead, or what power replaces that ability. If another power replaces the turn undead power, that power may be used for the purposes of using certain feats instead of that power. An * means that those feats are unavailable to a cleric of that deity.
Back from the Dead: Because of the varying beliefs of the deities, if or how they allow their clerics to bring beings back from the dead varies. There are four categories in which the deities fall: None – they may not bring back the dead; Resurrect – they may only use spells such as Raise Dead or Resurrect; Reincarnate – they may only reincarnate; Any – they may use any method.
Favored Class: The class that the deity allows the clerics of the faith to choose as a favored class.
High Temple: The location of the most sacred and usually most important temple of the deity.
High Cleric: The name of the high cleric.
Number of Faithful: The approximate number of mortal followers of the deity.
Associated Groups: Any organizations that are known to be in the service of the deity. This often includes deity-based prestige classes.
Dogma: The guide for the everyday worshipper of the deity.
DEITIES of the COUNSIL
THE OLDEST ORC (The Overseer, The Eternal)[23]
Less is known of the Oldest Orc than nearly any other deity of Habololy. What is known is that he is the most powerful of the deities, sitting in judgment above all, but never interfering. His existence is said to pre-date the creation of the world, but his arrival on Habololy, when he brought the orcs, gnomes, and dragons to the world, is a recorded fact.
Those that worship him do out of respect. His followers are not greedy, nor tremendously devout. Other religions let his followers be, because they fear the power of the overseer, which has never been brought to bear, but which always looms.
More than any other religion, the Oldest Orc’s is based on faith, for he is the only deity that never appears to his faithful. The vast majority of the faithful of the oldest Orc are orcs. The religion’s most ancient methods and dull services are as much hallmarks of the orcs as they are of the religion.
Virtually all artwork and description of the Oldest Orc portray him as a grandfatherly-looking orc. White hair, recessed eyes, a think cane, and heavy skin.
Power: Overgod
Symbol: The infinity symbol interwoven with another symbol. (Ex. eyes, teeth, sword, etc.)
Alignment: Neutral Neutral (good)
Aspects: The Orcs, Ancestry, The Elderly, Non-intervention
Plane of Existence: Prime Material
Domains: Knowledge, Time
Favored Weapon: Staff
Turn Undead: As a standard action, the cleric may create an area of Divine Dominance, where the power of the Oldest Orc is so strong that it forces out powers of any other deity. The area extends in a ten foot radius from the cleric. The area lasts for 1 round. No turn undead (or turn undead replacement) abilities function within the area. No granted powers from a domain function within the area. Spells are not affected by this power. Powers are not ended, they are suppressed. So if a power lasts for a period of time, it can become reactive when the other cleric exits the area. This will affect powers given through any divine class so long as the power is from a turn undead source or domain. The cleric may use this ability 3 + his Charisma modifier times per day.
Back from the Dead: Any
Favored Class: none
High Temple: Melg
High Cleric: Lukius Veraitius
Number of Faithful: 2,000,000
Associated Groups: none
Dogma: Do not involve yourself in events or tasks that are above your station. Be mindful of the past. Obey your superiors, but be knowledgeable about them and the decisions they make. Protect all knowledge gained. Respect the old. Death after a life of devotion and respect is the greatest reward.
Feast Day: none
🟍🟍🟍🟍🟍🟍🟍🟍🟍🟍🟍🟍🟍🟍🟍
Habastly
[ha-bast-lee] (Father Earth, Nature’sGuard) [24]
The bringer of life to Habololy has always had one of the most influential and largest religions. No one is ignorant of the fact that Habastly is the first among the four creators. He actively ensures that his world does not fall to the evils of the cults.
The clerics and the faithful of Habastly can be found in most places, even if in only small groups. They all have at least one thing in common, life. They fend off the imbalances in nature that can be created from all directions.
Habastly respects the existence of every member of the Counsil. His clerics aid any cleric of the Counsil as long as they are not harming life. In contrast, every deity that chooses to remain on Habololy outside of the guidelines of the Counsel is his sworn enemy. Their reverence towards life prevents Habastly and his clerics from waging open war on the cults, but does not stop them from banning and sanctioning them.
Habastly appears to his faithful in all manner of natural guises, from a human, to a treant, to a spider.
Power: Greater God
Symbol: The sun crossed by a staff.
Alignment: Neutral Good
Aspects: Nature, Life, Plants, The Sun
Plane of Existence: Prime Material
Domains: Creation**,** Earth, Plant, Sun, Weather
Favored Weapon: Staff
Turn Undead: Turn Undead
Back from the Dead: Any
Favored Class: none
High Temple: Habastalai
High Cleric: Harold Lastelm
Number of Faithful: 3,500,000
Associated Groups: Grovetenders
Dogma: Without nature in balance, the world would end. All living things that are in the cycle of life must be respected. Death is the end to the cycle, and therefore natural. Those things outside of the natural cycle and order of things are the greatest evil.
Feast Day: Day of Life
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Treetop
(The Animal Guard, The Ranger Lord)
It is told that in the beginning, Treetop brought all of the animals to Habololy. He chose them and placed them. Since that time, Treetop has defended all the natural creatures of Habololy. His role as the lord and guardian of all animals has never been challenged.
Much like their patron, followers of Treetop look out for animals. The clerics and faithful pay special attention to the so-called civilized creatures. Their faith is a proactive one, stemming problems before they begin, not afraid to make mistakes. Treetop is known to appear every few years to his followers, warning of great dangers and rewarding heroic deeds.
Although he and Habastly have a great deal in common, Treetop is more willing to be outspoken for or against other deities, both on and off the Counsil. He has long argued for Arsur’anyodel, often allies with Tommimao and Falan, and openly defies Dresta and Gruweas. Treetop is also known to be tolerant of the cults, but not enough to raise the ire of the other three creators.
Those who meet Treetop describe him as a handsome middle-aged elf. Details vary, as each elven race describes seeing him as being from their particular race.
Power: Greater God
Symbol: A tree circled by arrows.
Alignment: Chaotic Good
Aspects: Animals, Beasts, Elves, Rangers, Archery
Plane of Existence: Prime Material
Domains: Animal, Good
Favored Weapon: Short Bow
Turn Undead: Turn Undead
Back from the Dead: Any
Favored Class: Ranger
High Temple: The Palace of Trees
High Cleric: Vavalikai Jungletree
Number of Faithful: 2,900,000
Associated Groups: The Animal Guards, The Ranger Lords
Dogma: All animals live together in the world. Treat other creatures, as you would have them treat you. Prevent creatures from being taken advantage of unfairly. Do not let invention or modernization cloud the goals of life. Death is a natural end to life. Only the evil have to fear their existence after death.
Feast Day: 1st Leenot
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Smofarf
[smoh-farf] (Dwarf Father, Magic Bringer, The Master Crafter)[25]
When the world was born, Smofarf gave it magic. He bound the world together with it and taught the first wizards how to shape it to aid them. When the time came, he brought the dwarves to the world to master the greatest craft, spellcraft. Smofarf remains the overseer of Habololy’s magic. It is his first priority.
The clerics of Smofarf are sometimes indistinguishable from wizards. In fact, many are wizards as well as clerics. Their duties are to preserve the sanctity of arcane magic, to teach all creatures the best ways to interact with it, and to ensure it is not abused. To the faithful of Smofarf, one of the greatest abuses of magic is that of the Sorcerer. The faithful do not call for the open execution of Sorcerers, but they do call on them not to openly use their talents. Those that do not heed the warning are to be banished.
Smofarf’s first loyalty is to magic, even over the other creators on the Counsil. His considerable weight on the Counsil lies always in line with the decision of Habastly, except in the rare instances where arcane magic would be harmed in some way. The thorn that exists in the side of Smofarf is the Cult of Drunnbar. Few religious wars can compare to those waged between the faiths of Drunnbar and Smofarf. No quarter is ever asked or given.
Smofarf appears to his faithful as a robust brown bearded dwarf of middle years. He has short hair and is always garbed in heavy robes. His eyes appear in many colors, and his clerics say that the color reflects the school of magic he is using.
Power: Lesser God
Symbol: A mountain circled by eight stars.
Alignment: Neutral Good
Aspects: Magic, Dwarves, Wizards, Crafts
Plane of Existence: Prime Material
Domains: Earth, Knowledge, Magic, Protection, Rune
Favored Weapon: Hand Axe
Turn Undead: Sacred Spell Feat (usable on arcane spells)*; Clerics may take any feat that is normally only applicable to arcane spells and apply it to divine spells.
Back from the Dead: Resurrect
Favored Class: Wizard
High Temple: Mount Spelltop
High Cleric: Hothmur Mountainmagic
Number of Faithful: 2,500,000
Associated Groups: Brotherhood of Blast Mountain
Dogma: Mastering a craft is the most important goal in life. Magic is the greatest craft of all. Without the crafts, the world would be uncivilized and barbaric. Only those who have wasted their life on trivial pursuits have to fear death.
Feast Day: 1st Smofena
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Lakius
[la-kee-oos] (The Hermit, King of the Blues)[26]
It has been a long time since Lakius was last seen. His place as the master of all the seas and the skies seems but a memory to many. His time of glory, when the races wondered at the marvels that are the sea and sky is past. His role is now that of the old hermit, and guides those that stray too far and sympathizes with those who are alone.
His followers have become fewer and farther between. Those that remain are often from the less civilized or less educated regions of Habololy. The religion is one that preaches a return to the past and of doom for the future.
Although the clergy of Lakius are not active outside of their communities, they have a strong resentment towards the religions of Compture and Tommimao, who they believe are the two deities that are primarily responsible for the downfall of Lakius.
Lakius is so rarely seen that even his followers have a difficult time portraying him as anything but a long-haired human in a fisher’s clothes.
Power: Lesser Power
Symbol: A cresting wave with the sun rising over it.
Alignment: Neutral Neutral (good)
Aspects: Water, the Oceans, the Sky, Solitude
Plane of Existence: Prime Material
Domains: Air, Weather, Water
Favored Weapon: Spear
Turn Undead: Water Breathing as per spell (number of times per day same as a cleric of equal level could turn undead)
Back from the Dead: Any
Favored Class: none
High Temple: The Floating Isle
High Cleric: Deeney of the Sea
Number of Faithful: 450,000
Associated Groups: none
Dogma: The truth can be found in peace and solitude. The sky and the sea are the buffers between people so that they might discover the truth. Fire, earth, and the creatures that use them or spawn from them bring on the evils of the world. Those who die without discovering the truth to existence are destined to be born again until they are successful. Those who discover the truth live on after death in peace.
Feast Day: 1st Wavery
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Dedestroyt
[dee-dae-strawt] (The Destroyer, The Killer, The Guard of the Dead)[27]
The most feared deity on the Counsil. Dedestroyt is the gate guard between the mortal world and the other. He is the judge that decides where a mortal will go after death; either to their own deity, or to his unforgiving realm. He is entrusted with stopping as many cultists from reaching their deities after death as possible. Dedestroyt is seen as an armored skeleton, taller than an ogre, who wields a mighty serrated greatsword. Once, before the Counsil had been formed, Dedestroyt tried to kill to the world. He fought the creators, and defeated all but Habastly, whom shattered Dedestroyt’s slaying sword with his life force. Seeing the power of this new deity, and not being able to destroy him, Habastly offered to share the cycle of existence with Dedestroyt, who gladly accepted the role. It is also said that since Dedestroyt failed in his mission to kill the world, it will turn pass to one of his progeny to do so.
The followers of Dedestroyt fall into two categories. Those that respect death and help others to respect it and not fear it, and those that want to bring death and destruction to Habololy. Fortunately, the former, who have a shrine or temple in nearly every city, outnumber the latter, who generally hold no temples or shrines. The two sects do not interfere with each other and in fact there are two different clerics held as the high cleric by the two factions.
Malcolm leads the majority of the religion, traveling from temple to temple, ensuring that the faithful are in line with the teachings of Dedestroyt. He wages a constant evangelic war against Vistrani Fell, the current Dead Stalker and leader of the other sect. (See sidebar).
Dedestroyt has always supported the Counsil; his symbiotic relationship with Habastly has existed for millennia. However, this support does include a great deal of scorn, especially towards Quan Yin and Falan. Dedestroyt loathes the cults, with the exception of Loomashyn. His clerics, of either sect, will openly attack any clerics of Hemator.
Unlike most of the other deities, who give the quasi-deities the opportunity to prove themselves, Dedestroyt has never voted for the elevation of a quasi deity to the Counsil. His religion calls for the persecution of the followers of any quasi-deity.
The appearance of Dedestroyt always bodes poorly for those that see him. The hulking 12 foot skeleton in plate armor never sneaks in or quietly appears. His entrance is booming and his presence is felt at the end of his massive serrated greatsword.
Power: Greater God
Symbol: A human skull with serrated sword through the eye sockets.
Alignment: Chaotic Neutral
Aspects: Death, Destruction
Plane of Existence: Prime Material
Domains: Death, Destruction, Repose, War
Favored Weapon: Serrated Greatsword
Turn Undead: Turn Undead
Back from the Dead: None
Favored Class: none
High Temple: none
High Cleric: Malcolm the Dread
Number of Faithful: 200,000
Associated Groups: Huntsmen, the Dead Stalkers
Dogma: Death is the only inescapable truth. Respect it and make sure those who do not learn to do so.
Feast Day: 17th Leenot
| Vistrani Fell Male Jungle Elf Cl 5 / Be 4 / DS 9: CR 18; Medium-sized humanoid; HD 5d8+20 plus 4d12+16 plus 9d10+36; hp 195 ; Init +3; Spd 45 ft.; AC 24; Atk +13/+8/+3; SQ Rage 2/day, Uncanny Dodge, Trap Sense +1; AL CN; SV Fort +20; Ref +11; Will +17; Str 17; Dex 16; Con 18; Wis 18; Int 12; Chr 17. Height 5’9”; Weight 175 lbs; Dark Green Hair; Hazel Eyes; years old. Skills and Feats: Concentration, Craft (Carpentry), Heal, Intimidate, Knowledge (Geography), Knowledge (Religion), Listen, Ride, Search, Speak Common and Umanin, Spot, Survival, Swim; Die Hard, Endurance, Iron Will, Seething Hatred (Umanin), Great Fortitude, Toughness, Track. Equipment: The appearance of Vilanstri is dominated in one’s mind by the presence of his great serrated sword, which is traditionally carried over the shoulders without a sheaf. Blessed by Dedestroyt, the sword is known to be Wounding and Vorpal. He wears no armor and carries no shield or other weapon. The current Stalker of the Dead has held the rank for nearly 150 years. Before him, there were many who could not live up to the standard that had been set by Kendel (see page 134). None of those earlier clerics, however, could claim that he had been the one that killed the legendary cleric. Vilanstri grew up in the constant service of the faith of Dedestroyt. His father saw to the needs of his community as the local cleric, and Vilanstri intended to aid his father and take over his father’s responsibilities when the time came. Vilanstri was a cleric and a warrior of minor skill in the late 4th century AC when the call came from the kingdom that the time had come to put an end to the Umanin Kingdom. He joined many other elves that went to war. His days in those battles against the Umanin taught him the true evils that could be persecuted against a race. At every turn, the Umanin would sacrifice a battle to inflict heavier casualties upon their elven enemies, leaving their human foes nearly unscathed. At the head of the carnage was Kendel. The war ended, along with the Umanin Kingdom. Kendel was never seen again, although his followers began to worship him as a deity. Vilanstri never returned to live in the jungle. He dedicated his existence to finding and killing Kendel, a goal he claims to have achieved. After Kendel disappeared, those clerics that took up the mantle of Dead Stalker never lasted more than a decade. None had the notoriety of Kendel until the stories of Vilanstri and his tracking and killing of Kendel began. Shortly after the fall of the Tinkocracy, Vilanstri was recognized as the Dead Stalker. Vilanstri’s existence, and that of every Dead Stalker, is to ensure that no creature unfairly escapes death. They travel the world with an innate knowledge of who has been brought back from the dead. Although is an even-handed feared Stalker. |
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Tyrogatore
[tie-roe-gay-tur] (Lizard King, Judge of the Body)[28]
The simple creed of Tyrogatore appeals to millions. There is no subterfuge; there are no plots, no grand schemes, no great vision, and no complex theories. What is seen, what is done, what actually occurs; those are the matters of import to Tyrogatore.
His existence as a deity long predates any concerns his followers might have. He has always been a judge on the Counsil. His role is to judge the actions of the physical body. He holds sway of the realm of flesh and blood, of metal and stone. His decisions are quick and final.
Tyrogatore and his faithful are looked down upon by deities and their religions, but never up front. While many preach against their straightforward ways, few stand face to face with the clerics of Tyrogatore while doing it.
The cults fear Tyrogatore and his religion more than most. An act that was done against the law will be denounced and punished by Tyrogatore. Rarely are explanations allowed. Of the other Counsil members, Quan Yin is the only one that speaks against Tyrogatore.
Tyrogatore is often sketched and worshipped as a massive human; over 8 feet tall with the head of a great lizard. His presence is heralded by a near deafening roar.
Power: Greater God
Symbol: The head of a great lizard.
Alignment: True Neutral
Aspects: Unarmed Combat, Lizards, Monks
Plane of Existence: Prime Material
Domains: Animal, Scalykind, Strength
Favored Weapon: Improved Unarmed Strike
Turn Undead: Stunning Fist*
Back from the Dead: Reincarnate
Favored Class: Monk
High Temple: Jaswap
High Cleric: Garis Stoneridge
Number of Faithful: 3,000,000
Associated Groups: Keepers of the Art
Dogma: The body is the ultimate gift. It must be respected and cherished. Actions speak louder than words. Results are the only factors that matters. Those who have total control of their body are the closest to divine. Death comes to the weak.
Feast Day: 15th Smofena (The Day of Arrival at Jaswap)
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Compture
[komp-tur] (The Schemer, Gremlinlord)[29]
The first time Habololy changed, the seeds of Compture’s existence were planted. Every time the world has changed, she has grown. While the world stagnates, she grows weak. Complacency is her foe, and life her ally.
Compture is an instigator and a voyeur. She draws energy and enjoyment from change. She is also a planner and a schemer. For Compture, change must have purpose and direction.
The other religions are very careful of the faithful of Compture when they are able to recognize their presence. A cleric of Compture signifies that great changes are in the works. In most cases, the clerics do not work to cause the changes themselves, but rather plant the seeds in others. The changes they create can be helpful or harmful. It is only the significance and size of the change that matters to the cleric and to Compture.
Every other Counsil member sees the importance of Compture. Since every deity sees something in the world that needs to change, they recognize her importance. She changes her allegiances often, but always with reason.
The cults do well to leave Compture alone. Many believe that one day Compture will work to change the way the Counsil works, or even to eliminate the Counsil to change Habololy.
Compture’s nature is to defy any consistent depiction of her.
Power: Greater God
Symbol: A multi-colored ring.
Alignment: Neutral Evil
Aspects: Schemes, Gremlins, Change, Shapechangers
Plane of Existence: Prime Material
Domains: Evil, Trickery
Favored Weapon: Dagger
Turn Undead: Humanoid Shape (1 + Constitution modifier times per day), this is similar to the polymorph self spell, but may only be used to change into a humanoid form.
Back from the Dead: Any
Favored Class: none
High Temple: unknown
High Cleric: Valen Tracenkall
Number of Faithful: 350,000
Associated Groups: The Changers of Ways
Dogma: The measure of an individual is in how they change the world. To be successful in life is to change the world as much as possible. Planning and thought are the best methods to cause change. Death is an end to opportunity. Those who cause change live on in the change they created.
Feast Day: none[30]
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Han~Sui
[hahn-soo-ee] (Lawbringer, The Weapon Master)
HanSui is the force behind most decisions of the Counsil. He always acts in the interest of the law and on the orders of the Counsil. HanSui has never been defeated in armed combat. Legend has it that the world will be driven into chaos on the day that he is defeated.
The faith and religion of Han~Sui are straightforward. Truth, honesty, and honor are the tenants of his religion. The actual prayers and ceremonies vary between nations and races, but it is the adherence to them that is emphasized.
Since Han~Sui became a deity, he has had a rivalry with Tyrogatore over which style of combat, armed or unarmed, is better. This debate has spilled over into the centuries-old worldwide competitions that occur every twenty-five years.
The competition credited to Han~Sui is named the Suian Competition, and crowns the greatest armed combatant of Habololy (seep.207).
HanSui treats all of the deities of the Counsil equally. The Counsil members all harbor a respect for HanSui. Tommimao, Lavash’Ki, Compture, Frostine, and Dresta are notorious for their quarrels with Han~Sui.
None of the cults have any delusions that Han~Sui and his faithful would have any pity for them. The cultists all keep their distance from his clerics.
The image of HanSui is one that has been drawn the same for over a millennium. Standing exactly six feet tall, HanSui appears as a human in a unique combination of chain and plate armor. His helmet is admantium and reveals only his eyes. He is always holding his sword, whose type is debated by nations and races.
Power: Lesser God
Symbol: The scales balanced on a sword.
Alignment: Lawful Neutral
Aspects: Truth, Honor, Armed Combat, Justice
Plane of Existence: Prime Material
Domains: Law, Nobility, Strength, War
Favored Weapon: Katana
Turn Undead: Turn Undead
Back from the Dead: Resurrect
Favored Class: Fighter
High Temple: Freeburg
High Cleric: Darvin Collingson
Number of Faithful: 1,250,000
Associated Groups: Truthholders
Dogma: Truth and honor are the measurements by which everyone is judged. It is the duty of every honorable being to bring others to justice. War is the ultimate solution to a conflict, so all must be ready if it comes. Those who are prepared do themselves the greatest honor. An honorable death is the greatest reward one can receive. The dishonorable are doomed to an eternity of torment.
Feast Day: 11th Baston Sun
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Everentual
[e-ver-en-too-al] (Judge of Souls, The Evenhanded God)[31]
The high judge of the deities, Everentual is a servant of the Counsil in much the same way Forsha once was and Han~Sui currently is. Unlike those deities, Everentual has garnered few faithful.
While his position grants him much power over what is done with the deities, that power has not given him a great many faithful. Only the elite worship Everentual. He appeals to those that are in power, ruling over others. Since there are always more taking orders than giving them, Everentual’s pool of possible followers is small.
Those that worship him are fanatical and demanding. They enforce every edict he declares. They are pitiless to the cults.
The other deities of the Counsil abide by Everentual’s decisions. While some do not agree, the mandate to the judges is final and unwavering. To Everentual, any deity that does not agree with a decision the judges have made is in error. His clerics are no different.
The other religions respect but avoid the clerics of Everentual, who are seen as impractical and always find some flaw with clerics of other deities. The cults despise Everentual’s clerics, who take nothing into consideration before condemning them on principle.
The great judge has never graced his followers with an appearance. Many renditions of his appearance have been created, but none have ever taken hold as the definitive version.
Power: Lesser God
Symbol: The scales with a hammer and a bell replacing the two scales.
Alignment: True Neutral
Aspects: Judges, Impassive Equality & Fairness, Neutrality
Plane of Existence: Prime Material
Domains: Knowledge, Time
Favored Weapon: Hammer
Turn Undead: Command Race (same as command undead, but usually against members of the cleric’s own race)
Back from the Dead: Any
Favored Class: none
High Temple: Hertoplowis
High Cleric: Grant of the Scales
Number of Faithful: 300,000
Associated Groups: The Judges Guild
Dogma: Everyone is judged at all times. The soul cannot be hidden or changed and is therefore the ultimate measurement. To be fair and equal in all things is the goal. Action should only be taken after long deliberation, and even then only when absolutely necessary. Only the foolish take extreme views. Death comes the same to all. Only the soul returns to life after death. The actions of a soul in one life affect its station in the next.
Feast Day: 20th Coustus
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Gruweas
[groo-eez] (Lawmaker, The Chief Counsel)
Gruweas is a cold and uncaring deity. He knows nothing of mercy, kindness, or generosity. What he does know is the law and its implementation.
The lore of the deities tells of an age when Gruweas was the foil to Dedestroyt. It was a time when the chaos of death and ruin were challenged by the law and safety of governments. As time passed, and more deities began to emerge, Gruweas found other, more pressing challenges. Primary among them is the Grean Republic. The race made in his image established a nation based on his ideals.
For much of the people of Habololy, there is little separation of Gruweas and the Gree. Those non-Gree that worship him are devoted to the law or to the ideals of an all-powerful government.
Gruweas is disliked by many of the Counsil members. Falan, Tommimao, Lavash’Ki, Arsur’anyodel, and Treetop all speak against his unwavering backing of the rules. The cults of Drunnbar and Vishtoo particularly hate Gruweas and his followers, and will attack them on site if possible.
Gruweas allows the law to dictate his allegiances and enemies.
Gruweas is depicted as the perfect Gree. Standing no more than five and a half feet tall, he wears traditional Grean armor with a tri-sword at one hip and an elemental epbul at the other.
Power: Lesser God
Symbol: The fleur-de-lie.
Alignment: Lawful Evil
Aspects: Cunning, Gree, Lawmakers, Government
Plane of Existence: Prime Material
Domains: Evil, Law, Nobility
Favored Weapon: Tri-Sword
Turn Undead: Control Undead
Back from the Dead: Resurrect
Favored Class: none
High Temple: Beasetta
High Cleric: Petrik-Gar Chelthin
Number of Faithful: 750,000
Associated Groups: none
Dogma: Order must be achieved at all costs. Those who do not aide in creating order are against it. Laws are the best method of keeping order. Strong governments are the best methods of keeping the law. One must be intelligent and wise to take part in lawmaking. Others do best to follow the laws of their leaders. Death allows the strong to continue without the weak interfering.
Feast Day: 9th Coustus
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Celetal
[sel-a-tal] (Judge of the Mind, The Silent Power)[32]
Celetal is the silent dispenser of wisdom and intelligence. She brought to the Counsil a level of thought matched by none. Her logic and reasoning helped to create most of the rules that govern the Counsil.
Although none argue that she existed in the form she has today when Habololy was created, she has always been with the world. With the existence of more and more sentient beings, Celetal came into being. She helped the first psions understand and develop their powers. When the Counsil was created, Celetal was chosen as one of the three judges, the judge of the mind.
The faith of Celetal revolves around thinking through every problem. Her followers are encouraged to do research and take time to make decisions. Impatience and being overly emotional are the worst traits.
Celetal believes all of the other religions have their place. The true dangers lie in the cults, especially those of Chaos and Loomashyn. It is uncommon that any religion or cult targets the faith of Celetal.
Power: Lesser God
Symbol: A crystal diadem with three-pointed star at the front.
Alignment: True Neutral
Aspects: Psionics, Silence, The Mind
Plane of Existence: Prime Material
Domains: Knowledge, Community
Favored Weapon: none
Turn Undead: Vow of Silence
Back from the Dead: Any
Favored Class: Psion
High Temple: Monastery of Thought
High Cleric: Ugenna Shallon
Number of Faithful: 500,000
Associated Groups: none
Dogma: Thought carries on though all other events. Thought has more power than any other elements. Words clutter the purity of the mind. Thinking through problems will always produce the best result. Be wary of anything that might interfere with clear and rational thought. Only those who allowed emotion to dominate their lives have to fear death.
Feast Day: 4th Leenot
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Tommimao
[tom-ee-may-o] (The Wanderer)[33]
Tommimao is most often worshipped as the patron of travelers. He is the deity of guides in a world without maps. He is also known as the patron of the addicted.
After the Doggeden War, Amat was banished from Habololy. To ensure he would not return, the deities tasked several individuals to keep watch over Amat. Tommimao was one of those individuals. He was the only one to return to Habololy to warn of the return of Amat. The Counsil rewarded him by promoting him to their ranks.
Tommimao quickly took to life as a deity. He was more involved in the lives of his fledgling religion than any other deity. He was involved in the mortal world in a way no other deity did, and he got caught up in it. Tommimao remains active on the world, helping Habololy’s races make their way safely from place to place. He personally trains every pathfinder for at least a week.
The clerics of Tommimao emulate their deity in both virtue and sin. They are helpful and concerned, but indulgent. They live this life and preach it to the faithful, and to other religions and cults. The religion of Tommimao has a shrine in more towns and cities than any other deity.
Tommimao and his faithful adhere to few rules without question. Sometimes favoring the Counsil, at other times speaking against it. Sometimes aiding the cults, while at other times working to defeat them. Views vary from cleric to cleric as often as from time to time.
Much of the Counsil does not approve of Tommimao, but they pay him little attention. His religion is consistent in its size, but has one of the lowest life expectancies of any faith. Since the views of the clerics change frequently, it is difficult for them to find any long term allies. All of the cults work against Tommimao, as he is seen as a weak link in the Counsil, one that could be eliminated or persuaded.
Power: Lesser God
Symbol: The most commonly used method of travel: horse, griffon, feet, etc.
Alignment: Chaotic Good
Aspects: Travelers, Guides, Intervention, Pipeweed, Addiction
Plane of Existence: PrimeMaterial
Domains: Liberation**,** Luck, Travel
Favored Weapon: Long Sword
Turn Undead: Know Direction as spell of same name (number of times per day as a cleric of the same level could turn undead)
Back from the Dead: Any
Favored Class: none
High Temple: none
High Cleric: Keifer Griffonbane
Number of Faithful: 200,000
Associated Groups: Pathfinders
Dogma: The journey of life is more important than the destination. The more things that are encountered in life, the more full of a life it is. Helping others fill their life is just as important as goal as filling one’s own life. Anything that prevents the expansion of someone’s experience is bad. Death is the end of the road, so make sure that the road is long and full.
Feast Day: 20th Wavery
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Tfop
(Bane of the Favored)[34]
Tfop exists in the way one would expect the champion of the underdog to exist. He is at times the world’s greatest hero and at other times the fool. He takes on noble causes that have little or no chance of success. He does this not out of ignorance, but out of a deep optimism that things can always be better.
Tfop and his twin ascended at nearly the same time. They were two of the greatest thinkers ever. Alchemy, architecture, and wizardry were just a few crafts they mastered. By the time of their ascension, virtually every civilized being had used one of their concoctions.
Tfop was always the riskier of the twins. He took chances that his brother scoffed at. Although many failed, those that resulted in success made Tfop the more acclaimed of the two. He was revered for his bravery, lauded for his generosity, and heralded as the champion of the long shot and the underdog.
His clerics became some of the most loved in the world. They took up causes no one else would, and had an endless stream of hope. When the Doggeden War came upon the world, Tfop’s religion was strong. It took up the fight wholeheartedly. When it appeared that Amat and his monsters were on the verge of victory, Tfop confronted Amat. Not a warrior, Tfop was given no chance. The other deities did not come to his aid, but Tfop did not falter. He brandished his greatest weapon, a mithral potion bottle. While Amat laughed, Tfop shattered the bottle, expecting to kill them both. Instead, Amat was weakened so severely that the Counsil was able to banish him and Tfop was so badly injured that he would never be able to fully recover.
When Tfop returned to the Counsil, they applauded him. He responded with bitterness and scorn for their refusal to aid him in the fight against Amat. He left the Counsil. The judges condemned him and began a crusade that over the next 300 years would nearly wipe out the religion of Tfop. It was not until Amat’s return that the Counsil would come to Tfop for help and he would be allowed back on the Counsil.
Tfop’s once mighty religion struggled to make it back to its former prominence. It has not done so yet, and probably never will. The religion is based in the massive twin city of Port Talp, one of the few places where magic and technology coexist with each on a high level. Much as they have done for as long as the religion has existed, the clerics go out upon the world to take up the cause of the underdog.
The older deities still hold a grudge against Tfop, while the newer members of the Counsil hold him in high esteem. Since the death of his twin, he has picked up the full worship of alchemists and has lost a constant antagonist.
The cults see Tfop as a shining example of what an outsider to the Counsil can accomplish. Tfop, having been one for a few centuries, gives the cults more leeway than the other Counsil members.
Tfop is seen as a middle-aged human. He is of average build, average height, never is completely shaven, and his presence puts all around him at ease. He is often dressed in fine but casual clothing. He never wears armor, and only rarely is seen with his long sword. The wound that he received from his battle with Amat manifests itself as a noticeable limp when the deity is seen.
Power: Lesser God
Symbol: A glass alchemy bottle with a glass cross stopper.
Alignment: Chaotic Good
Aspects: Alchemy, Underdogs
Plane of Existence: Prime Material
Domains: Knowledge, Liberation, Luck, Magic
Favored Weapon: Rapier
Turn Undead: Brew Potion (ignore prerequisites) feat AND Skill Focus (Alchemy) feat AND add caster level to Craft (Alchemy) skill checks*
Back from the Dead: Any
Favored Class: none
High Temple: Port Talp
High Cleric: Tobin Reckwel
Number of Faithful: 350,000
Associated Groups: The Silverswords
Dogma: The best way to assure one’s place in all eternity is to be good in life. To help those in dire need is the noblest of deeds. The greater the risk, the greater the reward..
Feast Day: 16th Baston Sun (The Day Amat was banished)
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Falan
[fal-on] (Bladelord, Necromaster)
Falan is a deity caught between two existences. He is worshipped by both the undead and those who control them and by those who would destroy the undead. These two groups are generally diametrically opposed to one another.
In his mortal life, which ended when he ascended during the return of Amat, Falan was a friend to Stasis and Mouser, who were also mortals at the time. His ascension came with the rare blessing of the Oldest Orc, a fact that none have ever explained.
His religion is split. Although most of the faithful fall into the category of fearing and wanting to destroy the undead, many clerics use the undead, or are themselves undead.
The race of Sakor’akai also worships Falan. The first of their kind appeared on Habololy shortly after the ascension of Falan, and claimed that he had created them. Falan has never admitted to doing so to the Counsil or to his clerics, but the belief persists.
Falan favors the methods used by the Counsil, but disagrees with their decisions on many occasions. He often falls into the minority when choices are made. He allies himself with Tfop on most decisions.
Most of the Counsil disliked Falan and his religion, as do all of the cults. If it were not for the blessing of the Oldest Orc, he would most likely not be in the position he is.
Power: Lesser God
Symbol: The wheel of eight swords.
Alignment: Chaotic Good (Neutral)
Aspects: Necromancy, Swords, Sakor’akai, Undead, Innovation
Plane of Existence: Prime Material
Domains: Death, Magic, Repose
Favored Weapon: Long Sword
Turn Undead: Turn or Control Undead (choose at 1st level)
Back from the Dead: Any
Favored Class: Wizard (Necromancer)
High Temple: Dethembrais
High Cleric: Temmley Bladelore
Number of Faithful: 500,000
Associated Groups: The Bladelords
Dogma: Existence on the material plane is change. From the time you arrive to the time you leave you change. Death is the ultimate change and must be understood. Its study yields insights that guide us through life. It guides what we believe, how we act and what we fear. Those who understand death live without fear of it. The study of swordplay can help overcome fears. Death is not evil; those who worship it as a force of darkness or seek to bring it to the innocent must be opposed. At death, life is defined; it is the reward of mortals but should be forestalled or even conquered by those with work left to do.
Feast Day: 8th Trest (Birthday of the Mortal Falan)
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Lavash’Ki
[la-vash-kee] (Pirate Prince)[35]
In his mortal life, Lavash’Ki was one of the best known pirates of all time. He helped lead the way for the Horarian dominance of the sea. For over a century, he was a quasi-deity sailing the seas and proving his skill. He gathered thousands of pirates under his banner, and made many others believers in his power. The Counsil acknowledged his accomplishments and Lavash’Ki ascended in 610 AC.
The entire faith of Lavash’Ki is based around the sea. Unlike Lakius, Lavash’Ki sees the ocean as the greatest tool that exists to pursue the ideal of life: freedom. His faith is not particularly well organized or structured, but his faithful are zealously devout. Anyone that swears allegiance to Lavash’Ki can expect calamity should they break their promise.
Han~Sui, Gruweas, and Stasis have an intense dislike for Lavash’Ki. Lakius sees him as a fool and a competitor. His only allies are Arsur’anyodel and Tommimao, two deities that lack much power. The judges often censure him.
To further his troubles with the Counsil, Lavash’Ki is almost always a backer of the cults when an issue comes to light, although he never defies the Counsil’s rules regarding them.
Power: Demi-God
Symbol: A treasure chest resting between two waves.
Alignment: Chaotic Neutral (good)
Aspects: Sailors, Ships, Pirates, Treasure
Plane of Existence: Prime Material
Domains: Chaos, Luck, Travel, Water
Favored Weapon: Cutlass
Turn Undead: Water Breathing as per spell (number of times per day same as a cleric of equal level could turn undead)
Back from the Dead: Any
Favored Class: none
High Temple: Isle of Lost Rewards
High Cleric: Captain Ekai Makomi
Number of Faithful: 450,000
Associated Groups: Pirates
Dogma: Freedom is the goal of every being. Freedom can be found easily when out to sea. Treasure allows freedom to be bought, and that is easier than winning it in a war or a debate. Death brings the ultimate freedom, even for those who did not seek it in life.
Feast Day: none
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Frostine
(Winterbringer)
Winter has existed since Habololy was first created, but Frostine has not. The winter season was originally the domain of Lakius. Realizing the burden of handling the sea, the sky, winter, and other aspects, Lakius decided to sponsor a deity, who became known as Frostine.
Infatuated with his power, the young deity created the continent of Icefia. A frozen land only inhabited by the creatures he placed there. Not content with only that, Frostine set his cold eyes upon the rest of the world. Before he could move any further, a strange thing happened to Icefia: humanity. Humans settled and eventually defeated Frostine’s paradise.
Diminished, but never defeated, Frostine continues to belt out his fury of winters down upon the world. His chosen creatures are in hibernation for the time when Frostine has promised Habololy will feel the icy grasp
A long-standing member of the Counsil, Frostine rarely strays from the will of the majority. His only nemesis on it is Sutyr, whom he will oppose at every turn. Of the cults, Frostine cares little beyond his duty to the Counsil.
The faithful of Frostine are devoted to his icy view of the world. They seek to bring it about so that Frostine can wield more power. His faithful are jealous and distant, and stand out easily. They take no care to hide their intentions.
There has been speculation among enlightened clerics of all religions that Frostine has faithful on other worlds not far away, from where he draws power and brings allies.
Power: Lesser God
Symbol: A four-pointed snowflake.
Alignment: Neutral Evil
Aspects: Winter, Cold, Frost Giants
Plane of Existence: Prime Material
Domains: Air, Evil, Water
Favored Weapon: Spear
Turn Undead: Control Undead
Back from the Dead: Any
Favored Class: none
Special: Ability to create Armor of Ice (see p.228)
High Temple: Mount Sykle
High Cleric: Farn Winterson
Number of Faithful: 600,000
Associated Groups: none
Dogma: The power of the cold cannot be overcome. Everything will one day fall into chill. The wise worship the might of the winter and the cold it brings. Death is cold. Those who have accepted it have nothing to fear; those who fought against the inevitable will learn in death they were wrong.
Feast Day: 1st Coustus
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Sutyr
[soo-teer] (The Overlord of the Mountain)
Sutyr is one of the youngest deities of the Counsil. He ascended from the ranks of the Fire Giants in the year 525 AC, shortly after the Day of Burning Death. He is a strong defender of the Counsil and pays them great respect for his position.
Sutyr was virtually unknown before he ascended. Religious scholars believe that he did not use the name Sutyr as a mortal. The Fire Giants themselves share little of what they know of the deity when he was mortal. As those that were his contemporaries become fewer in number, Sutyr becomes more and more deity and less and less mortal.
Sutyr has based his faith around power, the acquisition and keeping of it. He exhorts his followers to claim all of the power they can. They may not do so at the expense of their nation or religion. He points out that his use of the system has brought him to the Counsil of the Deities. Sutyr meets with his followers on his feast day every year in the heart of the Desert’s Edge Volcanoes.
Although Sutyr dislikes some Counsil members, he only acts against two, Frostine and Tfop. Following the strict rule of the Counsil, Sutyr denounces the cults at all times. Not wanting to give any other the opportunity to possibly usurp some of his power, Sutyr also encourages acts against the quasi-deities.
Power: Demi-God
Symbol: Greatsword and Whip Crossed in a Flame
Alignment: Lawful Evil
Aspects: Fire, Slavery, Fire Giants, Volcanoes
Plane of Existence: Prime Material
Domains: Evil, Fire, Trickery, War
Favored Weapon: Greatsword
Turn Undead: Control Undead
Back from the Dead: Any
Favored Class: none
High Temple: Mount Varish
High Cleric: Tarmeran Kalmire
Number of Faithful: 200,000
Associated Groups: none
Dogma: The weak exist to serve the strong. Fire is the greatest strength that can be possessed. Strength requires superiority over and detachment from others. The more powerful one is in life, the greater the rewards will be after death.
Feast Day: 27th Trest
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Dresta
[dres-ta] (Maiden of the Moon, Queen of the Night Sky)[36]
The wonderful act of finally imprisoning Amat had many unexpected effects on Habololy. One of those was the appearance of Dresta shortly after the appearance of the moon. Dresta came to the Counsil in a mighty comet wreathed in blue flame announcing that she was the mistress of Astilan, her name for the newly formed moon. The Counsil acknowledged her claim, and granted her a seat.
Dresta sees Habololy as her playground away from home. She envisions that one day; she will be mistress of both worlds.
Her faithful try to please her so that they might be taken to the glorious world above. They look to sacrifice creatures of the sunlight to her. They have constant ceremonies to praise her. They preach of her glory, and eliminate those who would preach against Dresta.
Dresta’s role on the Counsil is that of spoiler and obstructionist. Anything she sees as bettering Habololy, she stands against. However, she does not want to see the world destroyed, and therefore stands against the cults of Chaos and Amat. Her faith pays special attention to the Cult of Wandle, whom Dresta calls a rival; and to Arsur’anyodel, who is a constant thorn on her side.
The other deities and their faithful pay close attention to Dresta. They fear what might happen if her plans come to fruition. It is that fear that allows Arsur’anyodel to remain on Habololy.
Power: Lesser God
Symbol: A white circle surrounded by blue flames.
Alignment: Neutral Evil
Aspects: The Moon, Evil Creatures, The Night, Evil Lycanthropes
Plane of Existence: Prime Material
Domains: Darkness**,** Evil, Trickery
Favored Weapon: Dagger
Turn Undead: Control Undead
Back from the Dead: Any
Favored Class: none
High Temple: none
High Cleric: Pennia DeKaterine
Number of Faithful: 750,000
Associated Groups: none
Dogma: It only takes one look into the night sky to see the power of Dresta. She will one day control everything that she sees below her. The path to power lies in service to her. Those who die in her service receive great rewards. Others who die will know their folly when Dresta rules the world.
Feast Day: Dark Day
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Arsur’Anyodel
[ar-soor an-ee-o-del] (Moonbow, Night Watcher)[37]
Arsur’anyodel has but one purpose, to defeat Dresta. The moment she arrived on Habololy, she made that clear to the Counsil. Should Dresta ever be victorious, it would be over the defeated spirit of Arsur’anyodel.
The elven deity came to Habololy several years after Dresta. Her few clerics that came with her quickly went to work preaching against the mistress of the moon. Little has changed in 500 years. Arsur’anyodel and her faithful still preach and act against Dresta. What has slowly changed is the tide of the battle. Dresta had a head start and a base of power. Arsur’anyodel fought that with good deeds and true words spoken by the most of her loyal clerics, known as Nightingales.
The Counsil pays Arsur’anyodel little attention. They are content to allow her to keep Dresta in check. For that favor, they ignore her status as a deity of another plane. The cults see Arsur’anyodel as another example of what can be achieved, and as an opportunity to gain power if they are able to steal hers.
Power: Demi-God
Symbol: A blue circle with a rainbow circling half of it.
Alignment: Chaotic Good
Aspects: Transition, The Moon, Rescue, Good Lycanthropes
Plane of Existence: Arborea
Domains: Good, Luck
Favored Weapon: Long Bow
Turn Undead: Turn Undead
Back from the Dead: Any
Favored Class: none
High Temple: Vale of the First Beam
High Cleric: Atiana Darkgale
Number of Faithful: 300,000
Associated Groups: Nightingales
Dogma: There are many evils in the world that tempt. Dresta is the most seductive of those evils. The best way to counter her is by good deeds and actions. A good act is worth a thousand words. A thousand good deeds are worth paradise in the afterlife.
Feast Day: 12th Wavery
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Stasis
[stay-sis] (Gemblade Patron, Lightbringer)
What is known of Stasis is more fact than legend. The once mortal deity guides the heroes, upholds nobility, and is a constant thorn in the side of evil. His presence can be felt in those things he did and created as a mortal, and in the yearly visits he makes to the nation he founded.
Although his fame has spread, the number of clerics and faithful is more prominent in Icefia than anywhere else. His clerics are unwavering and uncompromising. His followers are true believers, unwilling to stand idly by and watch events unfold.
The mortal Stasis made many enemies by his deeds. The Amatine Gnomes despise him for the banishing of Amat. Drow elves know that he was responsible for the defeat of the Spider Queen.
Power: Lesser God
Symbol: A white sword on a blue diamond-shaped field.
Alignment: Lawful Good
Aspects: Cavaliers, Light, Virtue, Monarchs, Heroes
Plane of Existence: Celestia
Domains: Glory, Good, Law, Nobility, War
Favored Weapon: Bastard Sword
Turn Undead: Turn Undead
Back from the Dead: Resurrection
Favored Class: Paladin
High Temple: Messada
High Cleric: Michael Steelsmyth
Number of Faithful: 500,000
Associated Groups: Knights of the White Sword
Dogma: The leaders of the world and the strong must help those who cannot help themselves defend against the evils that threaten them. Everyone has a duty to do what is right in the name of the deities of light and virtue. Death will judge each upon how they used what they were gifted with to help the world. Those who are virtuous and do not ignore their calling will be rewarded. The evil and the selfish will be punished. Only the creatures of the lower planes are incapable of virtue, let nothing stay your blade when they are encountered.
Feast Day: 29th Progonust (Ascension to the Counsil)
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Gnarion
[nar-ee-an] (The Steadfast)[38]
Although Gnarion started upon the path long before Stasis, he did not reach its end until long after. A hero of the Ice Gnomes, Gnarion never gave up his battle against Frostine and his chosen. Against centuries of subjugation and those among his own people that preferred the ways of Frostine, Gnarion persisted and freed the Ice Gnomes. For that amazing act, he ascended to the Counsil in 390 AC.
Before he officially became a deity, Gnarion had long been perceived as one. By the time he ascended, most would have said he was already one, having lived far beyond the normal span of life for a gnome. Even those that dislike him admire his tenacity and heart. One of the greatest parables of Gnarion’s faith is the tale of Frostine’s speech at Gnarion’s ascension, where even his greatest enemy acknowledged the strength of the gnome: “Even the might of one thousand blizzards could not chill the heart nor halt the march of Gnarion. He is unfortunately deserving of this.”
As a deity, Gnarion’s influence has spread mildly. His faithful, much in the mold of their patron, are willing to slowly bring about others. As with all of their activities, there is no rush. Their ceremonies are the longest of any faith.
Gnarion has won the respect of virtually every Counsil member, save one, Sutyr. His faith persecutes no other faiths now that Frostine’s grip is broken. Sutyr, however, the practitioner and perpetrator of the greatest crime, must be defeated at all costs.
Gnarion holds a strong relationship with Drunnbar, and does not turn away from Hemator’s plight. It is only in the other cults that Gnarion and his faithful find fault.
Power: Demi-God
Symbol: The sun rising over a glacier.
Alignment: Neutral Good
Aspects: Perseverance, Freedom
Plane of Existence: Prime Material
Domains: Good, Liberation, Strength
Favored Weapon: Great Hammer
Turn Undead: Turn Undead
Back from the Dead: Any
Favored Class: none
High Temple: Eniwt
High Cleric: Gnellana Firstice
Number of Faithful: 600,000
Associated Groups: Liberators
Dogma: Every goal can be accomplished. Survival of as many as possible is the highest goal, to stave off one’s own death the second. Something worth getting is worth waiting for. The oppressed cannot accomplish their goals, and must be freed. Make every effort to accomplish your goals before death comes, and if you have, do not fear it.
Feast Day: 14th Huenti (Defeat of the Chosen of Frostine)
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Quan Yin
[kwan yin] (Birthmother)[39]
The matron of the Horarian people, Quan Yin is the only deity that they have left from their days before Habololy. She is peace incarnate, and the guiding hand behind Kathow-tio-Horari. She exists because of the Horarian people and exists for them. She cares little for the actions of the Counsil, never speaking at the Counsil and rarely acting in it.
It is mainly the Horarians that hold the faithful of Quan Yin, although she is prayed to on occasion by others, temples outside of Kathow-tio-Horari are rare.
Quan Yin has never been seen by any mortal.
Power: Demi-God
Symbol: An infant in a lotus flower.
Alignment: Lawful Good
Aspects: Child Birth, Midwives, Pacifism
Plane of Existence: Prime Material
Domains: Community**,** Good
Favored Weapon: none
Turn Undead: Turn Undead
Back from the Dead: Any
Favored Class: none
High Temple: Tas-tio-Horari
High Cleric: Ye-ane Mas-Teevno
Number of Faithful: 1.000,000
Associated Groups: none
Dogma: It is only the ability to live in peace that separates us from the animals. Life must be nourished and never taken away. Never raise a weapon against another. Love those who return that love, pray against those who do not. Death comes so that the living may continue to live without worry over the old or sick.
Feast Day: 1st Pramon
OUTSIDER DEITIES
OUTSIDER DEITIES
Hemator
[hee-ma-tor] (The Healer)
The greatest cult deity, Hemator was a member of the Counsil for two centuries before she left it. Hers was the most well known defection from the Counsil in history. She defiantly walked out on the other deities, undertaking a dangerous endeavor to claim her status as a deity beyond the reaches of the Counsil. When she succeeded, Hemator became the most dangerous deity since Amat, at least in the eyes of the other deities.
Hemator’s existence before ascending to the Counsil had been devoted to the protection and healing of the sick and infirmed. It was during the years of the Doggeden Wars (see p.206) that she impressed upon the other deities her level of skill and devotion. Hemator is credited, in the records of Pacyr and other nations, with saving nearly 5,000 lives by her direct healing. When the war ended, she left her homeland of Pacyr and traveled to nations that had been more ravaged by war. She became renowned throughout the main continent.
After an amazing ninety-five year life, she was offered a secondary seat on the Counsil, for too many of the member feared her hard dedication to the forces of law and good. In the end, as the faithful of Hemator tell the tale, the Counsil would come to regret that decision.
The Cult of Hemator grew rapidly at first, but was knocked back by crusade and persecution. Only in the land of Pacyr, where the mortal Hemator lived, has it always been allowed to freely exist. Although they have no fear of defending themselves, the faithful never take the offensive militarily. They prefer to allow words and goodly actions to convert and convince.
As would be expected, the Cult of Hemator has many enemies and few allies on the Counsil. By their mandate, no cleric of a religion may aid a cleric of Hemator on threat of excommunication. No faithful follower may receive a blessing from her clerics. Some religions, Han~Sui, Gruweas, and Sutyr are the most common perpetrators, go so far as the physically drive her faithful away. Only Stasis, Tfop, and Asur’anyodel openly support her, although their clerics and faithful most obey the mandate as well.
Among the other cults, Hemator finds an unexpected ally in Drunnbar. The two deities find themselves to have the largest and only lawful cults. They are the targets of the Counsil, and of the power-hungry lesser cults, for which Hemator has no regard.
If it were up to Hemator, she and her followers would live in relative peace with the other religions, with one exception. Quan Yin holds many similar views to Hemator, but is unwilling to fight for those ideals. Hemator strives for peace, but understands war is necessary. She cannot abide a deity that would allow her followers to die rather than call them to arms to defend what is right.
The faithful of Hemator are bound to keep themselves fit and in good health. They are bound to heal those in need, and tithe as much as they can afford. They are also bound to protect the other faithful, and the innocent.
Power: Lesser Power
Symbol: A pick cross.
Alignment: Lawful Good
Aspects: Healing, Paladins, Love, Peace, Compassion
Plane of Existence: Celestia
Domains: Glory, Good, Healing, Law, Protection
Favored Weapon: Mace
Turn Undead: Turn Undead
Back from the Dead: Any
Favored Class: Paladin
High Temple: Mydir
High Cleric: Daniel Tenfeasts
Number of Faithful: 3,000,000
Associated Groups: Order of the Banished Hero, Master Healers
Dogma: Love and help one another. Those who do not understand can best be shown through good deeds. Healing others is the most noble of good deeds. The greatest enemies of these goals are war and hatred. Tolerance is important, but not at the cost of life. Compassion is important, but not at the cost of safety. Death will be a reward to the faithful, a punishment for others.
Feast Day: 4th Pramon (Departure from the Counsil)
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Drunnbar
[drun-bar] (Magicbane, The Hammer of the Mountain)[40]
The history of Drunnbar is as well known as that of nearly any other deity. He has been compared to both Amat and Hemator. He has come within one vote of joining the Counsil of the Deities and within one lost battle of having his clan wiped off of Habololy.
Long before the Counsil existed, Drunnbar split clan Sledgehammer from the other dwarven clans of the String Mountains. He ruled as king for longer than any other dwarf or even elf. Hatred of magic and the devotion and love of his kin kept him alive. For years, he languished as a quasi-deity, hoping to be allowed to join so that he might bring his crusade against magic to new heights.
More than once, he brought the String Mountain Kingdom to the verge of collapse. However, his clan was brought to the brink of extermination an equal number of times. Drunnbar persevered, and in 221 AC be was literally shown the way by Hemator. Fifty years later, after allowing the Counsil one last chance to allow him to ascend, he began the difficult task of getting there on his own. He succeeded.
Since his ascension, the nation of Nomagrok has flourished. They have brought their crusade to the String Mountain Kingdom and to the Grean Republic with greater and greater success. Drunnbar has forged a tentative allegiance with Hemator, and has an ally on the Counsil in Gnarion. The faiths of both, and rightly so, believe that the two were friends in their mortal days.
Drunnbar’s faith benefits most from that which he hates the most. The need and love of the arcane possessed by most of the races and nations prevents his cult from expanding much beyond Nomagrok and the occasional other city, such as Jaswap. The deities look to other cults, such as Hemator and Chaos, as much more dangerous.
The faithful of Drunnbar are devoted to one goal that transcends all other rules and laws, the destruction of arcane magic.
Power: Lesser God
Symbol: A hammer crushing a book.
Alignment: Lawful (neutral) Neutral
Aspects: Destruction of Magic, Clan Sledgehammer dwarves, Stone
Plane of Existence: Elemental Earth
Domains: Earth, Protection, Strength
Favored Weapon: Great Hammer
Turn Undead: Turn Undead
Back from the Dead: Reincarnate
Favored Class: Fighter
High Temple: Rfoste
High Cleric: Garnit Sledgehammer
Number of Faithful: 600,000
Associated Groups: Warriors of Stone, Spellbreakers
Dogma: The world has an illness and its name is magic. The stone of the earth is pure, as the Sledgehammer Dwarves are, and as the other races can be. Only through great deeds can death be overcome. For those whose deeds were not great enough, the earth welcomes them back to be remade and returned to try again.
Feast Day: 30th Napay (Before Magic’s Day)
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Chaos
The cult’s name tells all that is necessary for most to know about the deity. He desires nothing more than power through the states of anarchy and chaos. His faithful are looking for the same things. Together, the power-hungry, crazed mortals and their deity have tried to bring the world into the grasp of those forces.
Chaos has been an agitator, corrupter, killer, and tempter on Habololy for near a thousand years. He is the embodiment of what he tries to create, with plans in plans in plans with no end and little connection, save for the goal of creating chaos. His faithful preach that the greatest glory for their master would be the chaos created by the destruction of Habololy. For this reason, no other deity has dared ally themselves with Chaos or his cult.
Because of that, Chaos’ influence is limited, as he has never dared to appear to his cult in the mortal world. Despite his limited influence, once every few centuries, a Wild Caster or two will garner enough power to bring the world closer than any would like to the ultimate goal of Chaos.
Power: Lesser God
Symbol: A skeletal hand grasping a star filled glass sphere.
Alignment: Chaotic Neutral (evil)
Aspects: Chaos, Wild Casters
Plane of Existence: Pandemonium
Domains: Chaos, Madness. Magic, Trickery
Favored Weapon: Staff
Turn Undead: Wild Surge feat*
Back from the Dead: Any
Favored Class: Sorcerer
High Temple: unknown
High Cleric: unknown
Number of Faithful: 25,000
Associated Groups: Wild Casters
Dogma: The world must be turned to chaos. Only then will the true power be set free and the devout reign supreme. Death is the end.
Feast Day: none
| Holom Gloom Male Human So 4 / Cl 4 / WC 4 / MT 6: CR 18; Medium-sized humanoid; HD 14d4+8 plus 4d8+8; hp 190 ; Init +1; Spd 30 ft.; AC ; Atk +10/+5; SQ Control the Chaos, Required Surge, Hatred of Conformity, Surge Modifier +2, Deeper into Chaos, Accustomed to Chaos; AL CN(e); SV Fort +13; Ref +6; Will +21; Str 15; Dex 13; Con 15; Wis 18; Int 19; Chr 19. Height 6’4”; Weight 240 lbs; Brown Hair; Dark Blue Eyes; 47 years old. Skills and Feats: Bluff, Concentration, Decipher Script, Disable Device, Forgery, Gather Information, Knowledge (Arcana), Knowledge (Religion), Knowledge (Outer Planes), Literacy, Spellcraft, Swim, Use Magical Device; Craft Wondrous Item, Craft Staff, Empower Spell, Maximize Spell, Prestigious Combination, Scribe Scroll, Spell Penetration, Summon Familiar, Wild Casting, 2 others. Equipment: Holom’s equipment changes every day. Like every high cleric of Chaos that comes to light, Holom’s name is spread far and wide by the religious. Every attempt is made to prevent the cult of Chaos from gaining power. One weapon the clerics of the religions have is knowledge. They describe and explain to the faithful the dangers of Chaos and of his ministers. For that reason, Holom is one of the best known of men on Habololy. What is told of Holom, strangely enough, is the truth. He sees no reason to subvert the story that is told of him. Born somewhere on the islands south of Ekarude, Holom is the son of an islander Shaman. He focused much of his early life on looking for the same site and inner power that his father possessed. He thought he had found it. His father soon uncovered the truth; Holom was not a Shaman, but a sorcerer. When Holom was told, he was distraught. He left his home island in search of another way to live. It was not long before Chaos arranged to take the desperate Holom and mold him to his liking. Holom was ‘luckily’ discovered by a cleric of Chaos somewhere in the ocean. The cleric revived him and quickly played on Holom’s desire to find a new purpose. He focused Holom on the Counsil, deities for whom he had little respect, and whom could have easily given Holom the power he so desperately desired instead of the sorcerer’s curse. His training led him to the divine realm, where he began to master the ways in which the divine and the arcane could be made to work together. One day Holom awoke, and his teacher was gone. Not knowing what happened, and not particularly caring, Holom began to do the things that he and his teacher had talked about. Most important among them, bringing about the fall of the Counsil, and the destruction of Habololy. For the last decade, Holom has raided, looted, plundered, and caused havoc and chaos whenever and wherever he could. He teleports around randomly, and finds the best way to cause mayhem in his current location. Many nations have a hefty bounty on his head. |
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Vishtoo
[vish-too]
Before there was a distinction between religions and cults and before there was a Counsil, Vishtoo was an outsider. He was not asked to come to Habololy, nor did he ascend from its populous. The world was thin with beings when he arrived, and few mortals took notice to the home he had set up for himself and the creatures he had brought with him in the corner of the world.
Vishtoo and the race that shares his name have one goal, to conquer the world so that they may control it. Vishtoo pursues any means bring it to that end. He cares no more or no less for any other deity than the other.
The Counsil takes the view of Vishtoo as the old squeaky wheel that is troublesome but not immediately dangerous, of which has been said again and again: take care of that tomorrow.
His cult is small outside of the Vishtoo. Those in it do not look to spread his influence, but instead worship him for his strengths.
Power: Demi-God
Symbol: Crossed Vishtoo arms making fists.
Alignment: Chaotic (neutral) Evil
Aspects: Vishtoo, Evil Monks
Plane of Existence: Carceri
Domains: Chaos, Destruction, Strength
Favored Weapon: Improved Unarmed Strike
Turn Undead: Stunning Fist
Back from the Dead: Reincarnate
Favored Class: Monk
High Temple: none
High Cleric: The Badman
Number of Faithful: 250,000
Associated Groups: Deathfists
Dogma: The strong rule the weak. The strong possess glory and power. Become strong or submit to those who are. Death only comes to the weak.
Feast Day: none
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Croahakar
[kor-a-ha-kar][41]
Many scholars argue that Corahakar is the ultimate example of cause and effect. When Stasis struck down the Spider Queen, her elves were left with few places to turn. An opportunist and a visionary, Corahakar stepped in to pick up the pieces, but not before he allowed years of civil war and weakening rulers to soften the resolve of the drow.
Like Loomashyn had begun to do, Corahakar stepped into the void left by the Spider Queen’s death. His appeal was and is directed at the long-subjugated male population. Male dominance is his goal and the goal of his faithful. A goal they will pay any price to achieve.
Corahakar found a quick adversary in the form of the cult of Wandle, which had also siphoned off some former followers of the Spider Queen. The two cults have been at each others throats since the moment they recognized each other’s existence. It is likely neither will gain any more power until the other is eliminated.
The Counsil, while mindful of Corahakar, pays him little attention. He has no intention of joining the Counsil and his feud with Wandle and competition from Loomashyn keep him at bay as well as any crusade or persecution could.
Power: Demi-God
Symbol: A bat-winged, spider-legged mask.
Alignment: Chaotic Evil
Aspects: Drow elves, Thievery, Male Dominance
Plane of Existence: Carceri
Domains: Chaos, Darkness, Evil, Travel, Trickery
Favored Weapon: Short Sword
Turn Undead: Control Undead
Back from the Dead: Any
Favored Class: Rogue
High Temple: Histown
High Cleric: Haessell the Mask of House Kaitta
Number of Faithful: 500,000
Associated Groups: TheNightmasks
Dogma: Females are the poison that looks to sour the souls of males. Males must do whatever is necessary to keep females from rising to power. The drow elves realize this better than any, and must show all other races the truth. Death comes only to the weak, and is torment to those who do not follow the path of their deity. No female can be saved.
Feast Day: 28th Trest (Spider Queen’s Defeat)
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Loomashyn
[loo-ma-shin]
When the Spider Queen was driven from Habololy, the hatred that had been so focused under her guidance was unleashed. Loomashyn was created deep in the pits of the underdark. Since his inception, Loomashyn has sought only to quench his insatiable hatred. He appears in the darkest corner, where hatred is strongest, and searches for victims that he can overcome. His existence is well known, but his influence has as of yet only reached a small portion of Habololy.
The faithful of Loomashyn share only utter hatred as a unifying factor. They look to sate that hatred, but never succeed. Followers of Loomashyn are driven to indulge their hatred. When the faithful are successful, slime, ooze, and muck are all that is left. The Boiled Forest is what can happen when the influence of Loomashyn goes unchecked. The Wugs fell victim to the cycle of hatred, and continue to try and sate it by destroying the rest of the Great Halfling Forest.
Loomashyn finds that almost every religion and cult has some form of hatred, and therefore he can take advantage of them. The exceptions to this are his worst enemies, Quan Yin and The Oldest Orc. Their faiths no little of emotion and nothing of hatred. They are the most difficult to corrupt, and the two faiths that Loomashyn decrees must be killed on sight.
Power: Demi-God
Symbol: An eyeball covered in ooze and slime.
Alignment: Chaotic Evil
Aspects: The Underdark, Slimes and Oozes, Hatred
Plane of Existence: Elemental Ooze
Domains: Chaos, Evil, Earth, Madness
Favored Weapon: Warhammer
Turn Undead: Control Undead
Back from the Dead: Any
Favored Class: Berserker
High Temple: The Pit
High Cleric: Blackwell
Number of Faithful: 60,000
Associated Groups: The Oozemasters
Dogma: Hatred is the most powerful emotion. Feed your hatred and it will keep you in power. Inspire hatred in others, and they will assist you. The death of those you hate empowers Loomashyn and the cult. Your own death must be avoided, for only Dedestroyt awaits you.
Feast Day: none
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Wandle
[wan-del] (Daughter of the Fiend)[42]
It is the dream of every parent that his or her child have a better life than the parent had. Amat was no different. The offspring of a dalliance with a devil, Wandle was destined for greatness. However, her aspirations have always been far higher than her reality.
During the Return of Amat, Wandle was ready to make her play for power. When it looked as though Amat had no hope for victory, she petitioned the Counsil to elevate her and let her speak for the Amatine Gnomes. Her plea fell on deaf ears, and many gnomes were outraged by her perceived betrayal. When Amat was imprisoned, she came to the Amatine Gnomes as a parent would come to a child to say: “I told you so.” Most of the gnomes would have none of it. Wandle was left with few followers, and a lowly status among the deities.
Since that time more than five hundred years ago, Wandle has fought to claim her position. The death of the Spider Queen gave her a sudden influx of followers, and her battles with Corahakar have given her a greater purpose. It is no longer the Amatine Gnomes for whom she battles; it is female domination, by any means.
That does not mean she is oblivious to the past. Wandle openly works against the cult of Amat, wanting no possibility of her father’s return. She also remembers those who harbor the greatest hatred for her race: The Oldest Orc and Stasis. It is unfortunate for her, that the Counsil too remembers the sins of her and her father. Her cult is given no quarter by most of the Counsil.
Power: Demi-God
Symbol: A bloody pick with female eyes underneath it.
Alignment: Lawful (neutral) Evil
Aspects: Seduction, Witches
Plane of Existence: Gehenna
Domains: Evil, Fire, Trickery
Favored Weapon: Pick
Turn Undead: Control Undead
Back from the Dead: Any
Favored Class: Rogue
High Temple: none
High Cleric: Gnatassa Wentavay
Number of Faithful: 150,000
Associated Groups: Seductresses
Dogma: The world will come to know the power of the female. A female should hold every position of power. A female should make every important decision. The rule of the males will come to an end. Wandle embraces females who have seen the glory of her cause. No male will be spared the torture of Gehenna.
Feast Day: 28th Progonust
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The Cult of the Slaughter
The cult of the Slaughter began in the Umanin Kingdom around the year 400 AC; at about the time that kingdom fell. It centers on the worship of one man: Kendal of the Slaughter.
Kendal was the most powerful Dead Stalker and one of the most powerful clerics of Dedestroyt ever. The prayers of the faithful claim, that his hand was involved in the deaths of over 50,000 beings. Kendal was the architect of the Elven Slaughter in 176 BC. He presided over every execution in the Umanin Kingdom and had time to walk the world to hunt down those that cheated death.
To a human, Kendal was congenial and proper. To members of most other races, he was disrespectful and dangerous. Towards elves and half-elves, he was deadly. No elf dared stay in his presence, even those who were fellow clerics of Dedestroyt.
When his death was announced by the Jungle Elves after the fall of the Umanin Kingdom, some followers killed themselves to join him in Dedestroyt’s embrace. Enough did remain to carry on his message and pray for his return. They believe that he is not dead, only waiting for the time when the cult proves itself worthy of his return.
To other religions, the Cult of the Slaughter is of virtually no concern. A cult with no deity can be of little threat. The exception to this is the religion of Treetop, who fights daily to hunt down every member of the cult, as they would do to the elves.
Alignment: Chaotic Neutral (evil)
Symbol: A bloody elven ear.
Aspects: Genocide, Racism
Domain: Death
Favored Weapon: Serrated Long Sword
Number of Faithful: 50,000
Associated Groups: none
Dogma: There is only one race that deserves life. All others must be killed. The death of others brings the world closer to perfection. The deaths of the faithful add strength to the cause
Feast Day: 1st Leenot (Day of the Slaughter)
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The Cult of Amat
[a-mot] (The Hopeless)
Viewed as the most dangerous by some and the most pathetic by others, the cult has one obvious goal, the return of their patron. When Amat was imprisoned in the year 0, many of his clerics committed suicide, or relinquished the faith. Very few continue the practices and ceremonies. At first, they had quite a following. As the centuries rolled on, the Amatine Gnomes began to some to the practical realization that their patron was never going to return.
The clerics of Amat that remain are forgotten and hidden. When they do emerge, they are mocked. They hold secret meetings and plot ways by which their long-trapped deity might be returned to them.
Alignment: Lawful Evil
Symbol: A bloody pick.
Aspects: Dominance, Amatine Gnomes, Assassins
Domain: War
Favored Weapon: Pick
Faithful: 1,000,000
Associated Groups: Amatine Assassins
Dogma: Those who are in control will be immortal. Respect those who are in control. Take control from the weak. Death comes only when one loses control.
Feast Day: 3rd Napay (Birthday of Amat)
QUASI DEITIES
A Quasi-deity is less than a full member of the Counsil or a Cult deity, but more powerful than the standard mortal. They actively look to promote their areas of influence. They do this by living and acting in the mortal somewhat like other mortals. They are, however, bound by rules lain out for them by the Counsil of the Deities. Any quasi-deity that breaks these laws is paid a visit by Han~Sui, which is a visit they will most likely not survive.
- Quasi-deities may not rule or control a nation, including city-states and the like.
- Quasi-deities may not kill clerics of the deities on the Counsil.
- Quasi-deities may not defile the holy sites of the deities of the Counsil.
Should a Quasi-deity adhere to these rules, demonstrate that they have found a niche in among the mortals, and portray the beliefs that they represent to the fullest, that quasi-deity is considered by the Counsil to be made a dull deity.
Mouser
More lives than a man can count have ended on those blades. Only the conscience that guides them has kept the number from being higher than the gods can fathom.
Vilanstri Fell, of Mouser
The man known only as Mouser has lived among the people of Habololy for more than five hundred years, existing somewhere between the realm of mortals and the powers. Outside of the Kingdom of Icefia, he is more of a legend to the common people than a deity. His name is rarely spoken except in connection with the great deeds of his contemporaries: Stasis Gemblade, Falan Bladelord and the other great heroes that lived and died in the third century A.C. Most know that Mouser was among the group of men and women that founded the Kingdom of Icefia and fought Amat during his return. Nearly every intelligent being that has lived since those times believes, or knows, that Mouser is among the deadliest men who have ever lived. Stories of his battles against other powerful mortals, fiends, monsters and even gods have been told so many times, in so many variations, that the truth of those events has been lost in history. Those who know the truth however, know that Mouser has not simply roamed the world over the past four centuries seeking new challenges for his skill with his blades. Mouser continues to work on behalf of his homeland and the Counsil. He played a vital role in the Crusade against the Spider Queen, discovering the secret location of her high temple. Later he led the infiltration of the Grean naval base at Stash Melvoo that crippled the Grean fleet for decades. He acts against the Cult of Arsenal with the Counsil’s approval and has investigated many apparent threats to Habololy on the Counsil’s behalf.
The people of the Kingdom of Icefia see Mouser in a different light. To them he was not simply another of the heroes of his time who happened to achieve something more that a noble death; they know the truth, that Mouser was Stasis’ most loyal friend and that while it was Stasis’ vision that created their nation, it was as often as not Mouser’s quick thinking and sharp blade that protected the nation in its early years. In the decades that followed, Mouser played subtle, but vital, roles in the Gem-Ice War and the War of Technology. While he has few actual worshipers anywhere, the majority of Icefians think of him as a guardian for their homeland, seeking evil wherever it hides. The children of the Kingdom are taught the stories of his deeds just as they learn of Stasis’.
Today, Mouser is rarely seen. From time to time he will appear at the Bardic College of Icefia, seeking information, taking counsel with the deans or Allanda. He is known to speak with the Council of Ten at the Guardian Temple whenever his journeys bring him in contact with servants of the lower planes. He has not been seen in Castle Gemblade for many years, though he has visited both the headquarters of the Knights of the White Sword and the High Temple of Stasis many times during that same time period. He is rarely seen outside of the Kingdom except on errands for the Counsil, usually combating the cults, or building his own faith; acting as his own prophet. In truth, Mouser spends all of his time traveling the face of Habololy, rarely revealing his true face or purpose. Disguise is a weapon that allows him to act without calling attention to himself or his fragile cult. On those rare occasions when he does reveal himself in unfriendly surroundings there are few left to tell of his passing.
The cult of Mouser acts subtly and constantly to achieve their goal: of elevating Mouser to demi-god status. His cult is popular among psychic warriors, the Silverswords, bards, rogues and some warriors. They aren’t usually persecuted, for their numbers are small, and the Counsil has considered elevating Mouser for his accomplishments and service. His has some strong supporters on the Counsil, namely Stasis and Falan. He also has some who are definitely opposed to him, such as Lavash’Ki and Dresta.
Mouser appears in his true form as a-human man in his late thirties, with weathered but pale skin, black hair and dark gray eyes. He never has facial hair or wears extravagant clothing. His traveling clothes are worn but in good condition. He is never with out his distinctive rapier and dagger.
Alignment: Lawful Neutral (good)
Symbol: Almost always represented as a three dimensional object, two isosceles triangles, each bisecting the other at the base at a 90 degree angle.
Aspects: Acrobatics, Subtlety, Swashbucklers, Skill
Domain: Luck
Favored Weapon: Rapier and Dagger
Number of Faithful: 2,500
Associated Groups: Acrobats
Dogma: A good plan and a sharp blade will get you far, good luck and good friends will take care of the rest. Loyalty is honor. Be confident in your decisions, strike swiftly without hesitation. Knowledge is power; use it to a noble end. Be bold, for no matter how great your skill or how often fortune smiles on you, someday death will take you from your fellows. Lead a good life, face death well and you will see them again.
| Male Human Ro / Fi / Ps / Acr / Elo : Medium-sized humanoid; 373 hp ; Init +17; Spd 60 ft.; AC 41; Atk +32/+27/+22/+17; SV Fort +25; Ref +25; Will +21; Str 17, Dex 28, Con 15, Int 20, Wis 16, Chr 21. Height 5’6”; Weight 150 lbs; Black Hair, Grey Eyes. Notable Skills and Feats: Balance +31, Climb +35, Escape Artist +37, Hide +39, Jump +39, Move Silently +31, Sleight of Hand +33, Tumble +43; Dodge, Improved initiative, Weapon Focus (Rapier and Dagger), Weapon Finesse, Two-Weapon Fighting, Exotic Proficiency (Hand Crossbow), Acrobatic, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Defense, Improved Critical (Rapier), Blind-Fighting, Power Attack, Cleave, Great Cleave, Combat Reflexes, Mobility, Spring Attack, Greater Two-Weapon Fighting, Improved Critical (Dagger), Mental Leap, Run, Perfect Two-Weapon Fighting, Prestigious Combination, Dexterous Will, Blinding Speed, Sneak Attack of Opportunity, Epic Speed, Superior Initiative, Self-Concealment x2 Notable Abilities: Improved Evasion, Defensive Roll, Slippery Mind, 133 Power Points, all abilities for the Acrobat prestige class, all abilities for the Elocator prestige class. Notable Equipment: Vest and Shirt of Protection (+5 AC, DR 10/admantium); Bracers of Deflection +8AC; Ring of Regeneration; Ring of Teleportation, Belt of Giant Strength +8; Boots of Freedom; Backpack of Holding; Cape of Spell Resistance 30; Neck beads of Vorpal Immunity; Dorhe of Lion’s Charge 3/day; Psychoactive Skin of the Psion. Most, upon looking at Mouser for the first time, would notice nothing out of the ordinary about him, and that’s the way he likes it. He is a non-descript human. |
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Arsenal
[ar-sen-el]
The heir to the throne of Highlander started his; or its as some believe, existence as a guardian for the deities. After Amat slew Forsha, the Counsil had need of a new guardian for their castle. It was decided that Arsenal would fill that role.
Even his devout followers debate what Arsenal was before he began to guard the castle. Some say he was a mortal gnome that had impressed the Counsil. Others say that he is merely a construct, made by the deities. Whatever the truth, Arsenal guarded the castle for four centuries, never leaving, and barely known of by the faithful of all deities.
The death of Highlander changed that. A spark arose in the guardian. On the Day of Life in 589 AC, the deities realized that Arsenal had left his post for the first time ever. He returned a short time later and announced that his long years of service were over and that he would go and live among his people on the Plateau.
Fearing the power Arsenal could rally to him, and wanting Highlander’s death to take hold before a new deity stepped in, the Counsil informed Arsenal that he must wait 25 years before they would condone what he desired. Bowing to the will of the Counsil, Arsenal relented, and went into exile for 25 years.
While in exile, Arsenal learned of the world that was much different when one actually lived in it. He traveled in disguise, rarely giving away the depths of his power. He was not uncovered until 20 years into his exile while in Icefia. Mouser found out the gnome’s identity, and soon, word spread of that an heir to Highlander roamed the world. On the heels of the Tinkocracy, this was poor news for the hopeful Counsil member.
Five long years passed, and Arsenal could do little to stem the tide of hatred and fear that overwhelmed the small amounts of faithful that began to revere him. When the exile ended, and Arsenal came to the Plateau, the Counsil would not allow him to join them. The usually mild gnome for the first time had hatred in his heart. The target of that hatred from then on was and is Mouser.
Outside of his one vice, Arsenal is almost devoid of emotion. He tinkers away in whichever city of the Plateau he is. His body is its own temple to clickers, with over a dozen woven into it. His sermons are more lessons than anything else, and his dogma is simple: All things through technology.
For every tinker that rejoices at the appearance of Arsenal, there are three others that plot his demise. The memory of the Tinkocracy remains vivid, and for most, Arsenal is just a lingering possibility that it could happen again. Off of the plateau, there are few shrines or temples that survive more than a year in public and the clicker-filled lives of his faithful are not ones that can be discreet in their existence.
Alignment: True Neutral
Symbol: Semi-circle Fan of Firearms and Epbuls
Aspects: Technology, Tinkers
Domain: Earth, Knowledge, War
Favored Weapon: Epbul
Number of Faithful: 30,000
Associated Groups: Machineheads
| Male Plateau Gnome Fi 12/ Ti 15 / Mch 10: Small-sized humanoid; HD 12d10+84 plus 15d4+105 plus 10d8+70; 519 hp ; Init +3; Spd 15 ft.; AC 24 (touch , flat-footed ); Atk; SQ; SV Fort ; Ref; Will; Str 28, Dex 16, Con 25, Int 26, Wis 14, Chr 14. Height 3’6”; Weight 225 lbs; Blonde Hair, Brown Eyes. Skills and Feats: Appraise, Concentration, Craft (Carpentry), Craft(Weaponsmith), Craft (Blacksmith), Disable Device, Disguise, Gather Information, Knowledge (Alchemy), Knowledge (Geography), Knowledge (History), Knowledge (Religion), Knowledge (Technology), Literacy (all languages spoken), Open Lock, Search, Speak Common, Dwarven, Elven, Fastspeak, Gnomish, Grean, Tinkering, Use Magic Device, Use Rope; Endurance, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Improved Initiative, Improved Precise Shot, On the Move, One Shot One Kill, Precise Shot, Problem Solver, Rapid Reload, Skill Focus (Tinkering), Technology, Track, Weapon Focus (Epbul), Weapon Specialization (Epbul), 10 others. There is no mistaking Arsenal. Half of his body is incorporated with clickers. His left arm, left hand, right leg, and right foot and clickers with several additional ones built into them. His armor is thought by some to be alive because it has so many moving parts. When seen, Arsenal’s mouth is usually the only fleshy part visible. Although he prefers technology, Arsenal is practical. He is known to have several magical items incorporated into his clicker body as well, including a teleportation device. |
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Melodi
[mel-o-dee] (Musicbringer, Knowledgekeeper)[43]
The most well-known of the quasi-deities is also the most unique. The mortal that was Alanda Melodi never had aspirations so high as becoming a deity. To the present day, she is uncomfortable with the notion. Melodi neither dismisses nor encourages those that worship her.
For the first one and a half centuries of her life, Melodi lived as a bard in the cities of southern Icefia. She garnered quite a reputation as entertainer and loremaster. She made few enemies, and many friends. When Stasis founded his kingdom in the early 3rd century AC, he was quick to make Melodi a member of his court. The bard had only one condition, the foundation of a bardic college of which she would be the dean.
Her fame as dean grew for centuries. Melodi educated some of the greatest thinkers on Habololy as the Bardic College of Icefia became the premier school in the world. She saw the passing of nations, kings, and even deities from her office. Meoldi assumed it would come to an end; one of the few assertions she made that has been proven wrong.
It was during the reign of the Tinkocracy that Melodi first felt it. The strange feeling that hundreds were calling her name from distant places was a common occurrence. People began to arrive at the college asking for help, but in a much different manner than before. Pilgrims and petitioners became common place at the college in the horrible years of the Tinkocracy. Melodi did all she could to help them.
When the Tinkocracy fell, Melodi made another assertion that would be proven wrong. She said that the people would stop coming to her, and although their desperation was gone, they were not. Fearful of what was happening, and one of the few beings alive that truly understood the consequences, Melodi stepped down as dean. Since that time, she has rarely left the college campus.
To her dismay, that did not stop the worship. At every college in the world, there is a shrine to the loremaster. Whenever bards perform a concert, a short prayer is said to the musicbringer. Every Relic Hunter, Arcane Singer and Weathersinger pays her homage. It is only her reluctance that has kept her form the Counsil of the Deities, which has conveyed to her in no uncertain terms that she has a seat awaiting her when she so chooses.
Of course, this is far from common knowledge. Only the highest clerics of the religions are aware of her stature. Some would have her killed if that were at all possible, other petition her yearly to join the Counsil. She avoids them all.
What is known is that Melodi does answer the prayers of the most devout of her faithful. Her good heart and caring occasionally out way her desire not to ascend and she ventures out of the college. Those that meet her are awed by her presence and enlightened by her knowledge.
Although she has never given the faithful specific rules to obey or a path to follow, her few clerics have composed a prayer that combined many of her known lessons from when she taught at the college. They say it represents the most important ideal of the faith of Melodi:
The most important parts of life are joy and understanding. You must enjoy the time that is given, for it will never come again. Through knowledge and understanding, not only can life be enjoyed, but others can be helped to enjoy their lives as well. Song is one of the greatest joys that can be had. Look to aide those who cannot find joy in their life, and stop those who would look to end another’s happiness. Death is best met with a knowing smile.
Strangely enough, those that are the most devout followers of Melodi are also those that displease her the most. Those devout followers look to do the very thing that she strives against: ascension.
Alignment: Neutral Good
Symbol: A flute in an open book.
Aspects: Music, Bards, Lore, Teachers
Domain: Knowledge
Favored Weapon: none
Faithful: 15,000
Associated Groups: The Bardic College of Icefia, Relic Hunters
| Female Northern Elf Ba 20 / Wi 18 / Lm 10: Medium-sized humanoid; HD 20d6 plus 18d4 plus 10d4; hp 236 ; Init +2; Spd 30 ft.; AC 24 (touch , flat-footed ); Atk; SQ; SV Fort ; Ref; Will; Str 10, Dex 15, Con 10, Int 24, Wis 20, Chr 28. Height 5’; Weight 105 lbs; Blonde Hair, Red Eyes. Skills and Feats: Balance +13, Bluff +6, Concentration +10, Craft (Weaponsmithing) +4, Escape Artist +9, Hide +8, Intimidate +13, Jump +6, Knowledge (Geography) +10, Knowledge (History) +2, Knowledge (Local) +2, Knowledge (Nobles & Royalty) +2, Literacy; Listen +6, Literacy (Common, Elven, Horarian), Move Silently +11, Ride +11, Sense Motive +5, Speak Elven and Horarian, Spot +5, Swim +6, Tumble +12; Leadership, Scribe Scroll, Spell Focus (Enchantment), Spell Mastery (Enchantment) It is near impossible to not know you are looking at a being of great power when you look upon Melodi. Her hair is a soft blonde color that draws you in and her eyes are playful rubies that keep you in her presence. Her smile, or frown as some would say, is the only way to escape. She dresses in bright colors and in a variety of styles. Having lived so long, she has seen and liked many. Her voice is generally meek, as to speak in anything but a whisper would be too overwhelming for most. |
DEAD FAITHS
These are deities that have been destroyed. They no longer have any clerics, although some still have faithful.
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Forsha
[for-sha] (The Shieldmaiden, The Protector)
The Counsil once feared creatures like the Doggedens. To protect themselves against those threats, the Counsil brought the deity Forsha into existence. She was an immovable defender that was ever present at the steps of the Castle of the Gods. What the deities had not anticipated was the development of a religion based on Forsha. The religion grew slowly, mainly through myth and legend about the undefeatable defender of the deities. Her reputation came to match that of Han~Sui, and there were many bloody arguments over which of the two was a better warrior. The argument came to an abrupt end during the Return of Amat. Forsha was slain by a servant of Amat and her religion quickly faded from Habololy.
The faith of Forsha was based on obedience and devotion. After her death, her followers turned to Stasis and Han~Sui.
Alignment: Lawful Neutral
Symbol: Blue shield with a Light Gleam in upper right corner
Aspects: Defense, Protection, Duty
Dogma: Defend those that need defending. Become strong so that you can survive any attack against you. Death will only come for those who are unprepared.
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Gremdelivian
[grem-del-iv-ee-an] (The Trickster)
One of the fathers of the Gremlins, Gremdelivian was a member of the Counsil that was accepted by few others. At least a few claim that he was brought to the Counsil by Treetop to create a religion for the growing Gremlin population. Gremdelivian represented the typical Gremlin. He was scatterbrained, quick, tricky, and rarely listened to the rules of the Counsil. Gremdelivian was allowed to stay on the Counsil simply to prevent the Gremlins from falling into the worship of a cult.
Gremdelivian was the constant thorn in the side of Highlander and tinkers everywhere. After centuries of bickering and clashes, Highlander was able to trap and slay Gremdelivian. Had he not been slain, the War of Technology may have never come to pass.
There are still some Gremlins alive that were alive when Gremdelivian existed. Soon after its death, Gremdelivian’s faction of Gremlins was given a choice to convert to the faith of Compture or leave the jungles. Some that left still live with the jungle elves and tell tales of their once wonderful deity.
Those that worshipped Gremdelivian turned to Compture, Chaos, Treetop, or Tommimao. Some went on to continue to pray to their lost deity until their own death.
Alignment: Chaotic Neutral
Symbol: Gremlin Hands crossed and locked at the Thumbs
Aspects: Mischief, Gremlins, Thieves
Dogma: Obey no rules that don’t feel right at the moment.
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Highlander
[hie-lan-der] (Grandtinker)
The power behind the tinkers, Highlander was eventually punished for allowing the technologies he spawned to go too far. Han~Sui executed him on the order of the Counsil. He is the only deity to ever have been destroyed in such a way.
While he existed, Highlander often resided on the Great Plateau, and not in the Castle of the Gods. His only allies on the Counsil were Tfop and Pfot. The others cared little for a deity that did not partake in discussions and decisions. Highlander cared for little other than the advancement of his craft: tinkering.
As the father of technology and the patron of tinkers, he is credited with all of Habololy’s advanced technology. While this credit was at first a boon, it later turned into a great hatred of him by most races, deities, and nations.
At first, many of his followers still worshipped Highlander after his death. They tried everything to bring him back. Some quickly lost faith and turned away from technology. Some went to the faiths of Drunnbar, Tfop, or Pfot, who had been the closest allies of Highlander and the Tinkocracy. Years later the remainder of his faithful and clerics spawned the cult of Arsenal.
Alignment: Neutral Neutral (good)
Symbol: Steel Sun rising over a Plateau
Aspects: Technology, Tinkers, Invention
Dogma: Technology first, life second.
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Levad
[le-vad]
Lavad’s faith was a small one made up of powerful individuals. He himself is said to have been a treasure hunter that found the key to immortality, and hence the reason he became a deity. Even after the Counsil had elevated him, Lavad spent little time at the Castle of the Gods, preferring to remain on the open sea.
A mere two hundred years after his ascension, the Doggeden War began. Unlike many of the other deities, Lavad immediately intervened on behalf of his faithful. Although his approach towards the war would eventually be accepted by the Counsil, it was after he had challenged an been slain by Amat in combat.
Almost every one of his faithful died fighting in the Doggeden War. Honoring their deity with the same sacrifice he made.
Alignment: True Neutral
Symbol: Volcano
Aspects: Treasure, Sailors
Faithful: none
Associated Groups: none
Dogma: To gain the greatest rewards, you must take the greatest risks.
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Level
[lev-al] (Islandmaker, Lavamancer)
Level’s existence began much like Frostine’s. Level existed from the first time a fire was lit and a volcano erupted. His faith was strong among the islanders, the Fire Giants, those that lived in the desert, and other creatures of fire and flame.
His existence ended during the Doggeden War. Amat slew him in battle, one of three deities Amat killed in the war. His faith remained in existence for nearly a century after his death, but eventually the faithful went to worship other deities.
Very little is remembered or recorded of the tenants and traditions of Level’s religion.
Alignment: True Neutral
Symbol: Volcano
Aspects: Lava, Volcanoes, Fire, Islands
Faithful: none
Associated Groups: none
Dogma: The fire is the most powerful and destructive element.
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The Spider Queen
The Drow Elves, and the world below the surface, were dominated by the cult of the spider queen for millennia. She was a cruel deity who subjugated all other races, along with the males of her chosen race.
By the time the Counsil came into existence, the power of the spider queen’s influence in the world below was so total, that they could do nothing except prevent her from spreading to the surface. She was in complete control of her world. It was not until the defeat of Amat that things began to change.
The defeat of Amat had filled the heroes and good religions of the world with confidence. For the first time, they brought the battle into the world beneath to challenge the rule of the spider queen.
It was centuries before the crusade, led by Stasis, the religions of Treetop and Arsur’anyodel, and the Order of Sunlight Below, was successful. The power of the spider queen was broken and she was forever banished from Habololy.
Her remaining followers fell victim to the creatures they had enslaved for so long. Most of her followers and cult were wiped out. Those that remained fled to the worship of Wandle, Dresta, Loomashyn, or Chaos.
In an ultimate irony, the defeat of the spider queen brought a tumult and chaos to the world beneath that she would have loved.
Alignment: Chaotic Evil
Symbol: Spider
Aspects: Female Drow, Deception, Evil
Dogma: Drow are the most powerful race, and the female is the better half of every race. True power comes from chaos and the opportunity it brings.
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Novine
[noe-vine]
Novine is often described in the teachings of other faiths as a failed experiment of the deities before the Counsil. Novine was elevated to the status of deity for no other reason than to deny followers to Amat. Although some gnomes turned to the worship of Novine, his lack of inspiration and purpose doomed him and his religion.
For centuries, Novine languished as a lackey and second rate deity. Never taken seriously, never holding any real power, and never able to challenge Amat for control of the gnomes. When the Doggeden War erupted, he saw his opportunity, and threw in with his long-time enemy, Amat. The Counsil expelled him immediately, and for a short time he flourished along side his former adversary.
As the Doggeden War progressed, and the forces of the Conusil began to prevail, Amat set up his new ally and killed Novine while making it appear that the Counsil had slain him, taking all of his power and drawing in all of his followers.
Alignment: True Neutral
Symbol: An N turned 90 degrees and overlaid over another N
Aspects: Gnomes
Dogma: Gnomes don’t need anything but their own intellect.
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Pfot
[fot] (The Schemer, The Dark Alchemist)
The twin of Tfop, Pfot represented those things that his brother did not. Pfot was the one in control, the favored in the contest, the plotter, the planner, the tester. Tfop’s vigor and charisma won far more faithful than Pfot’s strategy and conservatism.
His chance came when Tfop left the Counsil at the end of the Doggeden Wat. His emotional brother had finally made a crucial error. Pfot capitalized on it and led the crusade against his brother’s clerics and faithful. His power grew, but never to the level that Tfop’s had reached.
His brother eventually returned to the Counsil after Amat’s imprisonment, and Pfot’s power began to decline, his followers began to leave. He decided to take a risk, a decision contrary to his belief, an act which spells doom for a deity. Pfot allied himself with the Tinkocracy and Highlander.
After the Tinkocracy fell, the people of Habololy were not willing to let any ally of it go unpunished. Pfot disappeared shortly after his high temple was burned to the ground. His clerics turned to Tfop, his faithful scattered.
Alignment: Neutral Neutral (evil)
Symbol: Potion Vial Shape cut out of a Black Disc
Aspects: Alchemy, Revenge, Twins, Schemes
Dogma: Plan every act. Use every tool at your disposal. Even death can be planned for.
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The Deities of the Vinsaise Empire
What is known of the deities of the elves of the Vinsaise Empire has been collected by loremasters and relic hunters over the past five centuries. There were at least five deities, all of which disappeared or were destroyed along with the empire. Any information or items pertaining to the deities in highly coveted, especially by the quasi-deities.
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The Deities of the Barbarians
The many barbarian tribes that inhabit the lands of Habololy were once joined in a few larger tribes. According to some loremasters and relic hunters, these tribes lived on the eastern half of the main continent, and ruled those lands until the arrival of the orcs and the jungle elves.
While they ruled those lands, the barbarians worshipped deities that bare little resemblance to those of the Counsel. The ancient barbarian tales and few relics from those days tell of brutal and wild deities that constantly pestered the barbarians. Deities that ruled out of fear.
CHAPTER 7: Nations
The nations of Habololy are as diverse as the races that inhabit them. Those capable of and able to change survive, while others fade off into the memory of history. Some of the nations of the world have existed since nearly the beginning of recorded time, while others are young and still trying to determine if they can survive.
The following list describes the basics of every nation and gives a feel for how each one manages to co-exist, or fight, with the rest of the world. To better understand the listings, the categories used are explained below.
Founded: The year in which the nation was first established and recognized.
Capital: The city or place where the nation’s rulers live.
Population: How many beings live in the nation and what the racial make up of those beings is.
Government: What type of rule is used to govern the nation.
Ruler: Who the commonly known ruler of the nation is.
Major Religions: The most widely practiced religions in the nation.
Active Cults: Any cults that are known to be in practice in the nation.
Allied Nations: Other nations who are considered friendly.
Enemy Nations: Other nations who are considered hostile.
Size: The number of square miles that the nation officially controls.
Climate: The dominant weather climate that exists in the nation.
Major Terrain: The dominant terrain features that can be found in the nation.
Subsistence: The most commonly found methods of survival used by the beings of the nation.
Secondary: Other ways the nation supports itself.
Magic Level: The extent to which magic is used on an everyday basis.
Technology Level: The extent to which advanced or modern technology is used in everyday life.
Trade Level: The extent to which the nation trade with other nations.
Exports: The most commonly exported goods.
Imports: The most commonly imported goods.
Coin: The names of the nation’s minted coins, or the name of the foreign nation whose minted coin is considered official.
Major Cities: The names and populations of the largest cities in the nation.
For several of the previous categories, there are levels involved. These are levels of judgment as to how much of something occurs relative to the rest of Habololy. These levels can be explained as follows:
| Magic Level: | Supreme - | Every aspect of life involves magic. No one could live without it. All accept and understand it. |
| Very High – | Most households own at least one magical item. Most accept and understand it. Spells are common. | |
| High – | Everyone knows of common magical items and spells. Most see magic effects weekly. | |
| Average – | Spells and magical items are known but not often see. Most know of spellcasters, but don’t interact with them daily. | |
| Low – | Spellcasters and magical items are uncommon. Most have heard of them but rarely encounter any. | |
| Very Low – | Magical items are rare. Most will never meet more than one spellcaster. Magic is often feared. | |
| None – | Spellcasters are either banned or don’t exist here. There are no magical items. |
| Technology Level: | Supreme - | Every item involves technology. No one fears it. Understood and accepted by all. |
| Very High – | Advances are commonplace. Most understand it. | |
| High – | Some technology used by everyone, but not in every aspect of life. Most understand it. | |
| Average – | Some advances used. Some understand it. | |
| Low – | Few advances exist. Few understand. Usually feared and distrusted. | |
| Very Low – | Virtually no advances exist. None understand technology. Most believe it is magic. Some fear it. Some hate it. | |
| None – | Truly barbaric or uncivilized. Hatred and fear common. Possibly banned. |
| Trade Level: | Supreme - | Survival dependant upon trade. No other activity takes place on a significant level. |
| Very High – | Tremendous trade. Very profitable and necessary. Consistent trading with many other nations. | |
| High – | Good amount of trade takes place. Regular trading with other nations. | |
| Average – | Some trade takes place with select nations. | |
| Low – | Little trade with only one or two nations. | |
| Very Low – | Only vital trading done with one nation. Trade is distrusted. | |
| None – | No trade. Either from inability or by law. |
The Pathfinders of Habololy have spent centuries cataloguing the roads and paths between cities, towns, and nations. Provided throughout this chapter are travel guides known by the pathfinders and others. They give the miles between, the expected number of days (in 10 hour travel days on human foot), and the danger level of the trip. Green means safe, yellow means caution required, red means dangerous.
Table 7-1: Travel Distances on the Main Continent by Land to National Capitals
| Saint Lawrence | Freeberg | Melg | Cleeve | New Mevil | Vien | Hertoplowis (Center) | Midyr | |
| Saint Lawrence | 7500 (250) | 800 (27) | 550 (20) | 7250 (240) | 2500 (100) | 3250 (115) | 4000 (140) | |
| Freeberg | 7500 (250) | 7650 (260) | 7200 (250) | 150 (5) | 1900 (115) | 3250 (110) | 3500 (120) | |
| Melg | 800 (27) | 7650 (260) | 500 (20) | 7400 (250) | 2200 (80) | 3600 (130) | 4350 (155) | |
| Cleeve | 550 (20) | 7200 (250) | 500 (20) | 6950 (240) | 1900 (70) | 3100 (115) | 3850 (140) | |
| New Mevil | 7250 (240) | 150 (5) | 7400 (250) | 6950 (240) | 1950 (115) | 3150 (90) | 3400 (115) | |
| Vien | 2500 (100) | 1900 (115) | 2200 (80) | 1900 (70) | 1950 (115) | 1400 (75) | 2150 (100) | |
| Hertoplowis (Center) | 3250 (115) | 3250 (110) | 3600 (130) | 3100 (115) | 3150 (90) | 1400 (75) | 750 (25) | |
| Midyr | 4000 (140) | 3500 (120) | 4350 (155) | 3850 (140) | 3400 (115) | 2150 (100) | 750 (25) |
Kingdom of Yellowia
Founded: 871 BC / pre-1084[44]
Capital: Saint Lawrence
Population: 12,830,000 (95% human, 2% Halfling, 1% half-elf, 1% elf, 1% other)
Government: Monarchy
Ruler: King Alawin Padwell
Major Religions: Treetop, Habastly, Tommimao
Active Cults: none
Allied Nations: Jungletree
Enemy Nations: Borkondof
Size: 505,000
Climate: Sub-Tropical
Major Terrain: Grasslands, Light Forest, Scrub/Brush
Subsistence: Heavy Agriculture, Grazing/Herding
Secondary: Mining, Forestry, Fishing
National Feats: Born for the Saddle, College Educated, Noble Tradition, Ranger Tradition
Magic Level: Average
Technology Level: Average
Trade Level: Very High
Exports: Beef, Livestock, Vegetables, Grains
Imports: Salt
Coin: Copper, Nightsun, Halfsun, Minisun, Fivesun
Major Cities: Endeage (57,800)
Flopest (52,000)
Palata (49,600)
Southgate (47,500)
Meldrage (44,000)
Stoppon (34,950)
Trimany (31,300)
Northguard (30,100)
Newporton (23,900)
Saint Lawrence (18,230)
The oldest human nation in the world, the Kingdom of Yellowia was founded before the Counsil of the Gods. It has always been a place of freedom, and a nation that stands against tyranny and oppression. The kingdom was founded by a ranger, and has always possessed an innate sense of a ranger, and therefore, Treetop’s ideals. For three centuries, before the rise of the Kingdom of Icefia, Yellowia was the most powerful nation in the world. It grew and supplied fully half of the food to the main continent. Its armies were fast moving, and effective. Even after the second monarchy, the Umanin family, which betrayed the nation and had to be forcibly removed, the kingdom did not fall. They have always been an ally of the elves, and once held the jungles as a protectorate. Their lands have diminished over the years, as the kingdom has given autonomy to the elves and the southern lands. The fourth royal family is now in place.
The ranger kingdom, the land of milk and honey, the realm of the horse, and the seat of freedom; these are all names given to the Kingdom of Yellowia. It was named by the first humans to travel to the land and see the endless fields of tall yellow grasslands that dominated the countryside. Its people have always been farmers and ranchers, woodsmen and hunters. The land gives the nation everything that it needs, and it is in fact one of the only completely self-sufficient nations in the world. Because of this, all trade that is done brings only wealth and prosperity to the people of the kingdom.
The king rules over a counsel of nobles, who in turn rule over the peasantry. Each noble is entrusted with the duty of looking after the peasants, as the king is entrusted with looking after the nobles. There are hundreds of nobles, ranked by how long their family has been considered noble. When a monarchy dies out, the oldest noble family steps in to take its place.
The nation’s military is known for its lightning fast cavalry and has an overabundance of rangers. It is said that over three-fourths of the army is mounted. The military is strictly voluntary, but never has a lack of willing recruits. Both male and female are equally accepted. Rangers are given higher rank, as are the Echalman, who are an order of knights founded in the kingdom.
Sheriffs and constables, who are put in place by the nobles, enforce the laws of the land. The laws are clear. A judge, who is appointed by the king, settles any dispute. The people treated fairly and have more freedom than in any other nation in the world.
The other nations of the world keep the Kingdom of Yellowia on as best terms as possible. This is partially due to the fear of a fast military response, but more to the fact that the kingdom still produces a fifth of the world’s food. To not have any trade with the kingdom could spell famine in tough years.
The kingdom realizes this and sometimes will impose its will without military force to invoke change in its neighbors. They don’t agree with the philosophy of many other nations, but the general feeling is one of live and let live. However, this does not prevent them from acting when needed.
When the current family, the Padwells, was installed nearly fifty years ago, there was a controversy. The family that was next in line declined the nomination, much to the dismay of the Echalman and the more conservative nobles. The Padwell are known for their free lifestyle and lack of concern for tradition and law. The newest king has not seen twenty-five summers. He has taken the court out of its traditional home in Saint Lawrence, and turned it into a traveling court.
The nation of Borkondof, which lies on the kingdom’s western border, has been taking more raids than is normal into the borderlands. This has led to many battles and wars in the past, and looks to be building to another one.
Notable Personalities
- King Alawin Padwell (hm CG Ra5/No4), a young, brash, fun-loving king. He is the oldest male member of his family. Although he does not ignore problems of state, he would prefer that the nobles deal with them.
- Wisker Deldoran (he CG So11/Ra6/Eq7), the court’s high wizard. Wisker enjoys the traveling court, but understands the need for stability. He has been the high wizard for nearly twenty years, and is a loyal supporter of the Padwell family.
- Samuel D’Aigo (hm TN Fi11/No4), one of the most powerful nobles in the nation. He would prefer the king not travel as he does. His family controls the nation’s best mines.
- Michael Darkgale (hm CG Ra4/Cl(Tm)3/Wr4), the head of the Darkgale family, and operator of the nation’s premier messenger service. Their name derives from the black-feathered breed of griffon that his family has ridden for over a century.
| On the eastern shores of the Main Continent, in the middle of that long coast, lies the nation of Yellowia. As soon as you approach the land, you see that the ancient kingdom’s name comes from the lush yellow grasslands that cover most of the land. They go from the western border with Borkondof to the eastern shore; from the northern wastes of the Orcish Empire to the Hill Giants’ hills to the south. The center of the nation is a massive fertile valley 100 miles wide and time and a half that long. Farms are everywhere, towns are common, and nearly a dozen cities dot the hundreds of rivers that all flow to the sea. It is a land where all honest travelers are well received; and once you have crossed their border, I dare say that your need for a Pathfinder has passed. |
The Destroytian Republic
Founded: 250 AC / post-37**[45]**
Capital: Freeberg
Population: 2,310,000 (85% human, 15% Orc)
Government: Republic
Ruler: Weeton Metri
Major Religions: Han~Sui
Active Cults: none
Allied Nations: none
Enemy Nations: Thalmeret, the Gremlins, Baenrl
Size: 280,000
Climate: Temperate
Major Terrain: Grasslands, Plains, Hills
Subsistence: Medium Agriculture, Grazing/Herding
Secondary: Hunting/Gathering, Mining
National Feats: Noble Tradition, Professional Tradition, Raised in War, Weapon Master Trained
Magic Level: Average
Technology Level: High
Trade Level: Low
Exports: Fruit, Ivory, Ores
Imports: Glass
Coin: Copper Sovereign, Silver Sovereign, Gold Sovereign, Platinum Sovereign
Major Cities: Freeberg (302,000)
Upflou (240,000)
Siptall (219,000)
Demaree (184,000)
Lake Mournae (175,000)
Janglege (54,000)
Before the existence of the republic, the lands of the Dedestroytian peninsula belonged to the Dedestroytian Empire. They revered the ideals of honor, truth, and nobility. These ideals came at some expense. To protect females, they were given a completely different method of attaining these goals. Most other nations saw these goals as perverse and barbaric, while the people of the empire, even the women, believed theirs to be the best system. The empire waxed and waned in power as most nations do, but they always held on to their beliefs, and managed to remain a force on Habololy for over a millennium.
It was during the Return of Amat that some of these ideals began fail the empire. The hardships brought on by Amat forced the mighty empire to ally with traditional enemies, such as the Kingdom of Yellowia, and newer nations, such as the Kingdom of Icefia. These influences quickly brought about calls for change and reform in some of the traditions. A civil war erupted soon after a well liked and good emperor was slain. Hard-line traditionalists fought against reformers. With the help of other nations who sought to bring the Destroytian nation into line, the reformers defeated the traditionalists. While many of the rules and laws regarding honor remained, the role of females changed, as well as the roles of males. Both were now free to choose a path, but were honor bound to stay upon it once chosen.
The traditionalists were not entirely defeated and over the centuries returned several times to try and overthrow the republic. Finally, in 604 AC, the traditionalists were able to take control of the southeastern half of the peninsula, forming the nation of Thalmeret. Since that day, the Destroytian Republic has tried to strengthen its ties to the nations that had once fought for its newer status, but have found that the world has its own problems. They are constantly on guard against Thalmeret, who has sworn to defeat the republic and bring back the empire.
The Destroytian Republic does not trade with most of the other nations. Their navy is no match for the Horarian pirates, who cut off much of their trade to the north and west. Thalmeret harries any ships that travel east, and only ice and ocean lie to the south. That leaves the republic with only the northern jungles as a possible trade route. Since the gremlins attack any caravan that they encounter, this way is also unreliable. The government is constantly searching for new possibilities to connect them to the other nations, but as of yet, they have had little success.
Life inside the republic is much better than its relations with its neighbors would lead one to believe. The system of honor, which has been the hallmark of the nation since it was an empire, remains intact. The Knights of the Republic, who can be found in the government, in the military, and in many others facets of life, embody it. The laws are fair, and treat all races and most religions equally. The laws are also the backbone of society, since they describe the paths to honor.
As a whole, the republic is in need of outside trade. The republic has opened three new mines just outside its border on the southwestern coastal mountains, and is hopeful it can trade the iron, copper, and minerals it has found there. The people are nor yet poor, but that day fast approaches. Food is not scarce, but variety in it is. No new farmlands have been planted in a century. The cities, which are not yet overcrowded, have expanded to their limits. The stagnation of the nation as a whole has created more fear than anything else. Luckily, the people still have faith in a government that has not lost its honor.
Most recently troubling to the republic is the build-up of troops along their border with Thalmeret. The army on the border has been slowly increasing for five years, and most fear an invasion is imminent. Outbreaks of a strange illness that drives women insane have been occurring in the cities. Legend tells that this is a sign that their nation will fall.
NOTABLE PERSONALITIES
- Weeton Metri (hm LNg No3/Fi4/KoR5), a beloved ruler who cares deeply for his people. Weeton has ruled for 16 years, during which time he has made every attempt to sign treaties and trade agreements with other nations. He is happily married and consumed by the task of saving his nation.
- Greggore Tuskane (ho LN Fi10/KoR8), the master-at-arms of the knights. Born of an orcish father and human mother who died in childbirth. Greggore is acclaimed as the most skilled warrior with any flail on Habololy. He looks for nothing in life except to honor his family.
- Anthony Deggartsal (hm LG Fi7/KoR10/Cr3), the head of the order of knights. Anthony has retired from active duty but is still held in the highest regard. He has become a capable armorer in his old age.
- Sevris the Dart (hm NNe Ra8/Hnt9), the unofficial head of the Huntsmen. They have a base somewhere outside the city of Janglege. He has considerable pull when it comes to any matters in the jungle. He is also the liaison between the military and the Huntsmen’s guild.
| On the western half of the Dedestroytian Peninsula, below the jungle of the Gremlins, lies the Destroytian Republic. A land of rolling hills, small forests, and plains with massive herds of grazing beasts upon them. To come to this nation is to know happiness, as long as you follow the order of things. The nation reaches to the sea in the west and the south where the peninsula ends. In the north, it goes until it reaches the jungle. In the east is the border with their rival and former countrymen in Thalmeret. The border is made by the mighty Mevil River, which flows south into the sea. North of the river is the city of Janglege, which watches the only land border between the two nations. The capital is the beautiful ancient city of Freeburg. Its stone wall and buildings have stood for two millennia, although recent wars have destroyed some of the marvelous city. It lies near the Mevil River, as do the majority of the large cities of the republic. |
Grean Republic
Founded: c1500 BC[46]
Capital: Beasetta
Population: 2,012,500 (99% Gree, 1% other)
Government: Beaurocracy
Ruler: Arkon / Arco / Garact
Major Religions: Gruweas
Active Cults: none
Allied Nations: none
Enemy Nations: Frozensky Clandom, Kathow-tio-Horari, Dwarven Kingdom, Nomagrok
Size: 310,000
Climate: Temperate
Major Terrain: Light and Medium Forest
Subsistence: Forestry, Fishing
Secondary: Hunting/Gathering, Industry
National Feats: Ordered Mind, Professional Tradition
Magic Level: Very High
Technology Level: Very High
Trade Level: Low
Exports: Pearls
Imports: none
Coin: Copper Pearl, Silver Pearl, Gold Pearl, True Pearl
Major Cities: Beasetta (410,000)
Deifae (240,000)
Swevskae (168,000)
Swevskae Des (159,000)
Kontramitae (148,000)
Stash Maen (113,000)
Stash Kelvoo (97,000)
Arkkav (65,000)
The Grean Republic is one of the oldest nations on Habololy. It is also a nation with a great many problems. For centuries, the republic ruled the seas and the ocean. Its navy was unequaled, and the republic was rightfully considered a world power. This dominance remained unchallenged for centuries and the republic did nothing to alter a philosophy that had worked for so long. It was this complacency that did not allow the nation to prepare for the Horarians after they arrived. The Gree were simply undefeatable, so when new philosophies came along that overcame their navy, they were floored and utterly defeated. Since the loss of their status, the Grean Republic has slowly but surely begun to decline, despite the fact that the common Gree would have no idea that they were in decline. Such is the way of their government.
Nothing is known, and in fact, the official policy of the government is that nothing existed before the establishment of the government. The Gree believe that they came into existence and were divinely inspired by Gruweas to create the republic. This theory went unchallenged for a millennium. As the Gree began to have more contact with the other races and nations, some of them began to have other ideas about their own history. The government quickly quashed any of these thoughts. Merchants from other nations were not allowed to enter discussions. Protests and demonstrations were not allowed. Variety was looked down upon. Such was and is the way of the government.
There are few other nations that have the amount of administration and governing that the Grean Republic has. The Gree consider any nation that does not have a strong and controlling government weak and doomed for failure. To the best information available, the Grean Republic is far more successful and has been in existence for far longer than any other nation on Habololy. The government of the Gree is elected by the people and given complete authority to make law. Once elected, officials wield every power. There are officials for everything from the military to education to commerce. Once a law is in place, in cannot be questioned, and according to the government, is never questioned. Such is the way of the government.
Other nations once feared and gave a great deal of thought as to how they would deal with the Grean Republic and their naval power. Since their defeat at the hands of the Kingdom of Icefia and the Horarians, as well as others, other nations have given little thought to the republic. Since the Gree rarely venture onto other continents, there isn’t much need to give them any thought. Since their naval power is rarely seen, it isn’t worried about. The Grean Republic has been on an island for generations, only involved in their age old battles with the dwarves and Vishtoo. These nations, that share a continent with the Grean republic, do give thought to it. That has been the focus of the Grean government in its time away from the sea. A focus designed to distract the Gree from the problems that exist in the nation. Such is the way of the government.
The republic, despite its problems, is still one of the most integrated nations on Habololy. Their level of both technology and magic is unmatched. The Grean knowledge of elementals is far beyond any other civilization’s knowledge. Their ships, while not as numerous as they once were, are still the most dangerous ones that sail the seas. Their cities, while cramped and dark, are clean and advanced. Travel is safe and spells and clickers are commonplace. Unlike most of the races and nations of Habololy, the Gree of the republic do not fear technology. Many do not even know that the War of Technology was as horrific and devastating as it was. Such is the way of the government.
The ruling bureaucracy of the republic is so massive that to define or describe it takes up as entire library in the capital Beasetta. The only well known administrators are the Tri-Ministers, who are the highest ranking bureaucrats in the government. These three are considered the saviors of the republic, as every Tri-Minister has been. The only mistakes that are every made by the government are made by lower ranking officials who are quickly disciplined. Such is the way of the government.
There have always been some Gree who recognize that the government is not all that it claims to be. For most of the republic’s history, they have been easy to silence and push to the side by the strong arm of the government and the military. Since the downfall of the navy several centuries ago, this oppression has become more and more difficult for the government to continue. There are several groups that have managed to survive in the darkest corners and under the deepest cover that resist the government. They are few and far between, but they exist. The government recognizes this, although they do not allow it to become public knowledge. To try and keep attention away from these groups as they look to dispose of them, the government has thrown all its effort behind rebuilding the navy. A return to naval dominance could revitalize the government and the nation
NOTABLE PERSONALITIES
- Arcon (Gr LE No14), the oldest of the Tri-Ministers. He has been in place for more than seventy years. He is the first of the three ministers.
- Arco (Gr LE No12), the youngest of the Tri-Ministers. A student of Arcon’s. He is the third of the three. Arco is known to follow every lead and idea of his teacher. His temper is also well known.
- Garact (Gr LN Fi3/No10), the second of the Tri-Ministers. Once a warrior in the military. He was almost killed in a battle with the dwarves. After his injury, he retired from the military and quickly rose in the ranks of the bureaucracy. Garact rose to the rank of Tri-Minister faster than any Gree in history. He is only forty-six years of age. Garact is quiet for a minister.
- Petric-Gar Chelthin (Gr LE Cl(Gr)16), the high priest of Gruweas and minister of the temple of Beasetta. An ardent supporter of the government. He has traveled to many other temples of Gruweas to gain support for the republic. Petric-Gar is known to be vicious to those who oppose the republic.
- Taer’Mukine (Gr TNg Ra5/Ro5), the leader of Aer-Gree, a group sponsored by the nation of Rosetree looking to reveal the truth of the republic to the Gree. Like many of Aer-Gree, he has adopted a pseudo-elven name. The group works out of the few wilderness areas left in the republic. They have existed for two centuries, and are just now beginning to make some headway.
- “Sassinct” (Gr TNe Ro8/CL7), the head of the underground. A shadowy figure that is known by the name of Sassinct, which means, “shadow demon” in Grean. His existence is truth according to the government. He is the source of all the nation’s problems. Those that oppose the government claim that “Sassinct” is a fable to draw attention away from the government’s problems.
| No civilized land is as poorly known as that of the Grean Republic. While their roads are the stuff of wonder, it is a high crime to leave those granite marvels. Many good-faring pathfinders have met their end in a Grean prison, and for merely doing what the deities have intended for us. What can be said is this…Forests dominate the land. Lakes are common, but mostly too far from the road for anyone to safely stray. To the east, there are hundreds of rocky islands. So close and numerous are these islands, that lore tells of a time when they were hills with no water separating them. The cities are huge sprawls. Endless streets, in near perfect order, are easy to follow. Each road has a marker giving distance to the next town. It is a dismal place; I suggest you never go there. |
Map of the continent of Icefia (used for the next three nations)
Kingdom of Icefia
Founded: 206 AC / pre-7[47]
Capital: Messada
Population: 1,930,000 (85% human, 8% gnome, 4% elf, 1% Halfling, 2% other)
Government: Monarchy
Ruler: King Darson Gemblade
Major Religions: Stasis, Habastly
Active Cults: CultofHemator
Allied Nations: Gnarland, Rosetree
Enemy Nations: Scaled Kingdom, Amatom
Size: 440,000
Climate: Temperate
Major Terrain: Light and Medium Forest, Scrub/Brush, Glacier
Subsistence: Hunting/Gathering, Forestry, Whaling
Secondary: Light Agriculture, Fishing
National Feats: College Educated, Frontiersman, Near to Monsters, Raised in War
Magic Level: High
Technology Level: High
Trade Level: High
Exports: Timber, Whale Parts
Imports: Metal
Coin: Silver Crown, Gold Crown, Platinum Crown
Major Cities: Cape Tolya (193,000)
Colneye (175,000)
Messada (131,000)
Port Phiam (119,000)
Tripsea (79,000)
Mount Oneash (40,000)
Port Pinceer (37,600)
Sabratoon (32,400)
Degalas (23,500)
Fallingleaf (18,200)
Fraullope and the Northern Mining Town (2,100)
The kingdom of Icefia has been a staunch defender of the world since its founding by the mortal Stasis Gemblade. He created a nation of hearty peoples from a dozen cities that had never been able to create a lasting alliance. It was based on honor and law, but held compassion and equality in high regard. It grew in strength and became the most powerful nation in the world by post-77. It ruled over much of the continent of Icefia, all of the islands of the ocean, and part of Ekarude. The kingdom stood firm for three centuries until, in its complacency, it fell victim to the Day of Falling Death in post-312. Since then, the kingdom has lost many of its holdings, including the western most reaches of the Icefian continent to the elves’ Scaled Kingdom. Although it still wields a great deal of military power, the kingdom is not the world-ruling nation it once was.
The kingdom is made up of five lesser realms; there were once ten, each ruled by a monarch. The high king rules above those monarchs from Castle Gemblade, which lies north of the city of Messada. Each lesser monarch has a great deal of power, but cannot challenge the high king’s decisions. There are a few nobles, who mainly live in the cities. They wield little power, but are wealthy. Peasants are free to bring complaints and problems to their monarch, and are often legitimately heard.
The laws are strict and thoroughly enforced. The military is a strong presence in the land, but the cities have many constables to enforce the laws. Both are made up of those who choose to join. The Knights of the White Sword are an order devoted to the protection of the people. They are connected to neither the military nor the constables.
Other nations see the kingdom as a fallen giant that will not die. Some act to stop the descent, others try and hasten it. All recognize that the kingdom still has a fight left in it, and would not foolishly act to anger it.
The Kingdom of Icefia always looks to aid other nations who are fighting against what is perceived to be evil, even if not asked. The kingdom stills holds to the old ideal that it is the defender of the world. It will not talk or trade with nations that abide slavery, piracy, or repression.
A decade ago, the kingdom tried to take back the lands won by the elves 65 years ago, in a war known as the Wyvern Crusade. The king was defeated and lost his brother in the war. He is aging and wants another opportunity to win back the lands of western Icefia. All of the kingdom’s resources are being put towards building up another attack. Since the war, the Knights of the White Sword have been increasingly looked down upon. They failed to win the war ten years ago, and the people have not forgotten. There are fewer initiates and fewer welcome homes. To increase the supply of metals and gems, the king has reopened the dangerous northern mines. Although scholars warned against it, the merchants pushed for the reopening. In a different tact, the king has sent new expeditions north to the arctic cap in search of new inhabitable lands.
Notable Personalities:[48]
- Darson Gemblade (hm LG Fi11/Cv10), a somber 42-year old king. His efforts are focused on regaining the land from the elves. He is detached from most other issues.
- Irene Degalas Gemblade (hm LG No6/Fi5), the widow of the king’s brother. She is the queen of the westernmost realm of the kingdom. She is the main opponent to the king’s new war effort. She is considered to be the most attractive woman in Icefia.
- Howard Crystalsmyth (hm LN No12), the king’s castilian. He has taken over most of the king’s other duties of state. He is practical and liked by most of the nobles.
- Martine Vanyar (See p 202).
- Michael Steelsmyth (hm LG Cl8), the high priest of Stasis. He lost his brother, the former high priest, to the Wyvern Crusade. He supports the king, but is fearful another war may have horrific results. He is one of the few supporters of the knights.
- Tom Magikowner (see p.73).
| The Kingdom of Icefia was once the playground of the pathfinders. Virgin forests, untracked rivers, undefined borders, high mountains, and a massive coastline. While the features remain the same, the need for the pathfinder has diminished. A well made and complete set of roads stretch from east to west and north to south. The rivers and coastlines are well described. The mountains have been climbed, the forests breeched. The wilderness is pushed far to the west and the north. If not for the advent of the Scaled Kingdom in what used to be western Icefia, I dare say the kingdom would have no need for us. Despite all of those facts, Icefia is a magnificent place to visit. A nation where winter comes hard and strong has produced a landscape that must hold firm against it. A glacier slowly moves across the center of the land. A dormant volcano is home to a clan of dwarves not far from the capital. Each king and queen has built a castle which is a site to behold. The kingdom of Icefia is a nice place for a pathfinder to visit, but I wouldn’t want to spend my life there. |
Gnarland
Founded: 414 AC / post-201[49]
Capital: Twine
Population: 1,200,000 (95% gnomes, 3% human, 2% dwarf)
Government: Religious Hierarchy
Ruler: Gnellana Firstice
Major Religions: Gnarion
Active Cults: Cult of Hemator
Allied Nations: Kingdom of Icefia, Dwarven Kingdom
Enemy Nations: Amatom
Size: 175,000
Climate: Sub-Arctic
Major Terrain: Barren, Glacier, Mountains, Tundra
Subsistence: Grazing/Herding
Secondary: Mining, Hunting/Gathering
National Feats: Frontiersman, Tradition of Faith
Magic Level: Average
Technology Level: Low
Trade Level: Low
Exports: Cheese, Wool, Furs, Milk
Imports: Gold
Coin: Icefian currency
Major Cities: Eniwt (123,200)
Twine (110,000)
Gnime (98,900)
Glaciadoran (89,500)
The nation of the Ice Gnomes changed dramatically when Gnarion ascended to the Counsil. Before his ascension, Gnarion walked among the Ice Gnomes, leading and guiding them. Although he had not held the throne of the old kingdom for centuries before his ascension, the gnomes still respected and loved him more than they did the actual king. Soon after his ascension, many clerics and elders realized that the king had not nearly the respect necessary to rule a nation. After much debate, the nation came under the rule of the clerics of Gnarion and the religious hierarchy.
Since that time, the nation of Gnarland has made every attempt to present itself as a power in the world. Before Gnarion’s ascension, the chosen of Frostine had fought a constant war against the Ice Gnomes, a war that often lead to defeat for the gnomes. After the Gem-Ice War ended in 388 AC, the gnomes were left with a nation that has always known war trying to cope with a peace. They were also left with a great example and ally to the south in the Kingdom of Icefia. This relationship helped both nations and was very strong until the War of Technology. The Kingdom of Icefia was a prime target of the Tinkocracy, while Gnarland remained virtually untouched. After the Tinkocracy fell, the Ice Gnomes were left to their own devices, as the Kingdom of Icefia had too many other problems.
Because Gnarland has no port cities, it only trades with the cities and nations on the continent of Icefia. The Kingdom of Icefia has excellent relations with Gnarland, as does the city of Iccord. The Scaled Kingdom has opened up a very limited trade with Gnarland in the past decade. The two nations trade out of necessity rather than out of mutual respect and good will. The nations of the rest of Habololy have little to no concern for Gnarland. Their only enemy remains the chosen of Frostine that still live in the wilds of Icefia. (see p.227)
The clergy of Gnarion is patient and any plans they might have for expansion or forays onto any other continent are not visible.
Gnarland is a nation where the clergy of Gnarion are in complete control. No elections are held and all positions are appointed by the clerics under the guidance of Gnarion. The only facet of life not organized by the clergy is the military. The nation is one that is content and resourceful. The gnomes will take any amount of time to complete a task correctly, much like the deity they revere. This can be seen in the fine crafts that can be found throughout the nation.
The climate of northern Icefia is a harsh one, but one that the Ice Gnomes have learned to deal with and master. Every gnome is taught the basics of survival in the frozen wilderness. Hunting is an integral part of life. Most gnomes stay indoors unless they are required to be outside. Homes have extensive multi-level basements and often a personal well. There are no small towns in Gnarland, for mostly practical reasons, as it can be very difficult to travel during the winter months.
In the past decade, Gnarland has begun to look to the north. In centuries past, their war with the chosen of Frostine kept them far too occupied. Explorers and adventurers have begun to make their way to the frozen wastelands to determine if anything lies there. The military has begun to make incursions to the west, looking for any remaining chosen of Frostine. The clergy has opposed this initiative, feeling it is too impulsive and unnecessary.
NOTABLE PERSONALITIES
- Gnellana Firstice (gn,i NG Cl(Gn)10/HM8), the leader of the ruling counsel of Gnarland. Most of her policies have been directed towards building monuments to Gnarion and placing as much focus as possible of his teachings. She has made many attempts in her thirty-year reign to bring the military totally under the control of the clergy of Gnarion.
- Kisten Mappak (gn,i LG Fi7/Str9), the high general of the military. Kisten has been the high general for a century. He has led many missions into the wastes of western Icefia to hunt down the chosen of Frostine. He recent missions have been thwarted by the influence and desires of Gnellana. He likes the hierarchy but would like them to stay out of military matters.
- Piper Gnoteway (gn,i CG Ra4/Cl(Tm)4/Ptf9), the leader of the most expeditions into the north. Piper has been searching the northern lands for several decades. He is known to be the pre-eminent explorer of the frozen north. The hierarchy has delayed his most recent trips.
| What can be said about the land of ice? Mountains eternally topped in snow. Fields covered in a permanent frost and lakes that are covered in a permanent ice. The rivers are as dangerous to traverse as a lower plane. The inhabitants themselves don’t oft go out into the wilderness, and when they do, they have a clear plan of where they are going. Beyond that, is the land of the Chosen of Frostine, who have no need of our aid. For the true risk takers among us, there are endless caverns in the mountains that have never been explored. But I warn you, they are deep and far from help, so beware. |
Scaled Kingdom
Founded: 705 AC / post-492
Capital: Valleyhope[50]
Population: 730,000 (50% elf, 45% humans, 5% other)
Government: Militocracy
Ruler: Syniose Etch
Major Religions: Compture
Active Cults: none
Allied Nations: none
Enemy Nations: Kingdom of Icefia, Rosetree
Size: 110,000
Climate: Temperate
Major Terrain: Medium Forest, Heavy Forest
Subsistence: Forestry, Hunting/Gathering
Secondary: Fishing, Light Agriculture
National Feats: Raised in War, Weapon Master Trained
Magic Level: High
Technology Level: High
Trade Level: Low
Exports: Wine, Perfume
Imports: Metals
Coin: Icefian Currency
Major Cities: Dethembrais (238,000)
Valleyhope (170,000)
Westlyn (96,000)
It was not long ago that the lands of the Scaled Kingdom belonged to the Kingdom of Icefia. After a decade of failed negotiations, the elves of western Icefia declared that they would rule themselves. They proceeded to win their freedom and have been a nation unto themselves for seventy-five years. In that time, the Kingdom of Icefia has made several attempts, both overt and covert, to regain the lost lands. The Scaled Elves have not only managed to resist the takeover, but have gained even more land.
Long before the Kingdom of Icefia laid claim to the lands of western Icefia, the elves lived under the control of a powerful lich. For centuries the elves were his slaves. Generations of elves knew nothing of freedom. In the beginning of the second century AC, the elves were freed from the lich by the Kingdom of Icefia and its founder, Stasis. The elves were allowed to do as they pleased after being freed, and many chose to become citizens of the new kingdom. It took centuries for the elves to undo the habits of slavery and oppression. The final step came when they were able to declare that no other nation ruled the Scaled Elves, but instead that they ruled themselves.
The nation that the elves have created for themselves is unlike the other elven nations of the world. The greatest elven warrior, who presides over a counsel of city and town leaders, rules it. The counsel brings issues to meetings where they debate until the ruling elf has made a decision. The counsel members may be of any race. Every town or city that has a population of over one thousand is allowed a seat at the counsel. The counsel usually numbers 200 members.
The nation is built around the desire of the elves to govern themselves. The other races are content to live in a nation that is relatively safe and provides for its citizens. There are few non-elves left that remember the days when the Kingdom of Icefia ruled the land. The elves were smart enough to not drastically change the traditions and economy that had worked for so long. Although the Scaled Kingdom has made no solid allies, they have made several trading agreements with other nations. The elves of the nation are content with the lands they now control, but constantly wary of the Kingdom of Icefia looming in the east.
The leaders of the Scaled Kingdom do not look to emulate any other nation. They seek novel and uniquely elven ways of governing. They see most other nations as antiquated. The Scaled Kingdom’s leaders hate any nation that allows slavery or oppression. Elven memories have not forgotten their centuries of sadness under the control of the lich. Although they respect the Kingdom of Icefia, they do not see why they will not allow the Scaled Kingdom to rule itself.
The Kingdoms of Icefia and Rosetree both see The Scaled Kingdom as a threat. It is a rift in what could be the most powerful nation on the planet. Other nations that dislike the Kingdom of Icefia have made efforts to ally with the Scaled Kingdom, seeing an opportunity to join forces against a common foe. The Scaled Kingdom has yet to ally in anything more than trade with other nations.
The one element that nearly every nation has taken note of, whether that nation is friend or foe is the Order of the Wyvern, also known as the Scaletouched. These elves develop an uncanny relation with the Wyverns they ride. They are one of the most feared military groups on Habololy. They won the Scaled Revolt, which freed the elves from the Kingdom of Icefia, with little other help. They were integral in the defeat of the Wyvern Crusade a decade ago. The knights of this order are held in the highest regard in the kingdom. It is estimated that there are one thousand Scaletouched.
The people of the Scaled Kingdom are always ready for a war with the Kingdom of Icefia. The counsel ensures that the nation remains in a state of readiness. The military is the wealthiest and most respected profession. Although preference is given to elves, skilled warriors of all races are accepted. The people of the Scaled Kingdom are beginning to develop a sense of pride, especially after their defeat of the Kingdom of Icefia a decade ago. Industries that were once absent from the kingdom, such as shipbuilding, are making their way into the cities. Trade, which was difficult because of the Kingdom of Icefia’s embargo, is becoming more prolific. The Scaled Kingdom appears to be a nation on the upswing.
NOTABLE PERSONALITIES
- Syniose Etch (elf,s TN Fi8/Bld10/Mo5), the leader of the Scaled Kingdom. He has been the ruler for fifty years since he defeated the first ruler of the Scaled Kingdom. Syniose is said to be over three hundred years old. He is devoted to his nation. When he was invited to the Suian competition, he declined for fear his nation would be attacked whilst he was away. Many wanted to see him compete against the Kingdom of Icefia’s champion Martine Vanyar. He is a calm and quiet elf, who is loved for his devotion.
- Blakoraen Vone (elf,s LNe Ra6/Wz5/Sct8), the grand master of the Order of the Wyvern. Known to despise the Kingdom of Icefia and the Knights of the White Sword. He has advocated invasion. Only his fierce obedience to Syniose has stopped a war from starting. Blackoraen has been the grand master since the Wyvern Crusade ended a decade ago. He rides Vipersbite, a green and purple wyvern whose bite is just as poisonous as its stinger.
| In the southwestern corner of the continent of Icefia is the Scaled Kingdom. It is a small nation whose eastern and northern boundaries are not definite. Forests of both leaf and thistle dominate the lands. The Frabon River flows from the north into the sea. The river is fast-moving and hazardous to navigate in the winter and spring when ice flows are common. There are a many towns and homesteads in the forests of the Scaled Kingdom, but its true power lies in its cities. Westlyn in the north is on the Frabon. It has the harshest climate of any city not built by Ice Gnome hands. Valleyhope is nestled near the center of the kingdom. Hidden as well as it can be in the deep evergreen forest. At the mouth of the river is Deathembrais, the only city that predates the kingdom. The sun rarely peers through the clouds over Deathembrais. Even cloudy, it is a wonder to see the half mile bridge over the Frabon. |
Dwarven Kingdom
Founded: 1797 BC
Capital: Kingmount
Population: 1,500,000 (95% dwarves, 3% human, 2% other)
Government: Monarchy
Ruler: King Thron Premit Highmountain
Major Religions: Smofarf, Everentual
Active Cults: none
Allied Nations: Gnarland
Enemy Nations: Nomagrok, Grean Republic, The Kingdom of Frost
Size: 190,000
Climate: Sub-Arctic
Major Terrain: Mountains
Subsistence: Mining
Secondary: Light Agriculture, Grazing/Herding
National Feats: Crafting Tradition, Living with the Arcane, Touch of the Arcane
Magic Level: Very High
Technology Level: Average
Trade Level: Average
Exports: Arcana, Minerals, Stone
Imports: Fruits, Leather
Coin: Copper Crown, Silver Crown, Gold Crown, Platinum Crown
Major Cities: Port Springs (445,000)
Kingmount (334,000)
Vaultmur (125,000)
Barconrall (82,000)
The Kingdom of the Dwarves, the Kingdom of the String Mountains, the Kingdom of Smofarf; all of these refer to the same place. Founded over 2500 years ago, the dwarven realm has been ruled by a king of the Highmountain clan for that entire time. They have survived wars with the Gree, the Vishtoo, the Frost Giants, and Nomagrok. The kingdom has withstood the loss of two of its largest clans: the Sledgehammer and the Frozensky. It has changed a great deal since its foundation, but is roughly the same size that it was when it was founded, although there are significantly more dwarves in it.
The dwarves of the kingdom do vary from clan to clan, but all have several things in common. They all share a respect, if not a love, for spellcraft. Every dwarf is taught about the importance of understanding magic. All of the dwarves share a hatred for the Vishtoo and the Gree, who have many times tried to invade the mountains. None of them trust the Frost Giants, their one-time allies that have now allied with Nomagrok and Clan Sledgehammer. Every dwarf has a devotion to some craft, and usually spends his or her life trying to perfect that craft. It is there that the clans disagree, albeit not to the extent of violence.
Each clan specializes in one or two crafts, although every clan has members that can perform each craft. Clan Highmountain is the royal clan and practice the art of debate, discussion, and diplomacy. Clan Mountainmagic is the clan of the clergy. Most high clerics of Smofarf come from this clan, as well as clerics of any deity worshiped in the mountains. Clan Granitebreaker are the great weaponsmiths and armorers of the kingdom. Clan Lightningrock and Clan Blazingem compete over mastery of magic. Clan Blackbattle, the most distrusted of the clans, specializes in the arts of espionage, trickery, deceit, and locksmithing. The largest of the clans is Clan Stonespell. While they lay no claim on being the best at any one craft, they have skilled crafters in all crafts.
The clans function very well together, with the possible exception of Clan Blackbattle. But the king pays close attention to this, for he does not want to lose a third clan, as the kingdom lost the Sledgehammer and Frozensky clans in the past. Every attempt is made to keep the Blackbattle clan on good terms with the others.
The kingdom has many enemies, and is constantly aware that an attack could come. Dwarven cities are built into the sides of mountains and stretch deep into them.
NOTABLE PERSONALITIES
- Thron Premit Highmountain (dw,st NG No7/Fi6), the king of the String Mountains. Thron is an ancient dwarf who is pushing his fourth century. He concentrates most of his efforts on dealing with Nomagrok and the cult of Drunnbar.
- Hothmur Mountainmagic (dw,st NG Cl(Sm)7/Wz7/MT7), the high priest of Smofarf. In only his third decade as high priest, Hothmur has the ear of the king. Much like the king, he will do whatever it takes to eliminate Clan Sledgehammer.
- Vaulni Blazingem (dw,st CG Wz(in)13/BoBM8), the eldest brother of the Brotherhood of Blast Mountain. Vaulni constantly tests his skills against other brothers in mock duels. He always proclaims the need to be ready at a moments notice for battle. Many say that he travels to all parts of Habololy to test his skill against creatures. He has studied in the schools of Iott, and visited the Bardic College of Yellowia.
| The String Mountains are an endless source of adventure and excitement for every aspiring pathfinder. There are two main roads which run east to west through the mountains. The roads go from Port Springs on the western tip all the way to the eastern border with the Grean Republic. Although I will rarely suggest the path most taken, it is a wonder to walk through the majesty of the mountains and marvel at the millennia old roads that twist and turn, making stops at every possible dwarven hamlet, thorp, and town. Once the roads have been traveled, there is oh so much more to be seen. Hidden lakes and vales are countless in the range. Small dwarven settlements that don’t see outsiders but once a year are nestled away to be hunted down and found. Strange animals, like the Great String Mountain Condor are waiting to be seen. The lands of the kingdom are truly a blessing from Tommimao. |
| The History of the Dwarven Book of Common Sense: It had been a long established fact, at least in the minds of the dwarves, that it was they alone that held the monopoly on wisdom and common sense. No other race combined intelligence, pragmatism, and experience as well as the dwarves. One day, centuries ago, it fell upon the welcome shoulders of Corus Stonespell to defend this reputation. After long arguments with friends and enemies alike; arguments that Corus and other dwarves know he won, Corus began to write the first copy of the Dwarven Book of Common Sense. He did this for posterity, so that dwarves that came after him would not have to endure the needless debate with the likes of gnomes and elves. With the combined wisdom of the dwarves assembled in one place, a dwarf, or other creature smart enough to adhere to the book, would merely need to turn to the appropriate page to end any debate. After several years, the first copy of the book was complete. It included proverbs, practical answers to common problems, historical witticisms, and a fable or two. Corus did a great deal of traveling while composing the book, and in his travels, told everyone who would listen, and even those who wouldn’t, of his creation. He began to make copies of the book, and it soon became one of the most prolific books on Habololy, and beyond. In time, word of this masterpiece spread to powerful creatures not of Habololy. Mistaking the stories they heard of a tremendous book written by a dwarven wizard to mean it was a powerful spellbook or more, the creatures sought out Corus and his book. Corus was troubled for the rest of his days by powerful creatures in search of his mighty book. Occasionally, they succeeded in taking it from him, but he always managed to retrieve it. To his shock, the book began to demonstrate that it possessed magical power of its own, which only added to its fame. When Corus passed from the world, he entrusted the book to someone he trusted, who has kept the original copy well hidden from the creatures that still seek it. The legend of The Dwarven Book of Common Sense persists in the thousands of copies and dozens of versions that exist, While its greatness continues to grow indefinitely, as every version and copy ends with: “You’ve never seen it all…” |
The Orcish Empire
Founded: 2214 BC
Capital: Melg
Population: 4,500,000 (95% Orc, 4% human, 1% other)
Government: Autocracy
Ruler: Marrot Cougustine II
Major Religions: The Oldest Orc, Han~Sui
Active Cults: Cult of Drunnbar
Allied Nations: Lynkeed
Enemy Nations: Borkondof
Size: 440,000
Climate: Temperate
Major Terrain: Scrub/Brush, Barren, Light Forest
Subsistence: Grazing/Herding
Secondary: Light Agriculture, Hunting/Gathering
National Feats: Born for the Saddle, Raised in War, Weapon Master Trained
Magic Level: Low
Technology Level: Average
Trade Level: Low
Exports: Salt, Coal
Imports: Grains, Clothing
Coin: Copper Fang, Silver Fang, Gold Fang
Major Cities: Melg (305,000)
Nestonitop (210,000)
Aquaehar (144,000)
Lépcsõfok (125,000)
Varos'Szakáll (92,000)
Kordom (71,000)
Bel’Vad (55,000)
The Orcish Empire has existed for over three millennia. In that time, it has changed surprising little. The institutions and beliefs that guided the Orcs three thousand years ago, still guide them today. Their nation has always been governed by an Emperor and rooted in the faith of The Oldest Orc. The empire has grown in power and then waned in power time and again, but even the centuries long occupation by their hated foe the Amatin gnomes, could not destroy them. The empire at times has extended from one shore of the main continent to the other. At other times it has been barely large enough to sustain a quarter of a million Orcs.
The empire proclaims the teachings of the deities of the Counsil, and although they revere the Oldest Orc prominently, they believe that most members of the Counsil have their place in the world. The cities and towns of the Orcish Empire are microcosms of the Counsil at work. Temples of Dedestroyt administer to the dead. Clerics of Treetop look after the animals, and clerics of Habastly look over the crops. Of all of the deities of the Counsil, only Lakius and Lavash’Ki are not venerated in any way. The orcs hatred of water is simply too strong.
Much of the life of an average orc is very structured. The empire and tradition dictate the method in which any particular orc is raised and trained, but exceptions due occur. Females are given the tasks of farming, tending to the homes, and lighter crafts such as sewing. The males are teachers, clerics, warriors, and heavy crafters such as builders. Other races are welcome to live in the empire as long as they closely adhere to the laws and are willing to put up with being in the vast minority. Life is hard, but it is generally good and safe in the Orcish Empire.
The nations of the other continents care little for the orcs, who have never crossed any water body larger than a lake to wage war. The orcs have never even built a large port from which to trade with nations across the sea. The nations that are on the main continent have a much different feel for the empire. Every child that has any knowledge of history knows that the orcs once ruled the known world. Most teach that if the orcs had the chance; they would conquer the main continent again. Most nations are content to allow the slumbering giant to stay behind the great wall which protects the Orcish Empire. The Kingdom of Yellowia is the only major nation that trades with the orcs, more out of a long tradition of trade than any real need for it.
The rock in the boot of every orcish warrior is the nation of Borkondof. Many times have the two nations gone to war in the past five hundred years, but never has either side been able to claim true victory. The orcs would like nothing better than to destroy Borkondof and claim the land for themselves. It is the knowledge of the horrible wars that the two have already fought that stays their legions.
NOTABLE PERSONALTIES
- Marrot Cougustine II (orc LNg No5/Fi6), the emperor. He is approaching his fiftieth year of life, and his twelfth year of rule. Marrot is a great orator, but has little interest in a war. He has led the empire to increased prosperity and trade since he has come into power.
- Lukius Veratius (orc NNg Cl(OO)15), the high priest of The Oldest Orc. Lukius is over seventy years old. He is primarily concerned with the faith of the empire in the Counsil. He speaks on little else.
- Furian Orrasian (orc LG Fi8/SS10), a high ranking orcish military officer and the second place finisher in the last Suian Competition. Furian has followed a traditional orcish path. After losing in the Suian Competition at the age of twenty-two, he has retired from competition to train other orcish warriors. He is the grand master of the Hekuta. Although he is not the largest orc, his reputation for strength is unprecedented. Tales say that he snaps giants’ bones with his bare hands.
| I will say little about the barren lands of the Orcish Empire. They have been traveled and marked again and again. Nothing is hidden on the flat endless plains. Little lives in the canyons. The forests in the north are thin and have less color than any I have ever seen. While the coast is a tempting offering, the orcs allow no one to linger there. Do not waste your time, and possibly your life, visiting the empire of the orcs. |
The Kingdom of the Jungletree
Founded: 2222 BC
Capital: The Palace of Trees
Population: 1,850,000 (75% elves, 15% Gremlins, 8% human, 2% half-elf)
Government: Monarchy
Ruler: King Valynae Jungletree
Major Religions: Treetop, Tommimao, Arsur’anyodel
Active Cults: none
Allied Nations: Kingdom of Yellowia, Undrile
Enemy Nations: Kendall
Size: 190,000
Climate: Tropical
Major Terrain: Heavy & Medium Jungles
Subsistence: Hunting/Gathering, Forestry
Secondary: Fishing, Light Agriculture
Magic Level: Average
Technology Level: Low
Trade Level: Average
Exports: Fruits
Imports: Metal, Stone
Coin: Yellowian currency
National Feats: Frontiersman, Near to Monsters
Major Cities: Northgate (35,000)
The Palace of Trees (16,000)
Westwatch (14,000)
The Kingdom of the Jungletree is one of the oldest and longest-lived nations in Habololy’s history. It started off as a few wandering families of elves looking for a new home. They formed a small kingdom deep in the eastern jungles that has held a royal line for three millennia. Although the size of the kingdom has varied over those years, the beliefs and desires of its people have remained the same.
For many centuries, Jungletree sustained itself. The elves remained in their jungle and were not bothered by any of the major wars that engulfed the rest of the continent. It was not until the Kingdom of Yellowia arose that things changed. The fledgling nation at first traded with the elves of Jungletree, and then convinced them that to protect their way of life, the elves should join the Kingdom of Yellowia as a protectorate. The elves agreed to do so, but kept their own monarchs on the throne.
The arrangement was fine until the Umanin family took the throne of Yellowia and betrayed the elves, killing thousands in “The Elven Slaughter”. For a century, the elves and some human allies attempted to place another family in power. They finally succeeded, and the elven kingdom once again became of protectorate of the Kingdom of Yellowia. The second era as a protectorate did not last as long. The elves began to become wary of changes they saw in the ideals of their host nation. The elven king decided that it was time to split from the Kingdom of Yellowia. After a short war, the elves became an independent nation.
Since the end of the war for independence with the Kingdom of Yellowia, the elves have restored a civil relationship. This is especially true with the installation of Yellowia’s newest royal line, the Padwell family. Jungletree has also played host to thousands of gremlin refugees who fled their home jungle after the death of Gremdelivian, one of the deities that the gremlins worshiped. These gremlins traveled across the main continent to find a new home in the eastern jungles.
Jungletree is a nation with no defined borders. The elves claim the entire jungle as the border for other nations, but do not lay claim to all of it. They allow gremlins and humans to live in the elven cities, but will not allow them to build cities of their own in the jungle. They trade with every nation and city to which they can walk before fruit spoils. They still have strong ties to the Kingdom of Yellowia, and a strong hatred for any Umanin. Few other nations even consider Jungletree. The elves are not xenophobic, but have little need or desire to go far from the jungle they call home.
The present king, Valynae, has called for the building of the first elven city not in the jungle. It is a port on the eastern shores that the elves have aptly named Eastport. The construction of the city is slow, as the jungle elves have little experience in building outside of the jungle.
NOTABLE PERSONALTIES
- Valynae Jungletree (elf,j NG Ra4/No6), the king. Valynae is an only child, and he succeeded his father at a young age. His ambition is to build a better kingdom in the three or so centuries he will rule. This can be partially done by better integrating the gremlins into a useful role in elven society, a mission even most optimistic jungle elves fear can’t succeed. He has not yet married, but is always on the prowl for a wife.
- Myralees Jungletree (elf,j CG Cl(Trt)11/AG10), the high priestess of Treetop and Elven Guard. She is the first cousin of Valynae, but older by one hundred and fifty years. She lives in the Palace of Trees, and attends all of the duties of a high priestess happily. Myralees looks after her nation, making sure that her cousin never oversteps his boundaries.
- Aani’Til Shavissa (elf,j CG Ra5/Be4/OoSB9), the head of the Order of the Sunlight Below. Aani’Til personally trains every member. He cannot be found unless he wants to be. He obeys only the instructions of his calling. The elves fear him almost as much as the target of his fury, the Drow elves.
- Trix Topshot (elf,j CNg Ra3/Ba5/Trw9), an amusing elven warrior who has become known for his entertaining skills, and unrivaled ability. He travels the jungle and elsewhere demonstrating his talents as an archer and Treewalker. He has been performing for nearly a century.
| The jungles of the elves are a great challenge for any pathfinder. Hundreds of miles wide and long, one could walk a lifetime and never mark every path. Colors of every sort can be found. Animals that appear no where else. Go any enjoy the wonders of the jungles. |
The Kingdom of the Rosetree
Founded: c2500 BC [51]
Capital: The Court of the Rose
Population: 220,000 (98% elves, 2% half-elves)
Government: Monarchy
Ruler: King Atieme Rosetree
Major Religions: Treetop, Arsur’anyodel
Active Cults: none
Allied Nations: Kingdom of Icefia, Frozensky Clandom
Enemy Nations: Scaled Kingdom
Size: 20,000
Climate: Temperate
Major Terrain: Medium Forest
Subsistence: Forestry
Secondary: Hunting/Gathering
National Feats: Born for the Saddle, College Educated, Noble Tradition, Ranger Tradition
Magic Level: High
Technology Level: Average
Trade Level: Low
Exports: Silk
Imports: Metals
Coin: Icefian Currency
Major Cities: none
The monarchy of the Northern Elves possesses the oldest existing family line on Habololy. The first elves crowned a king in the center of a field of roses in the center of a forest, and henceforth the monarchy and the elves that followed it were known as the Rosetree elves. Their kingdom is centered in the very place where the first king was crowned, known as the Court of the Rose. It is a beautiful monument to the elven crafts and to their longevity. It is also the only land that has always remained under the control of the monarchy.
The kingdom of the Rosetree has never been a military or economic power, even when it was one of the only nations in existence. It has never ruled over any creature but an elf. Since the first human nations began to organize, its people have lived under the flag of other nations. These facts have never seemed to concern the Rosetrees, who look out for the well-being and continuation of the northern elves above all else. Theirs is a kingdom of ideals and elves not of land and power. They are the keepers of an elven history and of a way of life.
Although every nation that knows of the Rosetrees recognizes their official existence, few take the time to trade with, consult, or worry about them. They pose no military threat, and have little of value to trade. Only the Tinkocracy has every tried to find and destroy the Court of the Rose. The Kingdom of Icefia and the Frozensky Clandom have active communication with the Rosetrees. The Kingdom of Icefia does so because of the many Northern Elves that live in the nation, the Frozensky Clandom does do out of respect and the quest to create their own nation that can stand the test of time.
The Northern Elves will almost always consider themselves first a member of the Rosetree Kingdom, then a member of the nation in which they live. Only the Kingdom of Icefia allows the elves to attain full citizenship and not swear allegiance to the king of Icefia. All other nations are wary of the Northern Elves. The Rosetrees have been making every effort to alleviate this problem in order to better allow their elves to live throughout Habololy. They have met with very limited success, as most nations will not change their position.
NOTABLE PERSONALTIES
- Atieme Rosetree (elf,n NG No7/Wz8), the king of Rosetree. He has ruled for just over fifty years, and is considered to still be learning his position. Atieme is obviously a dreamer and has attempted a great many things in order to help his people live in the various nations of the world.
- Gaen Highvale (elf,n CG Ra8/Skm9), the most skilled Skymount alive. He has flown on a Pegasus, a Griffon, a Hippogriff, a Roc, a giant eagle, and a sky lion. It is rumored that he has an aerie high in the Crescent Mountains where all of his mounts stay. Although he lives in a human town near the Crescent Mountains, he flies regularly to the Court of the Rose to give his help to the king.
- D’aervwen Windblade (elf,n NG Fi5/Wi5/Bld10), the high Weapon Master of the elves. An amazing warrior, D’aervwen has competed in four Suian competitions. His best finish being second place over twenty-five years ago. He guards the king and the court.
| It is the dream of many a guide and pathfinder to find the way into the Court of the Rose. It is said to be the most beautiful place on Habololy. Thousands of flowers of kinds foreign to the rest of the world grow here. Gardens that have not been disturbed for centuries grow here. It sounds almost too good to be true, and some claim that it is. The court lies somewhere in the crescent forest north of the Crescent Mountains. If legends are true, it is close to the center of that forest, but magically hidden from unwanted guests. |
Kathow-tio-Horari
Founded: 580 AC / post-367
Capital: Tas-tio-Horari**[52]**
Population: 5,100,000
Government: Matriarchy
Ruler: Myae-Yin-Satae
Major Religions: Quan Yin, Lavash-Ki
Active Cults: none
Allied Nations: none
Enemy Nations: Grean Republic
Size: 350,000 (includes all islands under direct control)
Climate: Sub-Tropical
Major Terrain: Islands of all variety
Subsistence: Fishing
Secondary: Light Agriculture
National Feats: Unarmed Tradition, Waterborn
Magic Level: Average
Technology Level: High
Trade Level: Very High
Exports: Seafood, Fruit, Diamonds, Jewelry, Ships
Imports: Stone, Metal, Glass
Coin: Icefian Currency
Major Cities: Tas-tio-Horari (234,000)
Aggent (230,000)
Maki-Surru (203,000)
Micca-Dalmal (91,000)
Terase-Fae (84,000)\
Red Beach (13,390)
Kathow-tio-Horari is one of the newest and most powerful nations of Habololy. The Horarians came to Habololy as the puppets of Amat. Their culture was decimated in the wars that Amat had them fight. For centuries after that time, the Horarians lived under the rule of the Kingdom of Icefia. Despite their limited population, the Horarian faith in Quan Yin and in peace eventually brought back the population. The Horarians started only in the newly built city of Tas-tio-Horari, but soon had to travel to other close by islands. After The Hunt began to open up more islands to the Horarians, they began to move into islands that had never felt the touch of human, demi-human, or humanoid hand. Recognizing that the Horarians were growing in number, the Kingdom of Icefia allowed them some self-government. The Horarians were quick to accept the responsibility and place the clergy of Quan Yin in power. The rule of peace that had helped them for their entire existence on Habololy continued to serve them well.
The Horarians continued to expand, and by the time of the War of Technology, they lived on over one hundred and fifty islands, many of which were unknown to anyone except the Horarians. As the war raged, the Kingdom of Icefia was forced to take a lesser role in the governing of the Horarians. The rule of Quan Yin, which was adequate for all of the faithful, did little to hinder those who were not. Since the Horarians had always relied on the kingdom for law, they could do nothing to prevent the spread of piracy and theft. That continued until a group calling themselves the Duo-tio-Selleshe claimed that they could ensure the safety of the majority of travelers and merchants if they were given an official mandate. Having no other choice, the clergy of Quan Yin quickly accepted. It took no time at all for Duo-tio-Selleshe to stop most of the crimes against the Horarians. While the pirates no longer stole from the Horarians, they remained a problem to other nations. The Kingdom of Icefia warned that Duo-tio-Selleshe was a pirate organization, but the clergy of Quan Yin ignored the warnings. After the problem was dealt with by the Duo-tio-Selleshe, they were accepted as part of the government along with the clergy of Quan Yin.
As the War of Technology pressed on, Duo-tio-Selleshe pressed the clergy to declare independence from the Kingdom of Icefia, which had for decades been unable to help the Horarians. After some debate, the clergy agreed and declared themselves independent. The Kingdom of Icefia, embroiled in the war, could do nothing to protest. The clergy of Quan Yin created the Matriarchy to rule the nation. Duo-tio-Selleshe became the de facto military. The nation of Kathow-tio-Horari was created. It continued to expand to other islands, and the population exploded, while staying out of the War of Technology as best they could.
After the War of Technology, the Kingdom of Icefia attempted to reclaim the Horarians, but failed. Kathow-tio-Horari soon after had a second patron deity in Lavash-Ki, and their place in the world was solidified. Since that time, the nation has slowly climbed in power and prominence. The Horarian pirates are the most feared force that sails the seas. To the apparent praise of Duo-tio-Selleshe, those pirates rarely attack a Horarian target. Although the nation has few warriors, no invader has ever been able to make it through the maze of islands and the ships that protect the nation’s most important islands.
Kathow-tio-Horari wants for and has no true allies. Their insistence that they do not condone the pirates infuriates other nations. The clergy of Quan Yin, which holds the majority of positions in the matriarchy, does not allow the presence of any cleric of a warlike deity, and will not negotiate with any nation that espouses one of those deities. Their only consistent enemy is the Grean Republic, which is the only other nation that has every ruled the seas as the Horarians now do.
Horarian society is one where having a child and supporting peace are the greatest honors possible. Duo-tio-Selleshe is the only honorable way to fight for the nation and Lavash-Ki is the only acceptable deity to worship for skill-at-arms. Those without honor are looked down upon, but never slain, as killing another is the ultimate evil one can perpetrate on another. A philosophy that dates back to the near extermination of the Horarians when they arrived on Habololy.
The Horarians are in the process of cataloguing every island in the ocean, a task that was never possible due to the presence of the dragons. The matriarchy wants every island catalogued so that it can better control its nation. Explorers are being paid very well to accomplish this task, as well as those who can deal with any problems that arise when exploring the island.
NOTABLE PERSONALITIES:
- Yi-ane Mas-Teevno (hm,h LG Cl(QY)6/Pcb5), high priestess of Quan-Yin known as the Lady of the Peace. She is in her fifties and has been the high priestess for only five years. Her goal is to eliminate all violence on the main islands of Kathow-tio-Horari. She never leaves the high temple in Tas-tio-Horari.
- Kuushi Vyenzo (hm,h TN No5/CL7), the minister of commerce. Kuushi is known to have dealings with the Horarian pirates. He suggests that if it were not for the talks he has with the pirates Kathow-tio-Horari would have no trade with other nations. Kuushi is a middle-aged man. He is an excellent speaker and well versed in international laws.
- Myae-Yin-Satae (hm,h LG No4), the elderly matriarch of Kathow-tio-Horari. She has been the matriarch for forty years and shows few signs of age, despite being over seventy. Many consider her blessed by Quan-Yin and The Oldest Orc. Her main focus is tending to her people’s spiritual and emotional needs. Myae pays little heed to other nations and allows her ministers to deal with many matters of the nation.
- Taelli-Gyzuun Frae (hm,h TN Ro4/Fi3/Sb10), the leader of Duo-tio-Selleshe. He is a middle-aged man that claims he has spent his entire life on a ship. Every meeting he has with the matriarchy is aboard a ship, and no one has every seen him on land. Under his leadership, Duo-tio-Selleshe has expanded its fleet and area of influence. He commands over 12,000 ships and they sail to nearly every corner of the world.
- Kass Vae-Nao (hm,h NG Ra4/Wz3/Drs10), the greatest Dragonslayer of the nation. He is over sixty years old, and has only trained two apprentices. Kass has retired, but the matriarchy has called on his service since he retired. He begrudgingly agrees to help.
- Ekai Matomi (hm,h CN Ro4/Cl(LK)11/Sb5), the high priest of Lavash-Ki. Ekai travels throughout he nation and praises the religion of Lavash-Ki. He travels outside the nation as well, trying to gain tolerance for the followers of Lavash-Ki who are often considered pirates. Ekai and Taelli-Gyzuun are close friends.
| The thousand islands of Kathow-tio-Horari will never all be explored and tracked, but what a joy to try. Every island is like the dawn of a new day. There are those of every type to be found. Beyond those islands are the main two that the Horarians call home. Masl-tio-Horari is the first island they lived on, and is home to their ancestral city Tas-tio-Horari, “The City of Diamonds” |
Amatom
Founded: c1500 BC
Capital: Terresk [53]
Population: 2,420,000 (100% gnomes)
Government: Autocracy
Ruler: Tranict Meo
Major Religions: none
Active Cults: Cult of Amat
Allied Nations: none
Enemy Nations: Gnarland, Kingdom of Icefia, Islander Tribes, Thalmeret, Hertoplowis, Grean Republic, Kathow-tio-Horari
Size: 55,000
Climate: Temperate
Major Terrain: Mountains, Hills
Subsistence: MediumAgriculture
Secondary: Mining, Hunting Gathering
National Feats: Low Profile, Raised in War
Magic Level: Very High
Technology Level: Very High
Trade Level: Very Low
Exports: Rope, Pipeweed
Imports: Fruits
Coin: Copper Trade, Gold Trade
Major Cities: Terresk (550,000)
If any one nation brings fear to all others it is Amatom. It is home to the Amatine gnomes and the only nation that allows the cult of Amat to legally exist. Unlike most of the great nations, whose histories are well known, the history of Amatom is shrouded in history. It is generally agreed upon that Amat founded the nation soon after the island of Ekarude was created. For nearly two millennia, the gnomes who lived there did so in secret. The islanders that may have seen them were so removed from the rest of the world that they would have had no one to tell. It was not until Amat’s imprisonment in the moon that the nation of Amatom announced its presence.
Chlorin Meo, the great-grandson of Amat, was the first ruler to meet with the leaders of other nations. He expressed his interest in starting a dialogue between his gnomes and the rest of the world. Those appeals fell on deaf ears. Three hundred years later, the War of Technology brought the gnomes of Amatom another opportunity. The nations had no choice but to accept their help. Although there is still a great deal of mistrust and animosity between Amatom and many of the other nations, there is some trade and negotiation.
The gnomes of Amatom are filled with anger and bitterness for the treatment of Amat. Most would like nothing better than to conquer the world. Luckily for them, the average Amatine gnome is smart enough to know that they cannot do it. Without Amat and with no allies among the other nations, the plans they once had are only a dream. The leaders have begun to plan for a nation that may see a day when they are forced to live with, and not above, the other races.
Amatom is a nation ruled by power. The leaders are those who are strong enough to hold that position. By the time a leader is no longer the best at what he does, he has probably already been eliminated. The ruler of the nation has always been the direct descendant of Amat. Blessed with long life and skill beyond his peers, the ruler has complete control. He appoints the best gnomes to other positions. The common gnomes have little say it what goes on. The only other power base comes from the cult of Amat. The followers of the imprisoned deity still strive for his release. But even their faith has its limits. The cult has been shrinking for hundreds of years, and its influence is waning.
Life in Amatom is good for all those who obey. It is easy for the rulers and the cult to keep their nation when all they need to do is point to the night sky for inspiration. Food, clothing, metals, ores, and wood are all in adequate supply, despite the nation’s limited trade. The gnomes of Amatom excel at nearly every profession. They learn both the ways of magic and the ways of technology, and use both in everyday life. Every gnome is educated, but few have a choice as to what they are educated in. Females have different roles in society, except on the rare instance when one shows skill far beyond the norm. Children are a great blessing, and a grateful nation rewards those who have many of them.
Amatom is home to several traditions that can be found nowhere else in the world: the open use of magic and technology, the allowance of the cult of Amat, and the acceptance of the Amatine Assassin. The most deadly killers Habololy has ever known all come from the nation of Amatom. The most skilled gnomes are chosen to become assassins, who are considered heroes and patriots. They are the primary reason why the rest of the world will not accept Amatom.
NOTABLE PERSONALITIES
- Tranict Meo (gn,a LNe Fi8/So(d)12/Ro7), the descendant of Amat and ruler of Amatom. Like many of his predecessors, Tranict’s ultimate goal of freeing Amat from his prison in the moon. Luckily for Tranict, he has realized that after five centuries, the gnomes are no closer to that goal and they must strive for other methods to controlling Habololy. Tranict has ruled for over two hundred years, and like all of Amat’s descendents, he has an unnaturally long life.
- Arrimnim Vresto (gn,a NE Cl(CoA)9), the head of the cult of Amat. Arrimnim constantly advocates doing everything possible to free Amat. He has been the head of the cult for over one hundred years, and his pleas become weaker with each one that passes. Although he has a great deal of clout, it too has waned. Those outside the cult feel that his time has passed, but will not act until a suitable replacement is found.
- Begdavin Liemaker (gn,a LE Ro8/Ra8/AA10), the retired head of the Amatine Assassins. Although he has retired from active duty, Begdavin acts as the official spokesgnome for the assassins. He is calm and sharp. Despite his age, none would dare cross him. Begdavin made his name when he undertook a ten year mission to eliminate as many Trutholders and clerics of Han
Sui as possible. Legends say, for the clergy of HanSui will not, that he killed over two hundred.
| The rarely visited nation of Amatom sits in the center of a bowl of mountains. It is in the northern half of Ekarude, and once you have made it to the northern half of Ekarude, it is impossible not to see the mountains the gnomes call the Pillars of Amat. The mountains that surround Amatom form a circle so that they are only enterable through a narrow gap in the north. The mountains are not nearly as high as those of the String or Crescent mountains, but are still formidable. Once inside the mountains, a land unlike the rest of Ekarude unfolds. A thin forest dominates a few grasslands. Creeks and streams flow down constantly from the mountains through the land into the massive lake that lies near the center of the nation. The only city, named Terresk, surrounds the lake, which bares the same name. It is a massive city of over half of a million gnomes, but retains the feel of a city a quarter or that size.. |
Borkondof
Founded: 312 AC / post-99[54]
Capital: Cleeve
Population: 4,200,000 (25% Bugbears, 35% Kobalds, 15% Hobgoblins, 10% Troglodytes, 8% Savage Orcs, 6% humans, 1% other)
Government: Autocracy
Ruler: Harrl the Bright
Major Religions: Sutyr, Dresta, The Oldest Orc
Active Cults: Cult of Vaeraun
Allied Nations: none
Enemy Nations: Kingdom of Yellowia, The Orcish Empire
Size: 115,000
Climate: Temperate
Major Terrain: Barren, Scrub/Brush
Subsistence: Grazing**/**Herding
Secondary: Raiding, Mining, Light Agriculture
National Feats: Near to Monsters, Raised in War, Slavery Survivor
Magic Level: Very Low
Technology Level: Low
Trade Level: Very Low
Exports: Pig Products
Imports: Grains
Coin: any
Major Cities: Cleeve (600,000)
Founded by the Warlord Borkon shortly after the appearance of the moon, Borkondof is a nation of humanoids that most other nations would be unhappy to host. Its founder saw visions of a Bugbear nation to rival the Orcish Empire. Were it not for the fact that there were hobgoblins, kobalds, and troglodytes in his nation, he may have succeeded. Although they are better off with a semblance of a government than with none, it is not what Borkon envisioned. Since his time, Borkondof has fought many wars with its neighbors. They have only slightly progressed, and still require raids on other nations to keep themselves fed. The great vision of its founder has kept the nation together. Many Bugbears believe that the spirit of Borkon will one day return and finish what he started.
Borkondof is a harsh realm. The powerful and intelligent rule the weak. Females are only given rights if they can fight for them. Bugbears and hobgoblins are in constant feuds over decisions of state and lesser affairs. The kobolds are mainly fodder for their battles, both internal and outside of the nation. Troglodytes have become less and less common, but still come out at night to interfere with the others. The Drow elves do the same. The rulers would prefer this not happen, but can do little to stop the Drow. If it were not for the strong belief of all Bugbears in the eventual return of Borkon, the nation would have fallen long ago.
The ruler of Borkondof is always the biggest and strongest Bugbear that is capable of wielding the sword known as the Legacy, a massive bastard sword forged in honor of Borkon. The rest of the nation is ruled by the smartest and most powerful. The only unity comes with a war.
Their civilization revolves around procreation and fighting. One of the only strictly enforced crimes is the protection of females who are with child. Most crimes are punished by enslaving the guilty to the victim or to the family of the victim. There are no constables. Crimes are stopped and criminals found only when the victim is capable of being the guilty to justice. This leads to many fights, most of which take place for the pleasure of all in the arenas. The arenas are the most popular form of entertainment and the center of social life in Borkondof.
Only the nations near to Borkondof consider it a nation. Those close to it know better than to dismiss the real threat that is millions of fairly organized Bugbears, kobolds, and hobgoblins. At times, the Kingdom of Yellowia and the elves of Jungletree will trade with Borkondof, as will the Orcish Empire, albeit on fewer occasions. They see trade as a better option than being raided for food.
For the rulers of Borkondof, the world is theirs to take when it becomes necessary. As long as there is enough food and other necessities to live comfortably, there is no need to go to war.
The current warlord is a Bugbear known as Harrl the Bright. He is an imposing figure, but allows his aides to do most of the official work. The hobgoblins have taken this and turned it into an advantage. They, much more than the Bugbear or kobold population, want war with the neighboring nations. If they remain in control for too long, war is inevitable.
The troglodytes and Drow elves do not make their home in the cities and lands of Borkondof, but below it. Their presence has been increasing in recent years, much to the ire of the Bugbears, who dislike them more than the hobgoblins.
NOTABLE PERSONALITIES:
- Harrl the Bright (Bg CN Be12/Ra3), the wielder of the Legacy and the ruler of Borkondof. He is a massive Bugbear, who is more concerned with hunting and protecting his nation than anything else. He does not speak much, and is not often seen.
- Haskslin Toomark (Hg LE Fi7/Ro6), although none believe it, he is the effective ruler of Borkondof. He does not hide the fact that the Kingdom of Yellowia and its lush fields are his goal.
- Tfaaklop Rider (Kb TN Fi3/Ra4/BR6), the head trainer and leader of the Kobold bear riders. He trains nearly every owlbear that is ridden in the nation. He has about as much respect as a Kobold can garner, which is still less than any Bugbear who is not a slave.
- Azzganhap the Red Lightning (Kb CE So(Elemental)6/EC7), in a land with few laws, sorcerers are not persecuted. This has allowed Azzganhap to flourish. He is known for his red-colored lightning magic. He will accept any task that pays well enough.
| Long ago, the lands that are now called Borkondof were a lush with green fields and grazing herds. Or so that’s what the stories tell. If you travel there today, you will see empty plains and few green fields. The creatures of Borkondof have stripped it clear for so long that it will be three elven lifetimes before it returns. Where there should be animals, there are Hobgoblins. Where there should be green fields there are Kobalds. Where there was once an large city, probably built by the orcs, there is a ramshackle mass of buildings which the Bugbears call home. There is nothing to explore in Borkondof, there are no mysteries to uncover. There is only the thought of finding the fastest way to the other side. |
Thalmeret
Founded: 604 AC / post-391[55]
Capital: New Mevil
Population: 1,600,000 (95% humans, 5% other)
Government: Theocratic Republic
Ruler: Emporer Garrett Quissaire
Major Religions: Gruwees, Sutyr, Han~Sui
Active Cults: none
Allied Nations: Hertoplowis
Enemy Nations: Destroytian Republic, Pacyr, Baenrl
Size: 260,000
Climate: Temperate
Major Terrain: Light & Medium Forest
Subsistence: Hunting/Gathering
Secondary: Mining, Light Agriculture, Fishing
National Feats: Noble Tradition, Slavery Survivor
Magic Level: Very High
Technology Level: Average
Trade Level: Low
Exports: Coal, Iron
Imports: Grains, Livestock
Coin: Copper Regent, Silver Regent, Gold Regent, Platinum Regent
Major Cities: Cadullon (215,000)
New Mevil (190,000)
Pitt (180,000)
Port Draeydan (155,000)
Galistar (95,000)
The true heir to the mighty Dedestroytian Empire, Thalmeret is a nation of ancient traditions. The Dedestroytian Empire existed for more than fifteen hundred years. At its height, it covered more land than any other human nation had ever ruled. No invader pierced the Destroytian peninsula that made up the majority of the empire. Their laws were based on ancient traditions and centered on the different roles assigned to men and women. The empire finally crumbled after a civil war broke the nation in two. Those who sought reform fought against those who would have the ancient traditions upheld. With the aid of the Orcish Empire, the reformers won and soon after declared that the empire was no more. A republic was formed. Despite the reforms, many traditionalists still supported the old ways. They waited for a time to take back their empire.
After several attempts, and hundreds of years, the traditionalists were able to defeat the republic. Although their victory was not complete, they were able to secure nearly half of the republic’s lands. The traditionalists immediately formed a new nation, based on the Dedestroytian Empire of old. They called their nation Thalmeret. In the time since its founding, Thalmeret has made several attempts to finish the republic. However, the two nations are evenly matched, and neither side has gained much. They have even been forced to unite against greater threats, such as the invasion of the Fire Giants from Baenrl.
With little movement in their war with the republic, Thalmeret looked elsewhere for allies to turn the tide. Hertoplowis, another bastion for law, tradition, and the ways of the Counsil, was glad to have an ally. The two nations have signed many treaties are among the closest of allies that can be found on Habololy. With allies also come enemies. The nation of Pacyr, which has long been hated by Hertoplowis, quickly became the enemy of Thalmeret. Thalmeret and Hertoplowis have nearly cut off Pacyr from all the other nations. With such an ally as they have found, Thalmeret has done little to investigate trade with other nations.
Life in Thalmeret is extremely different for different people. There is a different system of law for several groups. Males and females have different laws, as well as slaves and free men. The slaves have only one right, which is they are not to be abused by their owner. Unfortunately for the slaves, the term abuse can be interpreted in many different ways. Male and females have an equal number of different laws. Honor, justice, respect, and truth bind both in different forms. Males are the warriors, laborers, politicians, clerics, wizards, hunters, farmers, and crafters of heavy materials. Females are the cooks, teachers, child bearers, and the crafters of light materials. These positions are not only a matter of tradition, but also a matter of law. Females enjoy the luxury of being protected by the Laws of Decency. A man that slaps a woman, who has not broken the law, is considered to have broken a Law of Decency. The same would not be true if a woman slapped a man. Many of the Laws of Decency are considered common courtesy in other nations, but in Thalmeret, they are a point of law.
NOTABLE PERSONALITIES
- Garrett Quissaire (hm LN No12), the emperor. Having been in power for just over a decade, Garrett is constantly pushing the limits of his power. He has enacted new laws and pressed for military action and new alliances with Hertoplowis and other nations. He speaks out against the Destroytian Republic at every opportunity.
- Garott Helms (hm LN Fi9/Cl(HS)4/Inq8), the Master of Arms and a general in the military. Garott wields the Inquisition (see page 220), an artifact weapon designed to defeat the cults. He is known to be one of Habololy’s strongest humans. He favors every effort to take the army into other nations so that the cults might be sought out and destroyed.
- Jemmond (hm NNe No5/Cl(cnl)4/Ro3), the Emmissary. Jemmond is the voice of the deities in affairs of state. He has the final say on whether any action will be blessed or sanctioned by the Counsil. Jemmond is a harsh and unfriendly man.
| On the southern and eastern side of the Dedestroytian Peninsula, the nation of Thalmeret has won for itself the harder side of the peninsula. Endless hills, often devoid of trees, roll from the entrance to the peninsula to the east to the middle of the nation. At the entrance is stationed the most formidable fortress city I have ever seen. Cadullon is a site to behold if you have any interest in castles, architecture, history, or stonework. The other cities of Thalmeret have a hint of past glory, but have long since faded. Only the government and the religions have fine structures, and it is only they who live well. The people are fed a constant diet of religious lies, which seem to keep them happy. The lands are filled to the brim with farm land. Every arable acre is plowed. Despite their lack of food stuffs, the nation makes up for it with plenty of mines. Outside of the String Mountains, you are hard-pressed to find a nation with more mines. If you can make it into them, they are a treasure, literally, to explore. |
Frozensky Clandom
Founded: 349 AC / post-136[56]
Capital: none
Population: 650,000 (95% dwarves, 5% other)
Government: Oligarchy
Ruler: The Counsil of Thanes
Major Religions: Treetop, Smofarf
Active Cults: none
Allied Nations: Rosetree, Barbarian and Sakor’akai tribes
Enemy Nations: Grean Republic, The Kingdom of Frost
Size: 77,500 (The clans only use as much land as necessary, they are not connected)
Climate: Temperate
Major Terrain: Medium Forest, Foothills
Subsistence: Hunting**/**Gathering, Forestry
Secondary: Light Agriculture
National Feats: Frontiersman, Near to Monsters, Ranger Tradition
Magic Level: Low
Technology Level: Low
Trade Level: High
Exports: Furs, Wool, Timber
Imports: Metals, Gems, Fruits
Coin: Dwarven Currency
Major Cities: none
For much of their history, the Frozensky clan was part of the String Mountain monarchy. Like all of the other clans, the Frozensky clan had their own monarch, who paid fealty to the high king of clan Highmountain. Despite clan Frozensky’s natural tendency towards the wilderness and away from arcane magic, they were still able to live in harmony with the other clans of the kingdom. As the centuries rolled on, the differences between clan Frozensky and many of the other clans became more pronounced. The clan eventually moved completely out of the mountain homes that the other clans inhabited. Despite the mandate against clan Sledgehammer and Drunnbar, the Frozensky clan still traded, albeit sparsely, with them. While many of the other clans were content to defend their mountain fortresses against their enemies: the Gree, the Frost giants, and the Vishtoo; Clan Frozensky looked to take the battle to their enemies.
In 349 AC, Clan Frozensky decided that they had had enough. They declared that they would no longer pay tribute to the king of the mountains. Feeling that the traitors would not be able to survive without the magical expertise and support of the kingdom, the king of the mountains allowed Clan Frozensky to leave the kingdom. His only mandate against them was that they could not trade with the kingdom. Clan Frozensky proved to be stronger than the king expected, and survived despite the embargo. The new nation traded prolifically with the Sakor’akais and barbarians that lived in the forests. After three centuries of the embargo, a new mountain king lifted the mandate and tried to negotiate the Frozensky clan back into the kingdom. His attempt was met with the laughter of Clan Frozensky. Shortly after, the Clandom was officially recognized as a nation by the king of the mountains.
The Clandom is a collection of nearly one hundred towns and cities populated mainly by dwarves, but including Sakor’akais and barbarians. The most skilled warrior, who gains control by defeating the prior leader, leads each town or city. Usually, the leader is called the thane. In some cases, a thane will become so well respected or liked that dwarves who are more skilled warriors will not make a challenge. It is rare that a non-dwarf will be a thane, but not unheard of. Females make up about one-tenth of the thanes. The thanes meet once every other year in a location picked by their religious leader, the Bear Guard of Treetop, who oversees the meeting. Emergency meetings are held in times of war or disaster.
Since the Clandom does not lay claim to any land except that which its towns, cities, and farms occupy, there are both Sakor’akai and barbarian settlements that are in close proximity. These settlements either get along with the dwarves, or move far enough away from them to not be bothered. The Clandom is very willing to deal with other nations, and have made many trips to other nations, with some success. They are on excellent terms with Rosetree Kingdom, and have a trade agreement with the Kingdom of Icefia.
On the other end, the dwarves hate their enemies. The thanes make constant incursions into the Grean Republic, and Frost Giant hunts are not uncommon. Although they despise the Vishtoo as well, they are not so foolish as to venture into the Badlands.
Since their departure from the String Mountain Kingdom, Clan Frozensky has become more and more self-sufficient. They still trade for gems and ore, but try to avoid trading for much else with their cousins. When they are able to, the Clandom trades with Nomagrok. This is difficult because the kingdom blocks the trade routes, not wanting anyone to trade with Nomagrok. Despite these difficulties, the dwarves of the Clandom are usually well fed and not in desperate need for anything.
Life for a dwarf of Clan Frozensky is based around survival and making Habololy a better place for his or her family and friends. Usually this falls into line with the religion of Treetop, or one of the other good deities. Although there are no large cult presences in the Clandom, they do not persecute the ones that are there, as long as they are not evil. The final say in any matter, however, is the word of a settlement’s thane, which is paramount to law. To change the law, one must change the thane.
Over the past decade, the Clandom has built two port towns in hopes of drawing more trade from across the sea. They are the only towns that are run by dwarves appointed by the other thanes. With these new towns came the first shipyard. Unfortunately, the dwarves have no experience in shipbuilding, and they have not built anything that can cross the sea safely.
NOTABLE PERSONALITITES
- Lurtur Bearback (dw,f CG Fi6/Ra5/BR6), the thane of Lurtur and the Grand Master of the Bear Cavalry. This two hundred plus year old dwarf has long since retired from the cavalry, although he still trains others and is consulted on all matters. He is the thane of a small town and has never been challenged out of respect for his deeds.
- Tfeed Snakepath (dw,f CG Ra4/Cl(Tmm)3/Ptf8), the nation’s official pathfinder. Tfeed travels the wilderness searching for better trails and ensuring that old ones are still safe. He has never sought to become a thane. Like many pathfinders, Tfeed talks about one day traveling the world in search of new trails.
- Felma Giantfell (dw,f CG Be9/GK9), the thane of Felma and the greatest giant slayer of the century. Felma is the thane of one of the northern most towns in the Clandom. Many believe she wants Frost giants to attack her town so that she can add to her impressive mark of 90 slain giants. She has been challenged and has defeated a dozen male dwarves for control of her town, which is one of the wealthiest mining towns in the Clandom. Felma has accomplished a great deal in only 120 years. She is also known for her light blonde hair and beard.
- Bearse Frozensky (dw,f CG Cl(Tr)7/Ra6/AG9), the Animal Guard of Bears, the religious leader of the Clandom, and the thane of Bearse. Bearse, most do not believe that is his given name, has been the religious leader and Bear Guard for nearly a century. He is respected and loved by all of Clan Frozensky. He companion is a legendary cave bear named Omigodisdabigisbarivevrsyne, who is over thirty feet long and is unweighable. Legends say that his bear is over one thousand years old.
| The Clandom features thick forests and rolling hills, which are covered in thick forests. While this may seem to tickle your fancy, be warned; the Frozensky dwarves have marked the paths so well, it would be more difficult for you to get lost than find your way to a town. Go for the plants and animals, go for the company and the brew, but do not go for the adventure of exploration. |
Amansky
Founded: 596 AC / post-383
Capital: Vien
Population: 550,000 (48% Nipits, 48% Sakor’akais, 2% other)
Government: Republic
Ruler: Lord Asciun Si~ell
Major Religions: Falan, Tommimao
Active Cults: Cult of Hemator
Allied Nations: none
Enemy Nations: none
Size: 60,000
Climate: Sub-Tropical
Major Terrain: Medium Jungle
Subsistence: Forestry**,** LightAgriculture
Secondary: Hunting/Gathering
National Feats: College Educated, Low Profile, Near to Monsters
Magic Level: High
Technology Level: Average
Trade Level: Low
Exports: Fruits, Arcana, Art
Imports: Metals, Stone
Coin: Plateauian Currency
Major Cities: Vien (78,000)
Korval (56,000)
Long before the nation of Amansky came into being, Nipits lived in the jungles north of the Intorian desert. Known as the Hiding Jungle, it was a place the Nipits could escape to, and where they were notoriously difficult to find. For centuries, small communities of Nipits lived in the jungles. They kept to themselves and traded among the other communities, never leaving the jungle. Their attitude began to change in the early third century AC, when the first Sakor’akai arrived. Their attitude was very different from the isolationist Nipits of the Hiding Jungle. At first, the two races avoided each other. Eventually, the two began to realize that cooperation would benefit both groups. The leaders of the Nipits and the Sakor’akai met in the mid sixth century, and soon after, the races began to trade and assist each other.
Life continued unchanged for all until the Day of Falling Death and the start of the reign of the Tinkocracy. Although the inhabitants of the Hiding Forest went unharmed, they recognized the devastation in the world around them. After much debate, they decided to find refugees from the Great Plateau and from the halfling communities, and bring them to safety in the jungle. The jungle swelled with new activity and life. Cities began to spring up and trade flowed for the first time from the Hiding Jungle. It took the Tinkocracy some time before they realized that there even was a problem for them in the jungle. They began a campaign to decimate the Hiding Jungle. Luckily for its inhabitants, the campaign started only three months before the death of Highlander, and the beginning of the end for the Tinkocracy. The jungle campaign ended quickly, but had managed to wipe out 100,000 square miles of jungle.
The leaders of the Nipit and Sakor’akai communities began to worry that the peaceful life they had known would come to an end now that the refugees, who began to return home, knew of the wonders of the Hiding Jungle. They moved to protect themselves by organizing an official government. One leader from every town, village, and community met to decide how to rule their new nation. It was decided that the leaders would chose one from their ranks to act as a Chancellor. The other leaders would have a say, but the Chancellor would break all ties and adjudicate all grievances between leaders. In 596 AC, they signed the Declaration of Unity and the nation of Amansky, which means “all together” in Nipeete, was formed.
Amansky is a nation that would sooner stay out of the affairs of the world. They recognize that they cannot completely isolate themselves, but do their best to remain on the fringe of the other nations’ thoughts. Any military that they possess is purely for defense. Trading that they do is limited, and done mostly through the halflings. There are a variety of religions and cults active in Amansky, another fact that causes them to want to stay out of world affairs. The largest draws to Amansky are the ability to hide in the jungle, and the Academy of Song. The leaders of Amansky believe that there are at least a dozen enclaves of outcasts and criminals from other nations hiding in their jungles. They do little to find these enclaves as long as they do not harm their citizens, and they do not allow other nations to send in groups to find them. The Academy of Song was started four centuries ago. It has grown to the point where it is mentioned along with the bardic colleges. Young students from many nations make the dangerous journey into the jungle to find the Academy and learn there.
Few of the other nations pay any attention to Amansky. It is set at least five hundred miles from any other major nation, and the jungles pose a serious challenge to any invader. The Fire Giants of Baenrl that have been seen scouting the jungles are the only minor challenge to the sovereignty of Amansky. The true danger lies in the religions of Habololy that see a cult active and accepted in Amansky. Agents of the Counsil have been found trying to sabotage or overtly destroy the cult of Hemator in the communities of the Nipits.
NOTABLE PERSONALITIES
- Teelia Wonderword (ni NG Wz12/AS6), headmistress of the Academy of Song. A beautiful and intelligent nipette, Teelia has been headmistress for four years. She continues the tradition of welcoming any good and noble creature that wishes to learn the magic of sound and song. She holds no political views other than respect for the nation that allows the academy to flourish.
- Ascium Si~ell (ni NG Wz3/No3), the Chancellor of Amansky. He has been the elected leader for twelve years. Ascium is from the Stetter province. He is known for his adherence to traditional and established ways. He was a student of the Academy, and also traveled to many of the other nations of the main continent before becoming the Chancellor.
| Now here lies the greatest challenge a pathfinder could hope for; a nation which sits in a place called the Hiding Jungle. A place where magic and the deities are all but useless to aid your exploration. Only mortal skill will allow you to conquer this place. The jungle is full of life, much of which ha never been catalogued. Few of the towns and cities have any true roads or paths leading to them and between them. A dream come true is what I call it. |
Hertoplowis
Founded: 545 AC / post-332[57]
Capital: Hertoplowis
Population: 4,152,350 (75% humans, 25% other)
Government: Pedocracy
Ruler: The High Court
Major Religions: Everentual, Celetal, Han~Sui
Active Cults: none
Allied Nations: Thalmeret
Enemy Nations: Pacyr
Size: 400,000
Climate: Temperate
Major Terrain: Urban
Subsistence: Fishing
Secondary: Light Agriculture
National Feats: College Educated, Low profile, Near to Monsters
Magic Level: Average
Technology Level: High
Trade Level: Average
Exports: Books
Imports: Grains, Vegetables, Beef
Coin: Copper Scale, Silver Scale, Gold Scale
Major Cities: Hertoplowis (1,540,000)
Revuin (875,000)
Topwall (410,000)
Port Finkle (390,000)
Port Spellsea (350,000)
Blocton (275,000)
Torton (130,000)
Long before there was a nation called Hertoplowis, there was a city by the same name. That city was the home to the high temples of Everentual, Celetal, and Tyrogatore. It was the seat of power of the Counsil and the capital of a nation whose citizens gave their undivided allegiance to the Counsil. It had never been invaded or threatened. It was a refugee camp for any worshiper of the Counsil. It was also a neutral site where the leaders of nations could meet. Mighty walls, constructed by the deities, protected the land to the north and south. Seas on the east and west did the same. For fifteen hundred years, the laws of the land remained unchanged.
Hemator’s departure from the Counsil started the first and last war that the nation has had. Infuriated with Hemator’s actions, the leaders of Hertoplowis vowed to destroy the nation of Pacyr, which lay on the other side of the southern wall. They first caught the hero of Hemator, Hammel (see page 212), and placed him on trial for heresy. They planned to enrage the citizens of Pacyr, and succeeded. The nation quickly rose to arms to free their hero and stormed the southern wall. After nearly a year of warfare, and the banishing of Hammel, Pacyr forced the nation of the Counsil to concede. The war destroyed the moral of the people of the land, and left the southern wall in ruin. Soon after the defeat, the clergy of Tyrogatore moved their high temple out of the city of Hertoplowis. Seeing the land in turmoil, the remaining clergy of Everentual and Celetal went about the process of forming a new nation.
The clergy started in Hertoplowis and slowly moved out into the lands reassuring the faithful that a new and better nation would rise from the ruin of the last. The clerics of HanSui and Gruweas were brought in to help in the process. Soon, Hertoplowis reclaimed most of its faithful, and the nation was whole again. To ensure that this hold would remain, the clergy began to build out from the city. A nation that had been close knit, became even more so. Roads became larger and better maintained and everyone was encouraged to travel to the city of Hertoplowis at least once a year. With the influence of HanSui and Gruweas, the clergy was able to design a new system of laws that could better ensure the loyalty and devotion of the people.
As the years rolled on, Hertoplowis the city continued to grow. Towns and villages that were near the city were encompassed. The population grew rapidly. Laws made it more difficult for those who did not live in the city to live comfortably. By the time the War of Technology occurred, the city of Hertoplowis encompassed a quarter of the nation of Hertoplowis. The war at first laid a heavy burden upon the nation. The clergy were caught off guard, as were their deities. Tragedy turned to advantage as many sought refuge in faith, hoping that the Counsil could deliver them from the Tinkocracy. By the war’s end, Hertoplowis has reached a level of power that it had never seen.
Celetal, one of the deities whose clergy called Hertoplowis home, saw a growing ignorance of the people of Hertoplowis. Laws and blind faith replaced independent thought. Education was more indoctrination than learning. The growing power of the nation was a sure sign that war with Pacyr was inevitable. Celetal moved her clergy out of Hertoplowis in 612 AC. Although it spared her the growing horror she saw in the nation, it left many with nowhere to turn. The nation fell further into ignorance as the laws became more numerous and the city continued to swell.
Most of Hertoplowis is dominated by an urban landscape. Cities are massive, sprawl out as far as the eye can see, and are nearly devoid of trees. Every city street is sure to have both a bar and a temple to one of the deities of the Counsil. Wells are everywhere so that the people have enough water. The wealthier sections of the cities are beautiful, while the poorer sections are dirty, cramped, and outnumber the wealthy sections five to one. Buildings commonly reach fifty feet in height, but there is little variation in their construction. Life in Hertoplowis is often monotonous and dull, but it is also very safe.
The clergy of Everentual today lead the nation alone. They are on a constant warpath to eliminate the cults and the nations that support or allow them. Pacyr has been their target several times in the past century, and look to be a target until one of the two nations is destroyed. They have formed a strong alliance with Thalmeret and do a great deal of trading with Iott and Yellowia, from whom they get much of their food.
Although no race or nation that supports the Counsil holds a hatred for Hertoplowis, many fear that its culture is dangerous. Only a few farmers live outside the cities, and they are looked down upon. Religious services are inseparable from affairs of state. The clergy are in complete control. The laws are strict and punishments are harsh, but the uneducated citizens all appear to applaud the system that has brought the nation prominence.
NOTABLE PERSONALITIES[58]
- Lecco Cadin (gr LE Cl(Gr)12/Tpl5), the minister of penance. He presides over all laws of punishment and reconciliation. Lecco takes an active role in finding perpetrators. He is a young Gree. His view on the need to eliminate the cults sooner rather than later are well known as is his predilection for public punishments.
- Grant of the Scales (hm TN Cl(Ev)15), the high cleric of Everentual. Grant is like every high cleric of Everentual that has come before him. His judgments are fair as it applies to the Counsil. He too works every day to see that cults around the world are harassed and eliminated. He rarely tends to the needs of the faithful, leaving that task to his subordinates.
- Attin Vadstrike (hm LN Cl(HS)11/Fi8), the minister of enforcement. Attin is the youngest of the ministers. He is vigorous and enthusiastic. He personally trains the military of Hertoplowis. He was a once a general. Leeco noticed Attin and rewarded his accomplishments by appointing him to minister. Attin shows unwavering devotion to both Han~Sui and Hertoplowis.
| It is with utmost disgust that I tell you of Hertoplowis. A nation that is a city that is a nation. A land that is home to few animals and fewer plants. A place where…cough…street signs are common and roads are aligned in a horribly sickened order that would allow even a gremlin to not get lost. It is my sincere hope that some deity comes to his senses and levels this abomination. What distresses me even more, is that a few of our brethren have taken to being guides in this urban jungle. Believing somehow that the maze of streets and roads somehow compares to marvels of the wilderness. |
Pacyr
Founded: 1157 BC**[59]**
Capital: Midyr
Population: 2,460,000 (60% humans, 15% Halflings, 10% gnomes, 5% Nipits, 5% dwarves, 5% other)
Government: Democracy
Ruler: President Enrall Airshine
Major Religions: Stasis
Active Cults: Cult of Hemator
Allied Nations: none
Enemy Nations: Hertoplowis, Thalmeret
Size: 215,000
Climate: Temperate
Major Terrain: Light Forest, Scrub/Brush, Grassland
Subsistence: Light Agriculture, Grazing/Herding
Secondary: Mining, Fishing
National Feats: Gift of Faith, Goodly Aura, Paladin Tradition, Renowned Health
Magic Level: Average
Technology Level: Average
Trade Level: Average
Exports: Herbs, Lead
Imports: Cloth, Glass
Coin: Copper Blessing, Silver Blessing, Gold Blessing
Major Cities: Midyr (285,000)
Port Finkle (210,000)
Hortain (171,000)
Lake Dourvan (100,000)
Artricege (78,000)
The history of Pacyr began as a place where the races of the world went to avoid the Great Revolution. Different races from all nations traveled to the land of Pacyr where they hoped that they could stay away from war. The land that they traveled to was as far to the south as they could go. The deities instructed the people of this new nation to build a wall, cutting their land off from the rest of the world. Because there were representatives of every race, a system of governing could not be agreed upon. A new system of rule had to be designed, the democracy. Every race was given a vote in any matter of state. Although it took them years to finally decide, the nation of Pacyr began without any lose of life.
Since its inception, Pacyr has been devoted to the idea of peace. Although they did have a standing army, they swore that they would never start a war, only defend themselves from others. That was only necessary four times in the first thirteen hundred years of the nation’s existence. One time was the Doggeden War, a war that gave Pacyr its patron, Hemator. She was a healer and paladin, who traveled outside of her nation to aid the world. Her efforts were so great that the nation of Pacyr gave the highest of honors to her upon her death, sainthood. Seeing this, the Counsil elevated Hemator to the status of deity, but not as a full member. From that time on, the religion of Hemator became the official religion of the nation.
Its centuries of peace came to a halt during the Return of Amat. Pacyr became a target for all of his plans. They were forced to defend themselves time and again. Soon after the Return of Amat, Hemator left the Counsil. She was branded a traitor and her followers deemed a cult. Pacyr was again forced to defend itself. The nation stood firm and won every time it was put to the test, but in the process, lost the wall that had separated it from the rest of the world for so long. During all of these wars, another native of Pacyr, a dwarf named Dourvan, rose to prominence. He was in charge of every army Pacyr had and planned every battle it fought. He lived for five hundred years and never lost a battle. For that, he too was sainted by the nation.
Pacyr’s history since the departure of Hemator from the Counsil is an arduous one. The Counsil deemed them a cult nation. Many other nations placed embargos on them and punished natives of Pacyr who traveled to their lands. It took another major war before the rest of Habololy would back down from its deep seeded hatred for Pacyr. The War of Technology took everyone by surprise. It left devastation in every nation it touched. Pacyr’s placement far to the south of the Great Plateau spared it from the worst the tinkers had to give. After years of the tinkers having their way with many of the armies of the world, Pacyr finally entered the war. Despite popular belief that the world would not accept their aid, the voice of the people of Pacyr was to try and end the suffering. At first, Pacyr opened its lands to refugees. Then, it sent out emissaries of healing. The other nations accepted the aid begrudgingly. When the war ended, many nations remembered the aid that Pacyr gave them, and lifted sanctions against them. However, some hated them even more for being spared the worst.
The cities and lands of Pacyr are home to all races. They are all given the same rights, including the right to vote. Elections are held every ten years. There is a small standing army, but many willing recruits join in times of need. All good religions and cults are allowed in the nation, although some religions refuse. Pacyr’s citizens travel freely throughout the nation, and do so quite often. It is an almost idyllic place, one that those who are placed in power work hard to maintain.
The capital of Pacyr is the city of Mydir. It is home to the government and the high temples of Hemator. It is also home to the Paladin Academy. Despite the fact that much of the world would not consider it, the academy is on par with the bardic colleges of Icefia and Yellowia. Although it started out as only a school for teaching the ways of a paladin, it has evolved into much more than that.
Pacyr now sits as it has for most of its history. Although it is powerful, it does not demonstrate or care to use that power against other nations. Its people are happy to be allowed to live in peace. Both Hertoplowis and Thalmeret, two of its closest neighbors, constantly threaten Pacyr. No other nation gives them aid. The lands to the south, beyond the Mountains of Hope, were once a frozen wasteland. Recently, scouts have seen more and more giants and monsters. Ogres have been sighted outside of the Ten Ogres forest to the west, a sight that has always meant they are planning to march against Pacyr.
NOTABLE PERSONALITIES
- Enrall Airshine (hm LG Cr5), the president of Pacyr.
- Devon Leviere (hlf LG Brd9/Lrm7), the dean of religion at the Paladin Academy of Midyr. Considered the most knowledgeable and unbiased expert on the religions of Habololy. He has taught at the academy for nearly thirty years. Devon graduated from both the bardic colleges of Icefia and Yellowia.
- Aegis Malconroy (hm LG Pa10/Od3), the hero of the pass. Aegis led the army in the inexplicable defense of the mountain pass into Pacyr from the frozen south. A group of one hundred Frost Giants tried to cross into Pacyr and were met by Aegis and five hundred soldiers. Somehow, the unseasoned soldiers held off the giants. After the victory, tales of Aegis’ skill and fortune spread until his was given the rank of general. Since that battle five years ago, he has remained at the pass, vigilant for another attack.
| The landscape of Pacyr is as beautiful as any other. The Mountains of Hope are magnificent and the lands beyond them to the south, near untouched by civilization. Any pathfinder could spend a decade traversing those lands. The heart of Pacyr has most types of terrain that a man could ask for: hills, grasslands, forests of varying types, beaches and coastline, large cities and small towns. It is a safe place where you can hone your skills without fear of too much danger from the wilderness. |
Iott
Founded: 21 AC / pre-192[60]
Capital: D’Graine
Population: 480,000 (40% human, 25% dwarf, 10% elf, 10% gnome, 15% other)
Government: Magocracy
Ruler: Maximilon the Twin
Major Religions: Smofarf, Falan
Active Cults: none
Allied Nations: none
Enemy Nations: Nomagrok
Size: 50,000
Climate: Temperate
Major Terrain: Grassland
Subsistence: Grazing**/**Herding
Secondary: Fishing, Light Agriculture
National Feats: College Educated, Living with the Arcane, Touch of the Arcane, Wizard Tradition
Magic Level: Superior
Technology Level: Average
Trade Level: Good
Exports: Arcana
Imports: Metals, Gems
Coin: any
Major Cities: D’Graine (315,000)
Sailoswa (206,000)
Bridgend (105,000)
The nation of Iott has existed for seven centuries as a nation of wizards. It was founded as a place for wizards to go to be at peace and to research, and not as a nation. Its founders never wanted to become a world power, or to even have any non-wizards live there. It did not take long for that dream to be squashed as colonists and explorers from around Habololy moved in on the island. Luckily for those travelers, many of the wizards already on the island did not simply kill all those that arrived. Instead, the wizards gathered together and decided to form a counsel of wizards to rule over the island. After agreeing to the idea, the wizards next went about a way to ensure they could maintain power. Their solution was to cut off magic to all of the island’s inhabitants that weren’t part of the wizards’ counsel. It took ten years and the leadership of one of one of the greatest wizards in history to accomplish the feat.
Samual Mainger became the first Magus of Iott by unanimous vote after he devised a way to cut off all arcane magic from the island. The only beings able to use arcane magic were those in possession of an arcane ring (see p.215), an item also designed by Samual. The other inhabitants of the island either left or capitulated to the wizards, which was exactly the result the wizards had hoped for. The nation slowly grew in population. The restricted use of magic and the near dictatorship-like rule of the wizards kept many away. Only other wizards that wanted to share in the power traveled to Iott. The nation began to trade its valuable arcana for anything that it needed.
Although it possessed many of the most skilled wizards on Habololy, there were far too few people for any other nation to consider Iott a threat. They had never made any aggressive moves, nor taken an active role in any conflict. After two centuries of existence, Iott remained a bastion of learning and peace. This changed during the Return of Amat when Magus Joseph Firebringer was killed. Before the wizards could appoint another Magus, a Wild Caster named Bartholomew Crasix forcibly took the role. Fearing the worst, nations sent their greatest heroes and agents to Iott to stop him. Even Stasis, a mortal at the time, went to kill Bartholomew, and failed. The cult of Chaos and the wild casters were in control of Iott for over a decade, which turned out to be enough time to corrupt the island.
Although Bartholomew and the cult of Chaos were purged from Iott in 224 AC, their influence continued. Every Magus that followed recognized that Iott could be a force on Habololy. Although they rarely went to war, the wizards loomed the threat of their action over the heads of those that they wanted to influence. They came to rival the String Mountain Dwarves in mastery of arcane magic. The Arcane Academy, which had once been free to all wizards, began to charge an exorbitant amount for lessons. Sorcerers, a phenomenon that was recognized shortly after the Return of Amat, were persecuted and sometimes executed. Iott became a nation of the elite and the powerful.
The War of Technology was the first major threat to Iott. When it began, the wizards recognized the danger, and for the first time activity aided the other nations in a war. The Tinkocracy made several attempts to destroy Iott, but were never successful. The wizards of Iott, to eliminate all tinkers that posed a threat, founded the group known as Extinktion. When the war ended, this group made every attempt to convince the other nations to outlaw tinkers. In most cases, they were successful.
Today, Iott continues to influence all of Habololy. They hunt down active tinkers where they can. They put pressure on every nation to eliminate Nomagrok. They persecute the cults of Drunnbar and Chaos wherever they are found. They control a quarter of Habololy’s arcane market. The Arcane Academy is one of the finest in the world, and those who attend must pledge their loyalty to Iott.
NOTABLE PERSONALITIES
- Cardell Svock (he TN Wi(Abj)20), the headmaster of Extinksion. Cardell is the pre-eminent figure in the elimination of tinkers from Habololy. He leads the infamous cadre of wizards that actively seeks out and kills tinkers that have left the Great Plateau. He is an embittered middle-aged half-elf. His life is filled with his quest against technology, but it does not appear to consume him.
- Murrur Goldstone (dw,s LN Wi12/No4/Str4), the Magus. Murrur is the first dwarven Magus. He has been in power for thirty-three years. He is still young and constantly talks of the great plans he has for Iott. He has an abundant hatred for the cult of Drunnbar. He travels to meet with the rulers of other nations frequently. Some of his opposition has begun to die off, and the longer he stays in power, the more powerful his position becomes.
- Semp Dathonlal (hm TN Wi13/Sg10), the headmaster of the Arcane Academy. An extremely aged man that claims to be over two hundred years old. He has been headmaster for forty years. Semp has the largest collection of known spells in the world, an honor that is always held by the headmaster of the Arcane Academy and by the most renowned sage.
| The island of wizards is yet another place where pathfinders are frowned upon. The wizards claim that there is no need for our talents. They claim that magic answers all problems. Just to aggravate them, I suggest once going through their island. After all, it boasts forests, mountains, grasslands, inlets, streams, long beaches, hills, and even a small desert. Each terrain seems placed as if by some arcane plan. But nature cannot be controlled so easily. The desert has grown, from records I have seen, and the forests have crept on to the hills and into the grasslands. |
Nomagrok
Founded: c1000 BC
Capital: Nomagrok
Population: 815,200 (80% dwarf, 10% humans, 10% gnomes)
Government: Monarchy
Ruler: King Fathcan Sledgehammer
Major Religions: none
Active Cults: Cult of Drunnbar
Allied Nations: The Kingdom of Frost
Enemy Nations: Dwarven Kingdom, Grean Republic, Iott
Size: 75,000
Climate: Sub**-**Arctic
Major Terrain: Mountains
Subsistence: Mining
Secondary: Grazing, Light Agriculture
National Feats: No Friend of the Arcane, Raised in War
Magic Level: None
Technology Level: Very High
Trade Level: Very Low
Exports: Ale, Stone
Imports: Livestock
Coin: Dwarven Currency
Major Cities: Rfoste (230,000)
Called the nation that Drunnbar built, Nomagrok is founded on the principle that the world would be a better place if there were less magic in it. It is difficult to say when the nation officially began. Clan Sledgehammer has existed for as long as any dwarven clan, and had distanced themselves from the other clans before 1000 BC. It was not until around 1000 BC that the clan claimed any land outside of their city, but it would take centuries before all of the other nations recognized Nomagrok.
The nation is at a constant state of war with the String Mountain Kingdom. Although this does not take the form of open war daily, it does mean that since the first day Nomagrok declared its intentions, it has always been ready for a battle. Their enemies are more numerous than just the String Mountain Kingdom. The Frost giants have not always been their allies, and the Frozensky Clandom has launched raids against Nomagrok as well. Even nations from the other side of the world, such as Iott, have launched magical attacks upon clan Sledgehammer and the nation of Nomagrok.
The constant threats and battles have left the dwarves of Nomagrok embittered and belligerent. The nation has the attitude that it is them against the world of magic, and most of the residents believe that they can win. Their devotion has attracted others to the mountains to join the dwarves in their quest. Humans and gnomes, many of who favor technology to magic, have come to Nomagrok to live. The dwarves of clan Sledgehammer welcome them with open arms as long as they swear to give up the weak ways of magic forever.
The dislike or hatred for magic is the fuel behind the entire society in Nomagrok. A crafter is working to show that things can be built better without magic. A warrior is fighting to show that battles can be won without magic. The only magic that is allowed is divine magic and that only on a limited base. The dwarves realized long ago that to defeat magic, some magic must be used. The general belief is that once arcane magic is driven from Habololy, divine magic will no longer be needed and will fade away.
Most of the other races and nations of the world look at Nomagrok as a nation of extremists. Only the fact that it has survived for so long gives it creditability. It is a nation isolated from many of the other nations. It has no port cities, and must rely on a non-aggression treaty in Port Springs for all of its trade. Unless they migrate to Nomagrok, the inhabitants of the nation are not likely to see anything but the String Mountains and the caves below them in the course of their life. The king and his advisors are always trying to change this by sending emissaries and merchants to other lands. Usually the results are disappointing.
Nomagrok is also disliked on the sole fact that it is a nation based on the beliefs of a cult. The Cult of Drunnbar dominates the nation. Religions and other cults are allowed, as long as they do not propagate the idea of arcane magic. This has created the rare dynamic of religions and cults working together for the common goal of the destruction of wizards and sorcerers.
With few exceptions, every dwarf that comes to Nomagrok takes the Sledgehammer clan name. To stop the confusion that began to erupt, centuries ago, the king proclaimed an ordering of the clan. The ordering was based on how long a given dwarf any his immediate family had been part of the clan. The 1st order is dwarves who can directly link their heritage to Drunnbar himself. The orders continue down to the 9th order, which is made of up dwarves whose families have joined the clan in the past century.
NOTABLE PERSONALITIES
- Fathcan 1st Sledgehammer (dw,sl LN No7/Fi11), the king of clan Sledgehammer. He has reigned for nearly seventy years. Like every king Nomagrok has ever had, Fathcan is devoted to the destruction of arcane magic.
- Brooth 3rd Sledgehammer (dw,sl LN Cl(Db)6/Mk6/WoS8), the master of the Warriors of Stone. Brooth is in charge of the temple known as the Quarry, where all Warriors of Stone are trained.
- Garnit 2nd Sledgehammer (dw,sl LN Cl(Db)14/Spb8), the high cleric of Drunnbar. Garnit keeps his distance from the king at all times, always wary of assassins that could kill them both. His loyalty lies with Drunnbar first, the king second.
| To find Nomagrok from anywhere in the String Mountains, go up and to the center. The capital, and the only city of note, Rfoste, is in what has to be considered the center of the mountain range. It sits atop Mount Anvil, oh so cleverly named by the clan millennia ago. The nation holds few marvels, save for the city of Rfoste, which is a marvel of mundane architecture. |
Table 7-2: Travel Distances in the String Mountains by Land to Cities
| Rfoste | Port Springs | Frost | Beasetta | |
| Rfoste | 1850 | 850 | 2900 | |
| Port Springs | 1850 | 1000 | 4450 | |
| Frost | 850 | 1000 | 3550 | |
| Beasetta | 2900 | 4450 | 3550 |
City States and Lesser Nations
The major nations of Habololy are more influential and prominent in the world, but they do not control everything. In between the major nations, in places they don’t care to look or be, where lawlessness has always been the norm, or where a small nation is rising to power, lay these other lands.
Baenrl
The land of the Fire Giants. Under the faith of Sutyr, the giants have carved out a nation centered on the Desert’s Edge Mountains. They have conquered and enslaved the surrounding human settlements and are currently laying siege to the city of Jaswap. There are thousands of Fire Giants in Baenrl, and they follow the lead of the high priest of Sutyr and the current Warlord, who is crowned in trial by fire every five years. The Destroytian Republic and Thalmeret keep a close eye on Baenrl, as they have had wars with them in the past century.
Hill Tribe Barbarians
The few remaining tribes of the hills live in constant threat of the Hill Giants. These tribes live in the two hill ranges on the eastern side of the main continent. They once lived throughout these hills and a hundred tribes roamed. Over the last millennium, the Kingdom of Yellowia has driven the Hill Giants deeper into the hills and away from their lands. The tribes are no match for hundreds of Hill Giants, and hence have been greatly diminished in size. The few tribes that have survived are nomadic. They move away roam away from wherever the giants are going to next. Their laws are brutal and their society is male dominated. They dislike and distrust outsiders, especially Yellowians and arcane spellcasters. They can be found in the worship of the simple deities, such as Habastly, Tyrogatore, and Dedestroyt.
Barbarians of the North
The barbarian tribes of the north have fared far better than those on the main continent. The tribes that once inhabited Icefia have been brought into the Kingdom of Icefia. They are given full rights as citizens as long as they live by the kingdom’s laws, which most are happy to do. The tribes of the String Mountains have found a great ally in the Frozensky clan. The tribes trade with, learn from, and teach the dwarves. They share the lands south of the String Mountains in relative harmony. Like their southern cousins, the barbarians of the north worship the simple deities: Habastly, Treetop, and Tyrogatore. The tribes of the north are more trusting of outsiders, and do more trading. They are not nomadic.
Halfling Communities
The Great Halfling Forest has long been home to hundreds of Halfling communities. Some are so small that no one even knows that they exist. Others are the home to a quarter of a million Halflings and other races. At times in the past, these communities have been united under one goal or flag, but more often than not, they stand as self-governed communities. Most communities are democratic, with special care being paid to elders. Two groupings of communities are still ruled by the Woodukes, the last remnants of the Halfling Kingdom from centuries past.
National Feat: Crafting Tradition
Islander Tribes
The tribes of the Islanders are numerous. Nearly every island south of Ekarude has a different tribe of Islanders. The continent itself has four tribes. Horarian sailors estimate that over two hundred tribes exist. Some tribes are very insular and attack any ship that approaches. Other tribes have been conducting trade with Amatom, Layraedia, and occasionally other nations. The four tribes of the continent are the largest and most powerful. One of the tribes, the Nohskites, is known to have many necromancers. Other than the Nohskites, the other Islander tribes dislike divine magic. Most believe that using the deities in such a way weakens one’s inner power. Some Islander tribes have even gone as far as to adopt the beliefs of the Shaman as truth and look to them as spiritual leaders.
National Feat: Waterborn
Jaswap[61]
The ancient city of Jaswap has withstood invasion and occupation from a dozen different nations. It lay near the edge of the desert, 100 hundred miles east of the ocean, and 150 miles north of the jungle. Its people are mostly human, but accept anyone who has proven that he possesses strength and perseverance. The actual city of Jaswap has a population of over 300,000. The city has taken control of the surrounding cities over the past century, during which they have managed to stay free of the control of other nations. Jaswap is the home of the high temple of Tyrogatore and the birthplace of the Graplore and the Jaswapan Striker.
National Feat: Unarmed Tradition
Kendall
Once the center of the Umanin Kingdom, Kendall is now the last semblance of that nation. It is a gloomy city where the inhabitants speak of glorious days of old and of better days that will come. Only humans are welcome. The only known worshippers of the Cult of the Slaughter live here. The people of Kendall do everything they can to keep the buildings and their way of life from changing. The influence of the Umanin Kingdom can be seen in the lands surrounding Kendall, but only in the city itself is the spirit of that nation still alive.
National Feat: Seething Hatred (any race)
Layraedia
When the cities of Ekarude initially declared themselves independent of the Kingdom of Icefia, they were not prepared for the change. Famine and lawlessness plagued the cities on the northern shore of the continent for years after the declaration. It was not until the warrior Corbeen Redall defeated all who opposed his lone rule that the cities became safe again. By the end of his life, Corbeen realized that no one could replace his strong rule and keep the cities he now loved safe. He instituted a constitution and ordered the formation of a parliament to rule the cities. That system has been in place for fifty years. Corbeen also founded the Red Guard of Layraedia, the elite warriors in charge of protecting Layreadia.
National Feat: Weapon Master trained
Loahk
North of Hertoplowis, west of the jungles of the elves, and east of Intoria is a near thousand mile stretch of land known as Loahk. The hills of the giants and the Great Forest create its northern border. It is a land of temperate climate, of forests, plains, small rivers, and a large plateau. Although there are more humans than any other race, elves, Halflings, and lizardfolk also call Loahk home.
There is no contiguous history for Loahk. The land has seen so many rulers and wars that no one is quite sure how long it has been this way. Any histories that a ruler or his line would keep are lost or destroyed when another comes to power. The archives of other nations make mention of the place going back to the end of the Gnomish Empire in the 12th century BC. The name of the land comes from the fact that historians of other nations grew weary of having to alter their records and simply began to use a moniker that would cover all instances.
The land as it stands in the present day has nearly a million inhabitants split into at least fifteen different governing bodies. Some call themselves kings, dukes, emperors, governors, or whatever title strikes their fancy.
The inhabitants of Loahk are poor by the standards that might be set in Yellowia, Icefia, or on the Dedestroytian Peninsula. They have little technology, despite having been subjugated by the Tinkocracy during its reign. Wizards are far less common, as general education in the land is very poor. Sorcerers and those with noticeable innate talents are often taken by the rules to be used, exiled, or executed.
Many religions and cults are present, each looking for a foothold in a great market. There are even several small cults that appear no where else on Habololy except in Loahk.
The Kingdom of Frost
The home of the Frost Giants. They have ruled the mountaintops of the String Mountains for millennia. Once a kingdom, then ruled over by a warlord, and now a kingdom again. Their nation has little contact with any except Nomagrok, to whom they are allied, and the kingdom of the dwarves, whom are their enemies. They rarely venture far from the String Mountains.
Lynkeed
The city of Lynkeed is a stopping point for any travelers going to or from the Orcish Empire. It was an Orcish city, until the war of Technology drove the Orcs from the land. The city stood under the control of the other races that chose to stay there. Since then, it has remained under the control of the wealthiest merchants of the city. The Orcs have never tried to reclaim the city, and no other nation has ever tried to take it.
National Feat: Low Profile
The Cities of the Great Plateau
Once a kingdom, then the seat of power for the Tinkocracy, the Great Plateau is now the home to six cities that govern themselves. Highland, Tsetop, Kup, Nomsincherg, Tenewton, and Bellin were all once magnificent cities and grand examples of the heights of technology. Today, only Highland remains a place where the technology continues to work and prosper. The other cities have fallen back to more traditional ways, although not as far back as to be on a level with the rest of Habololy. The cities are autonomous, but generally share the same system of laws and rules, which date back to the Tinkocracy and the kingdom before that. Most nations and races do not visit or trade with these cities. They defeated them in the War of Technology and see any further involvement as corrupting. For this reason, the cities have little trade with any land off of the Great Plateau.
National Feat: Technology
Port Talp
After the War of Technology, the twin cities of Port Talp and Port Palt, which had warred for centuries, ended their strife and united under one name. Despite the presence of both technologists and magic users, the city has slowly grown into the largest port on Habololy, sporting a population of nearly one million. A great bridge connects the two parts of the city, which each sit on a peninsula. Magic users dominate half of the city, while technologists dominate the other half. Port Talp is the home of the high temples of Tfop, and also the home of Alchemy. The Alchemists do their best to keep the two halves from open hostilities against each other. Port Talp is the main producer of the liquid used in Epbuls, known as Hael, which makes it both a wealthy and disliked city.
National Feat: Technology
Undrile
Once part of the Kingdom of Yellowia, Undrile lies on the southern coast of the main continent on the east side. It is a small city of humans and Vass. It is the only large port in that part of the main continent and makes its way by exploiting that fact. The laws of Tyrogatore govern the city. The merchants hold counsel and make any important decisions that affect the entire city.
National Feat: Sea Legs
Table 7-3: Travel Distances on the Main Continent by Land to City-States
| Baenrl | Kendall | Jaswap | Loahk | Lynkeed | Highland | Port Talp | Undrile | |
| Baenrl | 3000 | 2300 | 2000 | 4100 | 3900 | 3800 | 4000 | |
| Kendall | 3000 | 5100 | 1000 | 2700 | 4600 | 4900 | 1700 | |
| Jaswap | 2300 | 5100 | 4300 | 5200 | 3700 | 1500 | 6100 | |
| Loahk | 2000 | 1000 | 4300 | 3500 | 6000 | 5900 | 1800 | |
| Lynkeed | 4100 | 2700 | 5200 | 3500 | 4100 | 4800 | 4500 | |
| Highland | 3900 | 4600 | 3700 | 6000 | 4100 | 450 | 7200 | |
| Port Talp | 3800 | 4900 | 1500 | 5900 | 4800 | 450 | 7100 | |
| Undrile | 4000 | 1700 | 6100 | 1800 | 4500 | 7200 | 7100 |
SITES OF HABOLOLY
There are many locations on Habololy that hold a special significance or meaning. Although these places are well known by the nations and races of the world, their significance may not be. Some of these sites are holy places where the faithful of a certain religion make a pilgrimage. Other sites are natural wonders that capture the imagination. Some are places of power sought out by only the bravest or most foolish. Whatever the case, these sites are the places of story and legend.
Each site is followed by the two most appropriate knowledge skills and difficulty checks. These represent the ease at which a character who has the appropriate skill would know of the site. Assume that anyone with the Knowledge (Local) skill for the appropriate area has a DC of 5 for recognizing the site.
The Boiled Forest
To the east of the Great Forest and to the west of the Orcish Empire is the swamp known as the Boiled Forest. It was once considered part of the Great Forest, but during the reign of the Tinkocracy, the eastern part of the Great Forest was destroyed. The enemies of the Tinkocracy had made the ancient trees and ruins in the eastern forest a base. The Tinkocracy discovered the base and laid waster to over ten thousand square miles of forest. The allies that had made the forest a base fled, leaving the lands unclaimed.
In the years that followed, few had time to reseed or inhabit the eastern forest. Into that vacuum stepped the Wugs and soon after, the cult of Loomashyn. What had once been a thick forest became a swamp, filled with oozes and twisted trees. By the time the Halflings and the other creatures of the forest were able to return their attention to the eastern borders of the forest, the Wugs and the cult had expanded their lands three fold. The struggle has continued between forest and swamp ever since.
The Boiled Forest is the most direct path from the northern forest and points west to the Orcish Empire and to the northern reaches of the Kingdom of Yellowia. For that reason, many attempt to make their way through the swamps. One massive stone road exists, but it is folly to walk upon it with less than one hundred warriors.
Beyond the need for a fast path, there are those that travel into the Boiled Forest for the unique flora and fauna that only appear there.
Knowledge (Geography) 20
Knowledge (History) 15
The Boiling Line
Where the Boiled Forest meets the Great Halfling Forest is an area known as the Boiling Line. Here, the fight goes on daily to stop the encroachment of the putrid swamp on the ancient forest. Noble creatures and a band of devout Halflings stand guard and defend against the cult of Loomashyn, the forces of the Wugs, and other evils that have taken refuge in the Boiled Forest.
The line stretches for nearly 250 miles, with Halfling outposts every few miles. The Wugs keep outposts as well, although far fewer.
Knowledge (Geography) 22
Knowledge (History) 25
The Broken Rainbow
For over 1000 years, there was a bridge that crossed from Pacyr to Iott. Its name was derived from the vibrant hues that made up the obviously magical bridge. Like so many other things, it was destroyed during the reign of the Tinkocracy. About half of the bridge still remains. It reaches out from both shores, vainly trying to close the gap.
Knowledge (Arcana) 20
Knowledge (History) 30
The Castle of the Gods
Somewhere in the northern ocean lies the Castle of the Gods. It is home to all of the deities of the Counsil. Although many doubt its existence, there are many recorded sitings of the castle by very reliable sources. It is said to be made of shining ivory and floats half of a mile above the ocean. Legend says that no cloud dares approach it. A guardian of tremendous power, who lets only the invited into the castle, greets all visitors.
Knowledge (Religion) 5
Knowledge (History) 8
Doggeden Island
The fabled island created after the Doggeden War. It is the prison of the titan-like monsters Amat created and brought to fight the deities. Although it is said to lay one thousand miles to the east of the coast of the Kingdom of Yellowia, no one has been there in over five centuries. Legend says that it is a land of rolling hills and grasslands, dominated by one enormous volcano. The Doggeden roam about, feasting on the herds of cattle and sheep.
Knowledge (Geography) 25
Knowledge (History) 15
Frostbaron Castle
The long abandoned home of the warden of the frozen southern reaches. Beyond the mountains which create the border of Pacyr in the south is a frozen, flat land. It is an untamed land. Uncivilized Frost Giants, monstrous bears, and ice devils are said to call this land home. For centuries, those evils were kept in check by the lord of Frostbaron Castle. So great was his influence, that still, hundreds of years after he was last seen, those creatures still dare not approach.
Some have made the journey to the castle. Those that return speak of the horrors that await those who attempt to reach the castle. The same monsters that will not approach Frostbaron Castle will let no one else do so.
Knowledge (Geography) 28
Knowledge (History) 32
The Great Plateau
Located in the northwestern corner of the main continent, the Great Plateau is over one thousand miles from north to south and nearly five hundred miles wide from east to west. The plateau ranges from rising only three hundred and fifty feet from the ground in the north, to rising almost one mile off of the ground in the south. In the center of the plateau is a lake that is over fifty thousand square miles in size. From it flow two rivers, one to the east and one to the west, respectively known as the Knodon and the Whindon. Both end in magnificent waterfalls that feed smaller rivers below. It is believed by most scholars to be the home of the first humans and gnomes that lived on Habololy. The plateau has been home to the Amatine Empire, the Gnomish Kingdom, and the Tinkocracy. A hundred cities have come and gone upon it. Now it is home to the remnants of the Tinkocracy, and those who are evading the laws of other nations.
Knowledge (Geography) 5
Knowledge (History) 8
Herowatch
Deep in the center of the Great Forest, is a monument to the heroes who closed the “Toovin Way”, a gate to the plane of the demons, which was once opened where the monument now stands.
Knowledge (Planar) 22
Knowledge (History) 35
The Hiding Jungle
It lies north of the desert of Intoria and south of the Great Plateau, and is home to the nation of Amansky. Scholars say it is all that remains of the once magnificent lands that was the Vinsaise Empire (see p.208). Popular lore has it that the jungle was once normal, until the Nipits and Sakor’akai made it their home. Those that live in the jungle believe it was the deities that created the place as a haven for the disenfranchised and the outcasts.
Regardless of point of view of how it came to be, the Hiding Jungle is a place where no divination magic works. Whether one is inside looking out, or outside looking in, or even inside looking in, the spells and powers of magical detection are useless.
Knowledge (Geography) 30
Knowledge (History) 20
Lakedge Tower
Against the southeastern coast of the center cross lake is a 200 foot high tower. It is 500 feet around at its base and tapers to 100 feet around at its top. It is made from grey marble. There are four windows on every level except the first and the last, all of which have metal shutters which are locked from the inside. There are no records of when it was built, but loremasters and relic hunters agree that it was before the Doggeden War. If anyone has ever gained access to the interior, they have not spoken of it.
Knowledge (Arcana) 25
Knowledge (History) 40
Neraden Way
During the reign of the Orcish Shir Cannus Nerad Coustus in the 3rd century AC, the Orcish Empire reclaimed some of its former glory. During that time, the army built a road from the Orcish Empire in the northeastern corner of the main continent, across the main forest, down and around the eastern rim of the Intorian desert and through the Gremliv jungles. The road came to an end at the edge of the Dedestroytian Empire. The road still exists today, although it is well worn in some places. It is still the primary route through the Gremliv jungles.
Knowledge (Geography) 15
Knowledge (History) 20
Noksteeth River
In the southern half of Ekarude, where the Islanders’ tribes hold sway, is a mighty river called the Noksteeth. Since the land was first discovered, merchants have tried to navigate the river. To do so would open up the interior of the land and all of its tribes to trade. That proved a difficult task, as the river has many turns and many shallows. More deadly than those, the river is home to the beast the islanders call “Walkiomac”, which translates in common as “River Eater”. The creature, by all accounts, is over 75 feet long, with fully a quarter of that length being a massive maw. It is covered in brown-green scales and its tail can easily capsize any small boat.
Knowledge (Geography) 30
Knowledge (History) 40
The Spider’s Pit
In the jungles of the elves lies the final testament to the might of the Spider Queen. The elves say that it was once a place where she trapped and tormented the spirits of those she captured. Those that have tried to explore the pit tell of ghastly images and sickly smells.
The pit descends down nearly one thousand feet. The foliage is so thick, that after a third of the way down, the light is choked out.
Knowledge (Religion) 25
Knowledge (History) 25
The Ruins of Reus
Once the center of all trade in Intoria, the sandblasted stones are still recognizable, that is, if one is lucky enough to find them in the middle of the desert. The city boasted dozens of water wells and a bustling population of over 200,000. Anything could be bought in Reus. Merchants traveled from all over the world to trade in Reus. There were no restrictions on what a merchant could buy and sell, only high Taxes on all transactions. As legend has it, the city was burned to the ground by a flight of dragons in the 2nd century AC. Some merchant had managed to lay his hands on the golden egg of a dragon. The dragons were apparently not pleased at the selling of one of their eggs, and did something about it.
Knowledge (Geography) 40
Knowledge (History) 30
Scalehome
When The Hunt ended, the dragons finally had a chance to stop hiding and running. Unfortunately, over a century of that had left them with no place to go. The last of the great wyrms took a brood of one hundred of his kin and claimed an area, roughly 12,000 square miles in size, near the center of the Great Halfling Forest. The Halflings had neither the ability nor will to stop the dragons, and the other nations were occupied with the threat of the Tinkocracy. The great wyrm and his brood have lived in the forest known as Scalehome ever since. There have been several attempts to deal with them, but to no avail. The Halflings have grown accustomed to having the presence, and simply avoid it saying, “Anyone who bothers us, is goin’ have t’bother ‘em too.”
Knowledge (Geography) 30
Knowledge (Creaturelore) 20
The Shrouded Island
In the western-most ocean claimed by Kathow-tio-Horari, is an island on to which no pirate has ever stepped. Long before the pirates and Horarians ruled the seas, even before the Gree dominated the water, reports of the Shrouded Island exist. In all of that time few facts have been asserted about it.
The island is definitely no bigger than fifty miles. The shroud that surrounds it is a cloud of steam and mists that rises from the ocean. It has grown larger over the centuries, at least as far as anyone can tell.
Knowledge (Geography) 50
Knowledge (History) 20
Site of the Ascension
In Pacyr, the place that is traditionally held as the location where Hemator last stepped on Habololy is known as the Site of the Ascension. It is nearly five miles southeast of the city of Hortain. Nearly every night, the sky above the site spirals with glowing colors of pink, yellow, and silver. Sometimes it’s said that the angels can be heard singing the praises of Hemator. For those truly faithful, it is also a place where Hemator lifts her faithful into the afterlife.
Knowledge (Religion) 20
Knowledge (History) 20
Ten Ogre’s Forest
This forest lives across the land bridge at the end of the Odd Lands. The land on the other side of the bridge is completely forested by massive trees that grow upwards of five hundred feet tall. The forest is named for the ten Ogres who retreated into the forest millennia ago. A tribe of Ogres fought against the nation of Pacyr, who defeated the tribe and drove the last of it into the forest. The descendants of those Ogres now occupy it. It is a place of natural serenity. The Ogres defend it in the name of Habastly and the deities of the Counsil. Legend tells of golden temples that have been built in the forest, as well as it being a refuge for Dragons and other hunted creatures. None have returned to confirm any of the tales.
Knowledge (Geography) 15
Knowledge (History) 25
The Wall of the Judges
The wall was created with the lands that it protects. The massive structure was brought out of the earth by the judges of the Counsil at the beginning of the Doggeden War. It cut off the main continent from Hertoplowis, Pacyr, and Iott. None could breach it. So high and thick and magically resistant is the wall, that not even the might of Amat and his forces could bring it down. Not even the strange powers of the Tinkocracy could destroy it. Unfortunately, the protection it offers is offset by the stifling of trade it causes.
Knowledge (Religion) 20
Knowledge (History) 10
The Vanishing Beach
On the eastern shores of the Kingdom of Yellowia is a beach that only appears every three years. Nearly one hundred miles long and nearly twenty miles wide, the beach is a seemingly naturally occurring phenomenon. Every three years, thousands make their way to the beach.
Knowledge (Geography) 25
Knowledge (History) 25
Yognded’s Cave
The historic cavern stood at the edge of the lands of the Ice Gnomes for centuries. It is not one, but a series of caverns through the mountains that are only accessible by the shorter folk. The Ice Gnomes used the caverns in every major battle to supply their army and surprise the Chosen of Frostine. It is named for the first gnome that successfully navigated all of the caverns and was able to describe them to others.
Knowledge (Geography) 15
Knowledge (History) 20
CHAPTER 8: History
The History of Habololy is measured in years, decades, centuries, and occasionally, millennia. This is true of all the nations, races, and cultures of the world. Although some use a different system of dating, all use the same standards of time. Some events in the history of Habololy are fact beyond a reasonable doubt and agreed upon by all. Other events are debated vigorously.
There are two chronicles of Habololian history that are considered to be the most accurate and are also the two that are most commonly used. The first is the older of the two. It is kept by the clerics of Everentual, The Oldest Orc, and Celetal. Although every nation and culture keeps records, the history presented by these clerics has long been the standard. It uses the Habastlian system of years. This system of dating measures years from the time when the Counsil placed a ban on the creation of new lands on Habololy and on many magical creations. In the Habastlian system, BC stands for Before the Creation Ban; while AC stands for After the Creation Ban.
It was not until 243 AC that another chronicle of the history of Habololy came into being. The College of Icefia, headed by the then mortal dean, Allanda Melodi, set about the task of laying down a new and more accurate history. With a group of devoted relic hunters and loremasters, the college took twenty-five years to assemble the information and write down a revised history. The dean even instituted the Asticlean system of dating to better record the history. This system of dating measures years before and after the appearance of the moon.
Although unhappy that another accurate, all-encompassing history was now being used by some nations, the writers of the Habastlian chronicle could do little to stop the spread of the history laid out by the College of Icefia, as it was backed by the Kingdom of Icefia, the most powerful nation at the time. The new chronicle was accepted by some, rejected by some, and integrated by some. To the present day, the peoples of Habololy are split over which one of the chronicles is accurate.
The following is the history of Habololy. The two versions are interwoven to demonstrate the differences. The two styles of dating are used to show which events are used in each chronicle. In other words, an event that has a date in the Habastlian style is considered accurate by the Habastlian chronicle. The same can be said of the Asticlean chronicle. When a date is not precisely known, a “c.” is placed before it. Although the history is documented, that does not mean that it is common knowledge to every being. Only the most learned loremasters and historians would have a working knowledge of all the events in the chronicle. Even they would pass over smaller events that were only important for one nation, race or region. To determine if a character has knowledge of an event, or its date, each event has been given a difficulty rating. This can be used when a character is attempting to call on that particular knowledge. For more on that check, see the Knowledge (History) skill on page 90.
| DATE | EVENT (DC)[62] |
| Habastlian/Asticlean | |
| c. Pre-2963 | Habololy is created by Habastly, Smofarf, Treetop, and Lakius. There are only elves and humans. (35) |
| c. Pre-2863 | Gnomes appear for the first time. (35) |
| 2500 BC | Habololy is created by Habastly, Smofarf, Treetop, and Lakius. Only the main continent exists. Humans, gnomes, and elves are the only races. (10) |
| 2499 BC/ pre-2712 | The elves crown the first Rosetree and form the first sovereign nation. (40) |
| c.2250 BC/ pre-2463 | The Oldest Orc appears. He brings with him the orcs and dragons. The orcs settle on the eastern side. (15) |
| 2222 BC/ pre-2435 | The first elves reach the eastern jungles. They found a new kingdom. (25) |
| 2214 BC/ pre-2427 | The first orcish emperor is crowned. (25) |
| c.2210 BC/ pre-2423 | The orcs conquer the great forest. (20) |
| 2161 BC/ pre-2374 | The Gnom-Orc Accord, grants the orcs control over the great plateau. No war is fought. (25) |
| 2150 BC/ pre-2363 | Smofarf creates the String Mountain continent. (15) |
| pre-2354 | Smofarf promotes Novine to the status of deity. (40) |
| 2101 BC/ pre-2314 | The orcs conquer the lands of Yellowia. (40) |
| c.2000 BC/ pre-2213 | Dedestroyt and Gruweas appear with a mighty explosion from the ocean. (18) |
| 1950 BC | Gruweas creates the Gree. (30) |
| 1910 BC/ pre-2123 | The Vinsaise War. The orcs are defeated by the desert elves, although they still rule the northern half of the main continent. (40) |
| 1872 BC/ pre-2085 | The “Blazing West” occurs. The desert elves’ realm is destroyed. The orcs do not investigate. (50) |
| 1804 BC/ pre-2017 | The first appearance of Amat in any records. (40) |
| 1800 BC/ pre-2013 | Smofarf creates the dwarves and the frost giants and places them on the String Mountain continent. (15) The two groups live in peace. (40) |
| 1799 BC/ pre-2012 | The revolt against the orcish empire begins. It is lead by Amat. (30) |
| 1797 BC/ pre-2010 | The first king of the String Mountain dwarves is crowned. (30) |
| c.1790 BC | Novine is promoted to the status of deity by Habastly. (30) |
| c.1740 BC/ pre-1953 | The elves encounter the race of gremlins for the first time. (25) |
| c.1700 BC/ pre-1913 | The elves venture into the lands that are now known as Pacyr, Hertoplowis, and Iott. They encounter the deity Celetal for the first time. (20) |
| 1695 BC/ pre-1908 | After another explosion in the ocean, the deities Level and Lavad appear. (30) |
| 1690 BC/ pre-1903 | Treetop rewards the gremlins Compture and Gremdelivian with immortality. They become leaders of the gremlins. (30) |
| 1681 BC/ pre-1894 | Lakius allows the deity Frostine to usurp some of his followers and become a power in his own right on Habololy. (30) |
| 1680 BC/ pre-1893 | The revolt against the orcs is finally complete. They are confined to a small area on the eastern side of the main continent. The gnomes, led by Amat, assume control of all the former orcish lands. (20) |
| 1677 BC/ pre-1890 | Amat banishes most of the dragons to the ocean. (40) |
| 1651 BC/ pre-1864 | The continent of Icefia is created by Frostine. He also brings the first inhabitants, gnomes, to the continent. (15) |
| 1648 BC/ pre-1861 | The human, known as Highlander, is deified by Smofarf for his ingenuity and intelligence. (15) Smofarf hopes that the new deity will draw power from the growing armies of gnomes under the banner of Amat. (40) |
| c. Pre-1815 | Amat coins the term “tinker”, it is more of a derogatory term then anything else. (35) |
| c.1600 BC | The term “tinker” is coined by a cleric of Highlander. The gnome uses it to describe his deity. (20) |
| c.1500 BC/ pre-1713 | The Grean Republic is established. (35) |
| c. Pre-1640 | The Vishtoo wipe out a village of Gree. It is the first known encounter with the Vishtoo by any civilized race. (45) |
| c. Pre-1620 | The first barbarians settle in Icefia. (30) They are the first humans to inhabit the continent. (40) |
| c.1400 BC/ pre-1613 | Amat ascends to the status of deity without the aid of an already existing deity. (10) |
| c.1400 BC | The first Vishtoo are seen by dwarven explorers in the String Mountains. They are called “badmen” in the dwarven language. This is the name they would be known by for centuries. (25) |
| 1372 BC/ pre-1585 | The Tri-War occurs. The dwarves and frost giants fight together against the Gree and the Vishtoo. (35) |
| 1312 BC/ pre-1525 | The Tri-War ends. Territorial lines are drawn. None of the three sides have gained any sizable portion of land. (35) |
| 1296 BC/ pre-1509 | The first Dedestroytian emperor is crowned. (30) |
| 1202 BC/ pre-1415 | The beginning of the Great Revolution against Amat and his gnomes. (10) |
| 1157 BC/ pre-1370 | A group of varied races founds Pacyr as a nation of peace, as they try and avoid the Great Revolution. (30) |
| 1142 BC/ pre-1355 | The king of the frost giants is slain in battle with the gnomes. A warlord takes over. (35) |
| 1111 BC/ pre-1324 | The Great Revolution ends. The last of Amat’s gnomes are banished to the northeastern corner of the main continent. (10) Amat is banished from the main continent, Icefia, and the String Mountains. (15) The orcs are penned into the same corner as the gnomes, as the rest of the world fears any great empire. (25) |
| 1083 BC/ pre-1296 | The gnomes of the plateau crown a king in an attempt to avoid the influence of Amat. (40) |
| 1082 BC/ pre-1297 | The long-standing relationship between the dwarves and frost giants breaks down. The dwarves are driven from most of the mountain top cities. (30) |
| 1052 BC/ pre-1265 | The dwarves return to the mountains and attack the frost giants. After fifty years of off and on war, they reclaim some mountains. (30) |
| 1023 BC/ pre-1236 | The first city is founded in Intoria, the great desert on the western coast of the main continent. It is named Reus. (25) |
| c.1000 BC/ pre-1213 | The Kingdom of Nomagrok crowns its first king. (30) |
| 973 BC/ pre-1186 | The Grean wizard Rutorn creates the first elemental projector. (40) |
| c.965 BC/ pre-1178 | The first king of the ice gnomes is crowned. (35) |
| c.900 BC/ pre-1113 | Everentual is created by Celetal to judge over the souls of mortals. (20) |
| 871 BC/ pre-1084 | The Kingdom of Yellowia is founded. (20) |
| 863 BC/ pre-1076 | The first Grean battleship is seen by a human merchant ship. It is made of metal instead of wood. (35) |
| c.850 BC/ pre-1063 | Tyrogatore is promoted to the status of deity by Celetal to judge over the bodies of mortals. (20) The rise of the Halfling kingdom. (35) |
| 813 BC/ pre-1026 | The second Tri-War. The frost giants are not involved. (30) |
| 703 BC/ pre-916 | Han~Sui is created by Celetal to bring justice to the mortals who have been judged by the deities. (20) |
| c.700 BC/ pre-913 | The feuding deities Frostine and Lakius each promote a mortal to deity status. The two humans are Tfop and Pfot, twin brothers. (30) |
| 693 BC/ pre-906 | The jungle elves consent to become a protectorate of the Kingdom of Yellowia. (20) |
| 630 BC | The first human city is founded in Icefia. (35) |
| 611 BC/ pre-824 | Sailors encounter the first intelligent creatures from below the waves. Lakius reveals that he has created races under the sea. (30) |
| 505 BC/ pre-718 | The first Graplore is held. (20) |
| 501 BC/ pre-714 | The Oldest Orc commissions the Counsil of the Gods. (10) It is built by the finest mortal crafters of the time. The deities create Forsha to protect the Counsil. She is a deity, but does not have a seat on the Counsil. (20) Every deity is offered a seat, except Amat and Vishtoo. They all accept. (30) |
| Pre-694 | The human Icefian cities join together and elect a ruler. They are called the Icefian Confederation. (30) |
| 481 BC/ pre-694 | The third Tri-War. (25) |
| 479 BC/ pre-692 | The first Suian competition is held. (20) |
| 422 BC/ pre-635 | The return of the frost giant monarchy. The king allies the frost giants with Drunnbar and Clan Sledgehammer. (35) |
| c.300 BC | The first encounter with a being from another world is made by the gnomes on the Great Plateau. The being arrived on what is said to be a sailing ship that can move through the skies and beyond. (50) |
| Pre-513 | The first peaceful travelers from another world are met on the Great Plateau. (50) |
| 282 BC/ pre-495 | The mortal Tommimao takes an adventurous crew on a ship into the sky. (35) |
| 176 BC/ pre-389 | The “Elven Slaughter” occurs in Yellowia. The Umanin, a rogue Yellowian noble family, massacres thousands of jungle elves. Foundation laid for the Cult of the Slaughter. (25) |
| 154 BC/ pre-367 | Amat returns from exile with Doggedens, massive titan-like creatures he created to fight the deities, and an army of gnomes. It is called the Doggeden War. (10) He also has allies in the Grey Dragons and the deity Novine, who abandons the Counsil. (25) |
| 150 BC | Lavad is slain by Doggedens. (25) |
| Pre-363 | Lavad is trapped by Amat, after being weakened by the Doggedens. (40) |
| 133 BC/ pre-346 | Level is slain by Amat. (25) |
| c.130 BC/ pre-343 | The Halfling kingdom falls apart when the young king is slain in the war with no heir. The rule of the halflings falls to the dukes of the forest, known as the Woodukes. (30) |
| 105 BC/ pre-318 | Novine is betrayed and banished by Amat in an attempt to increase is personal power. (20) |
| 100 BC/ pre-313 | Tfop meets Amat in battle. He is almost beaten when he unleashes a horrifically powerful potion, which banishes Amat from Habololy. It leaves Tfop lame. The armies of Amat fall apart. (10) The Umanin become the royal family of Yellowia. (20) |
| 99 BC/ pre-312 | The Doggedens are banished to an island, which Habastly creates for them. The gnomes are once again imprisoned in their small corner of the main continent. (15) |
| 99 BC | Tfop leaves the Counsil. (20) |
| Pre-312 | Tfop is forced to resign from the Counsil after he calls on reform of the laws of the Counsil. (40) |
| 56 BC/ pre-269 | The Harticutt family takes control of Yellowia after deposing the Umanin, who found their own kingdom. (20) |
| 13 BC/ pre-226 | Iott is colonized. It is to be a place of study for wizards. (25) |
| 6 BC/ pre-219 | The fourth Tri-War. (25) |
| BC0AC/ pre-213 | Habastly bans the creation of any new lands, races, or creatures. (10) The Counsil fears a repeat of the Doggeden and the world becoming overcrowded. (25) |
| 15 AC/ pre-198 | Hemator is promoted to the status of deity by the Counsil for her service to the world during the Doggeden War. (20) |
| 21 AC/ pre-192 | The nation of Iott is founded by wizards. (40) |
| Pre-189 | The Icefian Federation of cities breaks down. (30) |
| 101 AC/ pre-112 | The first sail less Grean battleship is seen. (30) |
| 200 AC/ pre-13 | Amat returns from banishment. (10) He returns by deceiving Tommimao, who has miraculously returned from his voyage that started nearly 500 years ago, into bringing him back. (25) |
| 201 AC/ pre-12 | Tommimao is promoted to the status of deity. He is tasked with defeating Amat. (20) |
| 204 AC/ pre-9 | Amat is defeated by the combined forces of Tommimao and the mortals Falan, Stasis, and Mouser. He is banished, but continues to bring misfortune to Habololy. (20) |
| 206 AC/ pre-7 | The Kingdom of Icefia is founded by Stasis. (25) |
| 207 AC/ pre-6 | Falan is promoted to the status of deity by the Counsil for his role in defeating Amat. (25) The first sighting of a mindshadow on Iott. (40) |
| 209 AC/ pre-4 | The Bardic College of Icefia is founded. (25) |
| 212 AC/ pre-1 | The islands south of the Kingdom of Yellowia are sunk by Amat. The dwarves that live there are wiped out. (30) |
| 213 AC/ year 0 | After eight years of plagues upon Habololy, Amat returns. The Counsil gives mortals the magic with which to permanently stop him. Amat is defeated and trapped in the moon, which was created as a prison as part of the magic given to the mortals by the Counsil. (10) The Horarians, who were brought to Habololy by Amat to fight for him, are placed on Red Island. Their deity, Quan Yin, arrives to aid them in their time of need. (35) A wild caster and the cult of Chaos control Iott. (40) |
| 214 AC/ post-1 | Dresta arrives and proclaims that she is the maiden of the moon, which is named Asticlan. (15) |
| 215 AC/ post-2 | Arsur’anyodel arrives and claims that she is the maiden of the moon. (20) |
| 216 AC/ post-3 | The nation of Amatom is discovered to exist on the island of Ekarude. (20) It has existed, hidden by the power of Amat, for over a millennium. (45) |
| 221 AC | Hemator leaves the Counsil. (15) She wants more power than any one deity should be granted. (25) |
| Post-8 | Hemator argues that the Counsil will continue to have problems with cults until they become more involved in the world. Before the Counsil can stop her, she escapes to another plane. (25) |
| 222 AC/ post-9 | The first Borkonic War. (40) |
| 248 AC/ post-35 | The Bardic College of Yellowia is founded. (25) |
| 250 AC/ post-37 | The emperor Keifer Vewslay III forms the Destroytian republic, ending over 1500 years of the empire. (20) |
| 258 AC/ post-45 | The second Borkonic War. (35) |
| 260 AC | The Counsil, for his role in the imprisoning of Amat, promotes Stasis to the status of deity. (25) |
| Post-47 | Fearing another cult as popular as Hemator’s, the Counsil allows Stasis to have a seat despite his views. (40) |
| 261 AC/ post-48 | One year after his mother was killed by a dragon, King Gideon of Icefia begins The Hunt, placing a hefty bounty on the head of every dragon. (20) |
| 265 AC/ post-52 | The first War of Indecency. It is the Destroytian Republic’s civil war between those who want a return to the laws of the empire and the supporters of the Republic. (30) |
| 274 AC/ post-61 | Drunnbar ascends to godhood without the help of the Counsil. (20) He follows the path of Hemator after realizing the Counsil will never recognize him as a deity. (45) |
| 312 AC/ post-99 | The nation of Borkondof is officially recognized by the Orcish Empire. The rest of the world follows suit. (35) |
| 349 AC/ post-136 | Clan Frozensky breaks ties with the dwarven king. They form their own tribal nation. (35) |
| 371 AC/ post-158 | The last king of the plateau dies. He has no heirs and the kingdom falls apart. (25) |
| 383 AC/ post-166 | The Kingdom of Icefia and the ice gnomes join forces and begin the Gem-Ice war against the chosen of Frostine. (30) |
| 385 AC/ post-168 | The first crusade for magic. The String Mountain dwarves launch an invasion into the lands of Clan Sledgehammer. Many dwarves die on both sides, and neither side claims victory. (35) |
| 388 AC/ post-171 | The Gem-Ice war ends with the chosen of Frostine being all but wiped out. (30) |
| 390 AC/ post-177 | Gnarion is promoted to the status of deity by the Counsil. (20) This comes after centuries of vying for a seat. (35) |
| 402 AC/ post-189 | The great Umanin fortress is destroyed by the Kingdom of Yellowia, and the Umanin Kingdom falls apart. (20) Borkondof aids in the war against the Umanin. (40) |
| 414 AC/ post-201 | The king of the ice gnomes retires so that a new government based of the religion of Gnarion may be installed, it is known as Gnarland. (30) |
| 435 AC/ post-222 | The jungle elves form their own sovereign kingdom after a short war with the Kingdom of Yellowia. (20) |
| 494 AC/ post-281 | All of the seafaring nations unite against the Grean Republic, which has controlled the ocean for centuries. The Battle of the Spotted Eagle marks the largest naval battle ever and the end to the conflict. Over four thousand ships take part in the battle. The Gree are defeated and relinquish control of the sea. (30) |
| 504 AC/ post-291 | The Bardic College of Icefia presents most of the nations of Habololy with the first world map. (40) The map’s maker goes missing within a week of the presentation. (50) |
| 506 AC/ post-293 | The fifth Tri-War. (25) |
| 519 AC/ post-306 | Gremdelivian is tricked, trapped, and slain by Highlander and his followers. (15) |
| 525 AC/ post-312 | The Day of Falling Death occurs, the technologists launch their assault against the world. (10) The Tinkocracy is formed on the Great Plateau. (15) |
| 525 AC | The deity Sutyr petitions for, and is granted, a seat on the Counsil. (15) |
| Post-312 | A fire giant tricks the Counsil into believing he is the deity Sutyr from another world. When they give him a seat on the Counsil, his rise to the status of deity is complete. (50) |
| 545 AC | The high priests of Celetal and Everentual are killed in Hertoplowis, the city that held their high temples. The new high priest of Everentual assumes control and establishes a new system of rule. (35) |
| Post-332 | The high priest of Everentual betrays the high priest of Celetal and allows the Tinkocracy to kill her. With her out of the way, he takes a new identity and forms a new government. (50) |
| 530 AC/ post-317 | The Hunt officially ends, although dragons continue to be hunted for another century. (20) |
| 541 AC/ post-328 | The Tinkocracy annihilates the eastern side of the Great Halfling forest. It becomes known as the boiled forest. (20) An army of orcs, halflings, and humans had been amassing there. (25) The cult of Loomashyn moves into the area, along with the Wugs. (40) |
| 569 AC/ post-356 | The third Borkonic War. (30) |
| 580 AC/ post-367 | The Horarian islands declare themselves independent of the Kingdom of Icefia. They form Kathow-tio-Horari. Red Island is renamed Masl-tio-Horari. (30) |
| 588 AC/ post-375 | Highlander is slain by the Han~Sui on orders from the Counsil. (10) Highlander had violated one of the laws they had set for him on inventing items. (35) |
| 590 AC/ post-377 | Without the guidance of their deity, the Tinkocracy begins to splinter and fall apart. (25) |
| 591 AC/ post-378 | The Kingdom of Icefia attempts to reclaim the Horarian islands, but their war fails. (25) |
| 596 AC/ post-383 | As the forces of the Tinkocracy retreat, a group of Nipits and Sakor’akai form the nation of Amansky. (40) |
| 597 AC/ post-384 | The second War of Indecency. |
| 603 AC/ post-390 | Lavash-Ki is promoted to the status of deity. (15) |
| Post-390 | Lavash-Ki is the reincarnated spirit of Lavad. (50) |
| 604 AC/ post-391 | A weakened Destroytian Republic cannot hold its eastern lands. Thalmeret is organized in those lands. (25) |
| 609 AC/ post-396 | The second crusade for magic. The dwarves once again invade the lands of Clan Sledgehammer. The result is ten years of death on both sides with neither side gaining an advantage. (30) |
| 612 AC/ post-399 | Pfot is slain in the crusade against technology. He is considered a collaborator with the tinkers. (25) |
| 626 AC | The last of the members of the Tinkocracy is executed in the Destroytian Republic. (25) |
| Post-413 | The last member of the Tinkocracy escapes into Thalmeret. (40) |
| 684 AC/ post-471 | The Fire Giants begin a conquest of the lands around the Desert’s Edge Mountains. They fight under the banner of Sutyr, and conquer in his name. (25) |
| 702 AC/ post-489 | The scaled elves win their independence in a war with the Kingdom of Icefia. (20) |
| 704 AC/ post-491 | The Battle of the Burning Jungle occurs. The Fire Giants assault the jungles. The Destroytian Republic and Thalmeret defeat them, but not before they burn 100,000 acres of jungle. (20) The gremlins aid the humans’ armies. (40) |
| 705 AC/ post-493 | The Scaled Kingdom is formed. (25) |
| 722 AC/ post-510 | The fourth Borkonic War. (20) |
| 731 AC/ post-518 | The Padwell family becomes the 4th royal family of Yellowia. (20) |
| 738 AC/ post-525 | The Fire Giants begin the siege of Jaswap. (25) |
| 755 AC/ post-542 | The Merchant Ship Order of Rights is signed by most of the seafaring nations. It is written in Hertoplowis, where diplomats from the signing nations designed it. It is an attempt to promote trade and stop the Horarian pirates. (20) |
| 760 AC/ post-547 | The third War of Indecency. (20) |
| 768 AC/ post-555 | The Kingdom of Icefia launches the Wyvern Crusade, which is an attempt to reclaim the land won by the scaled elves. After two years fighting, the scaled elves defeat the crusade. (25) |
Historic Events
The Amatine War (1799-1680 BC): Led by Amat, the gnomes and many other races fought against the orcs, who had ruled the main continent for centuries. It was only by the inspiration of Amat and his driving will that the war continued. The orcs defeated every army but that of Amat. When the war ends, the orcs are left confined to a small area and Amat’s gnomes have the only sizable army on the main continent. The world has traded one empire for another.
The Tri-Wars: Whenever the three races; the String Mountain Dwarves, the Gree, and the Vishtoo, fight a war, it has come to be called a Tri-War. Although one of the sides comes out of a war with an advantage, it is never complete. There are five officially recorded wars, but hundreds of skirmishes and lesser battles occur outside of these wars. The hatred between the nations’ leaders is such that they will not be satisfied until the others are wiped out or completely subjugated. Only population and distance stop a Tri-War from occurring every decade.
The Great Revolt (1202-1111 BC): Much the same as Amat had done to the orcs, the orcs return with the other races to revolt against the rule of Amat. He had ruled for nearly half of a millennium. The war brings about a great deal of exploration and discovery that had been held in check by Amat’s rule. The revolt is bloodier than the Amatine War, as the gnomes have no respect or honor in fighting for their control. Assassinations are commonplace. When the revolt ends, the races and nations of the world drive the orcs and gnomes into the northeastern corner of the main continent, where they are forced to co-exist. The revolt is followed by decades of peace, the likes of which Habololy had never known.
The Doggeden War (154-100 BC): Upon returning from his first banishment, Amat brought a war against the Counsil. The monsters he named Doggedens were created to fight the deities, while the gnomes rose up to fight the mortals. The gnomes fought by assassinating leaders, causing revolts, and creating chaos among the nations allied against them. Although it lasted a mere fifty-four years, the Doggeden War saw the destruction of more deities and land than any other war. The Counsil defeated Amat, but could not destroy him. Amat was once again banished.
The Return of Amat (200-213 AC): On his last return to Habololy, Amat attempted a different strategy. He brought plague after horrific plague upon the world, hoping to break the faith of the deitys’ followers. Over the course of these years, Amat charmed millions, nearly put out the sun, and opened gates to many of the lower planes. His final act was to bring the armies of another world to Habololy to do battle. The deities, their champions, and the heroes of Habololy were able to thwart all of his plots and eventually trap him inside a new planet, which became Habololy’s moon.
The Borkonic Wars: The great warlord Borkon the Rusted, founder of the nation of Borkondof, is the namesake of these wars, and in fact fought in the first two. All of the wars involved the nation of Borkondof fighting against its neighbor nations, who were usually allied against them. The Orcish Empire, the Kingdom of Yellowia, the Umanin Kingdom, the inhabitants of the Great Halfling Forest, and the Kingdom of the Jungle Elves were all involved in one or more of the Borkonic Wars. The wars were always about land that Borkondof wanted, that belonged to another nation. None of the wars has ended with a definitive winner, and hence they continue to repeat themselves.
The Hunt (261-530 AC): Started by King Gideon of Icefia, it gave a bounty of 100,000 crowns to anyone that brought in the head of a dragon. Although tens of thousands of hunters died trying to collect the reward, hundreds of dragons were also slain. Their numbers dwindled to the point where they could no longer control all of the islands in the ocean and were forced to scatter to whatever land they could hide in around Habololy. The Hunt ended after 270 years when the Kingdom of Icefia could no longer afford to pay the bounty.
The Wars of Indecency: The Dedestroytian Empire had laws and traditions that called for women to have a very specific roll in society. They had just as many rights as the men, but different rights. When the Destroytian Republic was formed, many of these laws were changed. Some people were offended and outraged. The result were two civil wars, the second of which ended in the formation of the nation of Thalmeret, which returned to the traditional laws. The third war was the Destroytian Republic’s attempt to reclaim the land that had been won by Thalmeret.
The Rise and Fall of the Tinkocracy (525-626 AC): It began with the day of falling death, when the Tinkers of the Great Plateau were able to shake every nation with a surprise attack. Using technology that most races and nations had not dreamed existed, the tinkers imposed their will upon Habololy for over half a century. All of the nations were weakened, and some were wiped out. Had it not been for the foolishness of their deity, the Tinkocracy may have ruled for centuries. After their deity’s fall, the other nations were able to defeat the Tinkocracy. After their reign, the world political landscape was forever changed. For fifty years after the fall of the Technocracy, Habololy fought to find stability again.
The Graplore (505 BC – present): The grand competition of unarmed skills sponsored by the religion of Tyrogatore. The first competitions were held in 505 BC in what was once the home of the religion of Tyrogatore, Hertim (now part of the great city of Hertoplowis). Since then, a competition has been held nearly every 25 years.
In the centuries in which the event has been held, many things have changed. The first competition had only 30 competitors. Today, nearly every cleric of Tyrogatore who has completed his clerical training nominates a participant. The first few Graplores were all held in the lands surrounding Hertim. Later ones were held in various locals around the world. It became and remains a great honor to host a Graplore. The last tournament was held in the city of Cadullon in the nation of Thalmeret in the year 775 AC.
Many well known heroes have won the Graplore in their time, including Larius Korda and Swali Vineleaf.
The Suian (479 BC – present): The faithful of HanSui quickly realized the advantages of the Graplore and started their own tournament soon after the Graplore began. The armed tournament is designed to honor HanSui and determine the greatest armed combatant alive.
Unfortunately for the tournament, the faithful of Han~Sui are more discriminatory towards those they select and allow to participate. This has lead to some controversy, and in the case of Kaldur Death, some tragedy.
The Suian is traditionally held the year after the Graplore, in the same city. While the Graplore takes an average of eights months to complete, the Suian takes closer to a year. Every competitor is treated with basic magical healing, if desired, and allowed one week to recover from their wounds after each battle.
Much like the Graplore, some of Habololy’s greatest heroes have won the Suian: Larius Korda and Stasis (Gemblade) to name a few. The current champion is also the king’s champion of Icefia, Martine Vanyar (see next page).
| Martine Vanyar Male Human Ro 3 / Fi 10 / Sword Saint 10: CR 23; Medium-sized humanoid; HD 3d6+6 plus 20d10+40; hp 214 ; Init +10; Spd 30 ft.; AC 24; Atk +22/+17/+12/+8; SQ Sneak Attack +2d6, Trapfinding, Evasion, Trap Sense +1; AL LN; SV Fort +13; Ref +18; Will +8; Str 15; Dex 22; Con 15; Wis 13; Int 13; Chr 13. Height 5’11”; Weight 190 lbs; Brown Hair; Brown Eyes; 33 years old. Skills and Feats: Balance +13, Bluff +6, Concentration +10, Craft (Weaponsmithing) +4, Escape Artist +9, Hide +8, Intimidate +13, Jump +6, Knowledge (Local) +2, Knowledge (Geography) +2, Knowledge (Nobility & Royalty) +2, Listen +6, Literacy (Common, Elven, Horarian), Move Silently +1, Ride +11, Sense Motive +5, Speak Common, Elven, and Horarian, Spot +5, Swim +6, Tumble +12; Dodge, Mobility, Combat Reflexes, Expertise, Weapon Focus (Short Sword), Weapon Specialization, Whirlwind Attack, Weapon Finesse, Quick Draw, Spring Attack , Improved Critical (Short Sword), Improved Initiative, Improved Trip, Lightning Reflexes, 2 others. Equipment: Martine’s rank affords him the finest quality of all items. He wears black armor made from the leather of a dragon. His short sword is keen and highly magical. He can procure many other items as required from the king or the treasury. The Champion of Icefia and the reigning champion of the Suian, Martine Vanyar is already considered by many to be one of the greatest warriors the world has ever known. His name and his reputation are known worldwide. Martine’s life before he joined the Icefian military is somewhat of a mystery. Many have asked him about the subject, but none have received a response other than: “I do not live in the past, and have no need to remember it.” Since joining the military at the age of 17, he has fought in many battles, including the Wyvern Crusade where he first distinguished himself. At the age of 30, he was made the Champion of the King of Icefia, and a year later, he won the Suian. Martine is generally quiet, even tempered, and thoughtful. His loyalty to the King of Icefia is well known, as is his willingness to oblige any challenge to his title as champion. |
Historic Nations
The nations described in this section are a part of history. They have long since fallen apart and given up any claim on Habololy. Not all nations that no longer exist are found listed here because they still have a notable nation that represents the historic nation. For example, the Kingdom of the Ice Gnomes is basically the nation of Gnarland, although the style of government has changed.
The Vinsaise Empire (c.2500-c.1870 BC): Named so by the Orcs, as the orcish word for “unknown or hidden”, the Vinsaise Empire was the realm of the Desert Elves. Its existence was common knowledge in the early days of Habololy, and then lost from memory with the fall of the Orcish Empire. It was not until the Orcs once again marched across the main continent in the early third century AC that knowledge of the once great realm surfaced again. Treasure hunters and knowledge seekers have been ravenous ever since.
The realm of the Desert Elves is said to have been a beautiful land that stretched from the great plateau to the great forest to the jungles of the Dedestroytian Peninsula. Tales of its magnificence are easy to dismiss, because that land today is the largest desert in the world. The strongest evidence that it actually existed are the desert elves themselves. They do not oft speak of the realm, but do not deny the stories when pressed.
The little that is widely known stems mainly from the orcish history, which is notoriously slanted. The Vinsaise Empire, and the elves that lived there, were awesomely powerful wizards. Their magic could not be defeated. According to the orcish history, the elves defended their land, but feared to leave it. Orcish accounts wrote of hordes of chariots, pyramids and ziggurats that dotted the land, and strange creatures that resembled humanoid cats. The orcs also write of an event they named “The Blazing West”, when the sky over the elven land filled with fire for weeks. After that time, the land began to die, and the orcs never entered again.
The Amatine Empire (1680-1111 BC): Long before the existence of Amatom, the gnomes, led by Amat, controlled most of what had been the great Orcish Empire. Using everything that the orcs had put in place, the gnomes were able to dominate the main continent for over five hundred years. Many revolts and revolutions occurred. Eventually one succeeded and the gnomes were driven into small pockets, the largest of which was directly to the north of where the orcs has been forced to retreat when the gnomes had originally overthrown them. Unlike the Orcish Empire, which left its mark for millennia in some places, it is up to relic hunters and loremasters to find even small traces of the Amatine Empire.
The Nation of Frostine (1610 BC – 388 AC): When the continent of Icefia was created by Frostine, he created with it, the perfect race, which became known as the Chosen of Frostine. For nearly two thousand years, the chosen dominated all of central Icefia, and at times other parts of the continent.
They held the Ice Gnomes as slaves, and they held the humans of southern Icefia in fear. Little is known of the workings of the nation, because few could survive a trip into the dead cold of their cities and towns to report what they were like. It is known that clerics and warriors of all sorts ruled the nation. Dictators and tyrants were common.
The time of the chosen came to an end with the arrival of first Gnarion, and then Stasis. As mortals, the two now deities fought against the nation of frostine, an eventually defeated it, driving the chosen and the wicked weather back to the extreme north and west of the continent.
The Dedestroytian Empire (1296 BC – 250 AC): The predecessor to the Destroytian Republic and the nation of Thalmeret, the Dedestroytian Empire had longevity of glory that is unmatched. For nearly the entirely of its existence, it was one of the most powerful nations on Habololy. Its control over the Dedestroytian Peninsula was unmatched. Location was its only flaw and its great advantage. Having to go through the Gremliv jungles to reach the heartland was no small task, and the easiest path through the jungle lead to the fortress city of Cadullon, which still has never been breached. These natural borders also made it difficult for the nation’s armies to wage war against other nations. Its wars were hampered by long supply lines and a lack of urgency. It was well known that even should an army lose, they had a safe home to which they could return. In the end, it took the resurgence of the Orcish Empire invading, the assassination of the emperor by Kaldur Death, and the strongest empress the nation has ever known to bring about change and the fall of the Dedestroytian Empire.
The Realm of the Lizard (c.1100-c.900 BC): Before the Halflings ruled the great forest, the lizardfolk had a turn. Fewer accounts exist of their realm than possible any other nation. The years in which it existed were after the great ancient empires of the orcs, gnomes, and elves, but before the reign of the human and Grean nations. The lizrdfolk did little to ensure the longevity of their realm. If not for the research of the relic hunter Benjamin Hawklin in the 3rd century AC, their realm would have remained a mystery forever.
The Kingdom of the Plateau (1083 BC-371 AC): The Kingdom of the Plateau began as a way to give gnomes a nation outside of the control of Amat. From its inception, the kingdom never had a true base of power. Few believed that the royal line would survive as long as it did. The kings were in their position only by the luck of a draw, and the respect and authority they possessed reflected that. It was only the fact that the monarchs did little to interfere in the lives of their people and the other nations that allowed them to linger for nearly fifteen hundred years. The only remnants of the kingdom are the memories of its existence. It left almost no lasting imprint on the people of the Plateau and Habololy.
Gomkrug (1045 BC-217 AC): After the fall of the Gnomish Empire, any Amatine gnomes that had not fled the plateau were forced into a forested area north of the orcish lands. They were taken on a long march across the main continent from the Great Plateau to those lands. Thousands died during their forces march. Those that reached the land had little of anything. It was fifty years before they organized into something that resemble a nation. When they did, they named in Gomkrug.
Despite its long existence, Gomkrug never became a powerful nation. Their endless strife with the orcs on their southern border kept both nations busy. The best of Amat’s followers had fled the main continent, and those that remained didn’t have the skill and power that had marked the Amatine Empire. When Amat was finally imprisoned, the Oricsh Empire was invigorated. They raised the grandest army in a millennium and wiped the nation of Gomkrug out. Not a building was left standing. Oricsh records tell that they purged over 250,000 gnomes from the land in the last days of Gomkrug.
The Halfling Kingdom (c.850-130 BC): The only attempt made by the halflings of the Great Forest to rule themselves as one nation. It began with good intentions, and in fact flourished as an honest and noble nation for several centuries. During its peak, the kingdom spanned over three quarters of the Great Forest and included over three million halflings as well as a million others. They had many dealings and trade with the faerie folk, and had good relations with the Kingdom of Yellowia. Greed eventually began to creep its way into the hearts of the leaders of the kingdom, the ten Woodukes, who served directly under the king. By the time of the Doggeden War, little could be done to stop the kingdom’s collapse. Three of the Woodukes were slain in the war, and the royal line conceded to step down when they could not protect the kingdom from the ravages of the war.
The Umanin Kingdom (c.151 BC-402 AC): Before the Umanin ruled over their own kingdom, they were a noble family of the Kingdom of Yellowia. During the Doggeden War, their house replaced the Astar family as the ruling family of the kingdom. It was then that the Umanin, at the time the name was only a family name, showed their hatred for non-human races and slaughtered thousands of elves. Their reign as the monarchs of the kingdom of Yellowia did not last long. The other families, along with the elves, overthrew the Umanin and installed the Harticutt family to power.
The Umanin still laid claim to some of western Yellowia, including the great fortress built there. They took their loyal followers and began their own kingdom. The kingdom remained a thorn in the side of the other nations of the main continent for centuries, but never rose to any great prominence. Their hatred eventually destroyed the kingdom. The Kingdom of Yellowia annexed their lands, but after the War of Technology the lands went unclaimed. The remnants of the Umanin kingdom can still be found in those lands, and the humans there still refer to themselves as Umanin. The city of Kendall is the only remaining tribute to their kingdom.
The Tinkocracy (525-607 AC): Arguably the most dominant nation ever to exist, the Tinkocracy proved to have little staying power. They rose with the power of technology and the ambition of a few tinkers who looked to prove their power to the rest of the world. They conquered with overwhelming force, laying waste to the armies and lands of their enemies who would not submit. Only the death of the deity Highlander prevented their reach from encompassing the entire world.
The Tinkocracy was based of the Great Plateau. It was formed when the greatest tinkers of the day could not decide upon a method of making decisions and the clerics of Highlander were ordered to mediate the process. What they came up with was the counsel of tinkers appointed by the clerics. The tinkers were appointed yearly, and appointments were based on innovation, prestige, and often donation to the religion of Highlander. When Highlander died, and his clerics lost their standing in the nation, the tinkers fell back to their arguments, and the Tinkocracy fell into anarchy.
Historic Villains and Heroes
Gailwynon Astarian (c. 2500-1872 BC): Although the average person has no idea who Gailwynon is, or what he may have done, every wizard, bard, or scholar knows of his importance. Credited by all who have a pension to remember or know such things with having brought a greater knowledge and ability with magic to all wizards. Before his time, creatures that had a natural affinity for it dominated the use of magic. Wizards thatsought to learn magic had a very difficult time achieving the skill that they saw in those creatures. Gailwynon worked for centuries on the problem. He solved it by designing a focus point for all magic on Habololy that wizards could draw on to use the higher magics that had so far eluded them. This focus, said to be a circle of massive stones, did what Gailwynon had planned and more. The stones focused the magic of Habololy so well that if they were to be destroyed, magic would be all but unusable.
It is known that he was an elf, and the Desert elves claim he was one of theirs. They also claim that he was slain by his contemporaries when he tried to take control of all of the elven nations of his time.
Swali Vineleaf (578 BC–271 AC): The greatest champion of the Graplore and the designer of the Feyali-Trela style of combat. Swali was a jungle elf. He lived in a time when the elven jungles were beset by a fiendish evil that was impervious to most weapons. After a near-fatal encounter with one such creature, Swali set about the task of finding a way to fight them. Even legend does not say where he found the inspiration, but after two years away from his home, Swali returned. The jungles were still under siege. He asked the king to allow him to teach what he had learned to other elves, but the king refused until Swali could prove its value. Under the scrying eyes of wizards, Swali sought out one of the fiends. With amazing skill and speed, Swali defeated the fiend with no weapon but his own body. The king was convinced, and Swali began to teach other elves. He and his students swept the fiends from the jungles in a year.
Several years later, Swali was chosen to be a participant in the Graplore, a competition of unarmed skill to honor Tyrogatore. He accepted the invitation and won the tournament, and then won all of the tournaments for the next one hundred and fifty years. Swali was already a legend when the jungle once again came under siege from the drow elves and their cult. Swali led the charge against them, and once again, he won the day. This time however, it came at a cost. Swali’s soul was cut off from the world for five hundred years. Most assumed he was dead but Swali’s tale was not yet finished.
When his soul was finally released, he returned to the jungles a battered and near dead elf. Those who saw him believed he was a liar and a fraud. To reclaim his status, Swali entered the Graplore once again, invoking the right of a champion to defend his title. While the elves did not believe him, the clerics of Tyrogatore did. Swali won the tournament and the next one as well. Freyali-Trela, which had been forgotten when Swali vanished, was once again brought to the elves of the jungles. This time, it would not be forgotten. Swali died peacefully in the jungle he had protected and loved for so many years. He is memorialized in the Palace of Trees, and in every stadium that has hosted the Graplore.
Larius Korda (229–176 BC): Considered by most to be the greatest warrior to have ever lived. Larius began his life like every other orcish soldier. His size was the only difference. Larius stood over eight feet tall and claimed to weigh over eight hundred pounds. When the weapons that were given to him proved inadequate, Larius simply forged his own. His intelligence showed when he developed a new weapon, the hekuta, that took full advantage of his skill and size. It also showed when Larius began to design a new style of unarmed combat based on orcish tradition. His innovations were successful and in line with orcish ideals, but they were at first rejected by orcish culture.
The views towards Larius’ innovations changed drastically in 205 BC when he won the Graplore. The Orcish Empire suddenly lauded the warrior who brought honor and respect back to the orcish warrior. Larius was rewarded with rank and his unarmed style of combat quickly became adopted by the elite warriors. The martial style was even named Boronk-ek-Korda, which means to fight as Korda. Already one of the best-known orcish warriors of all time for his victory in the Graplore, Larius was not yet satisfied. He was chosen to fight in the Suian Competition the year after he won the Graplore. He wielded his unique weapon, the hekuta, and shocked the civilized world by winning. Larius became the only warrior in history to win both the Graplore and the Suian Competition.
Larius’ legend has traveled throughout Habololy. Every young warrior is told of his amazing skill. A statue of Larius is the first to adorn every arena that has hosted a Suian Competition, and the second to adorn those arenas that host a Graplore. Everyone who wields a hekuta, or fights against a warrior that wields one, and everyone who fights in the Boronk-ek-Korda style, or against someone uses that style, knows that Larius Korda was the originator of both.
Saint Dourvan Thinkswar (129 BC–298 AC): Sainted soon after his death by the nation of Pacyr, Dourvan was the linchpin in saving the nation during the Return of Amat. His foresight and strategic skill were unmatched. Much of what he wrote and taught about war and strategy in general is still relevant. Dourvan was a String Mountain Dwarf that left his mountain home early in life to go to Pacyr. Although most believers in the saint simply say that Hemator led the brilliant strategist to the service of her nation, others question why such an intelligent String Mountain Dwarf did not take up a wizardly profession.
Chloren Meo (82-460 AC): The direct descendant of Amat that led the nation of Amatom during Amat’s return and imprisonment. After the death of his ancestor and deity, Chloren recognized that the time when the gnomes could exist despite the hatred of the other races had passed. Although he acted against the Orcish Empire and other deeply hated nations, Chloren began to talk to some nations and arrange trade and treaties. His stance led to a near civil war in Amatom and a rift between his gnomes and the followers of the cult of Wandle.
Most historians curse the existence of Chloren, for without his leadership, the Amatine gnomes may have been exterminated all together. In a time when most of their leaders would have called for open war to force the return of their deity, Chloren gave the gnomes a different direction that allowed them to survive yet still continue towards that goal.
Kaldur Death (c.150-223 AC): There are few recorded mortal beings in Habololian history that match the murderous evil of Kaldur. Aside from their deity, Kaldur is the best known Vishtoo in history. He was as strong as a giant and wielded a cross-bladed greataxe, which he could magically throw. He traveled alone looking to prove he was the greatest warrior there was, there is, or there ever would be.
In 216 AC, Kaldur was refused entrance into the Suian competition. For that insult, after the tournament had ended, Kaldur hunted down and killed the world’s greatest warriors, including another Vishtoo that had won the Graplore the year before. He murdered the Dedestroytian Emperor and the King of Yellowia, throwing the world into tumult. He even fought the then mortal Stasis; winner of the Suian that Kaldur was refused entrance into, to a standstill.
Had it not been for the heroes of the nations of Habololy uniting to defeat him, Kaldur’s reign of death may have continued for decades, robbing Habololy of all its great warriors.
Saint Hammel the Good (152–224AC): The name of Saint Hammel is connected with the departure of Hemator from the Counsil, the capturing of the Hunter of Paladins, and the Order of the Banished Hero. He was a paladin in a time when to be that meant to live in constant fear of the artifact the Hunter of Paladins. He was a Nipit in a time when they did not have a nation of their own and were shunned by many other races. He was a follower of a cult when the cults were first given that name and hunted more vehemently than any other time. Through all that, Hammel persevered and became a beacon of hope and light. He was sainted by the nation of Pacyr and the cult of Hemator shortly after his banishment from Habololy at a trial branding him a heretic by the Counsil.
Borkon the Rusted (180-319 AC):[63] The founder of the nation of Borkondof and considered by all as the greatest Bugbear warrior to have ever lived. Borkon was born and raised mush the same as any Bugbear of his time. The Drow controlled the lives of most of the Bugbears and Borkon was no different. He was large and strong, and that allowed him to survive and rise in the ranks of the Bugbears. Legend has it that during a battle against the Troglodytes, Borkon came across the ancient orcish weapon, City Cleaver. It was a massive blade that had been used in ages past to lay siege to cities. After claiming the weapon, Borkon was able to drive the Drow from his home and crown himself Warlord of the humanoids.
His reign as Warlord lasted for decades. During that time, he was able to unite the Bugbears, Kobalds, and Hobgoblins under one banner. To the great fear of the Orcish Empire and the Kingdom of Yellowia, Borkon raised a nation from the slaves and slums of the city of Cleeve. Every scholar recognizes the amazing accomplishment, even those that hate the humanoids. Because of Borkon’s years of rule, the nation of Borkondof was able to survive into the present day. The wars that have been fought by the nation have even been named after Borkon.
Legends of Borkon are many. As legend has it, he fought against and mutilated the champion of the Orcish Empire, he fought orcish general Nerad Coustus to a standstill, he nearly destroyed magic from the world, to name just a few. Borkon’s effect on the politics and lifestyles of the peoples of the eastern side is undeniable for centuries after his death.
CHAPTER 9: Magic
This section describes the new magic that is available on Habololy. There are some new spells, some new magical items, and several new and several altered clerical domains. Also described in this section are some of the best-known artifacts and relics that exist on Habololy and a listing of the requests available to Shaman and their effects.
Magical Items
Azucal: Not a magical item, Azucal is a highly precious metal that has inherent magical qualities. These qualities make it much easier to enchant than most metals. Any item made from Azucal reduces the cost in experience its creator must pay by 20%.
The metal is most often mined in the hills in the Grean Republic. It was once found deep in the Great Plateau, but it has been two centuries since any was mined there. Eager miners flock to places where even a small amount of Azucal is reported, hoping to strike it rich. Spellcasters of all types will travel hundreds of miles for the metal.
Azucal is sometimes called “Blue Metal” because of its color, light blue.
Market Price: 2000 gc per pound.
Drunnbaric Hammer: Not a magic item, but rather an anti-magic item, the Drunnbaric Hammer is blessed by Drunnbar and his clerics to neutralize magical items and enchanted creatures. The hammers come in all shapes and sizes, but are all made from a mixture of lead and admantium.
When the hammer strikes a magic item, an enchanted item, or an enchanted creature, it has the ability to disrupt or destroy magic. If the wielder of the hammer strikes an enchanted creature, the wielder and the target make opposed willpower saving throws. If the wielder of the hammer wins the opposed roll, the target loses its enchantment. If the enchantment is permanent, then it is simply neutralized for ten minutes. If the target is a magic item or enchanted item, the wielder of the hammer must succeed with a willpower saving throw at a DC equal to the level of the creator of the item or caster of the enchantment.
There is no additional effect on the wielder if the opposed role is lost. The hammer’s ability can be used ten times per day. Although it grants no bonus to attack roles or damage, the Drunnbaric Hammer is considered magical for purposes of damage reduction.
Caster Level: 9th; Prerequisites: Craft Magical Arms & Armor; Market Price: varies.
Elemental Epbul: The invention of the Grean wizard Rutorn, the Elemental Epbul, or firearm as it was once called, is one of the most feared weapons on Habololy. These devices are enchanted so that they can trap elementals of any type and expel them in deadly blasts, which in the process destroy the trapped elemental. The enchantments that are required to create one are so precise that they have only ever successfully been made out of Azucar.
The standard Elemental Epbul can trap up to 100 hit dice of elementals. The elementals can be expelled in a ray or a cone. The ray deals 1d8 points of damage per hit die the wielder chooses to expel, to a maximum of 10. It requires a ranged touch attack role with standard modifications. It has a range of 50 feet. The cone deals 1d4 points of damage per hit die the wielder chooses to expel, to a maximum of 10. It extends 20 feet out and follows the rules for a cone-shaped spell. Anyone caught in the cone receives a reflex save at DC equal to 10+ half the Hit Die of the elemental used. If successful, they take only half damage.
The wielder of an Elemental Epbul may attempt to trap an elemental by releasing the back casing of the weapon and touching it to the elemental the wielder wishes to trap. The wielder was succeed in a DC15 Use Magic Device skill check and elemental must fail a willpower save at DC25 to be trapped. If the wielder traps more than 100 hit dice of elementals, the elemental epbul goes dormant for one day and the trapped elementals are released.
Caster Level: 9th; Prerequisites: Craft Wondrous Item ; Market Price: varies.
Fiery Site: First designed by Amatine wizard, the Fiery Site was widely produced by the Tinkocracy. Usually made to look like a small spyglass, it attaches to the barrel of a crossbow, firearm, or ebpul. When activated, the site magically illuminates the target viewed in the site with an aura of usually red fire. Only one target may be illuminated at a time, and the illumination fades if the target is over 300 feet away from the wielder.
The effect of this fire is only to illuminate the target, not to injure. If there is enough light in the area around the target to see normally, then the fire only provides a +1 circumstance bonus to hit. In low light areas, the bonus increases to +2. In complete darkness, the bonus is +4 to hit. Regardless of lighting, the fire imposes a -20 to all attempts to hide made by the target.
Caster Level: 9th; Prerequisites: ; Market Price: varies.
Patch, Amatine Assassin: The Amatine Assassins all possess magical patches given as rewards for accomplishing feats. When an assassin successful completes a mission of substantial merit, he is given a patch that is sewn into his armor. This patch has a depiction of the type of creature with which the assassin dealt, and also provides an enchantment designed to aid the assassin in future encounters of a creature of that type. As long as the patch is worn, the assassin benefits from the enchantment.
Several examples of powers that a patch might provide are: resistance 10 against a particular element after the assassin defeated an elemental, immunity to sonic-based spells after the assassin defeated a bard, etc.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, others vary by patch type; Market Price: varies.
Ring, Bullet Shield: These rings have existed since shortly after the first firearm was successfully fired. They came into prominence during the reign of the Tinkocracy, when every soldier would give any item he or she had for one. Many still exist, although the fall of the Tinkocracy greatly diminished their value.
While active, the ring provides the wearer a +20 bonus to armor class against bullets fired from firearms or epbuls. The wearer activates the ring by turning it 180 degrees. It remains effective for up to one hour per day.
Caster Level: 7th; Prerequisites: Forge Ring; Market Price: 15,000 gc.
Ring, Personal Illusion: While worn this ring allows the wearer to alter his or her appearance as if affected by a Programmed Image. The wearer may spend one minute concentrating and programming a new image into the ring. At the end of the minute, the wearer must succeed with an Intelligence check at DC 20. If successful, the wearer may use the new programmed image. If unsuccessful, the wearer may try again after an hour. The ring may hold up to three images at any one time. The wearer may switch from one image to another at will by using a standard action. If a new image is programmed in, the oldest image in the ring is lost.
Caster Level: 11th; Prerequisites: Forge Ring, programmed image; Market Price: 40,000 gc.
Banned Spells
In the year BC0AC, or pre-213 in the Asticlean calendar, Habastly and the Counsil placed on ban on the use of spells that allowed the creation of something from nothing. This was done as a response to the rampant creation of lands and creatures by the deities, and more importantly, by Amat. Under this ban, the following spells cannot be used. If they are attempted, they simply do not work.
| Level | Wizard/Sorcerer | Cleric |
| 0 | Create Water | |
| 1st | ||
| 2nd | ||
| 3rd | Create Food and Water | |
| 4th | Minor Creation | |
| 5th | Major Creation | |
| 6th | Heroes’ Feast | |
| 7th | ||
| 8th | Clone | |
| 9th | ||
Artifacts
Items of such power that they cannot simply be created; Artifacts are brought into existence through extreme events or circumstances. Some have an intelligence that is their own, while others simply possess a will to compel their wielder or owner to a goal.
Blessed Armor of the Queen
The holiest item to the Order of the Blessed Armor, the armor was forged centuries ago for a queen. Whomever it was forged for died battling the devils and demons of the lower planes. A paladin who had traveled to a gate to the lower planes to close it recovered the armor. Although he was not able to close the gate, he returned to his homeland with the armor. As the years passed, the legend of the armor grew. It was indestructible. It had obviously been crafted to fit a woman, but no female could successfully don the armor. The paladin traveled Habololy in search of answers. He died without finding those answers. Upon his death, his one time squire brought the armor from the paladin’s homeland to the place his master had died. A shrine was built and the armor was placed in it. Since that time, many have come to examine and pray over the armor. Legends have come to be that whomever fits into the armor will bring order to Habololy.
The armor is +5 Heavy Fortification Full Plate. It allows the wearer to wear the armor while sleeping without any negative effects on the next day. It provides the wearer with SR 15, damage reduction 5/-, and elemental resistance 10 to all elements. It also allows the wearer to take full advantage of her Dexterity bonus despite being full plate.
The Blooming Blade
Also known as the flower sword, this ancient weapon has nine forms. Each form of the weapon corresponds to a different flower and a different alignment. It has existed for as long as any on Habololy have kept track of such things. The weapon is always discovered in a bed of flowers of the type that it resembles. Once it is found by a creature that can wield it, the blade attached itself to the life of that creature. When its wielder dies, so does the blade until it is reborn again in the next spring.
| --- | --- | --- | --- | Alignment | Flower Type | Sword Type | Powers | Lawful Good | Daffodil | Broad Sword | Merciful | Lawful Neutral | Iris | Greatsword | Defending | Lawful Evil | Violet | Bastard Sword | Mighty Cleaving | Neutral Good | Tulip | Short Sword | Brilliant Energy | True Neutral | Chrysanthemum | Broad Sword | Thundering |
In all of its forms, the sword is +4. Depending on its alignment, the sword is Holy or Unholy, and/or Axiomatic or Anarchic. It can detect those of opposing alignments, in a 60 foot radius at will. Once per hour, it can Command Plants as per the spell, cast at 12th level. The wielder receives a +4 bonus to saving throws against natural poisons. The sword also possesses other special properties dependant in its alignment. These are defined in the above table.
City Cleaver
Once the mightiest of Orcish blades, the sword known as City Cleaver has been lost for nearly four hundred years. At the height of the Orcish Empire, the armies marched from land to land and city to city, claiming everything in the name of the deity. The “Shir Cannus*”*, or general, of the Orcish army always wielded the same mighty sword. After several centuries of use, the “Shir Cannus” would merely have to wave the sword at a city and its walls would collapse. When the Orcish Empire finally began to decline at the hands of Amat, the sword was ordered back to the Orcish capital. Amat heard of this plan and intercepted the weapon. Unable to destroy it, and lacking the patience to determine how to do so, Amat hid the sword. It was next seen in the hands of the bugbear Borkon the Rusted, who used it to drive the drow from the humanoid cities and form the nation of Borkondof. No scholar has ever determined how Borkon came to wield City Cleaver. Once again, the sword was lost in the early fourth century AC by the progeny of Borkon, who was making a foolish attempt to siege the Orcish Empire.
City Cleaver is a double-sized +4 Mighty Cleaving Keen Bastard Sword. It provides the wielder with SR 20. It ignores the hardness of any object when dealing damage and reduces the damage reduction of any creature by 5 if it doesn’t already ignore the damage reduction because of its magical bonus.
The Clock Raven
It is the last remaining relic of the deity Highlander. The Clock Raven is a metallic raven with a clock embedded in its belly. It looks to be made of admantium and has clear pearl eyes. Legends say that it had a hand in the downfall of the deity and that it could one day destroy Habololy. It has not been seen since the deity’s destruction, and most scholars are thankful for that. The Clock Raven is credited with the ability to traverse the river of time, an ability most clerics, wizards, and bards doubt, but one they can’t refute.
The true abilities of the Clock Raven are unknown.
The Gemblade
The Gemblade first appeared in the hands of the then mortal Stasis. It helped him accomplish many of the great feats that lead him to becoming a deity, including banishing Amat and founding the Kingdom of Icefia. Since his ascension, his descendants, the kings and queens of the Kingdom of Icefia, have used the Gemblade to further the cause of their deity and their kingdom. The evil deities and cults have oft tried to destroy and banish the noble blade, but have never succeeded. Some legends say that the Gemblade was created by the Counsil to bring a balance to Habololy, for the Hunter of Paladins had long gone unchecked. Shortly after the Gemblade first appeared, the Kingdom of Icefia imprisoned the Hunter of Paladins for the first time.
The Gemblade is a +4 Keen Vorpal Sunblade Bastard Sword. It radiates a strong aura of lawful good and trails light that resembles a cloud or tongue of smoke whenever its held and drawn. By placing a diamond in the clasps of the hilt the blade is empowered with a strong aura of spell resistance. When held and drawn the wielder gains SR 60 for a number of minutes equal to the worth of the stone divided by 100. The diamond is consumed when exhausted. The wielder may call forth the power of the blade three times per day and invoke a Sunray, as per the spell except that it inflicts damage on all evil creatures with a connection to another plane (i.e., outsiders in addition to undead). Targets may make a Willpower save at DC 20 to avoid the effects. The ray has a range of 180 ft. The blade is capable of recharging 10 Ioun stones per year at a rate of one every two weeks. Alternately the blade’s power may be conserved and once per year an Ioun stone may be enchanted to grant a wish.
A Halfling’s Basket
When the first Halflings came to live in the great forest that would one day bare their name, they were near defenseless. They are not a powerful race, and their best defense was using stealth and fighting in massed numbers. Habastly smiled favorably on the race that took such great care not to harm the forest and the life it held. He went to the leader of the largest community and offered him any item that would best help defend him and his community. Thinking as most Halflings do, he said that the greatest threat would be a famine. The leader asked for a basket that would always be filled with food if needed. Habastly granted the Halfling’s wish, but also gave the basket other abilities that would aid the Halflings for generations. As time passed, the basket’s owners were able to determine many of its powers. They also learned that the basket had a will of its own, and that using certain powers of the basket evoked a different reaction from whatever intelligence inhabited it.
The basket has powers that are of three different types. Depending on which type of power is being used by the owner, the basket tries to influence its owner in a different way. The first and most commonly used types of powers are that of creation and animal friendship. An owner of the basket may use the following spell-like abilities: Create Water (at will), Purify Food and Drink (at will), Goodberry (1/minute), Animal Friendship (1/minute), Detect Animals (1/minute), Animal Messenger (1/hour), Charm Animal (1/hour), Speak with Animals (1/hour), Create Food and Water (3/day), Dominate Animal (3/day), Animal Growth (2/day), Minor Creation (2/day), Major Creation (1/day). These powers are used as by a 12th level cleric. When the owner uses these abilities, the basket influences its owner to aid animals and nature in all ways possible.
The second type revolves around transportation. The owner may use the following abilities: Dimension Door (at will), Teleport (1/minute), Teleport without Error (1/hour), Teleportation Circle (3/day). These powers are used as by an 18th level wizard. When an owner uses these abilities, the basket takes on the persona of a joking adolescent halfling.
The final powers are those of summoning and conjuration. The owner may use the following abilities: Summon Monster I, II, III, IV, V, VI, VII, VII, IX (each 1/day), Summon Nature’s Ally I, II, III, IV, V, VI, VII, VIII, IX (each 1/day). These powers are used as if by a 20th level wizard. When the owner uses these powers, the basket takes on the persona of a frightened child.
As soon as the owner has activated a power, he may only use power from that type for the rest of the day. As soon as the sun rises, the owner may use powers from another type. Only halflings may use the basket’s powers. To any creature but a halfling, the basket will not radiate magic, although non-magical means could be used to determine the basket’s true nature.
The Hunter of Paladins
The first records of The Hunter of Paladins date back over fifteen hundred years. Before its appearance, paladins were known throughout the lands of Habololy as a force for good and law. They held the evils of the world in check and aided the unfortunate and helpless whenever there was a need. The Hunter of Paladins changed that for a millennium and more. Unaware that an evil stalked them, the paladins were caught off guard. Hundreds were slain before the true nature of the danger was revealed: a sword that possessed evil warriors and drove them to slay paladins. The sword managed to escape anyone that captured it and find another warrior who thirsted for power to control. By the fifth century BC, no paladins roamed the land freely, and Habololy was a more dangerous place.
It came to a paladin named Hammel (see p. 212) and the Gemblade family to finally defeat and imprison the Hunter of Paladins in the early third century AC. The sword remained locked in the tower of Falan in Castle Gemblade for three hundred years. During that time, paladins crept back into the lives of the people of Habololy. Although many were unfamiliar with their ways, they were thankful for the aid. Times changed again when the Day of Falling Death occurred in 518 AC. The tower of Falan, where the Hunter of Paladins had been trapped, was destroyed and the sword disappeared.
In the years since its release, the Hunter of Paladins has tried to once again rid Habololy of paladins. Luckily, the Order of the Banished Hero and the Gemblade family are devoted to the re-capture of the Hunter of Paladins and constantly seek it.
The Hunter of Paladins is a +5 Unholy Vampiric Paladin Bane Bastard Sword. It provides the wielder with SR 50 against the divine spells of a good cleric or creature. The wielder is constantly aware of paladins that are within one mile. The wielder can concentrate for one minute to discern the exact location of any paladin within that mile.
The Inquisition
Soon after Hemator left the Counsil, a swell of hatred for cultists grew among the devote followers Everentual, Han~Sui, and Gruweas. This feeling was nearly tangible in the lands of the Counsil where the judges held sway. The clerics of those deities joined together and looked to harness the hatred of millions. Their inspiration came in the form of a weapon. It took five years of forging and praying to create the Inquisition. It is a four-foot heavy mace. It has been given to the greatest warrior who champions the causes of the Counsil for the last five hundred years. Unlike many Artifacts that are difficult to locate and rare wielded, the Inquisition is a highly visible reminder of the hatred that exists between the Counsil and the cults.
The sword is a +5 cultist bane heavy flail that grants the wielder SR25. In order to wield The Inquisition, one must have a 20 Strength. The wielder may also attempt to dispel any divine spell cast by a cult cleric. To succeed in dispelling a spell, the wielder must be in the area of effect of the spell and succeed in a Willpower save at DC equal to the spellcaster’s level plus the level of the spell. Any cultist that touches The Inquisition with their bare skin takes 10d6 points of holy damage.
The Slaying Daggers
The weapon of the deity Dedestroyt was once a great-serrated sword capable of slaying any creature that it wounded. When Dedestroyt tried to kill Habololy, he swung the sword at Habastly, the deity of life. It failed to slay Habastly and was shattered into ten shards. Various races around the world found the shards. Every smithy that found a shard quickly realized the quality of the metal and was compelled to forge a dagger with the shard. Ten daggers were forged, each with the ability to slay a different race and the daggers compel their wielder to do exactly that. Legends say that if the daggers were all brought back together, they could be reunited, and Dedestroyt’s sword could be reformed.
The daggers that have been formed since the destruction of the sword are each devoted to the death of one of the following races: human, elf, dwarf, gnome, Gree, Nipit, giant, dragon, orc, lizardfolk. Each dagger is a +4 bane weapon and slays any member of the particular race unless they succeed in a Willpower save at DC 50. The wielder of a dagger possesses all of the racial traits of the race the dagger is designed to slay, but is not considered to be a member of that race. For example, the wielder of the elven slaying dagger would gain low-light vision and immunity to sleep-like effects, but would not be considered an elf for purposes of using elf-only magical items.
If all of the daggers were brought together, legend has it that they could be reformed into the original slaying sword. That sword had the ability to slay any creature that it wounded. Some bards say that this has been tried many times in the past, but no one has ever been able to collect more than seven of the daggers. While some of the daggers have been seen and are possessed by an individual or nation, others haven’t been heard of or mentioned in centuries.
Spectacles of the Diviner
Originally worn by the diviner Rucel, high wizard of Yellowia and grand diviner of Iott, the spectacles have been coveted by scholars and kings, by wizards and treasure hunters. They are a simple iron wrought pair of spectacles fit to be worn by any near human sized creature. The glass in them is a quarter inch thick and the bar curls back so as to completely hook behind the ear. At different times, the glass appears to have a blue, red, green, or yellow hue.
After Rucel died, the spectacles were passed to the next grand diviner of Thynizland, who died while on an expedition. Since that time, five hundred years ago, the spectacles have been seen on occasion in the possession of a variety of people. They were last known to be in the possession of the quasi-deity Melodi, who insists she awarded them to a courageous bardic student at her college some years ago.
The spectacles provide the owner the following bonuses only when worn in the proper way: a +10 bonus to all saving throws and checks against illusions, a + 10 bonus to all Spot and Search skill checks, the ability to read any language and any magical text, and a +4 bonus to all saving throws and checks vs. visual attacks, such as Color Spray or a Basilisk’s petrifying gaze. If the wearer is the target of a visual attack that does not normally allow a saving throw, he is given a Willpower save at DC 20 to avoid the effect.
While worn, the spectacles can provide the wearer with the following spell-like abilities at will: Arcane Sight, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Secret Doors, Detect Snares and Pits, Detect Undead, and See Invisible. These abilities are used as if cast by an 18th level caster. They are active for as long as the wearer is conscious. Only one ability may be active at a time. The wearer must be able to touch the frame of the spectacles with a finger to activate or change the current ability. The following abilities may be active for at most ten minutes per day: True Seeing and Arcane Sight, Greater.
CHAPTER 10: Creatures
Many of the creatures of Habololy are recognizable from other worlds, although they may be known by different names. Some of the creatures of Habololy are unique. These creatures are described in this chapter.
Anklelet
Large Outsider (Good, Lawful)
Hit Dice: 8d8+24 (60 hp)
Initiative: +8 (Dex)
Speed: 10 ft., fly 500 ft. (good)
AC: 25 (+8 natural, +8 Dex, -1 size)
Base Attack/Grapple: +8/+10
Attack: Bite +9 melee
Full Attack: Bite +9 melee, 2 claws +4 melee
Damage: Bite 1d8+2, claw 1d6+2
Space/Reach: 10 ft. by 5 ft./5 ft.
Special Attacks: none
Special Qualities: Damage reduction 10/evil, SR 24, celestial qualities
Saves: Fortitude +9; Reflex +14; Willpower +8
Abilities: Strength 15; Dexterity 26; Constitution 16; Intelligence 18; Wisdom 14; Charisma 18
Skills: Animal Empathy +10; Concentration +8; Diplomacy +20; Knowledge (Geography) +12; Knowledge (any two other) +10; Listen +8; Search +15; Sense Motive +10; Spot +20; Survival +10
Feats: Flyby Attack
Environment: Any non-subterranean
Organization: Solitary
Creature Rarity: 2
Challenge Rating: 9
Treasure: none
Alignment: always Chaotic Good
Advancement: 9-12 HD (Large)
Level Adjustment: -
Anklelents appear as massive eagles. They are white in color with light blue streaks running from its body to the tips of its wing, and that same color adorns the crown of its head and occasionally other parts of its body. Anklelents have golden colored beaks and legs with silver colored talons. Their eyes are a deep blue color.
Anklelents are the messengers of the deities. They can move faster than any other creature and can travel by magical means if necessary. They are friendly, but curt. An Anklelent always seems to be in a hurry, and it usually is. They are helpful, but do not have the time for long efforts. Those that have spoken to an Anklelent are reminded of talking to a wise gnome.
Combat
Anklelents do their best to stay out of combat. They are built to be messengers, heralds, advisors, and scouts. If forced to fight, the Anklelent will employ hit-and-run tactics using its overwhelming speed to confuse and dazzle opponents. An Anklelent will rarely go in for the kill, attacking long enough to disable an opponent and then disengaging.
Celestial Qualities
Aura of Menace (Su): A righteous aura surrounds Anklelents that fight or get angry. Any hostile creature within a 20-foot radius of an Anklelent must succeed at a Willpower saving throw at DC 20 to resist its effects. Those who fail suffer a –2 morale penalty to attacks, AC, and saving throws for one day or until they successfully hit the Anklelent that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the Anklelent’s aura for one day.
Magic Circle against Evil (Su): The Anklelent is constantly affected by a Magic Circle against Evil as per the wizard spell as if cast by an 8th level sorcerer. The effect can be dispelled, but the Anklelent may reactivate it as a free action the next round.
Resistances (Ex): The Anklelent has resistance 30 all air-based spells and fire resistance 30. They receive a +4 bonus to all poison saving throws.
Immunities (Ex): Anklelents are immune to petrification and electricity.
Tongues (Su): Anklelents can speak with any creature that has a language as if they were using a tongues spell cast by a 16th level sorcerer. This ability is always active and cannot be dispelled.
Keen Vision (Ex): Anklelents have extraordinary vision even for a celestial. They can see normally for two miles. They have low-light vision and darkvision that extends for up to 500 feet. They receive a +8 bonus on any checks involving sight.
Spell-Like Abilities: The Anklelent may use the following spells as if cast by a 16th level sorcerer: Invisibility (at will), Whispering Wind (at will), Message (at will),and Greater Teleport (at will). The Anklelent may use the following spells as if cast by an 8th level cleric: Cure Light Wounds (1/turn), Remove Paralysis (1/turn), Cure Moderate Wounds (1/turn), and Neutralize Poison (1/turn).
Chosen of Frostine
Medium Sized Humanoid (Cold)
Hit Dice: 2d8+6 (15 hp)
Initiative: 0
Speed: 30ft.
AC: 15 (+2 natural, +3 armor)
Base Attack/Grapple: +1/+4
Attack: by weapon +4
Full Attack: by weapon +4
Damage: by weapon +3
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: none
Special Qualities: Cold Subtype, Armor of Ice, Heat Vulnerability
Saves: Fortitude +8; Reflex +1; Willpower +3
Abilities: Strength 16; Dexterity 10; Constitution 16; Intelligence 10; Wisdom 14; Charisma 8
Skills: Hide +1*; Knowledge (Religion) +3; Search +3*; Spot +4*; Swim +4; Survival +3*
Feats: Great Fortitude
Environment: Any Sub-Arctic or Arctic
Organization: Group (4-10); Settlement (100-500); City (1,500-10,000)
Creature Rarity: 4
Challenge Rating: 2
Treasure: standard
Alignment: usually Neutral Evil
Advancement: by character class
**Level Adjustment: +**1
When one first looks at the Chosen of Frostine, it is easy to mistake them for a human, albeit a pale one. A closer inspection reveals that the human has skin that is far paler than a healthy human could have. They stand taller than the average human, usually at least six feet tall, but weigh about the same and have a variety of physical builds. Their hair, if not shaved off, is thin and white in color and their eyes are blue or gray.
Most legends say that the Chosen of Frostine were once human, but taken by the deity Frostine when he first appeared on Habololy and altered to suit his needs. For much of the continent of Icefia’s history, the Chosen ruled over it. The Chosen enslaved the ice gnomes and forced the barbarians and other humans to pay tribute. It wasn’t until the Kingdom of Icefia and the deities Stasis and Gnarion appeared that the Chosen began to loose control. They were pushed back into the most northern parts of the continent and their nation was broken up. They still remain in communities and cities, but have lost their organization and the power they once wielded. The Chosen follow the will of Frostine, which is for them to retake Icefia and bring an icy blanket to the continent again.
Their culture resembles that of the other human cultures, but with a singular focus. There is no variety of religion, there is no trade with other races or nations, and there is little entertainment or pleasure. Both males and females work towards the same goals. Children are seen as necessary elements in continuing the will of Frostine.
Chosen of Frostine have their own language. They have also been known to speak ice gnome and common.
Combat
The Chosen of Frostine prefer to lay traps and carefully plan any attack. They are cunning and will attempt to use spells before engaging in combat. The chosen prefer to use spears, javelins, tridents, and other piercing weapons. They never use bows of any type.
Armor of Ice: The Chosen of Frostine build armor fashioned from ice. It is enchanted to resist melting and prevent it from cracking. Any cleric of Frostine with the Craft (armorer) skill can create one such suit of armor per year, using the standard DC for an armor of that type. It provides the wearer with a +3 bonus to armor class and gives the wearer damage reduction 10 against any piercing or slashing weapons. For every day in which of suit of Armor of Ice spends over half the day in above freezing temperatures, the wearer must roll a d20 with a DC equal to the number of hours in the day the armor was in above freezing temperatures. If the wearer fails the roll, the armor melts.
Cold Subtype: Cold immunity, double damage from fire except on a successful save.
Heat Vulnerability: For every day a Chosen of Frostine spends in temperatures above freezing, the Chosen must make a DC20 Fortitude save. If successful, the Chosen takes 1d6 points of damage that cannot be healed except when the Chosen returns to freezing temperatures for a minimum of one day. A failed save means the Chosen takes 2d6 points of damage.
Skills: Chosen of Frostine receive a +4 bonus to Hide, Search, Spot, and Survival skill checks while in any arctic terrain.
Chosen of Frostine Characters
The favored class of the Chosen of Frostine is cleric, but they must worship Frostine. Chosen of Frostine have an ECL of +1.
Doggeden
Huge Magical Beast
Hit Dice: 60d10+360 (710 hp)
Initiative: +3 (Dex)
Speed: 50 ft.
AC: 41 (+30 natural, +3 Dex, -2 size)
Base Attack/Grapple: +30/+49
Attack: Bite +44 melee
Full Attack: Bite +44 melee, 2 claws +41 melee, tail +41 melee
Damage: Bite 2d12+15, claw 2d8+12, tail 2d6+9
Space/Reach: 15 ft. / 15 ft.
Special Attacks: frightening presence, poison, pounce, razor sharp teeth and claws, scent, tongue throw
Special Qualities: Damage Reduction 20/admantium, Damage Reduction 10/epic, Darkvision 120 feet, Fast Healing 10, Low-light vision, SR 30, Spell Invulnerability, Fearless
Saves: Fortitude +28; Reflex +12; Willpower +10
Abilities: Strength 40; Dexterity 16; Constitution 35; Intelligence 10; Wisdom 12; Charisma 8
Skills: Climb +20, Jump +20, Knowledge (religion) +10, Listen +10, move Silently +6, Search +10, Spot +10, Survival +10, Swim +20
Feats: Cleave, Combat Reflexes, Great Cleave, Improved Critical (bite), Power Attack, Multiattack, Snatch, Weapon Focus (bite), Track, Overwhelming Critical (bite), Devastating Critical (bite)
Environment: Any non-subterranean
Organization: Solitary, or Pack (2-5)
Creature Rarity: 2
Challenge Rating: 30
Treasure: none
Alignment: usually Lawful or Neutral Evil
Advancement: 31-40 HD (Huge); 41-50 HD (Gargantuan)
Level Adjustment: -
The most feared creature on Habololy that is not a dragon is the Doggeden. The deity Amat created these titanic creatures that were to do battle with the other deities in his stead. In fact, they did just that and succeeded in the demise of at least two deities and countless thousands of faithful clerics and warriors. Their place in Habololy’s history is assured as the beasts that fought the deities and nearly won. They were so powerful, that they could not be destroyed completely. The Counsil banished the remaining Doggedens to an island that has come to bare their name. It lies far out to sea where even the Horarian pirates do not sail.
Doggedens are nearly thirty feet tall and possess a strong fifteen foot tail. They are bipedal, but often remained crouched, ready to strike or leap. They are covered in short brown hair that is so thick that it protects them as well as any armor could. Their underbelly is covered in tan or red scales that run from their neck to the end of their tail, where they also cover a scorpion-like stinger said to possess a poison so strong that just a prick of the stinger would kill a rhinoceros. These scales are just as strong as the thick hair that covers much of the Doggeden.
The creature’s name is said to be derived from their unmistakable head that resembles the head of a dog. A long snout that ends in a black nose, ears that flop until the Doggeden senses something and the straighten to a point, and a tongue that hangs out while the creature pants all point to a canine background. Its eyes are large and black with no pupil. They stick out almost as a bug’s eyes would. The tongue that hangs slightly out when panting can be used as a weapon a launched much like a frog would. However, the Doggeden catches humans and humanoids, not insects. Its toothy maw is large enough to chew and shallow a full grown human in under a minute. Its hands are neither that of a human or of a dog. They have four fingers that are semi-opposable and have soft pads on the bottom. Each finger has a claw that can be extended up to a foot out from the finger and is strong enough to tear through magical plate armor.
If there are any alive that have fought a Doggeden and survived, they have told no one their story. The last recorded account of anyone going to Doggeden Island was over a century ago when pirates went their looking for treasure. A half dozen survived to tell a story of the beasts swimming a hundred miles out to sea to chase down the thieves before dropping below the waves.
Combat
Doggedens know no fear. They rush into combat hoping to overwhelm their foe with strength and ferocity.
Frightening Presence (Ex): Any creature that sees a living Doggeden must make a Willpower save DC25 or be shaken for an hour. There is no range for this ability, meaning that seeing the Doggeden from afar has the same effect. This is a wisdom-based save.
Fearless (Ex): A Doggeden is immune to all types of fear and fear-based effects.
Poison (Ex): Whenever the Doggeden strikes a target with its tail; it injects a poison into the target. Injected, Fortitude DC25, initial damage 5d6 hit points non-lethal, secondary damage 5d6 hit points lethal. The save is Constitution-based.
Pounce (Ex): By making a jump check at a DC equal to the distance jumped in feet divided by two, the Doggeden can make a pounce attack. This is a full round action that allows the Doggeden to attack the target of his pounce as if it had made a full round attack. This is considered a charge attack.
Razor Sharp Teeth and Claws (Ex): The teeth of a Doggeden are deadly, sharp and as hard as admantium. For purposes of damage reduction treat the claws and teeth of a Doggeden as admantium. The threat range of both the claws and the bite is double to 19-20. Note that the Doggeden has the Improved Critical feat for its bite, and hence the threat range is 17-20 for the bite.
Spell Invulnerability (Su): When they were created, Amat developed the Doggedens with a resistance to lesser spells. They are immune to all spells lower than 4th level as if constantly effected by a Minor Globe of Invulnerability spell. This cannot be dispelled and the Doggeden cannot chose to be affected by a low level spell.
Tongue Throw (Ex): The Doggeden can use its tongue in conjunction with the Snatch feat. It may not bite in the same round that it uses its tongue, but otherwise the tongue may replace the bite as an attack. It may launch its tongue up to 25 feet with no penalty for range. To hit, the tongue need only make a ranged touch attack. Instead of holding the creature it hits with the tongue attack, the Doggeden may immediately throw the target. The Doggeden makes a strength check and multiplies the result by two. That is the distance the target has been thrown in a random direction. The target takes damage as if it had fallen that number of feet. A target may attempt to hold on to the tongue by making a grapple check before being thrown. This uses up an attack of opportunity for the round for the target.
Skills: The Doggeden receives a +10 racial bonus on jump skill checks as long as it is not indoors or underground. When using its sense of smell to track, the Doggeden receives a +8 bonus to the Search skill or the Track feat.
Dragon, Skywatch
Dragon (Fire)
Environment: The skies
Organization: Solitary; Family (2-5)
Creature Rarity: 3
Challenge Rating: Wyrmling 7-8 HD (Small); very young 10-11 (Medium); young 13-14 (Large); juvenile 16-17 (Large); young adult 19-20 (Huge); adult 22-23 (Huge); mature adult 25-26 (Huge); old 28-29 (Gargantuan); very old 31-32 (Gargantuan); ancient 34-35 (Gargantuan); wyrm 37-38 (Gargantuan); great wyrm 40+ (Colossal)
Treasure: Double standard
Alignment: usually Neutral Good
Advancement: Wyrmling 2; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 14; old 16; very old 18; ancient 20; wyrm 22; great wyrm 24
Once the guardians of the dragons, the Skywatch dragons turned on their own kind and sided with the cult of Hemator in their time of need. They are noble and powerful and constantly vigilant. They have a love of freedom, which their kin had denied them for so many years. Skywatch dragons fly endlessly, able to stay in flight for days and weeks on end without landing. They stay far from the centers of civilizations, preferring to remain on the outskirts, looking for dangers that their kin might bring to bare against the unsuspecting.
A Skywatch dragon is naturally pale yellow in color, although they begin life with much darker yellow scales. Its wings are massive; each one is the length of the dragon’s body and runs from front leg to back leg. Its tail ends in a great fin, that allows the dragon to maneuver more precisely than any other dragon.
The Skywatch dragon does not make a home for itself. It flies all over the world, carrying any items that it need with it. They find a secluded spot to mate and hatch young, but then are off to the skies again.
Combat
Skywatch dragons are nearly unmatched in their ferocity and skill when fighting. When they were the guardians of their kin, the Skywatch dragons were renowned for being able to defeat any other dragon in aerial physical combat. Their claws are hooked and designed to tear scales from dragon flesh. Although the Skywatch dragon can breathe fire, this is done as a last resort. They prefer to get on close and attack opponents with tooth and claw. They are quick to engage any creature they perceive as threatening, but are also wise enough to not engage a creature that is beyond their ability. When cornered, a Skywatch dragon will die before retreating for pleading or its life.
Breath Weapon (Su): Skywatch dragons have one type of breath weapon, which is a cone of fire.
Fire Immunity (Ex): Skywatch dragons are immune to all forms of fire.
Camouflage (Ex): A Skywatch dragon may naturally adjust its coloration to match whatever the background is. This has the effect of giving the dragon a +20 bonus to any hide check.
Endless Flight (Ex): The Skywatch dragon can stay in flight for one week without landing. It may sleep while in flight and maintain a speed and direction.
Skywatch Dragons Statistics and Abilities by Age
| Age | Size | Hit Dice (hp) | AC | Attack | Fort | Reflex | Will | Breath Weapon | DC | SR |
| Wyrmling | S | 6d12+6(45) | 21 | +9 | +6 | +10 | +6 | 1d10 (13) | 12 | - |
| Very young | M | 9d12+18(76) | 22 | +12 | +8 | +10 | +7 | 2d10 (14) | 12 | - |
| Young | L | 12d12+24(102) | 23 | +15 | +10 | +11 | +10 | 3d10 (17) | 12 | - |
| Juvenile | L | 15d12+45(142) | 26 | +19 | +12 | +12 | +14 | 4d10(18) | 12 | - |
| Young Adult | H | 18d12+72(189) | 27 | +23 | +15 | +13 | +16 | 5d10(21) | 28 | 21 |
| Adult | H | 21d12+105(241) | 30 | +27 | +17 | +14 | +17 | 6d10(23) | 31 | 23 |
| Mature | H | 24d12+120(276) | 33 | +31 | +19 | +16 | +18 | 7d10(26) | 33 | 25 |
| Old | G | 27d12+162(337) | 33 | +33 | +21 | +16 | +19 | 8d10(27) | 35 | 27 |
| Very Old | G | 30d12+180(375) | 36 | +37 | +22 | +18 | +22 | 9d10(30) | 37 | 29 |
| Ancient | G | 33d12+231(445) | 39 | +42 | +25 | +19 | +23 | 10d10(31) | 39 | 31 |
| Wyrm | G | 36d12+288(522) | 42 | +47 | +28 | +21 | +26 | 11d10(24) | 41 | 33 |
| Great Wyrm | C | 39d12+312(565) | 40 | +47 | +29 | +21 | +27 | 12d10(36) | 44 | 35 |
| Age | Speed | Str | Dex | Con | Int | Wis | Chr | Special Abilities | Caster Lvl |
| Wyrmling | 40 ft., Fly 250 ft. (Good) | 15 | 20 | 13 | 10 | 13 | 12 | Camouflage, Fire Immunity | - |
| Very young | 40 ft., Fly 250 ft. (Ave.) | 17 | 18 | 15 | 10 | 13 | 13 | - | - |
| Young | 40 ft., Fly 300 ft. (Ave.) | 19 | 16 | 15 | 12 | 15 | 14 | - | - |
| Juvenile | 40 ft., Fly 300 ft. (Ave.) | 23 | 16 | 17 | 14 | 15 | 14 | Endless Flight | 1st |
| Young Adult | 40 ft., Fly 300 ft. (Ave.) | 27 | 14 | 19 | 14 | 17 | 16 | Damage Reduction 5/+1 | 3rd |
| Adult | 40 ft., Fly 300 ft. (Ave.) | 29 | 14 | 21 | 16 | 17 | 16 | 5th | |
| Mature | 40 ft., Fly 300 ft. (Ave.) | 31 | 14 | 21 | 16 | 19 | 18 | Damage Reduction 10/+1 | 7th |
| Old | 40 ft., Fly 350 ft. (Ave.) | 33 | 12 | 23 | 18 | 19 | 18 | 9th | |
| Very Old | 40 ft., Fly 350 ft. (Ave.) | 35 | 12 | 23 | 18 | 21 | 20 | Damage Reduction 15/+2 | 11th |
| Ancient | 40 ft., Fly 350 ft. (Ave.) | 39 | 12 | 25 | 20 | 21 | 20 | 13th | |
| Wyrm | 40 ft., Fly 350 ft. (Ave.) | 43 | 12 | 27 | 20 | 23 | 22 | Damage Reduction 20/+3 | 15th |
| Great Wyrm | 40 ft., Fly 400 ft. (Poor) | 43 | 10 | 27 | 22 | 23 | 22 | 17th |
Dryphon
Huge Magical Beast
Hit Dice: 10d10+40 (95hp)
Initiative: +3 (Dex)
Speed: 30 ft., fly 100 ft. (average)
AC: 19 (-2 size, +1 Dex, +10 natural)
Base Attack/Grapple: +10/+25
Attack: Bite +15
Full Attack: Bite +15 melee, 2 claws +10 melee
Damage: Bite 2d8+7, claw 1d6+5
Space/Reach: 10 ft. by 10 ft./5ft.
Special Attacks: Breath Weapon
Special Qualities: Scent, Fire Subtype
Saves: Fortitude +11; Reflex +8; Willpower +4
Abilities: Strength 24; Dexterity 12; Constitution 18; Intelligence 10; Wisdom 10; Charisma 12
Skills: Appraise +6, Jump +12, Knowledge (Geography) +5, Listen +4, Search +4, Spot +10
Feats: Flyby Attack, Weapon Focus (Bite), Alertness
Environment: Temperate Hills and Mountains
Organization: Solitary; Family (2-5)
Creature Rarity: 3
Challenge Rating: 9
Treasure: Standard
Alignment: usually Neutral Evil
Advancement: 11-16 HD (Huge); 17-25 HD (Gargantuan)
Level Adjustment: -
The Dryphon reminds most of a large, scaled griffon. It is larger than a normal griffon and has a scaled belly running all the way to the end of its tail. Its front claws are that of a dragon, not an eagle. The Dryphon ranges from dark brown in color to a deep red. Its beak is golden yellow and its scales are a similar color to its feathers. The tail of a Dryphon is longer than a griffon’s tail.
A Dryphon spends much of its time hunting. It is a large creature that is often in flight and requires a great deal of food to keep it going. When not hunting, the Dryphon is sleeping, mating, or taking care of its young.
Combat
Dryphons will hunt for pleasure and out of necessity. They hunt anything smaller than they are. They always hunt alone, flying and searching for a target. When one is located, the Dryphon quickly moves in for the kill. It will use its fiery breath quickly in an attempt to scare the prey and possibly kill it. The Dryphon will make continuous swoops, lunging at its victim will claws. Only when it feels secure that its prey is severely injured will it land and finish the kill.
Breath Weapon (Su): Cone of fire, 50 ft., every 4 rounds; damage 5d6, Reflex half DC 20. Dryphons can use their breath weapon while biting.
Fire Subtype: Fire immunity, double damage from cold except on a successful save.
Skills: Dryphons receive a +8 racial bonus to Spot skill checks.
Gremlin[64]
Small Fey
Hit Dice: ½ d8 (2hp)
Initiative: +3 (+3 Dex)
Speed: 30 ft.
AC: 14 (+3 Dex, +1 Size)
Base Attack/Grapple: +0/-2
Attack: Halfspear –1 melee; or dart +4 ranged
Full Attack: Halfspear –1 melee; or dart +4 ranged
Damage: Halfspear 1d6-2; or dart 1+ poison
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: poison
Special Qualities: gremlin aura, low-light vision, tree-walking
Saves: Fortitude +0; Reflex +5; Willpower +4
Abilities: Strength 6; Dexterity 16; Constitution 10; Intelligence 12; Wisdom 10; Charisma 14
Skills: Hide +12; Move Silently +12; Listen +8; Spot +8; Survival +8
Feats: Alertness
Environment: Tropical Jungle
Organization: Solitary; Group (3-20); Community (1000+)
Creature Rarity: 5
Challenge Rating: 1/3
Treasure: Standard
Alignment: Usually Chaotic Neutral
Advancement: by class
Gremlins are small, thin, and often called the relatives of trolls because their green, pot-marked skin. They have large black eyes, big ears, a hooked nose and claws on both their feet and hands; all features that are also found on trolls. Gremlins have no hair, and if anyone has ever seen a female Gremlin, they have never spoken of there being any difference.
Gremlin life is filled with two ideals at the expense of all others: survival and amusement. They gather in large groups to achieve both. They are a chaotic race, with a great lack of ability to focus on little else beyond those two ideals. The Gremlins that rise to prominence are those few that have the ability to remain focused and lead others.
Combat
Gremlins usually engage in combat for entertainment. Their goal is to confuse and disorient opponents. This is the case even if they are actually looking to harm their opponent. Gremlins stay out of melee as long as possible, hoping that their darts and luck will wear their opponent down. Only when they feel secure will the Gremlins move in to finish the job.
Poison (Ex): All Gremlin darts are covered in a natural poison the Gremlins make. It has the effect of slowing down the thought process of intelligent creatures. Anyone injected with the poison must make a Fortitude save DC15. There is no initial damage. The secondary damage is the loss of 1d3 wisdom points for 2d4 days. Creatures with Intelligence below 3 are immune to this poi son.
Gremlin Aura (Su): Every Gremlin radiates an aura of bad luck and destruction. Every creature within 10 feet of a gremlin receives a –1 penalty to all saving throws, skill checks, and attack rolls. This effect is cumulative if more than one gremlin is within ten feet. Gremlins are immune to this effect. By concentrating, Gremlins may focus this aura on an individual, instead of an area. If a Gremlin succeeds in a concentration check DC 15, the target of his aura receives a penalty equal tothe difference between the result of the concentration check roll and the DC of 15. So if the Gremlin rolls an 18, the target receives a –3 penalty to all of the listed rolls. Every round that a Gremlin concentrates, it must use a partial action to do so. It may switch targets at any time as a free action.
Tree-walking (Ex): Gremlins receive no penalties to any checks made while in trees.
Skills: Gremlins receive a +2 natural bonus to all Hide, Move Silently, and Survival skill checks while in the jungle.
Gremlin Characters
A gremlin’s favored class is sorcerer. There are often rogues and clerics also found in any group. Gremlins will be led by the most powerful spellcaster in the group.
Hebablam[65]
Huge Beast
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 40 ft.
AC: 15 (-2 size, +7 natural)
Base Attack: +9/+28
Attack: Bite +18
Full Attack: 2 stomps +13 melee, 2 gores +35 melee; or bite +18 melee
Damage: stomp 2d8+6, gore 2d10+11; bite 2d12+16
Space/Reach: 20 ft. by 20 ft./ 10 ft.
Special Attacks: Trample 2d8 + 16
Special Qualities: Scent
Saves: Fortitude + 13, Reflex + 4, Willpower + 10
Abilities: Strength 32; Dexterity 10; Constitution 20; Intelligence 3; Wisdom 15; Charisma 8
Skills: Listen +4, Spot +2
Feats: none
Environment: Temperate, sub-Arctic, and sub-Tropical Forests
Organization: Solitary; or Family (2-3)
Creature Rarity: 7
Challenge Rating: 9
Treasure: none
Alignment: True Neutral
Advancement: 13-25 (huge)
Level Advancement: -
A natural giant herbivore, the Hebablam wanders the great forests of Habololy, eating enough trees to keep it well fed. It is as large, if not larger, than an elephant. Its thick hide is gray in color. It has rows of grinding teeth, and also two massive tusks on both the top and bottom of its mouth. The tusks have serrated edges on the inside of them in order to saw through larger trees, while the massive grinding teeth chew through them.
Hebablams are rarely seen sleeping. Local legends say that they are not natural at all, but are instead the servants of Habastly that are cleaning the forest. Nothing gets in the way of a walking Hebablam, and an equally few number of creatures would dare hunt it.
Combat
The Hebablam engages in combat only as a last resort. It is an herbivore by nature, and has no reason to attack another creature unless provoked. If it does engage in combat, the Hebablam looks to strike its opponent quickly and end the fight. Its massive teeth and feet can kill most animals with one blow. If it feels truly threatened, the Hebablam will try to run away.
Trample (Ex): A Hebablam can trample Medium-sized or smaller creatures for automatic gore damage. Creatures that choose not to make an attack of opportunity against the Hebablam may attempt a Reflex save to halve the damage.
Ice Bats
Small Magical Beast (Cold)
Hit Dice: 1d10+2 (8 hp)
Initiative: +5 (+5 Dex)
Speed: 5 ft.; fly 50 ft. (good)
AC: 16 (+5 Dex, +1 size)
Base Attack: +1/-1
Attack: Bite +2 melee
Full Attack: Bite +2 melee
Damage: Bite 1d3 and numb
Space/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: numb, screech
Special Qualities: Blindsight, Cold Subtype, Sonic Vulnerability
Saves: Fortitude +4, Reflex +7, Willpower -2
Abilities: Strength 10; Dexterity 20; Constitution 14; Intelligence 3; Wisdom 4; Charisma 5
Skills: Hide +8; Listen +9
Feats: none
Environment: any Arctic or Sub-Arctic
Organization: Pack (3-10)
Creature Rarity: 1
Challenge Rating: 1
Treasure: none
Alignment: Usually Neutral Evil
Advancement: 2-5 (medium)
Similar in appearance to other normal bats, the Ice Bat is a large off-white colored representative of the species. The Ice Bat has a supernatural connection to the Icepyre, which controls the actions of most Ice Bats. They are found grouped in the caves of the Icepyres. If an Icepyre is killed, surviving Ice Bats search for a new master. They have no ability to resist the commands of their Icepyre masters.
Combat
Ice Bats distract and harass creatures that the Icepyres are hunting. They will bite to try and numb and stun the prey as their master moves in for the kill. They will screech if ordered or to escape should their master be killed.
Cold Subtype: Cold immunity, double damage from fire except on a successful save.
Numb (Ex): Every time the Ice Bat successfully bites an opponent, the target must make a Fortitude saving throw at DC 13. If the save is successful, nothing happens. If the save fails, the target takes one point of Dexterity damage.
Screech (Ex): Once per minute, the Ice Bat may screech as an attack. Anyone within 15 feet of the Ice bat must make a Fortitude saving throw at DC 15 of be deafened for five minutes.
Skills: The Ice Bats receive a +8 bonus to all Listen skill checks.
Sonic Vulnerability: Whenever the Ice Bat is the target of a sonic-based attack, it receives a –4 penalty to its saving throw.
Icepyre
Medium-Sized Magical Beast (Cold)
Hit Dice: 6d10+30 (63 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 20 ft.; fly 40 ft. (average)
AC: 18 (+1 Dex, +7 natural)
Base Attack: +6/+12
Attack: Bite +10
Full Attack: Bite +10 melee, 2 claws +5 melee
Damage: Bite 1d4 and numb; claw 2d4+2
Space/Reach: 5 ft. by 5 ft./ 5 ft.
Special Attacks: numb, screech
Special Qualities: Blindsight, Cold Subtype, Sonic Vulnerability
Saves: Fortitude+11, Reflex +4, Willpower +5
Abilities: Strength 18; Dexterity 13; Constitution 20; Intelligence 8; Wisdom 10;Charisma 15
Skills: Animal Empathy +2; Hide +1; Intimidate +2; Knowledge (Geography) +4; Listen +10; Move Silently +1; Search +3; Spot +2
Feats: Alertness; Improved Critical (bite); Improved Initiative
Environment: any Arctic or Sub-Arctic
Organization: Solitary
Creature Rarity: 4
Challenge Rating: 5
Treasure: standard
Alignment: Usually Neutral Evil
Advancement: 7-12 (large); 13-18 (huge); 19-25 (gargantuan)
Level Adjustment: +6
The fiendish creation of Frostine that has terrorized the races of Icefia since it was first settled; the Icepyre has replaced the vampire in the nightmares of Icefia’s inhabitants. It hunts at night with the aid of its Ice Bats, its keen hearing, and its uncanny ability to find warm blood. The nations of the continent of Icefia have tried on many occasions to destroy all of the Icepyres, but through the influence of the deity Frostine, enough always survive to keep the species going.
Icepyres are large humanoid creatures. They are white to gray in color, blending in well with the snow and ice of their surroundings. They have large leathery wings that are separate from their powerful fore limbs. Icepyres walk on two legs, but often crouch when not walking. They have needle like fangs that are capable of draining blood and other liquids from a creature. The claws on their hands are thin and also needle like, while the claws on their feet are thick and meant for holding a creature in place. Its head is the most disturbing part of the Icepyre to all those that see it. It has the face of an oversized bat with an extended skull that protrudes to the top and back.
Icepyres are never seen together, and reports say that when two meet, they will fight to the death for control of the brood of Ice Bats each keeps. It is from those broods that future Icepyres will come. A new Icepyre is bound to the Icepyre that kept it as an Ice Bat. Although they will not travel together, the younger will obey the commands sent by its sire.
Combat
Cold Subtype: Cold immunity, double damage from fire except on a successful save.
Numb (Ex): Every time the Icepyre successfully bites an opponent, the target must make a Fortitude saving throw at DC 18. If the save is successful, nothing happens. If the save fails, the target takes three points of Dexterity damage.
Screech (Ex): Once per minute, the Icepyre may screech as an attack. Anyone within 50 feet of the Ice bat must make a Fortitude saving throw at DC 20 of be deafened for five minutes.
Skills: Icepyres receive a +8 racial bonus to all Listen skill checks.
Sonic Vulnerability: Whenever the Icepyre is the target of a sonic-based attack, it receives a –4 penalty to its saving throw.
Vishtoo[66]
Medium-Sized Monstrous Humanoid
Hit Dice: 4d8+8 (26hp)
Initiative: +1 (Dex)
Speed: 30 ft, fly 30 ft. (good)
AC: 16 (+5 natural, +1 Dex)
**Base Attack/Grapple: +**4/+7
Attack: fist +6 or spear +6
Full Attack: 2 fists +6/+1 melee; or spear +6 melee; or spear +4 ranged
Damage: fist 1d4 +3; or spear 1d8 +3
Space/Reach: 5 ft by 5 ft/ 5 ft
Special Attacks: frightful presence
Special Qualities: SR 14, Fire Subtype, Darkvision 60’
Saves: Fortitude +5; Reflex +3; Willpower +2
Abilities: Strength 16; Dexterity 13; Constitution 14; Intelligence 10; Wisdom 9; Charisma 12
Skills: Hide +6*; Intimidate +8; Knowledge (Geography) +4; Move Silently +6*
Feats: Power Attack; Improved Unarmed Strike
Climate/ Terrain: Any Temperate to Tropical with Vegetation
Organization: Pack (4-10); Tribe (100-300); Settlement (1000+)
Creature Rarity: 4
Challenge Rating: 5
Treasure: ½ standard
Alignment: never lawful or good; usually evil
Advancement: by class
Level Adjustment: +4
The ebony skinned demons that roam the northeastern section of the String Mountain continent, the Vishtoo are the most dangerous race living on Habololy. Their concerns are for the cult deity, their own survival, and the death of the their enemies. Much of the world has been spared the horrors of the Vishtoo by the dwarves and the Gree, who are their neighbors and main opponents.
The typical Vishtoo male is over six feet tall. They appear as humanoid, but have little it the way of detail on their face and body. They appear to have no eyes, no mouth, and no nose. Their ears are short and points and are closer to the top of their head than other humanoids. Stranger still is that every Vishtoo has a cloak that appears to grow out of their skin near the top and back of their torso.
Combat
For the Vishtoo, combat is life. They fight each other to train and to determine who their leaders should be. They fight their neighbors to gain land. They fight other creatures in their own lands to survive. Their existence is a brutal one and filled with violence. Vishtoo prefer to use only their fists and bodies in combat, but are known to use weapons when necessary.
Typical Vishtoo tactics are to attack at night and from cover. They never outnumber their opponents and must use every tactic possible to overcome that.
Fire Subtype: Fire immunity, double damage from cold except on a successful throw
Frightful Presence (Su): Any intelligent creature that sees a Vishtoo must make a Willpower saving throw at DC 15 + the Vishtoo’s level or run in fear for ten minutes. While running, the creature may not take any offensive actions, but may cast defensive or transportation spells or use similar abilities.
Skills: Vishtoo receive a +2 bonus to all Intimidate skill checks. At night, they also receive a +4 circumstance bonus to all Hide skill checks. While flying, they receive a +4 circumstance bonus to all Move Silently skill checks.
Vishtoo Characters
A Vishtoo’s favored class is Berserker if he is chaotic. A Vishtoo’s favored class is Monk if he is neutral. They may never take a level in the Wizard, Psion, Psychic Warrior, Tinker, or Paladin class. Vishtoo have an ECL of +4.
- Habololian – “Beware the voice and the breath.” ↑
- Bugbear – “Seven is a feast, nine a brawl.” ↑
- Dwarven – “That which flies must land.” ↑
- Jungle Elven – “If the tree is firm, why fear the storm.” ↑
- Elven – “Shoot at stone and break your arrows.” ↑
- Gnomish – “The best diviner is the best guesser.” ↑
- Grean – “The boot makes noise where the paw is silent.” ↑
- Halfling – “When you eat a round cake, do you begin at the center?” ↑
- Human – “Where there are dungeons, there are adventurers.” ↑
- Islander – “Those stung by the bee, grow to fear even the buzz.” ↑
- Nipeete – “Though the gnome has nothing to say, he never talks slowly” ↑
- Nipeete – “Beauty makes the good eye squint.” ↑
- Orcish – “Grasp all, Lose all” ↑
- Orcish – “Laugh if you are Wise.” ↑
- Sakor’akai – “Do not wait for the sound of battle to sharpen your sword.” ↑
- Giantish – “He who has only one eye protects it well.” ↑
- Hobgoblin – “It’s easy to carry a load on another’s back.” ↑
- Borkon the Rusted on Troglodytes: “They make poor slaves, and worse allies.” ↑
- Grean – “Age does not give wisdom, it only makes one go slower.” ↑
- Habololian – “In the home of a bard, all tell stories.” ↑
- Wizards – “The demon burns who summons it.” ↑
- Archers – “Good eyes are not afraid of the smoke.” ↑
- The Oldest Orc – “The beginning and the end reach out their hands to each other.” ↑
- Habastlian – “The sun rises for everyone.” ↑
- Smofarf – “Cobblers do not judge above the shoe.” ↑
- Lakian – “The reflection reveals your best friend.” ↑
- Dedestroytian – “The wise fear life more than death.” ↑
- Tyrogatore – “When the fight is won, it cannot be disputed.” ↑
- Compture – “The still shark suffocates.” ↑
- Religious – “Compture has made every deity a strange bedfellow.” ↑
- Everentual – “Everything forbidden is sweet.” ↑
- Celetal – “Gibberish does not a proverb make.” ↑
- Tommimao – “Cheerful company shortens the miles.” ↑
- Tfop – “Where one cannot reach, one throws.” ↑
- Lavash’Ki – “If you let them put a barrel on your back, soon it will be two.” ↑
- Dresta – “When eyes are closed, the world is dark.” ↑
- Arsur’Anyodel – “One should not Teleport until one has walked a thousand miles.” ↑
- Gnarion – “A bold heart is half the battle.” ↑
- Yin – “No life begins on the battlefield.” ↑
- Drunnbaran – “When a wizard’s in yer cave, there’s no need to discuss his spells.” ↑
- Corahakar – “He, who does not lie, does not age.” ↑
- Of Wandle – “Pretty women hide dirty tricks.” ↑
- Melodine – “A dirty minstrel never gathers a crowd.” ↑
- Yellowian – “The griffon flies no farther than the horse.” ↑
- Destroytian – “Do not count the teeth of a living Gremlin.” ↑
- Grean – “Everyone continues to hammer their nail into the wall.” ↑
- Icefian – “A full cabin is worth an empty castle.” ↑
- Icefian – “When pirates quarrel, the ship is safe.” ↑
- Ice Gnomish – “You learn more from the wind in your face.” ↑
- Scaled Elven – “Every Wyvern misses a scale.” ↑
- Rosetree Elven – “Fire in the heart brings smoke in the head.” ↑
- Quan Yin – “Every minnow is a dolphin in the eyes of its mother.” ↑
- Amatine – “The unhappy Orc’s cart is easy to overturn.” ↑
- Bugbear – “Two piles of meat confuse the Kobalds.” ↑
- Thalmeret – “A woman’s head cannot wear a helmet.” ↑
- Frozensky – “The game ends when the bear lies still.” ↑
- Hertoplowian – “Foolishness must proceed wisdom.” ↑
- Hertoplowian – “He who lies on the ground has no place to fall.” ↑
- Pacryan – “What you put into your kettle comes into your spoon.” ↑
- Iott – “To become a wizard, you must study in the tower.” ↑
- Jaswapan – “The outsider is for the lion.” ↑
- Habololian – “Even a small gnome can upset the world.” ↑
- Of Borkon – “None can carry all his kin in his back.” ↑
- Orcish Proverb – “The greatest dangers come in small creatures.” ↑
- Habastlian – “The Hebablam does not forget its resting place.” ↑
- Of the Vishtoo – “White flowers cannot be found in a coal sack.” ↑